absolmorph
2011-04-27, 04:05 PM
Design goals:
Two key ability scores (Strength and Constitution).
Able to take on spell-casters without being one.
Tier 3.
Anti-Mage
There is no force in the universe without its opposite. For all the pressure pushing a star to expand, there is gravity to hold it in. For the process which creates new beings to roam the earth, there is death to remove them. For the creation of a universe, there is entropy to slowly wear it down.
There are some people who are naturally adept at using the power of magic to create incredible effects.
Their opposite is the anti-mage. An anti-mage sucks the manipulated energy of magic out of their surroundings, prematurely sending it back to the roiling mass of energy from which it was drawn. Most anti-mages are only trained with weapons; the rest is a natural side-effect of the energy that flows through their body. Some anti-mages are trained, usually in secret, to tear down the creations of spellcasters.
Alignment: Any.
Hit dice: d10
Skill points at first level: (4 + Int modifier)x4
Skill points at each additional level: (4 + Int modifier)
Class Skills: Balance (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (Arcana) (Int), Listen (Wis), Profession (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Swim (Str) and Tumble (Dex).
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+0|
+2| Mage Slayer, Disruptive Aura
2nd|
+2|
+3|
+0|
+3| Dispelling Fury 1/day, Mundane Perception
3rd|
+3|
+3|
+1|
+3| Spell Absorption, All-terrain movement, Dodge
4th|
+4|
+4|
+1|
+4| Mettle, Pierce Magical Concealment
5th|
+5|
+4|
+1|
+4| Enduring Shield, Magebane, Mobility
6th|
+6/+1|
+5|
+2|
+5| Dispelling Fury 2/day, Swift Soldier
7th|
+7/+2|
+5|
+2|
+5| Enduring Warrior
8th|
+8/+3|
+6|
+2|
+6| Flying Bane, Improved Magebane
9th|
+9/+4|
+6|
+3|
+6| Enduring Action, Spring Attack
10th|
+10/+5|
+7|
+3|
+7| Magic Survivor, Dispelling Fury 3/day
11th|
+11/+6/+1|
+7|
+3|
+7| Improved Swift Soldier
12th|
+12/+7/+2|
+8|
+4|
+8| Improved Disruptive Aura
13th|
+13/+8/+3|
+8|
+4|
+8| Improved Mettle
14th|
+14/+9/+4|
+9|
+4|
+9| Swift Strike, Dispelling Fury 4/day
15th|
+15/+10/+5|
+9|
+5|
+9|
16th|
+16/+11/+6/+1|
+10|
+5|
+5|
17th|
+17/+12/+7/+2|
+10|
+5|
+10|
18th|
+18/+13/+8/+3|
+11|
+6|
+11| Dispelling Fury 5/day
19th|
+19/+14/+9/+4|
+11|
+6|
+11|
20th|
+20/+15/+10/+5|
+12|
+6|
+12| Null Magic Zone[/table]
Weapon and Armor Proficiency: An anti-mage is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).
Mage Slayer: At level 1, an anti-mage gains Mage Slayer as a bonus feat, even if they don't meet the prerequisites for the feat.
Disruptive Aura (Ex): The presence of an anti-mage can prevent the use of magic around them as they warp the flow of energy around them with their existence. They have a disruptive aura which extends 10 feet per class level. Any enemy who attempts to cast a spell, use a spell-like or supernatural ability or use a spell completion item must make a Concentration check (DC 10+1/2 anti-mage level+Constitution modifier) or the attempt fails, though the ability is expended.
Additionally, an anti-mage can sense the location and strength of all magic within their disruptive aura, and may make a Spellcraft check to determine the school (DC 15+spell level, or DC 15+caster level for non-spell effects)
Dispelling Fury (Ex): An anti-mage can enter a state of being where their attacks can tear the effects of magic from an enemy. At level 2, anti-mages learn to destroy magical effects. Once per day, they may enter a dispelling fury. While in dispelling fury, their melee weapon attacks carry a dispel effect. Whenever they strike an opponent, their opponent is subject to a targeted dispel magic effect, as the spell, with the bonus on the check being equal to the anti-mage's class level+Strength modifier. Dispelling fury lasts a number of rounds equal to the anti-mages Constitution modifier. They gain an additional use of dispelling fury every 4 class levels after level 2.
Extraordinary Perception (Su): The lingering energy has left the anti-mage capable of seeing with more than their eyes. At level 2, an anti-mage gains Blind-fight as a bonus feat, even if they don't meet the prerequisites, and blindsense out 5 feet for every 2 levels of anti-mage they have.
Spell Absorption (Ex): As an anti-mage grows in power, they find themselves capable of new ways to stop the manipulation of magic. Sometimes, this brings them even more benefit than it normally would. Starting at level 3, once per encounter as an immediate action, and one additional time for every 3 levels of anti-mage past level three, an anti-mage may absorb a spell, spell-like ability or supernatural ability (so long as it duplicates a spell) which would affect them. This forces the creature attempting to use the ability to make a caster level check against DC 9+the anti-mage's class level+Constitution modifier. Any bonuses which normally apply to spell resistance checks are also added to this check. If the ability is nullified, the anti-mage is healed for 5*spell level plus caster level hit points, and gets a bonus on attack rolls equal to the spell level until the end of their next turn.
This can only be used against spells cast by enemies once every 1d4+1 rounds; however, anti-mages may use this ability any number of times against spells cast by their allies.
For example, a level 13 anti-mage activates this against the effect of a fireball spell cast on him by a level 12 wizard. If the anti-mage has 16 Constitution, the wizard must beat a DC 24 caster level check. Assuming the wizard fails, no creature takes the 10d6 damage they would from the fireball. The anti-mage is healed for 27 hitpoints (5*3+12) and gets a +3 bonus on attack rolls until the end of their next turn.
All-terrain Movement: At third level, anti-mages become less affected by terrain. They may ignore difficult terrain and gain a climb speed and swim speed equal to their base land speed, if they don't already have them. If they have a climb or swim speed already, that speed increases by +20 feet.
Dodge: At level 3, an anti-mage gains the Dodge feat as a bonus feat, even if they don't meet the prerequisites.
Mettle: At level 4, an anti-mage becomes better able to shrug off debilitating effects. When they make a Fortitude or Will save against an effect that would have a partial effect on a successful save, they're unaffected.
Pierce Magical Concealment: At level 4, an anti-mage gains Pierce Magical Concealment as a bonus feat.
Enduring Shield: At level 5, anti-mages learn to use the energy they warp to protect themselves. They gain a bonus to AC equal to their Constitution modifier plus 1 per 4 class levels.
Magebane: The warping properties of an anti-mage cause harm to those who manipulate the energies used for magic, both arcane and divine. Level 5 anti-mages imbue the weapons they wield with the bane (spell-caster) property (this does not increase the effective enhancement bonus when enchanting the weapon).
Mobility: At level 5, anti-mages gain the Mobility feat as a bonus feat, even if they don't meet the prerequisites.
Swift Soldier: The magic which flows through an anti-mage makes their body faster than most of their race. At level 6, an anti-mage more quickly. They gain a +10 feet bonus to all their movement speeds, and an additional +10 for every 6 levels of anti-mage they have past the sixth.
Enduring Warrior: A level 7 anti-mage learns to better resist magic. Against magical effects, they gain a bonus to saving throws equal to their Constitution modifier.
Flying Bane: At level 8, an anti-mage gains a fly speed equal to their base land speed with average maneuverability. At level 10, the maneuverability improves to good. At level 15, the maneuverability improves to perfect.
Improved Magebane: The weapon of a level 8 anti-mage becomes even more deadly to magic-weilders. Any weapon the anti-mage weilds gains the fiercebane (spell caster) enhancement (this does not increase the effective enhancement bonus when enchanting the weapon).
Enduring Action: A level 9 anti-mage gains a bonus to initiative rolls equal to their Constitution modifier.
Spring Attack: At level 9, anti-mages gain the Spring Attack feat as a bonus feat, even if they don't meet the prerequisites.
Magic Survivor: At level 10, magical effects which would kill or destroy the anti-mage instead are effected by their spell absorption ability. This use does not count against their limit of spell absorptions for an encounter. Summoned creatures are counted as a magical effect for this ability.
Improved Swift Soldier: At level 11, an anti-mage can use the warped energies around them to move more quickly. A number of times per encounter equal to their Constitution modifier, they may move their speed as a swift action.
Improved Disruptive Aura: A level 12 anti-mage's disruptive aura can sap the magic from foes. When an enemy's casting is disrupted by their aura, the anti-mage can absorb the spell as if with their spell absorption ability. This doesn't count against the use limit of the spell absorption.
Improved Mettle: At level 13, if an anti-mage fails a Fortitude or Will save against an effect which would have a partial effect on a successful save, they only take the partial effect.
Swift Strike: At level 14, an anti-mage's attacks come more swiftly. They may make a full-attack action as a standard action instead of a full round action. Additionally, they may make a full attack when they charge. Furthermore, they may combine a full attack action with the Spring Attack feat, targeting enemies they move past at any point with the attacks.
Null Magic Zone: At level 20, the anti-magic traits of the anti-mage increase dramatically. They radiate a null magic zone 30 feet around them. No enemy may cast spells, use spell-like abilities or supernatural abilities in this zone, and any spells which would be prevented by this zone are absorbed by the anti-mage as if using the spell absorption ability. These spells do not count against the use limit of the spell absorption ability.
Two key ability scores (Strength and Constitution).
Able to take on spell-casters without being one.
Tier 3.
Anti-Mage
There is no force in the universe without its opposite. For all the pressure pushing a star to expand, there is gravity to hold it in. For the process which creates new beings to roam the earth, there is death to remove them. For the creation of a universe, there is entropy to slowly wear it down.
There are some people who are naturally adept at using the power of magic to create incredible effects.
Their opposite is the anti-mage. An anti-mage sucks the manipulated energy of magic out of their surroundings, prematurely sending it back to the roiling mass of energy from which it was drawn. Most anti-mages are only trained with weapons; the rest is a natural side-effect of the energy that flows through their body. Some anti-mages are trained, usually in secret, to tear down the creations of spellcasters.
Alignment: Any.
Hit dice: d10
Skill points at first level: (4 + Int modifier)x4
Skill points at each additional level: (4 + Int modifier)
Class Skills: Balance (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (Arcana) (Int), Listen (Wis), Profession (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Swim (Str) and Tumble (Dex).
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+0|
+2| Mage Slayer, Disruptive Aura
2nd|
+2|
+3|
+0|
+3| Dispelling Fury 1/day, Mundane Perception
3rd|
+3|
+3|
+1|
+3| Spell Absorption, All-terrain movement, Dodge
4th|
+4|
+4|
+1|
+4| Mettle, Pierce Magical Concealment
5th|
+5|
+4|
+1|
+4| Enduring Shield, Magebane, Mobility
6th|
+6/+1|
+5|
+2|
+5| Dispelling Fury 2/day, Swift Soldier
7th|
+7/+2|
+5|
+2|
+5| Enduring Warrior
8th|
+8/+3|
+6|
+2|
+6| Flying Bane, Improved Magebane
9th|
+9/+4|
+6|
+3|
+6| Enduring Action, Spring Attack
10th|
+10/+5|
+7|
+3|
+7| Magic Survivor, Dispelling Fury 3/day
11th|
+11/+6/+1|
+7|
+3|
+7| Improved Swift Soldier
12th|
+12/+7/+2|
+8|
+4|
+8| Improved Disruptive Aura
13th|
+13/+8/+3|
+8|
+4|
+8| Improved Mettle
14th|
+14/+9/+4|
+9|
+4|
+9| Swift Strike, Dispelling Fury 4/day
15th|
+15/+10/+5|
+9|
+5|
+9|
16th|
+16/+11/+6/+1|
+10|
+5|
+5|
17th|
+17/+12/+7/+2|
+10|
+5|
+10|
18th|
+18/+13/+8/+3|
+11|
+6|
+11| Dispelling Fury 5/day
19th|
+19/+14/+9/+4|
+11|
+6|
+11|
20th|
+20/+15/+10/+5|
+12|
+6|
+12| Null Magic Zone[/table]
Weapon and Armor Proficiency: An anti-mage is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).
Mage Slayer: At level 1, an anti-mage gains Mage Slayer as a bonus feat, even if they don't meet the prerequisites for the feat.
Disruptive Aura (Ex): The presence of an anti-mage can prevent the use of magic around them as they warp the flow of energy around them with their existence. They have a disruptive aura which extends 10 feet per class level. Any enemy who attempts to cast a spell, use a spell-like or supernatural ability or use a spell completion item must make a Concentration check (DC 10+1/2 anti-mage level+Constitution modifier) or the attempt fails, though the ability is expended.
Additionally, an anti-mage can sense the location and strength of all magic within their disruptive aura, and may make a Spellcraft check to determine the school (DC 15+spell level, or DC 15+caster level for non-spell effects)
Dispelling Fury (Ex): An anti-mage can enter a state of being where their attacks can tear the effects of magic from an enemy. At level 2, anti-mages learn to destroy magical effects. Once per day, they may enter a dispelling fury. While in dispelling fury, their melee weapon attacks carry a dispel effect. Whenever they strike an opponent, their opponent is subject to a targeted dispel magic effect, as the spell, with the bonus on the check being equal to the anti-mage's class level+Strength modifier. Dispelling fury lasts a number of rounds equal to the anti-mages Constitution modifier. They gain an additional use of dispelling fury every 4 class levels after level 2.
Extraordinary Perception (Su): The lingering energy has left the anti-mage capable of seeing with more than their eyes. At level 2, an anti-mage gains Blind-fight as a bonus feat, even if they don't meet the prerequisites, and blindsense out 5 feet for every 2 levels of anti-mage they have.
Spell Absorption (Ex): As an anti-mage grows in power, they find themselves capable of new ways to stop the manipulation of magic. Sometimes, this brings them even more benefit than it normally would. Starting at level 3, once per encounter as an immediate action, and one additional time for every 3 levels of anti-mage past level three, an anti-mage may absorb a spell, spell-like ability or supernatural ability (so long as it duplicates a spell) which would affect them. This forces the creature attempting to use the ability to make a caster level check against DC 9+the anti-mage's class level+Constitution modifier. Any bonuses which normally apply to spell resistance checks are also added to this check. If the ability is nullified, the anti-mage is healed for 5*spell level plus caster level hit points, and gets a bonus on attack rolls equal to the spell level until the end of their next turn.
This can only be used against spells cast by enemies once every 1d4+1 rounds; however, anti-mages may use this ability any number of times against spells cast by their allies.
For example, a level 13 anti-mage activates this against the effect of a fireball spell cast on him by a level 12 wizard. If the anti-mage has 16 Constitution, the wizard must beat a DC 24 caster level check. Assuming the wizard fails, no creature takes the 10d6 damage they would from the fireball. The anti-mage is healed for 27 hitpoints (5*3+12) and gets a +3 bonus on attack rolls until the end of their next turn.
All-terrain Movement: At third level, anti-mages become less affected by terrain. They may ignore difficult terrain and gain a climb speed and swim speed equal to their base land speed, if they don't already have them. If they have a climb or swim speed already, that speed increases by +20 feet.
Dodge: At level 3, an anti-mage gains the Dodge feat as a bonus feat, even if they don't meet the prerequisites.
Mettle: At level 4, an anti-mage becomes better able to shrug off debilitating effects. When they make a Fortitude or Will save against an effect that would have a partial effect on a successful save, they're unaffected.
Pierce Magical Concealment: At level 4, an anti-mage gains Pierce Magical Concealment as a bonus feat.
Enduring Shield: At level 5, anti-mages learn to use the energy they warp to protect themselves. They gain a bonus to AC equal to their Constitution modifier plus 1 per 4 class levels.
Magebane: The warping properties of an anti-mage cause harm to those who manipulate the energies used for magic, both arcane and divine. Level 5 anti-mages imbue the weapons they wield with the bane (spell-caster) property (this does not increase the effective enhancement bonus when enchanting the weapon).
Mobility: At level 5, anti-mages gain the Mobility feat as a bonus feat, even if they don't meet the prerequisites.
Swift Soldier: The magic which flows through an anti-mage makes their body faster than most of their race. At level 6, an anti-mage more quickly. They gain a +10 feet bonus to all their movement speeds, and an additional +10 for every 6 levels of anti-mage they have past the sixth.
Enduring Warrior: A level 7 anti-mage learns to better resist magic. Against magical effects, they gain a bonus to saving throws equal to their Constitution modifier.
Flying Bane: At level 8, an anti-mage gains a fly speed equal to their base land speed with average maneuverability. At level 10, the maneuverability improves to good. At level 15, the maneuverability improves to perfect.
Improved Magebane: The weapon of a level 8 anti-mage becomes even more deadly to magic-weilders. Any weapon the anti-mage weilds gains the fiercebane (spell caster) enhancement (this does not increase the effective enhancement bonus when enchanting the weapon).
Enduring Action: A level 9 anti-mage gains a bonus to initiative rolls equal to their Constitution modifier.
Spring Attack: At level 9, anti-mages gain the Spring Attack feat as a bonus feat, even if they don't meet the prerequisites.
Magic Survivor: At level 10, magical effects which would kill or destroy the anti-mage instead are effected by their spell absorption ability. This use does not count against their limit of spell absorptions for an encounter. Summoned creatures are counted as a magical effect for this ability.
Improved Swift Soldier: At level 11, an anti-mage can use the warped energies around them to move more quickly. A number of times per encounter equal to their Constitution modifier, they may move their speed as a swift action.
Improved Disruptive Aura: A level 12 anti-mage's disruptive aura can sap the magic from foes. When an enemy's casting is disrupted by their aura, the anti-mage can absorb the spell as if with their spell absorption ability. This doesn't count against the use limit of the spell absorption.
Improved Mettle: At level 13, if an anti-mage fails a Fortitude or Will save against an effect which would have a partial effect on a successful save, they only take the partial effect.
Swift Strike: At level 14, an anti-mage's attacks come more swiftly. They may make a full-attack action as a standard action instead of a full round action. Additionally, they may make a full attack when they charge. Furthermore, they may combine a full attack action with the Spring Attack feat, targeting enemies they move past at any point with the attacks.
Null Magic Zone: At level 20, the anti-magic traits of the anti-mage increase dramatically. They radiate a null magic zone 30 feet around them. No enemy may cast spells, use spell-like abilities or supernatural abilities in this zone, and any spells which would be prevented by this zone are absorbed by the anti-mage as if using the spell absorption ability. These spells do not count against the use limit of the spell absorption ability.