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View Full Version : The Spell Twister: defeats wizards, looses to fighters P.E.A.C.H



erictheredd
2011-05-25, 04:07 PM
the trick with magic is its messy. Lots of people study how to use the magic around them. I study how to use the magic thrown at me.

there are many ways to study magic, formal and informal. Most study how to channel it. Spell twister study how to redirect it. They thrive in areas where magic abound. Most spell twisters found their abilities by accident, and hone them over time. many find the magic coursing through their veins to be exciting.

Spell Twisters usually need no excuse to go adventuring. Spell twisting is not a talent one discovers during a peaceful life. Once they feel the thrill of magic stored in their bodies, they seem to want ever more. They are known as thrill seekers, and if one does not know what they are, they seem to be suicidally reckless.

Spell Twisters have one of two attitudes towards magic. Some see themselves as enemies of those who use magic, and the feeling is often mutual. Others see themselves as part of the grand family of spell casters. They can enjoy comparing the intricacies of magic with wizards, and stories of unexpected magical happenings with sorcerers.




Spell Twister
Hit Die:D6
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+2|
+2|
+2|living charge, 1st magic expenditure, detect magic at will|

2nd|
+1|
+3|
+3|
+3|1st spell channel

3rd|
+2|
+3|
+3|
+3| readied save
4th|
+3|
+4|
+4|
+4| 2nd magic expenditure
5th|
+3|
+4|
+4|
+4|2nd spell channel

6th|
+4|
+5|
+5|
+5| spell resistance

7th|
+5|
+5|
+5|
+5|3rd magic expenditure

8th|
+6/+1|
+5|
+5|
+6|3rd spell channel

9th|
+6/+1|
+6|
+6|
+6| reversed reflexes

10th|
+7/+2|
+6|
+6|
+7| 4th magic expenditure

11th|
+8/+3|
+7|
+7|
+7|4th spell channel

12th|
+9/+4|
+8|
+8|
+8|Anti-Magic field

13th|
+9/+4|
+8|
+8|
+8|5th magic expenditure

14th|
+10/+5|
+9|
+9|
+9| 5th spell channel

15th|
+11/+6/+1|
+9|
+9|
+9| Interference

16th|
+12/+7/+2|
+10|
+10|
+10| 6th magic expenditure

17th|
+12/+7/+2|
+10|
+10|
+10|6th spell channel|

18th|
+13/+8/+3|
+11|
+11|
+11| spell redirection

19th|
+14/+9/+4|
+11|
+11|
+11|7th magic expenditure|

20th|
+15/+10/+5|
+12|
+12|
+12| 7th spell channel
[/table]
Skill Points at 1st Level

(6 + Int modifier) ×4.
Skill Points at Each Additional Level

6 + Int modifier.
not quite sure about skill list here's a start
Spellcraft(int), use magic device (cha), Knowledge (any), spot(wis), listen(wis), disable device (int), Alchemy (int)


Weapon and Armor Proficiency:
Not sure at this point. probably martial and light armor
Class features:
Living Charge (Su).
A Spell twister has neglected the study of obtaining magic, and instead waits for it to be thrown at him. When a spell twister is stated as the target of a spell that has a will or fortitude save, if the twister makes the save they absorb the spell's magic and store it as charges in their own body. spells grant (spell level * caster level/3) charges. charges dissipate after 10 minutes.

magic expenditures(Su/Sp)
As a twister gains experience, he gains a number of ways he can expend the magical energy thrown at him

Spell Channels(Su)
Once a spell caster figures out what a twister is, they try to target the twister indirectly. Twisters gradually learn to counter this by learning ways to absorb energy.

Readied save(Ex)
As a full round action, the Twister may ready a specific save (reflex, fortitude, or will, and gains a +2 to that save).

Spell resistance(Su)
At level 6, the Twister gains spell resistance equal to 10 +level/2 + wisdom modifier

Reversed Reflexes(Ex)
A twister response to magical attacks is different that most. Many, rather than trying to escape the area of the magic, strive to enter it!
At level 9, when an area effect is used near a Twister, he may make a reflex save to enter the area equal to the save DC of the effect + 4/5 feet away from the caster. a ray passing within 5 feet of the caster may be redirected to hit the twister with a reflex save DC equal to the attack roll of the ray. The twister moves into the area that the ray passed through or area effect covered whether or not the save is successful.



Anti-Magic Field(Su), At level 12, a twister has gained enough experience with manipulating magic he can turn it off for a limited amount of time. he can do so for a total of 1 minute/ twisted level each day. doing so depletes all charges he is carrying. The field has a radius of 50 ft centered on the twister.

Interference(Su). At level 15 a Twister has gained enough experience with magic to counter it by touch. When a Twister touches a creature under a spell's effect he may re-roll their save with his bonus. This may only be attempted once per spell

Spell redirection(Su) At level 18, the Twister can manipulate magic well enough to alter their opponent's spells. A twister may attempt to change the target of a spell as a standard action. The twister and the caster make opposed spell craft checks, with the caster receiving a +4 bonus for casting the spell. The winner of the check decides on the target of the spell. Ray attacks are rolled at -10, regardless of who wins. Also note the Twister must know what spell is being cast to redirect it.

Magic Expenditures

Unless noted otherwise saves are 10 + twister levels/2 + wisdom modifier.

Spells
A Twister may expend his magic as a Spell. Note each spell learned this way counts as a magic expenditure. Spells may be picked from the wizard/sorcerer spell list, and must be of a level a wizard of the same level of twister could cast. The expenditure costs (spell level * caster level) charges. the maximum caster level is the twister level, and the minimum is the minimum for the spell. the save DC's are based on the wisdom modifier.

Rebounding Link
This expenditure may only be used on a successful save from a spell. You may deal d8 * number of charges spent/2 damage to the caster and stuns them for 1 round. They get a will save for half damage. This is a swift action.

Renewed Vitality
This expenditure converts energy to temporary hit points. As a standard action with a range of touch the twister may grant himself or another d8 * number of charges spent /3 temporary hit points.

counter spelling
spend (spell level * minimum caster level) charges to counter a spell.



Spell Channels


Magic Field Interference
If the twister is in an area effect spell that allows for a reflex save, the twister may instead make a will save, and absorb the spell that way. If the will save fails the twister takes the full brunt of the spell. If the save succeeds the spell is dispelled

Messing with the set up
The twister knows how long lasting magical effects are used, and may make a will save to absorb the energy in them. only half as many charges are gained, and this takes a full round action with a range of 5ft that provokes attacks of opportunity. This only works on effects with durations, so magic items are unaffected.

Supernatural Translation
the twister may treat petrification and death effects as fourth level spells.

Sapping the energy
supernatural energy effects (such as dragon breath) may be absorbed at one charge per die of damage.

Preemptive theft
The twister may attempt to drain spells from a caster with a touch attack. The caster gets a will save to resist and charges are half normal. The highest level spell is drained.

Second Save
the twister who has failed a save with a continuing effect may take a full round action to make another save.

Natural flow
some twisters area able to absorb the little magic that is found infused throughout the world. They have a number of charges equal to their twister level. Every 10 minutes they do not absorb or spend charges the pool of charges is renewed.

Through the resistance
If a twister stops a spell with spell resistance they absorb the associated charges

erictheredd
2011-05-25, 04:13 PM
So the idea here is a character who focuses not on using magic, but on countering it. It feels a little like a one trick pony, but its such a useful trick.

The basic idea (which has been strayed from) is a witch hunter. Knows lots about magic but can't use it unless its thrown at him.

Things that need improvement:

what should the weapons and armor look like? is the thing too defensive?

skills. They are familiar with magic, and I envision them being a little sneaky, but I'm not sure.

more magic expenditures. What spells work well, and what are other ways that the charges could be fairly expended?

more spell channels. I'm not even sure if I have seven yet.

and what tier is this guy. yes, I know, he's meant to break the tier system.