Defiant Element
2011-11-27, 12:02 PM
I recently found myself in a six player 3.5 game that, with the sole exception of myself, consisted entirely of full casters (Sorcerer, Cleric, Wizard, Druid, Ardent). Most of the players are not especially power oriented, so balance isn't totally borked, but it got me thinking about caster versus non-caster balance in 3.5 for what is probably the umpteenth time, the difference being that this time I took a stab at building a class (initially, it was a base class, but when I realized how specialized it was starting to look, I ultimately opted for a PrC), the sole purpose of which was to combat casters without being a full caster itself. The result is largely a result of a) looking at a variety of existing anti-magic classes (Spellthief, Hellbreaker, etc.), b) considering the undeniably overwhelming advantages that casters have over non-casters, and c) ultimately trying to come up with something that was simultaneously viable and flavorful.
I think it's reasonably obvious that the end result is a class that still can't match up to a full caster, particularly in terms of its usefulness outside of combat, although it does get a fair number of skill points. And even in combat, the caster probably still has a sizable edge. With that said, it also has a lot of ways to negate traditional caster advantages and generally make a caster's life pretty miserable.
Basically, I'm just kind of curious to know what people think. So, without further ado, the Mage Hound:
The Mage Hound
http://images.wikia.com/warhammer40k/images/0/01/OrdoHereticus_Inquisitor.jpg
"Foul sorcery shall not lay low the servants of the Emperor!" - Mage Hound Markhov
Hit Die: d6
Requirements:
To qualify to become a Mage Hound, a character must fulfill all the following criteria:
Alignment: Any lawful.
Feats: Mage Slayer, Pierce Magical Defenses.
Skills: Spellcraft 10 ranks, Knowledge (Arcana) 4 ranks.
Class Skills:
The Mage Hound’s class skills are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Arcana) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex).
Skill Points at Each Level: 6 + Intelligence Modifier.
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+2|
+2|Track, Magic Scent 30’, Sneak Attack +1d6
2nd|
+1|
+0|
+3|
+3|Spellgrace, Dispelling Strike, Arcane Eyes (Arcane Sight)
3rd|
+2|
+1|
+3|
+3|Evasion, Sneak Attack +2d6, Magic Scent 60’
4th|
+3|
+1|
+4|
+4|Arcane Eyes (True Seeing), Silencing Strike, Mettle
5th|
+3|
+1|
+4|
+4|Spell Resistance, Sneak Attack +3d6, Magic Scent 90’
6th|
+4|
+2|
+5|
+5|Undetectable, Dogged Pursuer, Greater Dispelling Strike
7th|
+5|
+2|
+5|
+5|Sneak Attack +4d6, Unstoppable, Magic Scent 120’
8th|
+6|
+2|
+6|
+6|Arcane Eyes (Arcane Sight, Greater), Momentary Disjunction
9th|
+6|
+3|
+6|
+6|Single Minded, Sneak Attack +5d6, Magic Scent 150’
10th|
+7|
+3|
+7|
+7|Nightmare Hound (Spell Immunity, Reaving Strike)
[/table]
Class Features
Weapon and Armor Proficiencies: A Mage Hound gains no armor or weapon proficiencies.
Track: A Mage Hound gains Track as a bonus feat
Magic Scent (Su): As per Scent, except that it only applies to detection of spellcasters and ambient magic. At 1st level, the Mage Hound’s scent ability extends 30 feet. At every subsequent odd level, this range increases by an additional 30 feet.
Sneak Attack: If a Mage Hound can catch an opponent when he is unable to defend himself effectively from his attack, she can strike a vital spot for extra damage. The Mage Hound’s attack deals extra damage any time his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the Mage Hound flanks his target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two Mage Hound levels thereafter. Should the Mage Hound score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a sap (blackjack) or an unarmed strike, a Mage Hound can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. A Mage Hound can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The Mage Hound must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A Mage Hound cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
Spellgrace (Su): A Mage Hound of 2nd level or higher gains a competence bonus on his saves against magical effects (spells, spell-like abilities, and supernatural abilities) equal to his Intelligence modifier. This bonus cannot exceed his Mage Hound level.
Dispelling Strike (Su): Whenever a Mage Hound of 2nd level or higher successfully sneak attacks his target, he may attempt to dispel or, in the case of magical items, suppress ongoing magical effects (as per Dispel Magic). For each effect, the Mage Hound must forego 1d6 sneak attack damage.
In addition, if the Mage Hound hits a spellcaster while the caster is casting a spell, the Mage Hound may attempt to counter the spell as though he had cast Dispel Magic.
At 6th level, dispel attempts made by the Mage Hound are treated as Greater Dispel Magic.
At 10th level, Reaving Dispel.
Arcane Eyes (Su): A Mage Hound of 2nd level or higher is treated as constantly under the effect of Arcane Sight. May be suppressed as a free action.
At 4th level, the Mage Hound is also treated as under the effect of True Seeing.
At 8th level, Greater Arcane Sight.
Evasion (Ex): A Mage Hound of 3rd level or higher can avoid even magical and unusual attacks with great agility. If the Mage Hound makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the Mage Hound is wearing light armor or no armor. A helpless Mage Hound does not gain the benefit of evasion.
Silencing Strike (Su): A Mage Hound of 4th level or higher can attempt to silence their foes with a successful sneak attack. He must declare the use of this ability before you make your attack roll. If he successfully deal sneak attack damage, a field of supernatural silence also surrounds the target. The effect of this field of silence is identical to that of the spell of the same name, except that there is no saving throw to resist this effect. The silence lasts for a number of rounds equal to ½ your Mage Hound level, minimum 1. Using this ability reduces your sneak attack damage by 3d6.
Mettle (Ex): A Mage Hound of 4th level or higher can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping Mage Hound does not gain the benefit of mettle.
Spell Resistance (Su): Starting at 5th level, the Mage Hound gains SR equal to his current Mage Hound level + 10.
Undetectable (Su): A Mage Hound of 6th level or higher is treated as constantly being under the effects of a Nondetection spell. In addition, the Mage Hound can pass through magical wards (Glyph of Warding, Alarm) without setting them off.
Dogged Pursuer (Su): you can hitch a ride on any ability, spell, or effect with the teleportation description as long as you have line of sight. If the target is unwilling, you must succeed on a level check with a DC of 10 + the caster level of the effect as an immediate action. If the target is willing, this ability functions automatically. When the spell is cast, you appear wherever the caster appears, in the same position you were at the time of the spell’s casting. If this would force you to appear in a solid object, you appear in the nearest open available space. If the conjuration spell has variable results, such as teleport, you suffer the same effect as the caster.
Unstoppable (Su): Starting at 7th level, the Mage Hound can pass through magical barriers (Wall of Force, Prismatic Wall, etc.). In addition, the Mage Hound cannot be impeded by magical effects that limit its mobility as though under the effects of a Freedom of Movement spell.
Momentary Disjunction (Su): At 8th level, you can temporarily disable the spellcasting, spell-like, and supernatural abilities of a single creature within 50 feet as a swift action. If the target fails a Will saving throw (DC 20 + your Int modifier), it cannot use spells, spell-like abilities, or supernatural abilities of any kind as if affected by an Antimagic Field for 1 round. Once you have used this ability, you cannot do so again for five rounds.
Single Minded (Su): A Mage Hound of 9th level or higher is treated as constantly being under the effects of Mind Blank. This can be suppressed as a free action.
Nightmare Hound (Su): At 10th level, a Mage Hound becomes immune to spells as per the Golem trait.
I think it's reasonably obvious that the end result is a class that still can't match up to a full caster, particularly in terms of its usefulness outside of combat, although it does get a fair number of skill points. And even in combat, the caster probably still has a sizable edge. With that said, it also has a lot of ways to negate traditional caster advantages and generally make a caster's life pretty miserable.
Basically, I'm just kind of curious to know what people think. So, without further ado, the Mage Hound:
The Mage Hound
http://images.wikia.com/warhammer40k/images/0/01/OrdoHereticus_Inquisitor.jpg
"Foul sorcery shall not lay low the servants of the Emperor!" - Mage Hound Markhov
Hit Die: d6
Requirements:
To qualify to become a Mage Hound, a character must fulfill all the following criteria:
Alignment: Any lawful.
Feats: Mage Slayer, Pierce Magical Defenses.
Skills: Spellcraft 10 ranks, Knowledge (Arcana) 4 ranks.
Class Skills:
The Mage Hound’s class skills are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Arcana) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex).
Skill Points at Each Level: 6 + Intelligence Modifier.
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+2|
+2|Track, Magic Scent 30’, Sneak Attack +1d6
2nd|
+1|
+0|
+3|
+3|Spellgrace, Dispelling Strike, Arcane Eyes (Arcane Sight)
3rd|
+2|
+1|
+3|
+3|Evasion, Sneak Attack +2d6, Magic Scent 60’
4th|
+3|
+1|
+4|
+4|Arcane Eyes (True Seeing), Silencing Strike, Mettle
5th|
+3|
+1|
+4|
+4|Spell Resistance, Sneak Attack +3d6, Magic Scent 90’
6th|
+4|
+2|
+5|
+5|Undetectable, Dogged Pursuer, Greater Dispelling Strike
7th|
+5|
+2|
+5|
+5|Sneak Attack +4d6, Unstoppable, Magic Scent 120’
8th|
+6|
+2|
+6|
+6|Arcane Eyes (Arcane Sight, Greater), Momentary Disjunction
9th|
+6|
+3|
+6|
+6|Single Minded, Sneak Attack +5d6, Magic Scent 150’
10th|
+7|
+3|
+7|
+7|Nightmare Hound (Spell Immunity, Reaving Strike)
[/table]
Class Features
Weapon and Armor Proficiencies: A Mage Hound gains no armor or weapon proficiencies.
Track: A Mage Hound gains Track as a bonus feat
Magic Scent (Su): As per Scent, except that it only applies to detection of spellcasters and ambient magic. At 1st level, the Mage Hound’s scent ability extends 30 feet. At every subsequent odd level, this range increases by an additional 30 feet.
Sneak Attack: If a Mage Hound can catch an opponent when he is unable to defend himself effectively from his attack, she can strike a vital spot for extra damage. The Mage Hound’s attack deals extra damage any time his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the Mage Hound flanks his target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two Mage Hound levels thereafter. Should the Mage Hound score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a sap (blackjack) or an unarmed strike, a Mage Hound can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. A Mage Hound can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The Mage Hound must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A Mage Hound cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
Spellgrace (Su): A Mage Hound of 2nd level or higher gains a competence bonus on his saves against magical effects (spells, spell-like abilities, and supernatural abilities) equal to his Intelligence modifier. This bonus cannot exceed his Mage Hound level.
Dispelling Strike (Su): Whenever a Mage Hound of 2nd level or higher successfully sneak attacks his target, he may attempt to dispel or, in the case of magical items, suppress ongoing magical effects (as per Dispel Magic). For each effect, the Mage Hound must forego 1d6 sneak attack damage.
In addition, if the Mage Hound hits a spellcaster while the caster is casting a spell, the Mage Hound may attempt to counter the spell as though he had cast Dispel Magic.
At 6th level, dispel attempts made by the Mage Hound are treated as Greater Dispel Magic.
At 10th level, Reaving Dispel.
Arcane Eyes (Su): A Mage Hound of 2nd level or higher is treated as constantly under the effect of Arcane Sight. May be suppressed as a free action.
At 4th level, the Mage Hound is also treated as under the effect of True Seeing.
At 8th level, Greater Arcane Sight.
Evasion (Ex): A Mage Hound of 3rd level or higher can avoid even magical and unusual attacks with great agility. If the Mage Hound makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the Mage Hound is wearing light armor or no armor. A helpless Mage Hound does not gain the benefit of evasion.
Silencing Strike (Su): A Mage Hound of 4th level or higher can attempt to silence their foes with a successful sneak attack. He must declare the use of this ability before you make your attack roll. If he successfully deal sneak attack damage, a field of supernatural silence also surrounds the target. The effect of this field of silence is identical to that of the spell of the same name, except that there is no saving throw to resist this effect. The silence lasts for a number of rounds equal to ½ your Mage Hound level, minimum 1. Using this ability reduces your sneak attack damage by 3d6.
Mettle (Ex): A Mage Hound of 4th level or higher can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping Mage Hound does not gain the benefit of mettle.
Spell Resistance (Su): Starting at 5th level, the Mage Hound gains SR equal to his current Mage Hound level + 10.
Undetectable (Su): A Mage Hound of 6th level or higher is treated as constantly being under the effects of a Nondetection spell. In addition, the Mage Hound can pass through magical wards (Glyph of Warding, Alarm) without setting them off.
Dogged Pursuer (Su): you can hitch a ride on any ability, spell, or effect with the teleportation description as long as you have line of sight. If the target is unwilling, you must succeed on a level check with a DC of 10 + the caster level of the effect as an immediate action. If the target is willing, this ability functions automatically. When the spell is cast, you appear wherever the caster appears, in the same position you were at the time of the spell’s casting. If this would force you to appear in a solid object, you appear in the nearest open available space. If the conjuration spell has variable results, such as teleport, you suffer the same effect as the caster.
Unstoppable (Su): Starting at 7th level, the Mage Hound can pass through magical barriers (Wall of Force, Prismatic Wall, etc.). In addition, the Mage Hound cannot be impeded by magical effects that limit its mobility as though under the effects of a Freedom of Movement spell.
Momentary Disjunction (Su): At 8th level, you can temporarily disable the spellcasting, spell-like, and supernatural abilities of a single creature within 50 feet as a swift action. If the target fails a Will saving throw (DC 20 + your Int modifier), it cannot use spells, spell-like abilities, or supernatural abilities of any kind as if affected by an Antimagic Field for 1 round. Once you have used this ability, you cannot do so again for five rounds.
Single Minded (Su): A Mage Hound of 9th level or higher is treated as constantly being under the effects of Mind Blank. This can be suppressed as a free action.
Nightmare Hound (Su): At 10th level, a Mage Hound becomes immune to spells as per the Golem trait.