Phosphate
2012-02-16, 09:43 AM
The Arcane Breaker
http://www.wizards.com/dnd/images/4e/20080328_drdd_2th.jpg
These powers were yours to meld since birth. And just as you can make them cease and start within your own hands, so you can cease and start them in others. - Julius Drayeth, Arcane Breaker
Becoming an Arcane Breaker: One does not simply become a breaker. One has to be born this way - with a special affinity to magic that is unique from that practiced by others - somehow, complementary. However, while there are those who are breakers as a second nature as nothing is easier to them than negating magic, any sorcerer who works hard enough can be disciplined to control his energy in such a way as to break others' magic.
Associations: Arcane Breakers have long worked on both sides of the magical conflict - some taking the side of inquisitive templars hunting down apostate mages, while others championing for the freedom and prosperity of everyone gifted with arcane prowess. Regardless, they are usually take up roles of leadership in their respective groups.
Stats: All mental attributes (Wis, Int and Cha) are important for an Arcane Breaker and he benefits from having high values in all of them.
Alignment: any, though they have a tendency to not be neutral on the law-chaos axis.
Requirements:
Class: 1+ levels in Sorcerer
Spells: able to cast Dispel Magic spontaneously as an arcane spell
Skills: Spellcraft 9 ranks, Knowledge (Arcana) 9 ranks
Special: Must have killed a spellcaster in a 1 vs 1 battle.
Hit dice: d8
Class Skills: Bluff (Cha), Concentration (Con), Craft (Int), Knowledge (all) (Int), Profession (Wis), Search (Int), Sense Motive (Wis) and Spellcraft (Int)
Skill points: 4+int mod
Weapon and Armor Proficiency: An Arcane Breaker gains no new weapon and armor proficiencies.
{table=head]Level|BaB|F Save|R Save|W Save|Special|Also
1|+0|+2|+0|+2|Filter|
2|+1|+3|+0|+3|Arcane Burn, Banish|+1 to spellcaster level
3|+2|+3|+1|+3|Filter|
4|+3|+4|+1|+4|Mindflay, Negation|+1 to spellcaster level
5|+3|+4|+1|+4|Filter|
6|+4|+5|+2|+5|Arcane Comprehension, Backlash|+1 to spellcaster level
7|+5|+5|+2|+5|Filter|
8|+6|+6|+2|+6|Mental Fortress, Mana Clash|+1 to spellcaster level
9|+6|+6|+3|+6|Filter|
10|+7|+7|+3|+7|Break|+1 to spellcaster level[/table]
Filter (Ex): At first level, and every odd level thereafter, select a spell that allows SR from the Sor/Wis spell list. You become unable to learn or cast that spell. However, if that spell is used on you, you are treated as having infinite SR against it. If a spell is chosen through the Filter feature of this class, the feature also applies to: versions of the spell where metamagic is applied, greater or superb versions of the spell, lesser or least versions of the spell, mass versions of the spell and the divine version of the spell, if any.
Spells per Day/Spells Known: Every second Arcane Breaker level, the character gains new spells per day (and spells known) as if he had also gained a level in sorcerer.
Arcane Burn (Ex): Whenever a creature within line of sight of you starts casting a spell, you may attempt a Spellcraft check against a DC of 15 + spell level. If you correctly identify the spell, you may choose to deal xd4 untyped damage to the caster, where x is the level of the spell. Arcane Burn does NOT interrupt spellcasting and does not force the afflicted caster to make a concentration check.
Banish: Whenever you deal lethal damage with a melee or ranged weapon or a single target spell to a summoned creature, you can immediately cast Dispel Magic on it as a swift action without expending a spell slot.
Mindflay (Su): The Arcane Breaker can instill chaos in the arcane energies around him. All spellcasters in a sphere centered on him with a radius of 50 feet + 10 feet/class level, including himself, instantly fail all concentration checks. This ability can be closed and activated as a full round action.
Negation: You can use Dispel Magic as a spell-like ability at will, and learn 1 extra 3rd level spell in its place.
Arcane Comprehension (Ex): Add your Int mod to all your saves for the purpose of avoiding the effects of spells and spell-like abilities only.
Backlash (Ex): Increase the damage of Arcane Burn to xd6 (again, x is spell level). Also, if a spell that triggers Arcane Burn is then successfully counterspelled, the caster takes 1d6 damage to his casting stat.
Mental Fortress (Su): If one of your allies within 20 feet + 5 feet*wis mod would be subjected to an effect that allows a will save, you can roll your own save and substitute the result for his if it is higher. Can be used only once per round.
Mana Clash (Su/Sp): Whenever you successfully counterspell a spell, the caster will lose 1 other spell slot of the same level. In addition to this, you can use this feature to target spell slots directly, as such:
Select an opponent within medium range as a standard action. He shall make a will save against your Spellcraft check. If your result is higher, subtract his will save from your result and then remove one of his spell slots that has a level equal to the difference. If the difference is over his highest level spell slot, remove 1 of his higher level spell slots and remove 1 whose level is equal to the remainder. If the difference is more than double the highest level spell slot, simply remove the 2 highest level slots.
Break (Sp): Once per encounter, as a full round action, select 1 target within close range. He must make a will save against a DC of 10+class level+cha mod, a will save against your will save (Arcane Comprehension not applied) and a will save against a Spellcraft check. If he fails all of them, the target will become unable to use spells and spell-like abilities permanently. If he fails only a couple, reduce his CL for all purposes by 2 per failure.
http://www.wizards.com/dnd/images/4e/20080328_drdd_2th.jpg
These powers were yours to meld since birth. And just as you can make them cease and start within your own hands, so you can cease and start them in others. - Julius Drayeth, Arcane Breaker
Becoming an Arcane Breaker: One does not simply become a breaker. One has to be born this way - with a special affinity to magic that is unique from that practiced by others - somehow, complementary. However, while there are those who are breakers as a second nature as nothing is easier to them than negating magic, any sorcerer who works hard enough can be disciplined to control his energy in such a way as to break others' magic.
Associations: Arcane Breakers have long worked on both sides of the magical conflict - some taking the side of inquisitive templars hunting down apostate mages, while others championing for the freedom and prosperity of everyone gifted with arcane prowess. Regardless, they are usually take up roles of leadership in their respective groups.
Stats: All mental attributes (Wis, Int and Cha) are important for an Arcane Breaker and he benefits from having high values in all of them.
Alignment: any, though they have a tendency to not be neutral on the law-chaos axis.
Requirements:
Class: 1+ levels in Sorcerer
Spells: able to cast Dispel Magic spontaneously as an arcane spell
Skills: Spellcraft 9 ranks, Knowledge (Arcana) 9 ranks
Special: Must have killed a spellcaster in a 1 vs 1 battle.
Hit dice: d8
Class Skills: Bluff (Cha), Concentration (Con), Craft (Int), Knowledge (all) (Int), Profession (Wis), Search (Int), Sense Motive (Wis) and Spellcraft (Int)
Skill points: 4+int mod
Weapon and Armor Proficiency: An Arcane Breaker gains no new weapon and armor proficiencies.
{table=head]Level|BaB|F Save|R Save|W Save|Special|Also
1|+0|+2|+0|+2|Filter|
2|+1|+3|+0|+3|Arcane Burn, Banish|+1 to spellcaster level
3|+2|+3|+1|+3|Filter|
4|+3|+4|+1|+4|Mindflay, Negation|+1 to spellcaster level
5|+3|+4|+1|+4|Filter|
6|+4|+5|+2|+5|Arcane Comprehension, Backlash|+1 to spellcaster level
7|+5|+5|+2|+5|Filter|
8|+6|+6|+2|+6|Mental Fortress, Mana Clash|+1 to spellcaster level
9|+6|+6|+3|+6|Filter|
10|+7|+7|+3|+7|Break|+1 to spellcaster level[/table]
Filter (Ex): At first level, and every odd level thereafter, select a spell that allows SR from the Sor/Wis spell list. You become unable to learn or cast that spell. However, if that spell is used on you, you are treated as having infinite SR against it. If a spell is chosen through the Filter feature of this class, the feature also applies to: versions of the spell where metamagic is applied, greater or superb versions of the spell, lesser or least versions of the spell, mass versions of the spell and the divine version of the spell, if any.
Spells per Day/Spells Known: Every second Arcane Breaker level, the character gains new spells per day (and spells known) as if he had also gained a level in sorcerer.
Arcane Burn (Ex): Whenever a creature within line of sight of you starts casting a spell, you may attempt a Spellcraft check against a DC of 15 + spell level. If you correctly identify the spell, you may choose to deal xd4 untyped damage to the caster, where x is the level of the spell. Arcane Burn does NOT interrupt spellcasting and does not force the afflicted caster to make a concentration check.
Banish: Whenever you deal lethal damage with a melee or ranged weapon or a single target spell to a summoned creature, you can immediately cast Dispel Magic on it as a swift action without expending a spell slot.
Mindflay (Su): The Arcane Breaker can instill chaos in the arcane energies around him. All spellcasters in a sphere centered on him with a radius of 50 feet + 10 feet/class level, including himself, instantly fail all concentration checks. This ability can be closed and activated as a full round action.
Negation: You can use Dispel Magic as a spell-like ability at will, and learn 1 extra 3rd level spell in its place.
Arcane Comprehension (Ex): Add your Int mod to all your saves for the purpose of avoiding the effects of spells and spell-like abilities only.
Backlash (Ex): Increase the damage of Arcane Burn to xd6 (again, x is spell level). Also, if a spell that triggers Arcane Burn is then successfully counterspelled, the caster takes 1d6 damage to his casting stat.
Mental Fortress (Su): If one of your allies within 20 feet + 5 feet*wis mod would be subjected to an effect that allows a will save, you can roll your own save and substitute the result for his if it is higher. Can be used only once per round.
Mana Clash (Su/Sp): Whenever you successfully counterspell a spell, the caster will lose 1 other spell slot of the same level. In addition to this, you can use this feature to target spell slots directly, as such:
Select an opponent within medium range as a standard action. He shall make a will save against your Spellcraft check. If your result is higher, subtract his will save from your result and then remove one of his spell slots that has a level equal to the difference. If the difference is over his highest level spell slot, remove 1 of his higher level spell slots and remove 1 whose level is equal to the remainder. If the difference is more than double the highest level spell slot, simply remove the 2 highest level slots.
Break (Sp): Once per encounter, as a full round action, select 1 target within close range. He must make a will save against a DC of 10+class level+cha mod, a will save against your will save (Arcane Comprehension not applied) and a will save against a Spellcraft check. If he fails all of them, the target will become unable to use spells and spell-like abilities permanently. If he fails only a couple, reduce his CL for all purposes by 2 per failure.