Phosphate
2012-05-15, 02:11 PM
...you have to actually stop them BEFORE they cast ;).
The Spellbreaker
Spellbreakers are people with innate talent for magic, that could have become sorcerers for instance, who decided to learn how to suppress the flow of magic in others rather than shape it in themselves. This, alongside with their military training and physical perfecting, makes them capable mage slayers who can just as well silence spellcasters, destroy their creations, resist everything they throw at them and even make their spells fizzle before their eyes.
{table=head]Level|BAB|Fort|Ref|Will|Special |
Interference/Peak|
CL Penalty
1st|+1|+2|+2|+2|SR, Mage Slayer, Banishing Blow +1d6|
0 ft/ 5%|
0
2nd|+2|+3|+3|+3|Dispel|
10 ft/ 5%|
0
3rd|+3|+3|+3|+3|Bonus Feat, Banishing Blow +2d6|
10 ft/ 10%|
0
4th|+4|+4|+4|+4|Mettle, Tranquil Retreat|
20 ft/ 10%|
1
5th|+5|+4|+4|+4|Flux Armor, Banishing Blow +3d6|
20 ft/ 15%|
1
6th|+6/+1|+5|+5|+5|Harness, Shock Dispel|
30 ft/ 15%|
1
7th|+7/+2|+5|+5|+5|Banishing Blow +4d6|
30 ft/ 20%|
1
8th|+8/+3|+6|+6|+6|Wild Flux, Bonus Feat|
40 ft/ 20%|
2
9th|+9/+4|+6|+6|+6|Detection 4th, Banishing Blow +5d6|
40 ft/ 25%|
2
10th|+10/+5|+7|+7|+7|Ward Away, Greater Dispel|
50 ft/ 25%|
2
11th|+11/+6/+1|+7|+7|+7|Clash Dispel, Banishing Blow +6d6|
50 ft/ 30%|
2
12th|+12/+7/+2|+8|+8|+8|Hunt Resumed, Detection 3rd|
60 ft/ 30%|
3
13th|+13/+8/+3|+8|+8|+8|Tiring Flux, Bonus Feat, Banishing Blow +7d6|
60 ft/ 35%|
3
14th|+14/+9/+4|+9|+9|+9|True Fatum|
70 ft/ 35%|
3
15th|+15/+10/+5|+9|+9|+9|Detection 2nd, Banishing Blow +8d6|
70 ft/ 40%|
3
16th|+16/+11/+6/+1|+10|+10|+10|Disjunction|
80 ft/ 40%|
4
17th|+17/+12/+7/+2|+10|+10|+10|Break to Real, Banishing Blow +9d6|
80 ft/ 45%|
4
18th|+18/+13/+8/+3|+11|+11|+11|Detection 1st, Bonus Feat|
90 ft/ 45%|
4
19th|+19/+14/+9/+4|+11|+11|+11|Titan Mind, Banishing Blow +10d6|
90 ft/ 50%|
4
20th|+20/+15/+10/+5|+12|+12|+12|Stagnant Zone|
100 ft/ 50%|
5
[/table]
Alignment: Any
Hit Die: d12
Class Skills: Bluff, Craft, Disable Device, Gather Information, Intimidate, Knowledge (Arcana), Knowledge (Local), Listen, Profession, Search, Sense Motive, Spellcraft, Spot, Survival, Use Magic Device
Skill Points at 1st Level: (4 + Int modifier) × 4
Skill Points at Each Additional Level: 4 + Int modifier
Weapon and Armor Proficiency: A Spellbreaker is proficient with all simple and martial weapons, all types of armor, and all shields (including tower shields).
Spell Resistance: Gain Spell Resistance equal to 10+1,5*class level, rounded up.
Interference: The mere presence of a spellbreaker makes casting harder for those around him. Everyone around him in a sphere with the radius given in the table gains some spell failure. This value is peaked (check table) in his square and the squares directly next to his, and then decreases by 5% for every 10 feet of distance. This spell failure applies to all spells, including spells without a somatic component and divine spells (also, in case a target has spell failure from heavy armor, the effect is cumulative).
A spellbreaker may choose to suppress or reactivate his interference as a swift action. Also, by taking a full round action, he may make the spell failure of his interference be equal to the peak value in the entire volume for 1 round.
Whenever a 5 ft square (cube) is under the interference of multiple spellbreaker interferences, use the strongest and ignore the rest.
CL Penalty: Apply the penalty to caster level from this table to all spells cast within double the interference range, except Dispel Magic, Greater Dispel Magic, and Disjunction. CL penalty does not apply if interference is being suppressed.
Banishing Blow (Su): Once per round, when you land a melee or ranged nonmagical attack against a creature that was called, summoned, or created by magic, you may deal the bonus damage listed. Additionally, if the hit deals damage equal to 1/3 the target's hit points or more, the target must roll either a Fort or Will save, at its choice, against a DC of 10+class level/2+Str mod. If it fails and was called/summoned, it is returned to its plane. If it fails and was created (such as by Create Undead or Animate Object), it is destroyed.
Mage Slayer: You gain Mage Slayer as a bonus feat at 1st level.
Dispel (Sp): You may cast Dispel Magic class level/2 (rounded down) times per day with a caster level equal to your class level.
Bonus Feat: At level 3, and every 5 levels thereafter, you may gain a bonus feat from the bonus fighter feat list.
Mettle (Ex): As the hexblade class feature.
Tranquil Retreat (Ex): A creature that provokes an AoO from a level 4 or higher Spellbreaker (even if he misses) is silenced and cannot perform any action that requires speech until the end of its round.
Flux Armor (Su): Whenever a touch or ranged touch attack is made against you, from 5th level, if the attack is a spell or a spell-like ability emulating a spell, you still add your armor bonus to AC.
Harness (Su): A level 6 or higher spellbreaker is empowered by magic within his interference. Whenever a supernatural ability that does not belong to a spellbreaker, a spell-like ability that does not emulate a spell or a level 0-2 spell is used, gain 1 charge. Whenever a spell-like ability that emulates a spell or a level 3-5 spell is used, gain 2 charges. Whenever a level 6+ spell is used, gain 3 charges. If the spell used fails due to spell failure, gain 1 more charge on top of that. You may have no more than class level charges at once, and cannot gather more than twice your class level charges per day.
Charges can be used thusly:
Whenever you make a damage roll against an opponent after attacking him in melee, you may give up any number of charges to deal d6 additional force damage per charge to the target. The force damage dealt this way is capped at the normal damage of your melee attack.
You may expend 5 charges to fully heal yourself.
You may expend 2 charges to increase the DC of any Concentration check made within double interference range of you by 10. Stacks.
You may expend 1 charge to have darkvision 120 feet for 5 minutes
You may expend 2 charges to have peak spell failure in your entire interference for 1 round.
Overwhelm: expend a charge, then select a target without any CL within your interference as a standard action. He must make a will save against a DC of 10+class level/2+wis mod+5 if he is in a square adjacent to you. If he fails the save, he is stunned for 1 round. You may expend additional charges. For every 3 charges, increase the stun by 1 round and the DC by 2.
You may expend 4 charges to regain 1 dispel for the day.
Except overwhelm, which is a standard action, and force damage, which is a nonaction, all the above are free actions.
Shock Dispel (Su): From level 6, when you succeed a targeted dispel, you may deal sonic or electricity (your choice) damage to the target equal to d4*spell level, or d6*spell level for greater dispel, or d6*spell level untyped damage for disjunction.
Wild Flux (Su): From level 8, all creatures with a CL of 1 or more within the Interference of a spellbreaker receive 1d6 untyped damage per square of movement. Also, if they teleport outside, inside, or within the interference, they receive 3d6 untyped damage.
Detection (Ex): A level 9 or higher spellbreaker can pinpoint a caster when he casts a spell with extreme accuracy.
At level 9, whenever a spell of level 4th or higher is cast within 1 mile, you can pinpoint the direction towards the caster.
At level 12, whenever a spell of level 3rd or higher is cast within 2 miles, you can pinpoint the direction towards the caster.
At level 15, whenever a spell of level 2nd or higher is cast within 3 miles, you can pinpoint the direction towards the caster.
At level 18, whenever a spell of level 1st or higher is cast within 4 miles, you can pinpoint the direction towards the caster.
Also, from level 12 you know if the spell is arcane or divine, from level 15, you know the exact level of the spell that was cast, and from level 18, you know the school.
Ward Away (Su): From level 10, whenever creatures teleport inside your interference, they must all make a will save against a DC of 10+class level/2+wis mod. If they fail, they get instantly sent back from whence they came. If they succeed, they must choose to either remain in place, and be stunned for 1 round, or be sent to the edge of your interference. In either of the three situations, the targets still receive 3d6 untyped damage from Wild Flux.
Greater Dispel (Sp): From level 10, you may expend 2 uses of Dispel to use Greater Dispel instead.
Clash Dispel (Su): From level 11, when you succeed a counterspell using a dispel, the target loses another spell slot of the same level. If you succeeded using Greater Dispel Magic, he also loses 2 slots 1 level lower.
Hunt Resumed: From 12th level, whenever you drop an opponent with unmodified CL of 10 or higher, you regain 1 dispel attempt for the day. You cannot go over the cap.
Tiring Flux (Su): The mental taxation needed to cope with all the subtle changes in spacetime within a magical aura is something most mundanes are unfamiliar with - and the interference of a spellbreaker is, in nature, pure arcana. From level 13, all creatures within a spellbreaker's interference that lack a CL are fatigued while inside, unless they have at least 8 more HD than him.
True Fatum (Ex): A level 14 or higher spellbreaker is completely immune to the effects of all divination spells. He cannot be scryed, predicted, or seen in the future.
Disjunction (Ex): A level 16 or higher spellbreaker can expend 4 dispel magic uses to cast disjunction.
Break to Real (Ex): All illusions entering your interference instantly disappear starting from level 17.
Titan Mind (Ex): A level 19 or higher spellbreaker is immune to all mind-affecting effects that are specifically caused by spells. Also, everyone within his interference gains a +2 bonus against such effects.
Stagnant Zone (Su): Nobody can regain spell slots within 20 miles of a level 20 spellbreaker. He may suppress or reactivate this feature by meditating for 10 minutes.
The Spellbreaker
Spellbreakers are people with innate talent for magic, that could have become sorcerers for instance, who decided to learn how to suppress the flow of magic in others rather than shape it in themselves. This, alongside with their military training and physical perfecting, makes them capable mage slayers who can just as well silence spellcasters, destroy their creations, resist everything they throw at them and even make their spells fizzle before their eyes.
{table=head]Level|BAB|Fort|Ref|Will|Special |
Interference/Peak|
CL Penalty
1st|+1|+2|+2|+2|SR, Mage Slayer, Banishing Blow +1d6|
0 ft/ 5%|
0
2nd|+2|+3|+3|+3|Dispel|
10 ft/ 5%|
0
3rd|+3|+3|+3|+3|Bonus Feat, Banishing Blow +2d6|
10 ft/ 10%|
0
4th|+4|+4|+4|+4|Mettle, Tranquil Retreat|
20 ft/ 10%|
1
5th|+5|+4|+4|+4|Flux Armor, Banishing Blow +3d6|
20 ft/ 15%|
1
6th|+6/+1|+5|+5|+5|Harness, Shock Dispel|
30 ft/ 15%|
1
7th|+7/+2|+5|+5|+5|Banishing Blow +4d6|
30 ft/ 20%|
1
8th|+8/+3|+6|+6|+6|Wild Flux, Bonus Feat|
40 ft/ 20%|
2
9th|+9/+4|+6|+6|+6|Detection 4th, Banishing Blow +5d6|
40 ft/ 25%|
2
10th|+10/+5|+7|+7|+7|Ward Away, Greater Dispel|
50 ft/ 25%|
2
11th|+11/+6/+1|+7|+7|+7|Clash Dispel, Banishing Blow +6d6|
50 ft/ 30%|
2
12th|+12/+7/+2|+8|+8|+8|Hunt Resumed, Detection 3rd|
60 ft/ 30%|
3
13th|+13/+8/+3|+8|+8|+8|Tiring Flux, Bonus Feat, Banishing Blow +7d6|
60 ft/ 35%|
3
14th|+14/+9/+4|+9|+9|+9|True Fatum|
70 ft/ 35%|
3
15th|+15/+10/+5|+9|+9|+9|Detection 2nd, Banishing Blow +8d6|
70 ft/ 40%|
3
16th|+16/+11/+6/+1|+10|+10|+10|Disjunction|
80 ft/ 40%|
4
17th|+17/+12/+7/+2|+10|+10|+10|Break to Real, Banishing Blow +9d6|
80 ft/ 45%|
4
18th|+18/+13/+8/+3|+11|+11|+11|Detection 1st, Bonus Feat|
90 ft/ 45%|
4
19th|+19/+14/+9/+4|+11|+11|+11|Titan Mind, Banishing Blow +10d6|
90 ft/ 50%|
4
20th|+20/+15/+10/+5|+12|+12|+12|Stagnant Zone|
100 ft/ 50%|
5
[/table]
Alignment: Any
Hit Die: d12
Class Skills: Bluff, Craft, Disable Device, Gather Information, Intimidate, Knowledge (Arcana), Knowledge (Local), Listen, Profession, Search, Sense Motive, Spellcraft, Spot, Survival, Use Magic Device
Skill Points at 1st Level: (4 + Int modifier) × 4
Skill Points at Each Additional Level: 4 + Int modifier
Weapon and Armor Proficiency: A Spellbreaker is proficient with all simple and martial weapons, all types of armor, and all shields (including tower shields).
Spell Resistance: Gain Spell Resistance equal to 10+1,5*class level, rounded up.
Interference: The mere presence of a spellbreaker makes casting harder for those around him. Everyone around him in a sphere with the radius given in the table gains some spell failure. This value is peaked (check table) in his square and the squares directly next to his, and then decreases by 5% for every 10 feet of distance. This spell failure applies to all spells, including spells without a somatic component and divine spells (also, in case a target has spell failure from heavy armor, the effect is cumulative).
A spellbreaker may choose to suppress or reactivate his interference as a swift action. Also, by taking a full round action, he may make the spell failure of his interference be equal to the peak value in the entire volume for 1 round.
Whenever a 5 ft square (cube) is under the interference of multiple spellbreaker interferences, use the strongest and ignore the rest.
CL Penalty: Apply the penalty to caster level from this table to all spells cast within double the interference range, except Dispel Magic, Greater Dispel Magic, and Disjunction. CL penalty does not apply if interference is being suppressed.
Banishing Blow (Su): Once per round, when you land a melee or ranged nonmagical attack against a creature that was called, summoned, or created by magic, you may deal the bonus damage listed. Additionally, if the hit deals damage equal to 1/3 the target's hit points or more, the target must roll either a Fort or Will save, at its choice, against a DC of 10+class level/2+Str mod. If it fails and was called/summoned, it is returned to its plane. If it fails and was created (such as by Create Undead or Animate Object), it is destroyed.
Mage Slayer: You gain Mage Slayer as a bonus feat at 1st level.
Dispel (Sp): You may cast Dispel Magic class level/2 (rounded down) times per day with a caster level equal to your class level.
Bonus Feat: At level 3, and every 5 levels thereafter, you may gain a bonus feat from the bonus fighter feat list.
Mettle (Ex): As the hexblade class feature.
Tranquil Retreat (Ex): A creature that provokes an AoO from a level 4 or higher Spellbreaker (even if he misses) is silenced and cannot perform any action that requires speech until the end of its round.
Flux Armor (Su): Whenever a touch or ranged touch attack is made against you, from 5th level, if the attack is a spell or a spell-like ability emulating a spell, you still add your armor bonus to AC.
Harness (Su): A level 6 or higher spellbreaker is empowered by magic within his interference. Whenever a supernatural ability that does not belong to a spellbreaker, a spell-like ability that does not emulate a spell or a level 0-2 spell is used, gain 1 charge. Whenever a spell-like ability that emulates a spell or a level 3-5 spell is used, gain 2 charges. Whenever a level 6+ spell is used, gain 3 charges. If the spell used fails due to spell failure, gain 1 more charge on top of that. You may have no more than class level charges at once, and cannot gather more than twice your class level charges per day.
Charges can be used thusly:
Whenever you make a damage roll against an opponent after attacking him in melee, you may give up any number of charges to deal d6 additional force damage per charge to the target. The force damage dealt this way is capped at the normal damage of your melee attack.
You may expend 5 charges to fully heal yourself.
You may expend 2 charges to increase the DC of any Concentration check made within double interference range of you by 10. Stacks.
You may expend 1 charge to have darkvision 120 feet for 5 minutes
You may expend 2 charges to have peak spell failure in your entire interference for 1 round.
Overwhelm: expend a charge, then select a target without any CL within your interference as a standard action. He must make a will save against a DC of 10+class level/2+wis mod+5 if he is in a square adjacent to you. If he fails the save, he is stunned for 1 round. You may expend additional charges. For every 3 charges, increase the stun by 1 round and the DC by 2.
You may expend 4 charges to regain 1 dispel for the day.
Except overwhelm, which is a standard action, and force damage, which is a nonaction, all the above are free actions.
Shock Dispel (Su): From level 6, when you succeed a targeted dispel, you may deal sonic or electricity (your choice) damage to the target equal to d4*spell level, or d6*spell level for greater dispel, or d6*spell level untyped damage for disjunction.
Wild Flux (Su): From level 8, all creatures with a CL of 1 or more within the Interference of a spellbreaker receive 1d6 untyped damage per square of movement. Also, if they teleport outside, inside, or within the interference, they receive 3d6 untyped damage.
Detection (Ex): A level 9 or higher spellbreaker can pinpoint a caster when he casts a spell with extreme accuracy.
At level 9, whenever a spell of level 4th or higher is cast within 1 mile, you can pinpoint the direction towards the caster.
At level 12, whenever a spell of level 3rd or higher is cast within 2 miles, you can pinpoint the direction towards the caster.
At level 15, whenever a spell of level 2nd or higher is cast within 3 miles, you can pinpoint the direction towards the caster.
At level 18, whenever a spell of level 1st or higher is cast within 4 miles, you can pinpoint the direction towards the caster.
Also, from level 12 you know if the spell is arcane or divine, from level 15, you know the exact level of the spell that was cast, and from level 18, you know the school.
Ward Away (Su): From level 10, whenever creatures teleport inside your interference, they must all make a will save against a DC of 10+class level/2+wis mod. If they fail, they get instantly sent back from whence they came. If they succeed, they must choose to either remain in place, and be stunned for 1 round, or be sent to the edge of your interference. In either of the three situations, the targets still receive 3d6 untyped damage from Wild Flux.
Greater Dispel (Sp): From level 10, you may expend 2 uses of Dispel to use Greater Dispel instead.
Clash Dispel (Su): From level 11, when you succeed a counterspell using a dispel, the target loses another spell slot of the same level. If you succeeded using Greater Dispel Magic, he also loses 2 slots 1 level lower.
Hunt Resumed: From 12th level, whenever you drop an opponent with unmodified CL of 10 or higher, you regain 1 dispel attempt for the day. You cannot go over the cap.
Tiring Flux (Su): The mental taxation needed to cope with all the subtle changes in spacetime within a magical aura is something most mundanes are unfamiliar with - and the interference of a spellbreaker is, in nature, pure arcana. From level 13, all creatures within a spellbreaker's interference that lack a CL are fatigued while inside, unless they have at least 8 more HD than him.
True Fatum (Ex): A level 14 or higher spellbreaker is completely immune to the effects of all divination spells. He cannot be scryed, predicted, or seen in the future.
Disjunction (Ex): A level 16 or higher spellbreaker can expend 4 dispel magic uses to cast disjunction.
Break to Real (Ex): All illusions entering your interference instantly disappear starting from level 17.
Titan Mind (Ex): A level 19 or higher spellbreaker is immune to all mind-affecting effects that are specifically caused by spells. Also, everyone within his interference gains a +2 bonus against such effects.
Stagnant Zone (Su): Nobody can regain spell slots within 20 miles of a level 20 spellbreaker. He may suppress or reactivate this feature by meditating for 10 minutes.