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Sparkzlight
2013-06-27, 12:14 AM
The Spellslayer

Level BAB Fort Ref Will Special
1 +0 +0 +0 +2 Detect Magic, Read Magic
2 +1 +0 +0 +3 Bonus Feat, Sneak Attack +1d6
3 +2 +1 +1 +3 Limited Spell Resistance
4 +3 +1 +1 +4 Bonus Feat, Sneak Attack +2d6
5 +3 +1 +1 +4 Dispel Magic 1/day
6 +4 +2 +2 +5 Bonus Feat, Sneak Attack +3d6
7 +5 +2 +2 +5 Enhanced Spell Resistance, Break Enchantment 1/day
8 +6/+1 +2 +2 +6 Bonus Feat, Sneak Attack +4d6
9 +6/+1 +3 +3 +6 Antimagic Field 1/day
10 +7/+2 +3 +3 +7 Bonus Feat, Dispel Magic 2/day, Sneak Attack +5d6
11 +8/+3 +3 +3 +7 Break Enchantment 2/day
12 +9/+4 +4 +4 +8 Bonus Feat, Sneak Attack +6d6
13 +9/+4 +4 +4 +8 Antimagic Field 2/day, Spell Turning 1/day
14 +10/+5 +4 +4 +9 Bonus Feat, Sneak Attack +7d6
15 +11/+6/+1 +5 +5 +9 Break Enchantment 3/day Dispel Magic 3/day
16 +12/+7/+2 +5 +5 +10 Bonus Feat, Spell Turning 2/day, Sneak Attack +8d6
17 +12/+7/+2 +5 +5 +10 Antimagic Field 3/day, Protection From Spells 1/day,
18 +13/+8/+3 +6 +6 +11 Bonus Feat, Mordenkainen’s Disjunction 1/day, Sneak Attack +9d6
19 +14/+9/+4 +6 +6 +11 Break Enchantment 4/day, Spell Turning 3/day
20 +15/+10/+5 +6 +6 +12 Bonus Feat, Dispel Magic 4/day, Sneak Attack +10d6

Spellslayers are master antimages. They usually serve as anti magical law enforcers, mercenaries, or assassins.

Alignment: Any.
Hit Die: d8
Class Skills: Balance (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha)
Skill Points at 1st Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier
Starting Wealth: 4d4 x 10
Class Features
Weapon and Armor Proficiency: Spellslayers are proficient with all simple weapons, plus the hand and light crossbows, rapier, shortbow, short sword, and long sword. Spellslayers are proficient with light armor, but not with shields.
Evasion (Ex): At second level, the Spellslayer can evade an attack with a successful reflex save, DC the attacker’s roll.
Sneak Attack: The Spellslayer's attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the Spellslayer flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two Spellslayer levels thereafter. Should the Spellslayer 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.
Limited Spell Resistance (Su): At third level, the Spellslayer gains SR 11 + Spell level.
Enchanced Spell Resistance (Su): At seventh level, the Spellslayer may add her charisma modifier to her SR score.

AuraTwilight
2013-06-27, 01:01 AM
Ridiculously Overpowered? Not really. It's actually pretty meh and balanced, so far. How many times can it use Mordenkainen's Disjunction? You don't really specify.

Arkanian
2013-06-27, 02:19 AM
You might want to put that in a table. It's readable without that, but making a table will make it look a lot better.

As for the Class itself, it seems more like Prestige Class Material than a Base Class to me. But then, I'd say the same about the Hexblade and a few others too.

Sylian
2013-06-27, 05:09 AM
I'm hardly a master of D&D, but here are some of my thoughts:

It's basically a fighter with lower BAB, HD and Fort save and less proficiencies but with evasion, some limited spellcasting, and spell-resistance. Their reflex save is poor, though, so evasion will probably be of limited use. It seems like it might be MAD, since it has to spend points in Strength to deal damage, Dexterity to gain some AC, Constitution to survive and Charisma to boost its abilities. A rogue could get by better without a high strength score since they get Sneak Attack for damage, but this class doesn't get Sneak Attack. That being said, I suppose you could use a ranged weapon and spend your feats improving the damage.

Antimagic Field at level 9 does help it greatly against magic-users. You could consider taking the Vow of Poverty and simply using Antimagic Field as much as you can in combat.

Overall, I'd say that it's probably a strong Tier 4 class. It's basically a stronger fighter against enemies that use magic, and you could spend some feats to gain a good two-handed weapon and perhaps a feat for Medium Armor so you could use a Mithral Full Plate and thus wouldn't have to worry about Dexterity too much.

Are the bonus feats limited in some way? If not, I could see that character using them for a lot of cool stuff, such as Tome of Battle maneuvers/stances or such.

Xaotiq1
2013-06-27, 11:35 AM
This isn't advice so much as a shameless plug for my own work; but you could take the following material, re-fluff it; and use it for class features:

Otataral Dragon
Associated Skill: Sense Motive (Wis).
Discipline Weapons: Bite, Claw, Tail Slap, unarmed strike, Pick (Light or Heavy), Scimitar, Falchion, Flail (Light or Heavy), Glaive, Guisarme, Ranseur, and whip/whip-dagger.
Class Access: Crusader, Otataral Knight, Swordsage, Warblade.

Maneuvers
Dragon’s Dance (Stance, 1st): Remove ability to cast defensively in an area based on Sense Motive ranks.
Dust Suffused Alloy (Boost, 1st): Gain a +1 bonus to AC & saves versus spells & SLA's until the end of your next turn.
Shatter Magic (Strike, 1st): Add Dispelling touch to successful attack.
Impedance of Rust (Counter, 2nd): Block line of effect of spells up to 3rd level.
Red Madness (Strike, 2nd): Your attack robs opponent of swift and move actions during their next turn.
Rufescent Touch (Boost, 2rd): Your weapons gain the Bane ability versus creatures with a caster level; as well as creatures that have been summoned or conjured by spell.
Scales of Otataral (Counter, 2nd): Block line of sight versus spells and other attacks.
Carmine Crucifixion (Stance, 3rd): As Globe of Invulnerability, Lesser
Rose Colored Glasses (Boost, 3rd): See through & possibly dispel illusions.
Sever Magic (Strike, 3rd) Dispel one or more effects upon successful attack. (Slashing Dispel)
Vermillion Pursuit (Boost, 3rd): Make initiative equal to caster's +1 as immediate action.
Crimson Confusion (Strike, 4th): Your attack robs opponent of swift, move, and standard actions during their next turn.
Draining Cross (Strike, 4th): Drain charged items based on Sense Motive check.
Empty the Warrens (Strike, 4th): Opposed Sense Motive versus caster level check. Remove spells/day
Devour the False Form (Strike, 5th): Your attack deals an extra 3d10 damage as the target, if in an alternate form, change back to normal.
Rustic Meditation (Stance, 5th): Gain Blindsight, anticipate teleport, and resistance to divination.
Scarlet Gyre (Strike, 5th): Deal +1d6 damage/ spell or effect currently active on target.
Carmine Crucifixion, Greater (Stance, 6th): As Globe of Invulnerability
Otataral Fugue (Strike, 6th): Your attack renders opponent unable to perform any actions during their next turn.
Seal the Gate (Stance, 6th): Prevent creatures from being summoned or called in area.
Florid Reflection (Counter, 7th): IL versus CL Check. Success means spell is rebounded on target.
Otataral Dragon's Wing (Counter, 8th): Block line of effect of spells up to 9th level.
Rubicund Cacophony (Stance, 8th): Area determined by IL imposes 60% spell failure chance.
Dragon’s Sundering Maw (Strike, 9th): Deal +15d8damage and disjoin items based on Sense Motive check.

Maneuver Desriptions
Carmine Crucifixion
Otataral Dragon (Stance)
Level: 3rd
Prereqs:
Initiation Action: Swift
Range: Personal
Target: You
Duration: Stance
Otataral Dragon initiators learn early that they need to close ground when facing their spell slinging foes. Carmine Crucifixion stance bolsters the initiator’s defenses in order to do just that.
As long as this stance is maintained, the initiator is protected as if by a globe of invulnerability, lesser. Because this is not a spell or spell-like ability, it is not subject to being dispelled.

Carmine Crucifixion, Greater
Otataral Dragon (Stance)
Level: 6th
Prereqs:
Initiation Action: Swift
Range: Personal
Target/Area: You
Duration: Stance
This stance functions as Carmine Crucifixion, except the initiator is affected by globe of invulnerability.

Crimson Confusion
Otataral Dragon (Strike)
Level: 4th
Prereqs:
Initiation Action: 1 Standard action
Range: Melee attack
Target/Area: One creature
Duration: 1 round
Saving Throw: Will partial
Your blows cause your enemies to falter in their actions. When you initiate this strike, upon a successful attack roll, your opponent must make a will save (DC= 10 + Sense Motive Modifier) or lose the ability to take any action except a full-attack or full round action until the end of the martial adept’s next turn. If the save is successful, the target is staggered until the end of their next turn.
Devour the False Form
Otataral Dragon (Strike)
Level: 5th
Prereqs: 2 Otataral Dragon Maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target/Area: One creature
Saving Throw: Fort partial
Anyone who knows anything about magic knows that casters can change their shape with ease. Otataral Dragon students are adept at breaking these disguises.
This strike, if the attack hits, the subject must make a Fort save (DC= 10 + Sense Motive Modifier) or take 3d10 points of damage as they are forced back in to their original shape. Note: Creatures with the shape-changer type are not immune to the effects of this maneuver. If the save succeeds, the subject doesn’t change form, but still takes the extra damage.
Dragon’s Dance
Otataral Dragon (Stance)
Level: 1st
Prereqs: —
Initiation Action: Swift
Range: Personal
Target/Area: You
Duration: Stance
Otataral is known for its ability to disrupt and absorb magic. Students of this discipline soon garner a like reputation. This basic stance is the first step on the long and rusty road.
While this stance is active, all opponents within the affected area (see below) are unable to cast defensively.

{table=head]
Sense Motive Ranks|
Area Covered

4-8|10’
9-13|20’
14-18|40’
19+|50’[/table]

Draining Cross
Otataral Dragon
Level: 4th
Prereqs: 1 Otataral Dragon Maneuver
Initiation Action: 1 move action
Range: 25’ + 5’/IL
Target/Area: One creature
Duration: Instant
Saving Throw: Fort negates
This strange technique robs energy from various magical items. Initiating Draining Cross forces all items a creature has on their person that have charges (wands, rods, staves, certain wondrous item, etc.) to make a fort save (DC= 10 + Sense Motive Modifier) or be drained of a number of charges equal to ½ your IL.

Dragon’s Sundering Maw
Otataral Dragon (Strike)
9th
Prereqs: 4 Otataral Dragon maneuvers
Initiation Action: 1 Full-round action
Range: Melee strike
Target/Area: One creature
Duration: —
Saving Throw: Fortitude partial
Dragon’s Sundering Maw is the ultimate Otataral Dragon attack. It rends magic from its target, in some cases permanently.
As a full-round action, you make a number of touch attacks up to your maximum number of attacks in a full attack action. Your opponent makes a fortitude save (DC= 10+ your Sense Motive Modifier + number of successful touch attacks). A failed save means that any spell effects and/or magic items with caster levels equal to or lower than your initiator level are permanently disjoined. Effects higher than your initiator level are suppressed for 24 hours, and artifacts are inert for 1 hour.
A successful save suppresses effects ≤ your initiator level for 24 hours and those greater than your IL for 1 hour. In either case, the target takes your normal melee damage and an additional 15d8 points of damage.

Dust Suffused Alloy
Otataral Dragon (Boost)
Level: 1st
Prereqs: 1 Otataral Dragon maneuver
Initiation Action: 1 immediate action
Range: Personal
Target/Area: You
Duration: 1 round / 3 IL’s
Otataral is often worked into other metals in order to infuse weapons and armor with its anti-magic properties. Otataral Dragon adepts use similar techniques on themselves.
When you initiate this boost, you gain a +1 bonus to AC and saves versus spells and spell-like abilities until the end of your next turn. In addition, you gain spell resistance equal to 10 + your Sense Motive Ranks + 1/2 your IL that you can lower & raise as a free action until the duration expires.
Empty the Warrens
Otataral Dragon
Level: 4th
Prereqs: 1 Otataral Dragon maneuver
Initiation Action: 1 standard action
Range: Touch
Target/Area: One creature
Duration: Instant
While Draining Cross targets items, Empty the Warrens targets the caster itself. Once the initiator succeeds on a touch attack, the target must make a fortitude save (DC= 10 + Sense Motive Modifier) or lose one prepared spell/spell per day/use of SLA per spell level for every 5 initiator levels you have. A successful save means the target only loses one spell per spell level.

Florid Reflection
Otataral Dragon (Counter)
Level: 7th
Prereqs: 3 Otataral Dragon maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target/Area: One spell effect
Rays, bolts, blasts, orbs; man, who needs ‘em? Otataral Dragon adepts know that many spells casters use on them can only affect one target at a time. This maneuver helps them make sure that target isn’t them.
When you are the target of a spell effect, you may initiate this counter. You make a Sense Motive check in opposition to the effect’s attack roll, or caster level. If you beat the total, you are not affected. If you beat the total by 10 or more, you bounce that effect back at the caster. If you win by 15 or more, you choose a new target for the spell effect.

Impedance of Rust
Otataral Dragon (Counter)
Level: 2nd
Prereqs: 2 Otataral Dragon maneuvers
Initiation Action: 1 immediate action
Range: 100’ + 10’/ IL
Target/Area: 1 spell effect
Duration: Instant
You sense a spell being cast that could destroy you and/or your companions. The otataral that infuses you seems to take hold of your limbs as you spring to action.
When you initiate Impedance of Rust, you create a cloud of otataral dust that blocks the line of effect of a 3rd level or lower spell cast within the maneuver’s range.

Otataral Dragon’s Wing
Otataral Dragon (Counter)
Level: 8th
Prereqs: Three Otataral Dragon maneuvers
Initiation Action: 1 immediate action
Range: 400’ + 40’/IL
Target/Area: One spell effect
Duration: Instant
This maneuver is an improved version of Impedance of Rust. It blocks line of effect for spells of up to 9th level.

Otataral Fugue
Otataral Dragon (Strike)
Level: 6th
Prereqs: Two Otataral Dragon maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target/Area: One creature
Duration: 1 round
Like Crimson Confusion and Red Madness, this maneuver robs the creature struck of their actions. You initiate this maneuver with a melee attack. If the attack hits, the target must make a will save (DC= 10 + Sense Motive Modifier) or be rendered unable to act until after the martial adepts next turn. If the save succeeds, the target may take only one move action until the end of the initiator's next turn.

Red Madness
Otataral Dragon (Strike)
Level: 2nd
Prereqs:
Initiation Action: 1 standard action
Range: Melee attack
Target/Area: One creature
Duration: 1 round
Students of this discipline know that time is important to spell casters. Red Madness helps disrupt that precious resource.
You initiate this maneuver with a melee attack. If successful, the target rolls a (DC= 10 + Sense Motive Modifier) or be denied the use of swift or move actions until the end of the martial adept’s next turn.

Rose Colored Glasses
Otataral Dragon (Boost)
Level: 3rd
Prereqs:
Initiation Action: 1 immediate action
Range: Personal
Target/Area: You
Duration: 1 round
Many a warrior has fallen through a false floor, been knocked prone by a shadow evocation, or cowered before a terrifying beast made of nothing but light. All they needed was Rose Colored Glasses.
When you initiate this boost, you gain a bonus to save versus illusion (all types) spells equal to your initiator level. If you failed to disbelieve an illusion previously, you are able to make another save with the bonus. If your save beats the DC by ten or more, the illusion is dispelled.

Rubicund Cacophony
Otataral Dragon (Stance)
Level: 8th
Prereqs: 3 Otataral Dragon maneuvers
Initiation Action: Swift
Range: Personal
Target/Area: You
Duration: Stance
When you enter this stance, it creates a field of unstable energy that can disrupt casters. In an area of 10’ + 5’/IL, any spell cast is subject to a 60% failure chance.

Rustic Meditation
Otataral Dragon (Stance)
Level: 5th
Prereqs: 2 Otataral Dragon maneuvers
Initiation Action: Swift
Range: Personal
Target/Area: You
Duration: Stance
Invisibility and teleporting are two banes of those who take on casters. Rustic meditation helps even the odds. As long as you are in this stance, you gain the ability to see invisibility and anticipate teleport in a 5’/IL radius emanation centered on you.

Rufescent Touch
Otataral Dragon (Boost)
Level: 2nd
Prereqs:
Initiation Action: swift
Range: Personal
Target/Area: Weapons wielded
Duration: 1 round
Your weapons become laced with rusty veins and pulse with a sickly red light. They cry out for the blood of magi and monsters.
Your weapons deal +2d6 +1/IL points of damage to any opponents you strike who cast spells, use spell-like abilities, or are creatures summoned by spell. You also gain a +4 bonus to confirm critical hits made on such creatures.

Scales of Otataral
Otataral Dragon (Counter)
Level: 2nd
Prereqs:
Initiation Action: 1 immediate action
Range: 100’ + 10’/IL
Target/Area: Sheet of otataral dust up to 20’ long/IL, or a ring w/ a radius of 5’/2IL’s. 20’ high in either case
Duration: 1 round
You swing your weapon in an arc close to the ground. From any point within range, you kick up a wall or ring of otataral dust that blocks line of sight to all of the creatures in that area until the end of your next turn. The dust does not hamper the ability of those inside the effect to make attacks versus targets on the other.

Scarlet Gyre
Otataral Dragon (Strike)
Level: 5th
Prereqs: 2 Otataral Dragon maneuvers
Initiation Action: Standard
Range: Melee attack
Target/Area: One creature
Duration: Instant
This strike tears down those who would hide behind magic for protection. When you initiate Scarlet Gyre, you make a melee attack against any creature you threaten. As you do so, the magical aura of a creature or object is disrupted, creating a damaging feedback reaction of arcane power.
The target takes 1d6 points of damage per spell level of each functioning spell or spell-like ability currently affecting it (maximum 25d6).
For example, a creature who is hasted (3rd level), flying (3rd level), and protected by a stoneskin spell (4th-level wizard version) takes 10d6 points of damage (Will save for half . DC= 10 + Sense Motive modifier).
In addition, any creature that fails its save must then succeed on a fortitude save (DC same as will save) or be dazed for 1d6 rounds.
Only spells specifically targeted on the creature in question can be used to create the backlash of scarlet gyre, so spells that affect an area (such as invisibility sphere and solid fog) can't be used to deal damage to creatures within their area.
Likewise, persistent or continuous effects from magic items can't be used to deal feedback damage, but targeted spell effects can be—for example, the magic of a cloak of resistance can't be used by scarlet gyre, but a spell cast by a wand of invisibility could be.

Seal the Gate
Otataral Dragon (Stance)
Level: 6th
Prereqs: 2 Otataral Dragon maneuvers
Initiation Action: Swift
Range: Personal
Target/Area: You
Duration: Stance
Tales are told of a rust colored dragon hanged on a cross that faces a portal. No one knows where the door leads to, all they know is that the presence of the dragon is keeping whatever’s on the other side out.
For the duration of this stance, any opponent casting a spell with the [summoning] or [calling] descriptor must make a caster level check versus the adept’s Sense Motive. The caster suffers a penalty equal to the level of the spell being cast. If the check succeeds, the spell is cast as normal. If not, the spell fails.
Sever Magic
Otataral Dragon (Strike)
Level: 3rd
Prereqs:
Initiation Action: Standard
Range: Melee attack
Target/Area: One Creature
Duration: Instant
With a successful melee attack, you strip away spell energy infused in a creature, turning it against them in a harmful burst. In addition to your melee damage, the creature you strike is also subject to the effects of slashing dispel.

Shatter Magic
Otataral Dragon (Strike)
Level: 1st
Prereqs:
Initiation Action: Standard
Range: Melee attack
Target/Area: One creature
Duration: Instant
Fighting magic users is often like slicing an onion. You must go through layer after layer of effects. One of the most basic maneuvers the Otataral Adept learns is how to start tearing those walls down.
The creature you strike to initiate this maneuver is dealt your attack damage and suffers the effect of dispelling touch.

Vermillion Pursuit
Otataral Dragon (Counter)
Level: 3rd
Prereqs: 1 Otataral Dragon maneuver
Initiation Action: Free
Range: 10’
Target/Area: You or one ally
Duration: —
For many casters, going first in a fight means the difference between winning and losing a battle; Vermillion Pursuit is often a difference maker.
As a free action, you make your (or an ally within range) initiative count equal to the highest initiative +1. This changes the target’s initiative count. The target of this maneuver cannot act again on their on their original initiative.

Sparkzlight
2013-06-27, 12:46 PM
Ridiculously Overpowered? Not really. It's actually pretty meh and balanced, so far. How many times can it use Mordenkainen's Disjunction? You don't really specify.

Ah. 1/day :P

Sparkzlight
2013-06-27, 12:47 PM
I'm hardly a master of D&D, but here are some of my thoughts:

It's basically a fighter with lower BAB, HD and Fort save and less proficiencies but with evasion, some limited spellcasting, and spell-resistance. Their reflex save is poor, though, so evasion will probably be of limited use. It seems like it might be MAD, since it has to spend points in Strength to deal damage, Dexterity to gain some AC, Constitution to survive and Charisma to boost its abilities. A rogue could get by better without a high strength score since they get Sneak Attack for damage, but this class doesn't get Sneak Attack. That being said, I suppose you could use a ranged weapon and spend your feats improving the damage.

Antimagic Field at level 9 does help it greatly against magic-users. You could consider taking the Vow of Poverty and simply using Antimagic Field as much as you can in combat.

Overall, I'd say that it's probably a strong Tier 4 class. It's basically a stronger fighter against enemies that use magic, and you could spend some feats to gain a good two-handed weapon and perhaps a feat for Medium Armor so you could use a Mithral Full Plate and thus wouldn't have to worry about Dexterity too much.

Are the bonus feats limited in some way? If not, I could see that character using them for a lot of cool stuff, such as Tome of Battle maneuvers/stances or such.
No, the feats aren't limited.

Hanuman
2013-06-27, 02:26 PM
lacks a primary combat mechanic, monks have unarmed, fighters have bab/feats, mages have cast advancement, ect.

As it stands, this class is about a tier 5

Sylian
2013-06-27, 02:46 PM
lacks a primary combat mechanic, monks have unarmed, fighters have bab/feats, mages have cast advancement, ect.

As it stands, this class is about a tier 5The class does grant a ton of bonus feats, though, 10 to be exact. Fighter grants 11.

Hanuman
2013-06-27, 03:12 PM
The class does grant a ton of bonus feats, though, 10 to be exact. Fighter grants 11.

That is true, so I suppose it's ok.

I probably would be playing something from tome of battle, feats are ok but they rarely make use of the action economy, which is frankly more fun for a flat character.

Sparkzlight
2013-06-27, 05:22 PM
Spellslayer's now gain sneak attacks.