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View Full Version : D&D 3.x Class The Dispeller (PEACH)



Quellian-dyrae
2014-12-14, 04:28 AM
The Dispeller

"No."

Adventures: Dispellers are powerful protectors with strong mage-fighting abilities. They often adventure to neutralize dangerous mages, undo the effects of magic gone awry, or otherwise protect people from magic. It's important to remember, though, that dispellers are quite capable of protecting from physical threats as well, and plenty have no particular interest in combatting mages in particular. Many dispellers care little for the defense of others and use their powers to acquire wealth by infiltrating mystically secure locations to claim the treasures held within.

Characteristics: Dispellers specialize in defense, negating the attacks and harmful spells of their foes. They possess a comfortable level of offensive ability, and once they get a few levels under their belts can cause significant hindrance to their foes, not least by removing their magical augmentations and protections. They can also fill in decently for a rogue or wizard for providing infiltration skills or knowledge and magical awareness, though they aren't quite as good at such as either of the above.

Alignment: Dispellers can be of any alignment. Those with personalities suited to their powers tend towards neutrality, since their ability is about the removal of extremes. That aside, there's little real leaning, for every Lawful or Good dispeller who is a stalwart protector of others there's a Chaotic or Evil one who uses their powers to steal from those who rely on too much magic for their security.

Religion: Dispellers don't have much in the way of strong religious leanings, their deities of choice based mainly on their individual nature. The more roguish types tend to revere gods of wealth or thievery. Those who see themselves as mages who specialize in countermagic can be just as devout to gods of magic as any other wizard. And many churches of a wide gamut of gods have divine dispellers who specialize in protecting the faith from harmful spellcasters and Outsiders.

Background: Many dispellers have formal training in counter-magic, either as highly specialized mages in their own right (basically abjurers kicked up a notch) or as wielders of divine defensive magic. It isn't always an exclusive study though; plenty see themselves as warriors or rogues first, dabbling in antimagic powers to give them a bit of an edge when dealing with powers their peers can't fight as effectively. And some are just naturally gifted in perceiving and negating the flows of energy throughout the world.

Races: Dwarves, with their natural resistance to magic, and elves with their natural affinity for it, both make fairly common dispellers. Underdark races, commonly possessed of some natural antimagic capabilities in their own right, also find the path easier than most to walk.

Other Classes: Oftentimes, spellcasters will be leery of dispellers while more mundane sorts show them favor, seeing them as people who can remove the advantages of magic. While this may be valid enough, the fact is that a dispeller can leave a warrior's sword just as impotent as a wizard's spells. It also varies based on the dispeller's background; a dispeller who sees itself more as a highly specialized abjurer will be more welcomed among mages than one who sees itself as a dedicated caster-killer.

Role: The main role of a dispeller in a party is that of a defender, preventing harm to its allies by dispelling enemy attacks, removing their augmentations, negating their actions, and bypassing their traps. Dispellers can also serve as decent information-gathering characters, with their skills and ability to sense energy.

GAME RULE INFORMATION
Dispellers have the following game statistics.
Abilities: Intelligence allows a dispeller to understand the flows of energy around them, to properly understand how to negate it. Dexterity is also important for improving the dispeller's reaction time and allowing them to dispel more rapidly.
Alignment: Any.
Hit Die: d8.
Starting Age: As cleric.
Starting Gold: As rogue.

Class Skills
The dispeller's class skills (and the key ability for each skill) are...
Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Gather Information (Cha), Hide (Dex), Knowledge (Arcana, Local, Nature, Religion, Planes, Psionics) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), and Spot (Wis).

Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier

THE DISPELLER
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st
+0
+0
+2
+2Dispel Energy, Sense Energy, Trapfinding.
2nd
+1
+0
+3
+3Evasive Dispel.
3rd
+2
+1
+3
+3Dispel Magic.
4th
+3
+1
+4
+4Dispel Action.
5th
+3
+1
+4
+4Improved Dispelling.
6th
+4
+2
+5
+5Unrestricted Dispelling (1/round; Remove Curse).
7th
+5
+2
+5
+5Mass Dispelling.
8th
+6
+2
+6
+6Improved Dispel Action.
9th
+6
+3
+6
+6Improved Evasive Dispel.
10th
+7
+3
+7
+7Dispelling Aura.
11th
+8
+3
+7
+7Unrestricted Dispelling (2/round; Break Enchantment).
12th
+9
+4
+8
+8Greater Dispel Action.
13th
+9
+4
+8
+8Dispel Life.
14th
+10
+4
+9
+9Reaving Dispels.
15th
+11
+5
+9
+9Dispel Mastery.
16th
+12
+5
+10
+10Unrestricted Dispelling (3/round; Disjunction).
17th
+12
+5
+10
+10Dispel Time (Past).
18th
+13
+6
+11
+11Dispel Time (Present).
19th
+14
+6
+11
+11Dispel Time (Future).
20th
+15
+6
+12
+12Ultimate Dispelling.

Class Features
All of the following are class features of the dispeller. The DC for the dispeller's abilities is equal to 10 + 1/2 level + Int modifier.

Weapon and Armor Proficiencies: The dispeller is proficient with simple weapons, light armor, and shields (except tower shields).

Energy and Stamina: A dispeller is sufficiently practiced in the dispelling arts that many of its class features are usable at will. However, some of its features are powerful enough that they are draining to cast. Dispellers possess two general resources for using these advanced abilities: Energy and Stamina.

You have a pool of Energy equal to your Intelligence modifier or half your class level, whichever is higher. Energy is used to power your most potent abilities, and you recover your Energy after a full night's rest.

You also have two points of Stamina. Stamina is used to power simpler but still draining abilities. You recover your Stamina with five minutes of rest.

You may spend Energy to power any abilities normally powered by Stamina, if you wish (you may not do the reverse).

Offensive Dispel: Some class features used by a dispeller are called "Offensive Dispels". An Offensive Dispel purges certain forms of energy from a specific target. Performing an Offensive Dispel is a standard action, and can affect one target within Medium range. The exact effects depend on the class feature used. You may only use one form of an Offensive Dispel at a time.

Defensive Dispel: Some class features used by a dispeller ar called "Defensive Dispels". A Defensive Dispel is generally prepared beforehand, and then triggered in reaction to an attack, spell, or otherwise undesired action to weaken or negate it. Preparing to use Defensive Dispels is a standard action. Once you have taken this action, you may trigger Defensive Dispels until the start of your next turn, spending one attack of opportunity each time. Each Defensive Dispel may affect one attack or effect in Medium range - that is, it must be initiated within range, the intended target must be within range, or it must travel through that range. You may only use one form of Defensive Dispel on any given effect, but if you are capable of performing multiple Defensive Dispels in the same round (such as if you have the Combat Reflexes feat), you may use different forms for each one.

Dispel Energy (Su): You can disperse energy with an act of focused will. You can't unravel complex spells yet, but you can disperse the energy behind crude offenses. Your dispelling also isn't limited to magical energy; you can dispel the kinetic energy of physical strikes and even the energy that provides life and motion to living or animate creatures. Dispel Energy provides your first options for performing Offensive and Defensive Dispels. In either case, your Dispel Energy has a power of 1d6 per odd-numbered class level, and costs neither Stamina nor Energy; these options may be used at will.

Offensive Dispel: Your target must be a creature, or an object created by and dependent on magic, such as a Bigby's Hand spell. The target takes damage equal to your Dispel Energy Power, plus your Intelligence modifier. The target receives a Will save, which negates the damage entirely on a success. This effect dispels whatever form of energy the target possesses, be it life force, necromantic energy, the enchantments of constructs, or so on.

Defensive Dispel: You may target any form of attack or effect that deals hit point damage, provides hit point healing, or grants temporary hit points. You reduce the hit point value (for all targets, where applicable) by your Intelligence modifier. In addition, the first time you defensively Dispel Energy in a round, roll your Dispel Energy Power. This is an additional pool of points of negation that you can spend on this or other defensive Dispel Energy attempts until the start of your next turn. You may choose to use a Defensive Dispel attempt, and how many points to spend from your pool, after seeing if the attack succeeds and determining the damage inflicted. This has no effect on attacks that don't do damage, or on non-damage results of an attack, with one exception: if the damage is reduced to 0, any secondary effects imposed by the attack are negated.

Sense Energy (Su): A dispeller is attuned to the flow of energy, magical and otherwise. By concentrating, it can duplicate the effects of some of the following spells, one at a time: Deathwatch, Detect Chaos, Detect Evil, Detect Good, Detect Law, Detect Magic, or Detect Undead.

Initially, you are limited to the Detect Magic option and one other option of your choice. Each time you gain a Dispeller class level, you gain access to one additional option, until you have acquired them all at 6th level.

Trapfinding (Ex): Dispellers are quite adept at finding and disabling protecting runes, triggered enchantments, and the like, and can apply this knowledge to mechanical traps as well. Dispellers gain Trapfinding as the rogue class feature.

Evasive Dispel (Su): You can respond in an instant to protect yourself from the ravages of magical and unusual attacks. Whenever you are entitled to a Reflex save for half or partial effect, a successful save allows you to instantly dispel some of the energy, taking no damage or effect from the attack. You cannot use an Evasive Dispel if you are unable to take standard actions.

At ninth level, instead of simply dispelling the immediate effect against yourself, you dispel the effect in its entirety, so if you succeed your Reflex save, you also negate the effect for anyone else in the area.

Dispel Magic (Sp): Your focused study of the dispelling arts allows you to master dispelling both faster and better than more generalist mages. Starting at third level, you can spend more power when dispelling energy to unravel more complex spells. You gain new options for performing an offensive or defensive dispel. Initially, each time you use one of these options, it costs one point of Energy. Starting at 6th level, it instead costs one point of Stamina. Starting at 9th level, you may use these options at will.

When using Dispel Magic on allies, you only remove detrimental or unwanted effects. When using it on enemies, you only remove beneficial effects.

Your dispel check uses 1d20 + your class level, with no cap. Once the dispel bonus reaches +11, this is treated as Greater Dispel Magic instead.

Offensive Dispel: You may target creatures, objects, or effects with this form of Offensive Dispel. The target is affected as if by a targeted Dispel Magic, except you only roll one dispel check, negating one spell on a success. If you know of a specific spell on the target, you may affect it selectively. Otherwise, you affect the highest level beneficial or detrimental spell on the target. Once you fail a dispel check against a given target, you cannot affect that target in this way again for 24 hours.

Defensive Dispel: You may target spells, spell-like abilities, and other effects that are subject to Dispel Magic (such as psionic powers). You treat your Defensive Dispel as a Counterspell attempt as if from the Dispel Magic spell.

Dispel Action (Sp): Starting at fourth level, you can dispel the energy of thought, movement, or latent magic. This is a form of Offensive Dispel, it may target creatures only, and it costs one Stamina to use. The target must make a Will save. If it fails, it becomes Staggered, Immobilized, or gains a 50% failure chance on all spells and spell-like abilities. The effect lasts for a number of rounds equal to one plus one-half your Intelligence modifier.

At eighth level, you can instead render the target Confused, Immobilized and Slowed, or render it unable to cast spells or use spell-like abilities, but doing so costs two Stamina.

At twelfth level, you can instead render the targeted Stunned, Paralyzed, or unable to use spells, spell-like abilities, supernatural abilities, or activated magic items, but doing so costs three Stamina.

Improved Dispelling (Sp): At fifth level, your dispelling ability improves. The range of your Offensive and Defensive Dispels increases to Long. Additionally, any time you successfully affect one or more spellcasting creatures with an Offensive Dispel, you may spend one point of Stamina to also dispel some of the latent magical energy the targets possess. Such targets also lose a number of spell levels worth of available magic, or the equivalent, equal to half your class level, rounded up. You may select what sort of spells they lose to whatever degree you are capable of identifying them; if you lack such knowledge (or guess wrong), the effect defaults to removing their highest level available magic. This effect removes available magical energy, not necessarily available options, and the exact effects will vary based on the target. For example, wizards and other prepared spellcasters will lose prepared spells; sorcerers and other spontaneous casters will lose available spell slots (but still retain full access to all spells known); monsters with spell-like abilities would lose daily uses of specific abilities; psionic characters would lose a number of power points equal in value to the spell levels lost (so the loss of 7 spell levels would drain them of 13 PP), and so on.

Unrestricted Dispelling (Su): At sixth level, you start to exceed your limits. In any round that you take a standard action to Defensively Dispel, you may trigger one additional Defensive Dispel without spending any attacks of opportunity. In any round that you do not Defensively Dispel, you may spend an immediate action to gain this bonus trigger. Additionally, your Dispel Magic ability can also remove any effects that can be negated by Remove Curse. Finally, you may now dispel up to two spells with each successful Offensive Dispel Magic (roll one check against the highest DC of the spells affected), your Stamina improves to 3, and you passively recover one Energy every four hours.

At eleventh level, you instead get two bonus Defensive Dispel triggers, and your Dispel Magic can negate any effects that can be removed by Break Enchantment. Additionally, you may dispel up to three spells per Offensive Dispel Magic, increase your Stamina to 4, and passively recover one Energy every two hours. Finally, as a swift action, you can perform an Offensive Dispel Energy, or roll your Dispel Energy power and add it to the pool of negation available for defensive Dispel Energy attempts (if you have energy in this pool, you can use your bonus Defensive Dispel triggers for the round).

At sixteenth level, you instead get three bonus Defensive Dispel triggers, and your Dispel Magic can negate any magic that a Disjunction can end. Note that you don't actually perform a Disjunction (you don't destroy magic items and must still make a dispel check), you just gain the ability to remove effects that normally could only be removed by a Disjunction or similar magic. Additionally, you may dispel up to four spells per Offensive Dispel Magic, increase your Stamina to 5, and passively recover one Energy every hour. Finally, as a move action, you can perform an Offensive Dispel Energy or roll your Dispel Energy power and add it to your pool for defensive Dispel Energy.

Mass Dispelling (Su): Starting at seventh level, you can attempt to Offensively Dispel multiple targets at once. Performing a Mass Dispel costs one Energy. You may perform the dispel on a number of targets equal to your Dexterity modifier within range, rather than on a single target. If the ability has its own cost in Stamina or Energy, you only pay it once.

You may only use Mass Dispelling when performing a normal (standard action) Offensive Dispel; it cannot be applied to Offensive Dispels with a different action cost.

Dispelling Aura (Su): A tenth level dispeller can constantly wear away at unwanted energies. You project an aura of dispelling energy out to 5' per point of your Intelligence modifier. Any detrimental spells on allies within your aura, beneficial spells on enemies within your aura, or unwanted effect spells that are within in your aura are subject to its effects. Other effects that can be negated by Dispel Magic (such as spell-like abilities and psionic powers) are also affected. Effects that cannot be removed by your own Dispel Magic class feature (after any modifications for Unrestricted Dispelling) are not affected.

All affected spells lose one additional round of duration per three class levels you possess for each round they spend within your aura. This reduction in duration is automatic. However, effects that directly increase the DC of dispelling spells apply that increase as a reduction to your effective class level for purposes of spells so affected.

Dispel Life (Sp): At thirteenth level, you can utterly snuff the life force or other animating energy of a creature. This is a standard action usable on a single creature within Close range, and does not count as an Offensive Dispel; effects that improve Offensive Dispels do not affect Dispel Life. Each use of Dispel Life costs one Energy and one Stamina.

The target takes damage equal to four times your class level, plus your Intelligence modifier. A successful Will save negates the damage outright.

If the target survives, it must roll another Will save or take the damage again. This continues until the target is killed or destroyed, or until it succeeds a Will save to negate an instance of damage and end the effect.

A target with Mettle or similar abilities still takes the full damage of any failed saves even if a given save eventually succeeds.

Reaving Dispels (Su): Starting at fourteenth level, you can convert dispelled energy to your benefit in a variety of ways. Doing so is an immediate action.

When you Dispel Energy Offensively, you can absorb the energy. You heal yourself, or a target you immediately touch, a number of hit points equal to the damage you inflicted. When Mass Dispelling, you only heal a given target once, although you may heal an equal number of targets as you harmed.
When you Dispel Energy Defensively, you can turn the energy back upon your foes. Make a ranged touch attack against an opponent in Medium range; if you hit, that target takes the dispelled damage.
When you Dispel Magic Offensively, for each spell you dispel, you may transfer the effects to yourself (with a maximum duration of one round per level), or inflict 1d6 damage per spell level to the original target of the spell. You may deal damage for any number of dispelled spells, but you may only transfer a maximum number of spell levels equal to your Intelligence modifier with one Reaving Dispel. A successful Will save halves the damage.
When you Dispel Magic Defensively, you may retarget the spell as if you were the caster, rather than merely ending it.

Dispel Mastery (Ex): Starting at fifteenth level, you are a master of the dispelling arts. Your Dispel Energy power increases by your class level + your Intelligence modifier. Whenever you make a dispel check, you receive a minimum result on the d20 roll equal to 2 + your Intelligence modifier.

Dispel Time (Sp): The most powerful of dispellers can negate the effects of time itself. You no longer age, and can dispel actions that occurred in the past. Whenever performing a Defensive Dispel, you may wait until the action has been entirely resolved before you choose whether or not to dispel it.

At eighteenth level, you can dispel the flow of time in the present. As a free action that you may only take on your turn, choose a single target who you dispel time's hold on. You may activate this ability multiple times in the same turn, to provide extra rounds or dispel time on multiple targets. Affected characters may act freely for one round, while everyone else is stopped in time. Unwilling targets may remain in time with a Will save (if the save succeeds, that target is immune for the rest of the encounter). Each successful use of this ability (that is, each round granted to each target) costs 1 Stamina.

Characters freed from time can target and affect other characters who are freed from time normally. Any effect created outside the time stream which has a duration or a delay ends without further effect when the targets reenter the time stream, except for effects that are persisting on a character who had been removed from the time stream (so you can cast a spell on yourself and it will keep going, but a spell over an area won't). This ability otherwise functions like Time Stop.

At nineteenth level, you can dispel a character's future time. Any time you use Dispel Magic or Dispel Energy, the target or attacker must make a Will save (if using an offensive Dispel Energy, use the original Will save). If it fails, it loses either the remainder of its current turn (for a Defensive Dispel), or the entirety of its next turn (for an Offensive Dispel).

Ultimate Dispelling (Sp): At twentieth level, you can perform a Mass version of your mightiest dispels. When using Dispel Life or Dispel Time (Present), you may affect a number of targets equal to your Dexterity modifier by spending one Stamina and one Energy, on top of any normal costs. Note that when using this ability to perform a Mass Dispel Time, you would have to pay the surcharge for each round granted, since every round is considered a separate use of Dispel Time.

New Feats

[Dispelling Aura] Feats: Some of these new feats are tagged as [Dispelling Aura] feats, which modify your Dispelling Aura class feature. You may only use one such feat at a time, and their effects overlap the normal effects of the Dispelling Aura while in use. You may switch which feat you are using or return to your normal Dispelling Aura once each round on your turn.

Adept Disruptor

You can dispel enemy actions more often.

Prerequisites: Dispel Action.

Benefit: As a full-round action, you can regain one Stamina. When you do so, roll the damage of your Dispel Energy ability; until the start of your next turn, you prevent that much damage to yourself (so if you rolled 24 damage, then the first 24 damage you take before the start of your next turn would be prevented).

Antimage [Dispelling Aura]

You can drive all magic out of your presence.

Prerequisites: Dispelling Aura.

Benefit: You can intensify the effects of your dispelling aura, at the cost of suppressing your own powers and absorbing your focus. When using this feat, you replace the normal effects of your Dispelling Aura with the effects on an Antimagic Field. The Antimagic Field has half the radius of your normal Dispelling Aura. Initiating or maintaining your Dispelling Aura in this way costs a standard action each round.

Defensive Dispeller

You are skilled at combining a physical and magical defense.

Prerequisites: Unrestricted Dispelling.

Benefit: In any round that you take a Total Defense action, you are also considered to be prepared to Defensively Dispel. While you still cannot take attacks of opportunity while total defending, you may still spend them to trigger Defensive Dispels.

Defensive Dispeller, Improved

You are a master of weaving defensive magics.

Prerequisites: Unrestricted Dispelling, Defensive Dispeller.

Benefit: When you take a Total Defense action, you may substitute your Dexterity modifier for the +4 dodge bonus to AC you receive, if you wish, and you gain a competence bonus on saving throws equal to your Intelligence modifier until the start of your next turn. Other effects that improve the AC bonus from total defending (such as ranks in Tumble) do stack with this ability.

Depletion

You can drain incredible amounts of energy from your foes.

Prerequisites: Dispel Life.

Benefit: When you use an Offensive Dispel Energy, you cause a deeper, though short-lived, drain to the target's life force. A target that fails its save receives one negative level. These negative levels last for one minute and never result in actual level loss.

Dismissive

You have little interest in conjured minions.

Prerequisites: Dispel Energy, Dispel Magic.

Benefit: Your Offensive Dispel Energy deals double damage to summoned creatures, called creatures, and creatures or objects created by and dependent on magic or other persistent energy (basically, creatures and effects that have hit points and exist on a duration). A called creature reduced to 0 or fewer hit points by this extra damage is not killed, but is banished back to its home plane.

Additionally, your Offensive Dispel Energy deals d10s of damage, rather than d6s, against Constructs, Elementals, Outsiders, and Undead.

Dispel Gravity [Dispelling Aura]

You can negate the effects of gravity for yourself and those around you.

Prerequisites: Dispelling Aura.

Benefit: In lieu of the normal effects of your Dispelling Aura, you can dispel gravity in the area around you; anyone in the normal range of your Dispelling Aura, friend or foe, receives the effects of an Air Walk spell for as long as they remain in the area.

Dispelling Strike

You can channel dispelling energy through your weapon.

Prerequisites: Dispel Energy.

Benefit: As a swift action, you can channel any Offensive Dispel into your wielded weapons. The next target you hit, if you hit a target before the start of your next turn, is subject to the dispelling attempt. The target still receives all normal saving throws.

Special: At Dispeller level 11, using Dispelling Strike becomes a free action.

Dispelling Strike, Improved

You can use a dispelling strike on multiple foes.

Prerequisites: Dispel Energy, Mass Dispelling, Dispelling Strike.

Benefit: When using Dispelling Strike, the effect applies to every target you hit before the start of your next turn, but only once per target.

Elude Magic

Your ability to reflexively dispel works just as well against spells that target your body or mind.

Prerequisites: Evasive Dispel.

Benefit: When targeted by a spell that allows a Fortitude or Will save, if you succeed your save and you would have beat the DC by at least five points had you been applying your Reflex modifier to the save rather than the normal one, you gain the benefits of your Evasive Dispel on the save (either taking no effect rather than partial, or if you are 9th level or higher, negating the spell outright).

Emergency Dispelling

You can swiftly dispel incoming attacks, though it's taxing to do.

Prerequisites: Dispel Energy.

Benefit: You may prepare to Defensively Dispel as an immediate action. If you do so, you may not take a standard action next turn. If you use this ability in multiple rounds in a row, it costs one Stamina on each successive use.

Additionally, as long as you are currently prepared to defensively dispel, you may spend one Energy to roll your Dispel Energy Power and add it to your available pool of negation.

Special: At Dispeller level 11, using this feat no longer prohibits you from taking a standard action on your next turn.

Energy Sensitivity

You are more sensitive to the flows of energy than most dispellers.

Prerequisites: Sense Energy, Dispeller Level 6+.

Benefit: While concentrating to use your Sense Energy ability, you affect a radius rather than a cone, and can emulate two spells at once. You also add Detect Thoughts, See Invisibility, and Arcane Sight to the list of spells you can learn to emulate, though each of these counts as two spells (both to learn and to emulate).

Special: When you gain this feat, you may fully revise your current Sense Energy options, if you wish.

Energy Sensitivity, Improved

You are more sensitive to the flows of energy than most dispellers.

Prerequisites: Sense Energy, Energy Sensitivity, Dispeller Level 12+.

Benefit: While concentrating to use your Sense Energy ability, you double the radius, and can emulate four spells at once. You also add True Seeing and Greater Arcane Sight to the list of spells you can emulate, though each of these counts as four spells.

Special: When you gain this feat, you may fully revise your current Sense Energy options, if you wish.

Kinetic Leech

You can leech some of the kinetic energy of attacks against you within inches of your skin.

Prerequisites: Dispel Energy.

Benefit: As long as you are able to take standard actions, you reactively dispel some of the kinetic energy of attacks made against you as they near your skin. Armor interferes with this form of defense, getting between weapons and your skin. While unarmored and able to take standard actions, you gain a bonus to AC equal to your Intelligence modifier. This bonus applies to your touch and flat-footed AC.

If you have a hand free, you can interpose it against attacks, leeching their energy as they near it. You gain a shield bonus to AC equal to half your Dexterity modifier, rounded up. Unlike a normal shield bonus, this benefit is retained against touch attacks, but lost if you are denied your Dexterity modifier to AC.

The two effects of this feat can stack with each other, but neither can stack with any other ability that adds another ability modifier to your AC.

Refocus Aura

You can place your dispelling aura elsewhere.

Prerequisites: Dispelling Aura.

Benefit: As a move action, you may place your Dispelling Aura on another character or on a point in space (if the former, it moves with the target, but they get a Will save to negate if desired). You must place the aura somewhere within Long range, and the effect ends if you leave that range or lose line of sight or line of effect to the aura. If you are using a [Dispelling Aura] feat, it still applies normally over the new area or target.

Strategic Dispeller

While preparing to respond to enemy action, you also prepare to negate their attacks.

Prerequisites: Unrestricted Dispelling, Defensive Dispeller.

Benefit: In any round that you Ready an action, you are also considered prepared to Defensively Dispel. However, you cannot trigger the Defensive Dispel against the same action that triggers your readied action (you can prepare to respond to both things at the same time, but you can't actually perform both responses simultaneously).

Strategic Dispeller, Improved

You can apply your quick reflexes as tactically as you wish.

Prerequisites: Unrestricted Dispelling, Defensive Dispeller, Strategic Dispeller.

Benefit: When you Ready an action, if multiple opponents trigger your readied action during the round, you may repeat it at the cost of one attack of opportunity each time, although you may not trigger the action on the same opponent multiple times during the round. Your readied action must be one that targets or affects the triggering opponent only.

Suppress Senses [Dispelling Aura]

You dispel light and sound around you.

Prerequisites: Dispelling Aura.

Benefit: By foregoing the normal effects of your Dispelling Aura, you can negate light and sound around you. The area of your Dispelling Aura becomes total darkness and is shrouded in the effects of a Silence spell.

You can't selectively allow people to ignore this effect, but you can be selective about what sorts of light and sound you dispel. You can choose not to dispel incoming light and sound (so those within your aura can see and hear those outside, but not the reverse), or you can choose only to dispel light and sound as it leaves (or enters and leaves) your aura, creating a dome through which one or both sides can't see or hear the other, but sight and sound are not disrupted within. You can also only dispel light and sound above a certain intensity, such as to only block things like blinding light and harmful sounds, or blocking all but quiet sounds (letting everyone within use your Move Silently check, and keeping loud noises from revealing them, but still allowing them to communicate quietly).

You can also only dispel incoming light and sound, effectively blinding and deafening those within your aura while still allowing those outside to see and hear them, although this option is obviously risky if not used in conjunction with the Refocus Aura feat.

Spell Resistant [Dispelling Aura]

Rather than continuously dispelling magic in an area, you work to protect yourself from harmful spells.

Prerequisites: Dispelling Aura.

Benefit: You can condense the effect of your Dispelling Aura around yourself. This removes its normal effects, but grants you Spell Resistance of 6 + your Intelligence modifier + your Dispeller level. You may freely allow spells you wish to pass through the Spell Resistance.

New Magic Items

Dispelling Armor: This armor is enchanted to hold dispelling energy latent until it is needed. As a full-round action, a dispeller can place a dispelling effect into the armor. The armor holds a single effect at a time. When affected by an effect that the held dispel could mitigate or negate, the dispeller may choose to release the dispel as a non-action to protect against the effect.

There are three levels of effectiveness for dispelling armor. Lesser dispelling armor can only hold a Dispel Energy. Improved dispelling armor can hold Dispel Magic as well. Greater dispelling armor, when used to hold Dispel Energy, allows the dispeller to roll the damage it can negate when storing the effect, and release it incrementally as needed rather than all in one burst. Price: +1 bonus (lesser), +2 bonus (improved), +3 bonus (greater).

Dispeller's Scepter: This scepter improves a dispeller's ability to negate energy. The scepter provides an enhancement bonus from +1 to +5 to the dispeller's Intelligence modifier for purposes of the Dispel Energy ability, increasing both the DC and the damage done or prevented. Other forms of dispelling are not affected. This bonus stacks with an enhancement bonus to the dispeller's Intelligence score itself. If used to strike an opponent in melee, the scepter functions as a masterwork club. Price: 2,000 gold (+1), 8,000 gold (+2), 18,000 gold (+3), 32,000 gold (+4), 50,000 gold (+5).

Dispeller's Staff: A boon to dispellers and abjurers alike, this masterwork quarterstaff intensifies dispelling forces. The staff provides a +1 to +5 enhancement bonus on dispel checks made with it. Other spells and effects that require a level check to end or remove certain types of magic, such as Break Enchantment, are also affected. The enhancement bonus is added in after any cap to the base bonus. Price: 2,000 gold (+1), 8,000 gold (+2), 18,000 gold (+3), 32,000 gold (+4), 50,000 gold (+5).

Negating Weapon: For more martially-inclined dispellers, a Negating Weapon provides the benefits of a Dispeller's Scepter, but using the enhancement bonus of the weapon. Price: +2 bonus.

Nullifying Weapon: Similar to a Negating weapon, a Nullifying weapon provides the same benefits of a Dispeller's Staff, but using the enhancement bonus of the weapon. Price: +2 bonus.

ezkajii
2015-01-15, 04:07 PM
I don't necessarily feel terrifically qualified to PEACH this for you, but you've gone a while with no feedback, so here goes.

Overall, the descriptive text seems somewhat disorganized and confusing. I really like the flavor of the class and I can see what you were going for here, but the mechanics seem over complicated at times, with a somewhat large amount of bookkeeping involved in certain aspects.

First off, I think you got the bones of the class right: BAB, saves, skill points, HD, proficiencies, etc.

Now, the first thing I noticed is that this class seems incredibly strong right out the gate. It would make a fantastic dip, for almost any class. At level one you've got an at-will Medium-range untyped-damage attack which can also be used readied to reduce the effect of weapon damage or damage-dealing spells. It caps out at 10d8 which is pretty weak for a 9th-level spell but is plenty strong for your go-to attack. Also, unclear if it requires an attack roll or not. If it does not I think the range is pretty high; otherwise we're on par with thrown weapons and arrows so it should be fine. We also get at-will deathwatch and almost all of the detect spells useable as Supernatural abilities; it requires concentration, true, but 1st-level is pretty early to get some of these, much less all of them at will and bypassing SR. Then there's trapfinding. I obviously don't know the vision you have for the class but it doesn't really seem to fit with the rest of the abilities, and honestly, with everything else you get at level one i don't think the class needs it.
So for level one, I'm thinking, nix trapfinding, change dispel energy to 1d4 per level, and let the player select ONE of those spells to use Su; at each of the upcoming levels they could pick another to add to their selection, still with the caveat that they can't use more than one at a time.

At level two, you effectively get an even better version of the evasion class feature, which itself would be pretty good for level two. The crank up at level 9 into negating whole spells if you make your save is VERY powerful. Overpowered for level 9? I feel like probably but maybe someone else can jump in and opine on the issue. If you're worried about dead levels, stretching out the detect Su from level one fills every level for a while with at least something, so Evasive Dispel could easily be moved out a few levels.

Level 3, we have basically dispel magic at will. You can't use it for the area dispel function but it works as a counterspell and targeted dispel, and dispel magic usually doesn't come online for casters until level 5. It makes sense that a dedicated dispeller would get it sooner, but maybe start with it useable 3/day, then at level 5, 5/day, then at level 7 or 8 useable at will. It again cranks up to greater dispel magic at level 11, which is right on point with when that spell becomes available so it makes total sense. But - this version of counterspelling can be done with AoOs out of turn and without readying them, if i'm reading this right, which is super powerful.

At level four we run into your Dispel Action ability. I really like the idea of this, and the scaling of the status conditions seems appropriate. However, setting the duration relative to the degree of save-failure is kind of an awkward mechanic; I would recommend just setting it to a number of rounds equal to either your Int bonus or 1/2 your class level. That leads us to the problem of dealing with the upgraded versions, which don't last as long; I propose the three different versions being separate abilities, each useable twice per encounter. By the time you get all three you have 6/day debuffs that last for probably 3-5 rounds, depending on whether you go with the Int bonus or 1/2 class level route.

At level 5 we get the improved dispelling. I really like this concept, and with the way it scales with the dispel energy damag, level 5 isn't too early to get it. However, I think that removing spell slots at 1/4 damage rate is a bit high. A level 5 character with Int 16 can, with just a smidgeon of luck, be removing four spell levels from the target; for a 5th level wizard, that's knocking out one of his highest-level spells with room to spare; a good roll could take out two of his most powerful spells, and said dispeller could do that three times a day. It would depend on how many encounters you expect to face in a day, I guess - maybe it's just about right. Again i'd love for a more experienced 'brewer to chime in on this.

Unrestricted Dispelling comes in at level 6 doing right what it says on the tin. A free counterspell attempt each round, while not necessarily broken itself, is probably too powerful for a level 6 character. Now, you mention something about attempting a dispel against each spell twice with this ability - to my understanding, you can attempt to dispel the same spell any number of times if you fail at the dispel attempt, you just have to cast a new dispel magic - or in this case, use the ability again. So I'm wondering whether this class has a restriction built-in about the number of times you can attempt to dispel any given spell (which is where the excessive bookkeeping would come in, keeping track of dispel attempts for all spells active), or if this ability is meant to let you retry your dispel attempts for free, once per spell per dispel magic? IMO, dispel retries this early would be overpowered. More bookkeeping from the improved dispelling recovery here, as well. I would recommend snipping that, and just giving a bonus use per day or something like that.

Now I have to admit that Mass Dispelling was one of the more confusing parts of the class to me, but it looks like it basically lifts the restriction of using dispel magic only in its counterspell and targeted dispel forms, but requires you expend a use of Improved Dispelling to do so, but then allows you to also expend a use of ID to make your spell-slot-stealing ability affect multiple targets. I think it might be simpler to just make dispel magic an at-will SLA at this point, overriding the previous ability and its restrictions, and nix the part about multiple targets for the spell slot steal. It's quite powerful already; if you can hit several casters with it with each use, it's going to absolutely destroy even a caster cabal combat encounter. I also think that using the Dexterity modifier to determine number of targets doesn't quite fit in with the mental-power vibe of the class, overall. I suspect it was intended to try to make the class less SAD?

Dispelling aura - Maybe make it require concentration, rather than be fully automatic at all times?
Dispel Life - This is tasty. I totally see where you're going with it just unraveling their life energies. I would recommend starting it either as just the reroll effect or just the maximizing effect, and upgrading later to include the other (maybe late teens). Or have the rerolling effect a sort of 'cascade' effect for summoned creatures, constructs, and undead (i.e. those bound together or to this plane by magic). Just some ideas.

Love reaving dispels.

For Dispel Time (past), you have included an option about undoing your last standard action to effectively immediately counterspell; in conjunction with other class abilities, you've got enough free counterspells and the ability to use AoOs to counterspell that I don't think this is necessary. Plus trying to keep track of every change made by a standard action that may have occurred 20 minutes ago in real world time is more bookkeeping clutter. I otherwise like the ability.
Dispel Time (present), on the other hand, is very bizarre to me. At first glance it looks like at-will time stop, except duration 1 round apparent time instead of 1d4+6. But you also can't use it offensively in combat at all - it looks like it would need to function primarily as buffing time or evasively. I would recommend either trying to clarify the wording on this one or simplifying it to something like Time Stop as an SLA useable Int bonus times per day, except that it can affect anyone within close range (or somesuch).

For the capstone: When combined with the dispel time (present) effect, as written, this becomes extraordinarily powerful. Unfortunately I don't really have any good suggestions on this.

FEATS

Adept Disruptor: I like, but should have some prerequisites that make it only available for higher-level dispellers, I think.
Antimage: Making your dispelling aura do antimagic instead is a HUGE area for an antimagic field to encompass. Also I noticed it has no prerequisites - it should at least have Dispelling Aura as a prerequisite, i should think. Also I think it might be worth creating a [dispelling aura] feat category to encompass these and others that modify the aura function, and then have it just be a rule of the type itself that more than one cannot be active at a time, so it is not written individually in each feat entry.
Countercast: Obsoleted by other class features by 14th level, and I don't understand Mass Dispelling as a prerequisite for it.
Defensive Dispeller: Only problem here is that, IIRC (AFB ATM) the total defense action is a full-round action, leaving you no standard action to ready for counterspelling. Perhaps the feat could simply grant a bonus free counterspell action when the total defense action is used?
Depletion: Again, using the degree of save-failure as an effect determinant. Would recommend just trimming it down to the one negative level, and leaving as is. It's not like you need a lot of negative levels to screw you over, anyway. :smallbiggrin:
Dismissive: This I think could be simplified. Just dealing double damage to creatures who were [summon]ed or [call]ed has effectively the same result.
Dispelling Strike: Very well-crafted feat here, as is its improved version.
Elude Magic: Very unusual mechanic here, basically relies on whether your Reflex save modifier is 5 points or more higher than the others; this in turn incentivizes the player to keep those values lower, relative to the Reflex save value. I might try making a prerequisite be minimum levels of Fort and Will base saves, and have the effect always in play; possibly even splitting these into two feats, one for each other save type.
Energy Sensitivity and the improved version could, i think, be rolled up into class features as improvements on Sense Energy, following with the idea of stretching out the detect spells' access levels; otherwise, maybe just increase the minimum dispeller level requirements.
Suppress Energy: I think this is pretty solid, though maybe split the planar-trait protection into an Improved Energy Suppression feat of its own? Not sure if it needs it or not.


So hopefully I didn't come across overly critical or harsh or anything, like I said I really do like the class, the idea, and it's been a while since I've played so maybe what looks OP at first glance isn't really; officially, calling out for other brewers to jump in on this too! Biggest thing is just simplifying, but then I think this is a solid class overall. Got a pretty clear party role, doesn't step on any toes.
Also I am not experienced with magic items so i've left them out of the review. Best of luck and happy days in all future homebrewing endeavours!

Quellian-dyrae
2015-01-15, 05:16 PM
I don't necessarily feel terrifically qualified to PEACH this for you, but you've gone a while with no feedback, so here goes.

Can't see why, this is a very thorough and useful critique. Thanks a ton! :smallbiggrin:


Now, the first thing I noticed is that this class seems incredibly strong right out the gate. It would make a fantastic dip, for almost any class. At level one you've got an at-will Medium-range untyped-damage attack which can also be used readied to reduce the effect of weapon damage or damage-dealing spells. It caps out at 10d8 which is pretty weak for a 9th-level spell but is plenty strong for your go-to attack. Also, unclear if it requires an attack roll or not. If it does not I think the range is pretty high; otherwise we're on par with thrown weapons and arrows so it should be fine.

No attack roll, but a Will save negates the effect entirely, whereas similar effects like Eldritch Blast generally use a touch attack, which is typically a fair bit more reliable. Overall, it should amount to a solid at-will attack, although perhaps reducing it to d6 wouldn't be amiss. Reducing the damage requires you to Ready an action, and generally speaking negating damage is somewhat less useful than dealing damage (since a longer fight means more resources expended). Although the ability to dispel multiple attacks with AoOs and dispel area damage for all targets makes it more attractive.


We also get at-will deathwatch and almost all of the detect spells useable as Supernatural abilities; it requires concentration, true, but 1st-level is pretty early to get some of these, much less all of them at will and bypassing SR. Then there's trapfinding. I obviously don't know the vision you have for the class but it doesn't really seem to fit with the rest of the abilities, and honestly, with everything else you get at level one i don't think the class needs it.
So for level one, I'm thinking, nix trapfinding, change dispel energy to 1d4 per level, and let the player select ONE of those spells to use Su; at each of the upcoming levels they could pick another to add to their selection, still with the caveat that they can't use more than one at a time.

The Dispeller is actually something of a rogue class despite it's fairly magical (antimagical?) nature. A big part of Trapfinding is the ability to locate and negate magical traps, which is strongly in-theme for a Dispeller. I like the idea of spreading out the detect spells.


At level two, you effectively get an even better version of the evasion class feature, which itself would be pretty good for level two. The crank up at level 9 into negating whole spells if you make your save is VERY powerful. Overpowered for level 9? I feel like probably but maybe someone else can jump in and opine on the issue. If you're worried about dead levels, stretching out the detect Su from level one fills every level for a while with at least something, so Evasive Dispel could easily be moved out a few levels.

I wouldn't call Evasive Dispel superior to Evasion. It works in any armor which is a plus, but don't forget that unlike Evasion (which only turns off if you're helpless), Evasive Dispel turns off if you are unable to perform standard actions, so Daze, Stun, and Nausea all take it offline as well.

Improved Evasive Dispel comes online around the time Improved Evasion becomes available. In comparison, it offers you less protection (since a failed save still gives you the full hit) in exchange for affording your allies more protection (since your save now protects the whole group, and even if you fail they can still save normally).


Level 3, we have basically dispel magic at will. You can't use it for the area dispel function but it works as a counterspell and targeted dispel, and dispel magic usually doesn't come online for casters until level 5. It makes sense that a dedicated dispeller would get it sooner, but maybe start with it useable 3/day, then at level 5, 5/day, then at level 7 or 8 useable at will. It again cranks up to greater dispel magic at level 11, which is right on point with when that spell becomes available so it makes total sense. But - this version of counterspelling can be done with AoOs out of turn and without readying them, if i'm reading this right, which is super powerful.

You must Ready a dispel to gain the ability to spend AoOs to dispel; I'll see if I can make that more clear. A Dispeller who is spending its action to protect against magic, yeah, it can shoot down the spells of several casters in a round (assuming it has Combat Reflexes of course, which it almost certainly will). But that costs its own ability to take an offensive action that round.

Starting out with a per-day limit and scaling up to at will is another good idea.


At level four we run into your Dispel Action ability. I really like the idea of this, and the scaling of the status conditions seems appropriate. However, setting the duration relative to the degree of save-failure is kind of an awkward mechanic; I would recommend just setting it to a number of rounds equal to either your Int bonus or 1/2 your class level. That leads us to the problem of dealing with the upgraded versions, which don't last as long; I propose the three different versions being separate abilities, each useable twice per encounter. By the time you get all three you have 6/day debuffs that last for probably 3-5 rounds, depending on whether you go with the Int bonus or 1/2 class level route.

Fair point, I'll see about simplifying it.


At level 5 we get the improved dispelling. I really like this concept, and with the way it scales with the dispel energy damag, level 5 isn't too early to get it. However, I think that removing spell slots at 1/4 damage rate is a bit high. A level 5 character with Int 16 can, with just a smidgeon of luck, be removing four spell levels from the target; for a 5th level wizard, that's knocking out one of his highest-level spells with room to spare; a good roll could take out two of his most powerful spells, and said dispeller could do that three times a day. It would depend on how many encounters you expect to face in a day, I guess - maybe it's just about right. Again i'd love for a more experienced 'brewer to chime in on this.[/SPOILER]

Hmm...yeah, maybe it's a smidge too high, after Int mod (I feel like taking out roughly an equal-level wizard's highest level spell with an average roll is about right, but Int mod adjusts that). That said, reducing the Dispel Energy damage to d6s would help here.

[QUOTE=ezkajii;18663667]Unrestricted Dispelling comes in at level 6 doing right what it says on the tin. A free counterspell attempt each round, while not necessarily broken itself, is probably too powerful for a level 6 character. Now, you mention something about attempting a dispel against each spell twice with this ability - to my understanding, you can attempt to dispel the same spell any number of times if you fail at the dispel attempt, you just have to cast a new dispel magic - or in this case, use the ability again. So I'm wondering whether this class has a restriction built-in about the number of times you can attempt to dispel any given spell (which is where the excessive bookkeeping would come in, keeping track of dispel attempts for all spells active), or if this ability is meant to let you retry your dispel attempts for free, once per spell per dispel magic? IMO, dispel retries this early would be overpowered. More bookkeeping from the improved dispelling recovery here, as well. I would recommend snipping that, and just giving a bonus use per day or something like that.

Thinking about it, the free defensive dispels should probably cost you an Immediate action to turn on.

The Dispeller version of Dispel Magic only allows you to make one attempt to dispel each spell. This is intended to balance the at-will usage; you can't just spam the dispels to force through a mage's buffs or wards or whatever. Then this means you can try again, but you would have to take the action to do so each time, it's not a free reroll. You're right about the bookkeeping, though, so perhaps a more elegant solution is in order.


Now I have to admit that Mass Dispelling was one of the more confusing parts of the class to me, but it looks like it basically lifts the restriction of using dispel magic only in its counterspell and targeted dispel forms, but requires you expend a use of Improved Dispelling to do so, but then allows you to also expend a use of ID to make your spell-slot-stealing ability affect multiple targets. I think it might be simpler to just make dispel magic an at-will SLA at this point, overriding the previous ability and its restrictions, and nix the part about multiple targets for the spell slot steal. It's quite powerful already; if you can hit several casters with it with each use, it's going to absolutely destroy even a caster cabal combat encounter. I also think that using the Dexterity modifier to determine number of targets doesn't quite fit in with the mental-power vibe of the class, overall. I suspect it was intended to try to make the class less SAD?

Mass Dispelling comes online as casters start to get solid area attacks, and is basically that for a Dispeller. It lets you use any offensive dispel at multiple targets a certain number of times per day; Dispel Energy, Dispel Action, Dispel Magic, using Dispel Energy to remove spell slots, etc. The Dexterity thing is because it's basically firing several dispels one after the other at different targets, much like how you can defensively dispel by spending AoOs to hit multiple spells or attacks, and AoOs are driven by your Dexterity.


Dispelling aura - Maybe make it require concentration, rather than be fully automatic at all times?

I'm a bit iffy on that, but maybe making it cost a swift action each round. That would also make it mutually exclusive with the auto defensive dispels from Unrestricted Dispelling, which would be better balanced.


Dispel Life - This is tasty. I totally see where you're going with it just unraveling their life energies. I would recommend starting it either as just the reroll effect or just the maximizing effect, and upgrading later to include the other (maybe late teens). Or have the rerolling effect a sort of 'cascade' effect for summoned creatures, constructs, and undead (i.e. those bound together or to this plane by magic). Just some ideas.

This is actually meant to be basically a save-or-die effect, but hopefully somewhat better balanced than, well, just save or die. Weak-willed foes and mooks might be expected to fail a few saves in a row and get wiped out easily, and foes with already low hit points might well be taken out if they fail one save, but like a boss enemy or something won't get anticlimactically taken out on a natural 1. In any event, toning Dispel Energy down to d6 would likewise make this somewhat less beefy.


For Dispel Time (past), you have included an option about undoing your last standard action to effectively immediately counterspell; in conjunction with other class abilities, you've got enough free counterspells and the ability to use AoOs to counterspell that I don't think this is necessary. Plus trying to keep track of every change made by a standard action that may have occurred 20 minutes ago in real world time is more bookkeeping clutter. I otherwise like the ability.

Hmm...fair point about the hassle. Perhaps just the "let action fully resolve before dispelling" is sufficient.


Dispel Time (present), on the other hand, is very bizarre to me. At first glance it looks like at-will time stop, except duration 1 round apparent time instead of 1d4+6. But you also can't use it offensively in combat at all - it looks like it would need to function primarily as buffing time or evasively. I would recommend either trying to clarify the wording on this one or simplifying it to something like Time Stop as an SLA useable Int bonus times per day, except that it can affect anyone within close range (or somesuch).

Important note: it's not at-will. It uses your per-encounter Dispel Action uses or (if out of those) your per-day Mass Dispel uses for each round of bonus time. But yes, it is meant to avoid the loophole where time stop does actually let you mess up your enemies with lasting area effects.


For the capstone: When combined with the dispel time (present) effect, as written, this becomes extraordinarily powerful. Unfortunately I don't really have any good suggestions on this.

Hmm...okay, yeah, the cost should probably be higher, at least.


Adept Disruptor: I like, but should have some prerequisites that make it only available for higher-level dispellers, I think.

As it happens, you probably won't get another feat slot for it until 6th anyway (since Dispel Action arrives at 4th). Not sure it really warrants any higher a level than that.


Antimage: Making your dispelling aura do antimagic instead is a HUGE area for an antimagic field to encompass. Also I noticed it has no prerequisites - it should at least have Dispelling Aura as a prerequisite, i should think. Also I think it might be worth creating a [dispelling aura] feat category to encompass these and others that modify the aura function, and then have it just be a rule of the type itself that more than one cannot be active at a time, so it is not written individually in each feat entry.

Hmm, yeah, that is pretty big. Too big? Maybe. I'll need to consider. Not having Dispelling Aura as a prereq is a proofreading error on my part. Feat category is a good idea.


Countercast: Obsoleted by other class features by 14th level, and I don't understand Mass Dispelling as a prerequisite for it.

Huh, good point. Didn't notice that. And I think at one point I didn't limit it to once per round so I wanted them to have access to Mass Dispelling to represent the ability to offensively dispel multiple targets. All told, at this point, probably better to just remove it.


Defensive Dispeller: Only problem here is that, IIRC (AFB ATM) the total defense action is a full-round action, leaving you no standard action to ready for counterspelling. Perhaps the feat could simply grant a bonus free counterspell action when the total defense action is used?

That's...pretty much what it does. It makes your Total Defense action into also a Readied action to defensively dispel, at no additional action cost.


Depletion: Again, using the degree of save-failure as an effect determinant. Would recommend just trimming it down to the one negative level, and leaving as is. It's not like you need a lot of negative levels to screw you over, anyway. :smallbiggrin:

Fair enough.


Dismissive: This I think could be simplified. Just dealing double damage to creatures who were [summon]ed or [call]ed has effectively the same result.

The reason for the nonlethal to Called creatures is that it's meant to be banishing them. Straight doubling the damage would actually kill them. Although maybe I could just double the damage and say targets can't be reduced below -1 hit points...


Elude Magic: Very unusual mechanic here, basically relies on whether your Reflex save modifier is 5 points or more higher than the others; this in turn incentivizes the player to keep those values lower, relative to the Reflex save value. I might try making a prerequisite be minimum levels of Fort and Will base saves, and have the effect always in play; possibly even splitting these into two feats, one for each other save type.

Well, not quite. You have to succeed the raw save for this feat to take effect at all. Your Reflex save has to be high enough to succeed by at least five, but that doesn't necessarily mean your Reflex needs to be five points higher; if you succeed by 4 just by rolling high enough, your Reflex save only needs to be one higher. At the end of the day, a Dispeller has a Good Reflex save and Dex as a secondary stat, so it's Reflex save probably will be higher regardless.


Energy Sensitivity and the improved version could, i think, be rolled up into class features as improvements on Sense Energy, following with the idea of stretching out the detect spells' access levels; otherwise, maybe just increase the minimum dispeller level requirements.

It probably could, but the energy sense isn't really a major feature of the class. Having these as feats lets a player specialize in it if they want to.


Suppress Energy: I think this is pretty solid, though maybe split the planar-trait protection into an Improved Energy Suppression feat of its own? Not sure if it needs it or not.

I feel like that might be a bit too niche.


So hopefully I didn't come across overly critical or harsh or anything, like I said I really do like the class, the idea, and it's been a while since I've played so maybe what looks OP at first glance isn't really; officially, calling out for other brewers to jump in on this too! Biggest thing is just simplifying, but then I think this is a solid class overall. Got a pretty clear party role, doesn't step on any toes.
Also I am not experienced with magic items so i've left them out of the review. Best of luck and happy days in all future homebrewing endeavours!

Not at all! Not that I agree on everything, of course, but there were a lot of good ideas in there and a lot of points I had overlooked or plain not considered. Very helpful, thanks again!

ezkajii
2015-01-16, 03:47 PM
You're welcome! I really do like the idea of the class and may well implement it in one of my games in the future. I know there are some really good 'anti-mage' builds out there, and things like the Defiant for anti-divine but this does a good job of fulfilling the role of a dedicated broad-scope anti-mage character.

Quellian-dyrae
2015-01-16, 11:46 PM
Okay, changes are up. Short version:

Condensed all limited uses into a unified pair of resource pools; Stamina (per-encounter) and Energy (per-day).

Created a pair of unified action types, Offensive Dispel and Defensive Dispel, and classified most relevant features into them. Which should cut down on some text overhead and streamline how certain abilities work and interact.

Nerfed Dispel Energy damage a bit, and added a Will save to negate the defensive version (since really, being able to do it multiple times at the cost of AoOs and having it be automatic was probably too good in general and almost certainly strictly better than the offensive version).

Implemented a the slower development of Sense Energy and Dispel Magic (tying the latter in to the new Energy/Stamina system). Reworked the limits of Offensive Dispel Magic to if you fail against a given target, it's immune for 24 hours, rather than once-per-spell increasing with levels (so actually a fairly significant nerf as well as streamlining).

Made Improved Dispelling just a flat number of spell levels, as a straight add-on to any other Offensive Dispel, rather than an option in itself, basically spending your (encounter) resources to remove enemy (daily) resources.

Changed Dispelling Aura entirely; now it eats away at the duration of affected spells rather than attempting to negate them entirely with a check and limits per spell and all that. So it won't be constantly removing spells, but it will wear through short-duration buffs quickly, be a pain for moderate-duration buffs during an extended fight, and allow allies to recover from all forms of magical handicaps much faster, even if you can't dispel them outright.

Added a new pair of feats, (Improved) Strategic Dispelling, and removed Countercast.

And various minor balance tweaks, streamlining tweaks, and adjustments to fit new unified systems.