Justdamohr
2007-09-19, 04:14 PM
Hello Everyone- I'm not quite sure if this is already a prestige class. I really haven't seen anything like it before then again my familiarity with most of the gaming materials is rather limited. However, I would like you all to post suggestions, critiques both on the class and also any technical things I may have done wrong regarding posting.This is my first time, so any help will be GREATLY appreciated. :smallbiggrin: Well I hope you like the prestige class, again, any help will be well accepted. Thank you.
Counterblades
The young mother fled from her pursuer through the dark alley; her infant clutched firmly against her chest as she scurried through the shadows in search of sanctuary. She rounded the many corners only to find herself caged by a dead end. When she glanced back, standing in their glory was the necromancer seeking her first born.
“The child, as promised,” he uttered with a malicious grin. The young mother shook her head fervently. “Then your life.” He whispered as he extended a withered finger and unleashed a green ray. The young mother cowered in fear, crying as she was to meet her end when suddenly the ray dispersed into nothing.
The necromancer stood shocked, “Wha…” he muttered. His body froze as he felt the cold edge of a blade at the back of his neck. “No,” he murmured as it pierced his throat.
The young mother peered up to see him slump to the floor dead, revealing at his rear, a woman clad in chain mail with a longsword in hand. She looked to her savior thankfully but before she could speak, the warrior had vanished into the darkness.
In a society secretly corrupted and manipulated by magical forces there are those who seek to test their adversaries for either honor or mere trickery. Wielding the strength of combat and specialized magic these individuals have disciplined themselves in becoming the banes and nuisance of spell casters alike. They call themselves the Counterblades.
Requirements:
To qualify to become a Counterblade, a character must fulfill all the following criteria.
Alignment: Any
Base Attack: + 5
Skills: Concentration 8 ranks, Knowledge (Arcana) 8 ranks, Knowledge (Religion) 8 Ranks, Spellcraft 8 ranks
Feats: Combat Casting, Improved Counterspell
Proficiencies: Must be proficient with light and medium armor and one martial weapon of any type.
Spells Known: Must be able to cast or have access to Dispel Magic.
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spells per Day
1st|
+1|
+0|
+2|
+2| Armored Abjurer (Light), Combat Dispelling + 3, Extra Spell Slot (Abjuration), Specialization +1|
2nd|
+2|
+0|
+3|
+3|Spell Slayer,Turnstrike +1d8|+1 Level of Existing Spellcasting Class
3rd|
+3|
+1|
+3|
+3|Multi-Counter 2, Mettle|
4th|
+4|
+1|
+4|
+4|Combat Dispelling + 4, Spell Break, Turn Strike +2d8, Extra Spell Slot (Abjuration), Specialization +2|+1 Level of Existing Spellcasting Class
5th|
+5|
+1|
+4|
+4|Rushed Counterspell, Spell-Like Hiccup, Armored Abjurer (Medium)|
6th|
+6|
+2|
+5|
+5|Multi-Counter 3, Turnstrike +3d8|+1 Level of Existing Spellcasting Class
7th|
+7|
+2|
+5|
+5|Combat Dispelling + 5, Supernatural Hiccup 1x/day, Extra Spell Slot (Abjuration), Specialization +3|
8th|
+8|
+2|
+6|
+6|Booked Counterspell, Turnstrike +4d8|+1 Level of Existing Spellcasting Class
9th|
+9|
+3|
+6|
+6|Multi-Counter 4 |
10th|
+10|
+3|
+7|
+7|Combat Dispelling + 6, Perfect Counterspell, Supernatural Hiccup 3x/day, Turnstrike +5d8, Extra Spell Slot (Abjuration), Specialization + 4|+1 Level of Existing Spellcasting Class
[/table]
Alignment: Any
Hit Die: 1d6
Class Skills:
Climb (Str), Concentration (Con) , Craft (Int), Diplomacy (Cha), Hide (Dex) Intimidate (Cha) Jump (Str), Knowledge (Arcana), Move Silently (Dex) Ride (Dex), Spellcraft (Int), Swim (Str), Tumble (Dex).
Skill Points at Each Level: 4 + Int modifier.
Weapon and Armor Proficiencies:
Counterblades are proficient in light and medium armor. They are also proficient in using simple weapons and one additional martial weapon of choice.
Spells:
As Counterblades train, they become more proficient not only in combat but also in wielding magic, becoming stronger casters and attaining additional spells with time. At first level and then on, Counterblades gain arcane spellcasting levels that stack with those of their prior arcane class, however they can only prepare or learn Abjuration spells with each additional Counterblade level. They can still cast spells from other schools, though not above the caster level at which they stopped attaining them, i.e. Say a character is a 3rd level Fighter and a 6th level Wizard. All spells prepared by the wizard are of a 6th level caster. However now this same character is a 3rd level Fighter, a 6th level Wizard and a 1st Level Counterblade. The character now cast newly attained and old abjuration spells as a 7th level caster, while their old spells from other schools have the effectiveness of a 6th level caster.
Armored Abjurer:
After years of isolated training in the Abjuration Arts and physical combat, Counterblades can cast Abjuration spells while wearing Light Armor without suffering the chance of arcane spell failure. At 5th level this applies to Medium Armor as well. This ability does not extend to any other spell school nor spell casting class.
Combat Dispelling:
Counterblades specialize in using Dispel Magic to thwart their opponent’s spells and so have become proficient in wielding it as a vital tool in combat. Whenever a Counterblade readies an action to cast Dispel Magic, or Greater Dispel Magic they gain an automatic + 2 to the dispel check. This stacks with whatever roll they attain for the spell, and can go beyond the maximum (+10 in the case of Dispel Magic or +20 in the case of Greater Dispel Magic) At 4th Level, the bonus raises to + 3, at 7th Level, to + 4 and finally at 10th Level, to + 5
Extra Spell Slot (Abjuration):
Starting at 1st Level Counterblades gain one extra Spell Slot however for Abjuration only. They gain extra Spells at 4th, 7th and 10th level as well.
Specialization:
At 1st level Counterblades cast Abjuration spells at +1 caster level. At 4th, they cast them at + 2 caster levels, at 8th they cast them at + 3 caster levels, and finally at 10th level, + 4 caster levels.
Spell Slayer:
Counterblades gain the Mage Slayer Feat however they do not suffer the -4 caster levels on their Abjuration Spells.
Multi-Counter
Counterblades have trained themselves to become wary of all spell-casters in the battlefield. At the beginning of a round a 3rd level Counterblade may ready an action to Counterspell two targets in combat but can only counterspell one target per round. At 6th level they can target 3, and at 10th this raises to 4 opponents.
Turnstrike
Counterblades not only disrupt spells but have learned to strike casters to lose concentration. By 3rd level, Counterblades can substitute an action to counterspell with an attack that does an additional 1d8 to damage from that attack (similar to a rogue's sneak attack against flatfooted characters). This applies only to targets casting spells and to those within melee distance or in range of 30ft of the Counterblade. By 4th level the damage increases to +2d8 to damage, by 6th +3d8 to damage, by 8th +4d8 to damage and by 10th +5d8 to damage. If a Counterblade uses this ability during a Rushed Counterspell, they incur a -4 on their attack, and should they use it during a Booked Counterspell, they incur a -8 on their attack.
Rushed Counterspell:
At 4th level Counterblades can ready an action to counterspell as a move action rather than a standard action. However, doing so incurs a -2 on AC. They also do not gain the benefits of Combat Dispelling although they can still Multi-Counter.
Mettle
A Counterblade of 4th level gains the Mettle class ability. Please see page 28 of Oriental Adventure (Sohei Section).
Spell Break
Counterblades gain the Pierce Magical Concealment at 4th level for free.
Spell-Like Thwart
At 5th level, Counterblades no longer are simply excluded to countering spells but also spell-like abilities.
Supernatural Hiccup
At 7th level, Counterblades have become in tune with abjuration magic that they can counterspell supernatural abilities by succeeding a caster level check of 10 + 1/2 the creature's HD + the creature's supernatural ability. Unlike Dispel Magic and Greater Dispel Magic, the ability is not dispelled but suppressed for rounds equal to 1/2 the Counterblade's Class Levels (rounded down). Due to the immense power of this ability they can only achieve this a certain amount of times per day. At 7th Level they can only do this 1x/day and at 10th level 3x/day.
Booked Counterspell
At 8th level a Counterblade can ready a counterspell as a free action once per round instead of a move action however this incurs a -4 to their AC although they can still use Multi-Counter.
Perfect Counter:
By 10th level a Counterblade can counterspell as if influenced by the Greater Counterspell Feat without incurring -'s to their AC. They still can Multi-Counter with this ability.
Counterblades
The young mother fled from her pursuer through the dark alley; her infant clutched firmly against her chest as she scurried through the shadows in search of sanctuary. She rounded the many corners only to find herself caged by a dead end. When she glanced back, standing in their glory was the necromancer seeking her first born.
“The child, as promised,” he uttered with a malicious grin. The young mother shook her head fervently. “Then your life.” He whispered as he extended a withered finger and unleashed a green ray. The young mother cowered in fear, crying as she was to meet her end when suddenly the ray dispersed into nothing.
The necromancer stood shocked, “Wha…” he muttered. His body froze as he felt the cold edge of a blade at the back of his neck. “No,” he murmured as it pierced his throat.
The young mother peered up to see him slump to the floor dead, revealing at his rear, a woman clad in chain mail with a longsword in hand. She looked to her savior thankfully but before she could speak, the warrior had vanished into the darkness.
In a society secretly corrupted and manipulated by magical forces there are those who seek to test their adversaries for either honor or mere trickery. Wielding the strength of combat and specialized magic these individuals have disciplined themselves in becoming the banes and nuisance of spell casters alike. They call themselves the Counterblades.
Requirements:
To qualify to become a Counterblade, a character must fulfill all the following criteria.
Alignment: Any
Base Attack: + 5
Skills: Concentration 8 ranks, Knowledge (Arcana) 8 ranks, Knowledge (Religion) 8 Ranks, Spellcraft 8 ranks
Feats: Combat Casting, Improved Counterspell
Proficiencies: Must be proficient with light and medium armor and one martial weapon of any type.
Spells Known: Must be able to cast or have access to Dispel Magic.
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spells per Day
1st|
+1|
+0|
+2|
+2| Armored Abjurer (Light), Combat Dispelling + 3, Extra Spell Slot (Abjuration), Specialization +1|
2nd|
+2|
+0|
+3|
+3|Spell Slayer,Turnstrike +1d8|+1 Level of Existing Spellcasting Class
3rd|
+3|
+1|
+3|
+3|Multi-Counter 2, Mettle|
4th|
+4|
+1|
+4|
+4|Combat Dispelling + 4, Spell Break, Turn Strike +2d8, Extra Spell Slot (Abjuration), Specialization +2|+1 Level of Existing Spellcasting Class
5th|
+5|
+1|
+4|
+4|Rushed Counterspell, Spell-Like Hiccup, Armored Abjurer (Medium)|
6th|
+6|
+2|
+5|
+5|Multi-Counter 3, Turnstrike +3d8|+1 Level of Existing Spellcasting Class
7th|
+7|
+2|
+5|
+5|Combat Dispelling + 5, Supernatural Hiccup 1x/day, Extra Spell Slot (Abjuration), Specialization +3|
8th|
+8|
+2|
+6|
+6|Booked Counterspell, Turnstrike +4d8|+1 Level of Existing Spellcasting Class
9th|
+9|
+3|
+6|
+6|Multi-Counter 4 |
10th|
+10|
+3|
+7|
+7|Combat Dispelling + 6, Perfect Counterspell, Supernatural Hiccup 3x/day, Turnstrike +5d8, Extra Spell Slot (Abjuration), Specialization + 4|+1 Level of Existing Spellcasting Class
[/table]
Alignment: Any
Hit Die: 1d6
Class Skills:
Climb (Str), Concentration (Con) , Craft (Int), Diplomacy (Cha), Hide (Dex) Intimidate (Cha) Jump (Str), Knowledge (Arcana), Move Silently (Dex) Ride (Dex), Spellcraft (Int), Swim (Str), Tumble (Dex).
Skill Points at Each Level: 4 + Int modifier.
Weapon and Armor Proficiencies:
Counterblades are proficient in light and medium armor. They are also proficient in using simple weapons and one additional martial weapon of choice.
Spells:
As Counterblades train, they become more proficient not only in combat but also in wielding magic, becoming stronger casters and attaining additional spells with time. At first level and then on, Counterblades gain arcane spellcasting levels that stack with those of their prior arcane class, however they can only prepare or learn Abjuration spells with each additional Counterblade level. They can still cast spells from other schools, though not above the caster level at which they stopped attaining them, i.e. Say a character is a 3rd level Fighter and a 6th level Wizard. All spells prepared by the wizard are of a 6th level caster. However now this same character is a 3rd level Fighter, a 6th level Wizard and a 1st Level Counterblade. The character now cast newly attained and old abjuration spells as a 7th level caster, while their old spells from other schools have the effectiveness of a 6th level caster.
Armored Abjurer:
After years of isolated training in the Abjuration Arts and physical combat, Counterblades can cast Abjuration spells while wearing Light Armor without suffering the chance of arcane spell failure. At 5th level this applies to Medium Armor as well. This ability does not extend to any other spell school nor spell casting class.
Combat Dispelling:
Counterblades specialize in using Dispel Magic to thwart their opponent’s spells and so have become proficient in wielding it as a vital tool in combat. Whenever a Counterblade readies an action to cast Dispel Magic, or Greater Dispel Magic they gain an automatic + 2 to the dispel check. This stacks with whatever roll they attain for the spell, and can go beyond the maximum (+10 in the case of Dispel Magic or +20 in the case of Greater Dispel Magic) At 4th Level, the bonus raises to + 3, at 7th Level, to + 4 and finally at 10th Level, to + 5
Extra Spell Slot (Abjuration):
Starting at 1st Level Counterblades gain one extra Spell Slot however for Abjuration only. They gain extra Spells at 4th, 7th and 10th level as well.
Specialization:
At 1st level Counterblades cast Abjuration spells at +1 caster level. At 4th, they cast them at + 2 caster levels, at 8th they cast them at + 3 caster levels, and finally at 10th level, + 4 caster levels.
Spell Slayer:
Counterblades gain the Mage Slayer Feat however they do not suffer the -4 caster levels on their Abjuration Spells.
Multi-Counter
Counterblades have trained themselves to become wary of all spell-casters in the battlefield. At the beginning of a round a 3rd level Counterblade may ready an action to Counterspell two targets in combat but can only counterspell one target per round. At 6th level they can target 3, and at 10th this raises to 4 opponents.
Turnstrike
Counterblades not only disrupt spells but have learned to strike casters to lose concentration. By 3rd level, Counterblades can substitute an action to counterspell with an attack that does an additional 1d8 to damage from that attack (similar to a rogue's sneak attack against flatfooted characters). This applies only to targets casting spells and to those within melee distance or in range of 30ft of the Counterblade. By 4th level the damage increases to +2d8 to damage, by 6th +3d8 to damage, by 8th +4d8 to damage and by 10th +5d8 to damage. If a Counterblade uses this ability during a Rushed Counterspell, they incur a -4 on their attack, and should they use it during a Booked Counterspell, they incur a -8 on their attack.
Rushed Counterspell:
At 4th level Counterblades can ready an action to counterspell as a move action rather than a standard action. However, doing so incurs a -2 on AC. They also do not gain the benefits of Combat Dispelling although they can still Multi-Counter.
Mettle
A Counterblade of 4th level gains the Mettle class ability. Please see page 28 of Oriental Adventure (Sohei Section).
Spell Break
Counterblades gain the Pierce Magical Concealment at 4th level for free.
Spell-Like Thwart
At 5th level, Counterblades no longer are simply excluded to countering spells but also spell-like abilities.
Supernatural Hiccup
At 7th level, Counterblades have become in tune with abjuration magic that they can counterspell supernatural abilities by succeeding a caster level check of 10 + 1/2 the creature's HD + the creature's supernatural ability. Unlike Dispel Magic and Greater Dispel Magic, the ability is not dispelled but suppressed for rounds equal to 1/2 the Counterblade's Class Levels (rounded down). Due to the immense power of this ability they can only achieve this a certain amount of times per day. At 7th Level they can only do this 1x/day and at 10th level 3x/day.
Booked Counterspell
At 8th level a Counterblade can ready a counterspell as a free action once per round instead of a move action however this incurs a -4 to their AC although they can still use Multi-Counter.
Perfect Counter:
By 10th level a Counterblade can counterspell as if influenced by the Greater Counterspell Feat without incurring -'s to their AC. They still can Multi-Counter with this ability.