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forg99rules
2018-12-01, 08:43 PM
Hiya, so I have been wanting to play a class that is super great at countering spellcasters. Yet it seems that there isn't really much out there that really just sticks out to me. So i took my chances at homebrewing something. It is my first time doing a homebrew class and i was hoping to get some feedback on what can be improved on with it. Im only putting down each ability once so things like Field Talent and Advanced Talent wont be included at their respective levels under the spoilers.




Arcane Inquisitor



Saves

Spells Per Day


Level
BAB
Fort
Ref
Will
Special
0th
1st
2nd
3rd
4th


1st
+0
+0
+2
+2
Arcane Field, Arcane Reservoir, Cantrips, Counter Slice, Bonded Weapon
3
1





2nd
+1
+0
+3
+3
Arcane Knowledge, Evasion
4
2






3rd
+2
+1
+3
+3
Arcane Slough
4
3





4th
+2
+1
+4
+4
Arcane Augmentation, Field Talent

4
3
1




5th
+3
+1
+4
+4
Field Talent, Spell Bane
4
4
2




6th
+4
+2
+5
+5
Spell Scent
4
4
3





7th
+5
+2
+5
+5
Medium Armor, Spellscorn armor

4
4
3




8th
+6/+1
+2
+6
+6
Field Talent, Resist Energy

4
4
4
1



9th
+6/+1
+3
+6
+6
Displacing Strike
4
5
4
2



10th
+7/+2
+3
+7
+7
Spellbreaker
4
5
4
3
1



11th
+8/+3
+3
+7
+7
Advanced Talent
4
5
4
3
2


12th
+9/+4
+4
+8
+8
Improved Evasion
4
5
5
4
3


13th
+9/+4
+4
+8
+8
Backlash
4
5
5
4
3


14th
+10/+5
+4
+9
+9
Field Talent, Heavy Armor

4
5
5
4
4


15th
+11/+6/+1
+5
+9
+9
Assiduous Glare
4
5
5
5
4


16th
+12/+7/+2
+5
+10
+10
Spell Absorption
4
5
5
5
4


17th
+12/+7/+2
+5
+10
+10
Field Talent
4
5
5
5
4



18th
+13/+8/+3
+6
+11
+11
Uncursed
4
5
5
5
5


19th
+14/+9/+4
+6
+1
+11
Spell Immunity

4
5
5
5
5


20th
+15/+10/+5
+6
+12
+12
Arcane Null, Field Talent, Sever Magic

4
5
5
5
5




Role: The arcane inquisitor is a warrior class that specializes in finding and defeating evil spellcasters (and spell-using monsters) and fixing the problems such creatures cause. Though arcane inquisitors are able combatants against any foes, they excel when facing enemies that draw much of their power from the arcane. While arcane inquisitors are warriors who have trained themselves to recognize, oppose, and sometimes even undo the effects of magic they do not regard magic as a fearful power. Instead they have a strong belief that those that practice and study the arcane should be regulated and monitored as they have seen how the arcane can corrupt the world. They train in special techniques to both withstand arcane assaults and bring down casters. Typically found working under nobility the arcane inquisitor is often sent out after spellcasters that cause problems throughout the kingdom.
Like rangers and paladins, a arcane inquisitor is a solid combatant who does best when facing specific situations and types of foes. A well-equipped arcane inquisitor can slice through slavers, kick down the doors of the giant’s hall, and chop through brigands as well as most other sword-swingers can, filling the role of primary combatant in parties without members of other fighting classes. But when facing practitioners of the arcane the arcane inquisitor has advantages over less specialized fighters and barbarians. Arcane inquisitor’s abilities focus on protecting her from magic while hampering her enemies attacks. Her BAB, arcane field class ability, and associated bonded weapon attacks make her a competent combatant. The arcane inquisitor's strong belief allows him to land blows that otherwise would miss, clearly identify mystic threats, and even overcome magic through pure force of will. Arcane Inquisitor's are most effective when dealing with practitioners of the arcane, but have an edge over other warriors when facing any type of spellcaster.
The world is full of dangerous magic, and many recoil in the face of such power. The arcane inquisitor, by contrast, learns to recognize, resist and wield magic, wading through waves of magic to reach her foes.

Alignment: An arcane inquisitor may be of any alignment, though most are lawful and few are evil.

Hit Dice: d8.

Starting Wealth: 4d6 × 10 gp (average 140 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills
The Arcane Inquisitor’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (History) (Int), Knowledge (local) (Int), Knowledge (nobility) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).

Skill Ranks per Level: 6 + Int

Weapon and Armor Proficiency
A Arcane Inquisitor is proficient with all simple weapons, plus one melee weapon of her choice that is her Bonded weapon (see below). Arcane inquisitors are also proficient with light armor and shields. An arcane inquisitor can cast spells while wearing light armor and using a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a arcane inquisitor wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass arcane inquisitor still incurs the normal arcane spell failure chance for arcane spells received from other classes.


Spell Casting
An arcane inquisitor casts arcane spells drawn from the sorcerer/wizard spell list. An arcane inquisitor must choose and prepare his spells ahead of time.

To learn, prepare, or cast a spell, the arcane inquisitor must have an Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a arcane inquisitor’s spell is 10 + the spell level + the arcane inquisitor’s Wisdom modifier.

An arcane inquisitor can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Arcane Inquisitor. In addition, he receives bonus spells per day if he has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).

An arcane inquisitor may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the arcane inquisitor decides which spells to prepare.

Starting Spells (See Spellbooks below): An arcane inquisitor begins play with a spellbook containing all 0-level spells plus three 1st-level spells of his choice. The arcane inquisitor also selects a number of additional 1st-level spells equal to his Wisdom modifier to add to the spellbook. At each new arcane inquisitor level, he gains two new spells of any spell level or levels that he can cast (based on his new arcane inquisitor level) for his spellbook. At any time, a arcane inquisitor can also add spells found in other arcane inquisitors’ spellbooks to his own.

Cantrips
Arcane Inquisitors can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Arcane Inquisitor under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.


Spellbooks
An arcane inquisitor must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook, except for read magic, which all arcane inquisitors can prepare from memory.

An arcane inquisitor begins play with a spellbook containing all 0-level wizard spells plus three 1st-level spells of his choice. The arcane inquisitor also selects a number of additional 1st-level spells equal to his Wisdom modifier to add to the spellbook.

Bonded Weapon (Su)
The bonded weapon is the physical embodiment of the arcane inquisitor’s purpose. An arcane inquisitor must be wielding her bonded weapon to use her 1st level arcane reservoir ability. As well the arcane inquisitor receives Weapon Focus as a bonus feat for her bonded weapon. This bond allows the vanguard to meld his arcane powers with his fighting ability.

As long as the arcane inquisitor has at least 1 point in her arcane reservoir, the bonded weapon is immune to the broken condition. If a bonded weapon is damaged, it is restored to full hit points the next time the vanguard rests and regains his spell slots for the day. If the bonded weapon is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 100 gp per vanguard level, this ritual takes 8 hours to complete.

When holding his bonded weapon, the vanguard is treated as having the Eschew Materials feat, allowing him to cast any spell with a material component costing 1 gp or less without needing that component (his bonded weapon effectively takes the place of the material component). He may also cast spells that normally require somatic components solely through arcane gestures made using his bonded weapon. This allows the vanguard to cast spells while wielding his bonded weapon and still leaves his other hand free to handle a shield or other item. If a arcane inquisitor ever attempts to cast a spell without having his bonded weapon in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell’s level.

Additionally, as long as the arcane inquisitor has 1 point remaining in her arcane reservoir she gains a constant +10 competence bonus to her CMD with regard to attempts to disarm her of or sunder her bonded weapon – this bonus improves to +20 at 10th level. If the bonded weapon is a spiked gauntlet or scizore this bonus is +15 (+25 at 10th level).

Counter Slice (Su)
Through supreme focus, the arcane inquisitor can perform a counterspell with her bonded weapon, drawing upon the energy of her arcane reservoir to slice through incoming spells causing them to dispel. This follows the normal rules for counterspelling, however the spell to be countered must affect an area or creature within the arcane inquisitor’s reach and the arcane inquisitor does not cast a spell to counter – she instead must expend one point from her arcane reservoir per level of the spell cast, utilizing her bonded weapon as the focus.

Arcane Reservoir (Su)
At 1st level, the arcane inquisitor gains a reservoir of mystical arcane energy that she can draw upon to fuel her powers and enhance her bonded weapon. This reservoir has a number of points equal to her arcane inquisitor level (minimum 1) + her Wisdom modifier. The reservoir refreshes once per day after 8 hours of rest.

At 1st level the arcane inquisitor may expend 1 point from her reservoir as a swift action to gain a +1 morale bonus to damage with her bonded weapon for a number of rounds equal to her Wisdom modifier. This bonus increases by +1 for every four arcane inquisitor levels to a maximum of +5 at 17th level.

At 3rd level the a arcane inquisitor may expend 1 point from her reservoir as a swift action to gain a +2 morale bonus to saves against all spells, spell-like abilities and hexes cast at her for a number of rounds equal to her Wisdom modifier.

At 7th level the arcane inquisitor may expend 2 points from her reservoir as a swift action — for a number of rounds equal to her Wisdom modifier, she imbues her weapon with arcane energy causing it to stun creatures that are hit for 1 round. The creature must succeed at a Fortitude saving throw (DC = 10 + 1/2 the arcane inquisitors level + the arcane inquisitors Wisdom modifier) or be stunned for 1 round. Creatures that are immune to critical hits are also immune to this effect.

At 10th level, the arcane inquisitor may expend 3 points from her reservoir as a swift action to give her bonded weapon the spell-stealing ability for one minute.

Arcane Field (Su)
At 1st level the arcane inquisitor emanates an aura of arcane energy that threatens and imperils her arcane foes. While within this zone arcane spells have a chance to fail as the energy within is disturbed. This failure starts at 10% and increases by 5% every two levels (to a maximum of 50% at 17th level) This field is a 10-foot radius emanation centered on the arcane inquisitor. A successful Spellcraft check (DC = 10 + ½ the arcane inquisitor’s level + the arcane inquisitor’s Wisdom modifier) reveals the size of the arcane inquisitor’s arcane field.

Evasion (Ex)
At 2nd level or higher a arcane inquisitor can avoid damage from many area-effect attacks. If a arcane inquisitor makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a arcane inquisitor is not wearing medium or heavy armor or carrying a medium or heavy load.

Arcane Knowledge (Ex)
At 2nd level, a arcane inquisitor adds her Wisdom modifier on Spellcraft checks in addition to her Intelligence modifier when attempting to identify a spell as it is being cast, to identify the properties of a magic item using detect magic, or to decipher a scroll. An arcane inquisitor who identifies a spell with Spellcraft gains a bonus against its effects, either a +1 bonus on saving throws or a +1 dodge bonus to AC against this spell. This bonus increases every four levels (to a maximum of +5 at 18th level). At 20th level, once per day as a swift action, she can grant this bonus to all her allies within 60 feet, for 1 minute. The allies gain the bonus when the arcane inquisitor identifies the spell, and those among the allies who have at least 1 rank in Spellcraft can aid the arcane inquisitor’s next Spellcraft check as a swift action while under the effect of this ability.

Arcane Slough (Su)
Starting at 3rd level, by expending one point from her arcane reservoir, the arcane inquisitor can remove one temporary condition she is suffering from and transfer it to another creature. As a swift action, the arcane inquisitor can transfer the dazzled, deafened, fatigued, shaken and staggered conditions to an adjacent non-allied creature.

To transfer the condition, the arcane inquisitor first makes a new saving throw with a +10 morale bonus (as well as any other bonuses available) against a particular condition she is suffering from — if successful, she can slough the condition to an adjacent enemy.

If the arcane inquisitor fails this new save the expended arcane reservoir point is still lost. The enemy is allowed a saving throw as if it were the original target — if successful, the condition dissipates.
If the victim fails its save, it receives the condition for as many rounds were left at the time the arcane inquisitor sloughed it.

Only one condition can be sloughed per round and each enemy may only be under the effect of one of the arcane inquisitor’s sloughed conditions at one time. If the victim dies before the condition has run its course the condition dissipates.

An arcane inquisitor cannot slough a condition she has received that did not require a saving throw. Sloughing a condition completely removes it and any prior conditions that led to it.

At 6th level a arcane inquisitor adds frightened, sickened, and cowering to the list of conditions she can transfer.

At 10th a arcane inquisitor adds exhausted, nauseated, and panicked to the list of conditions she can transfer.

At 14th level, a arcane inquisitor adds bleeding, blinded, and deafened, and to the list of conditions she can transfer.

At 18th level the arcane inquisitor adds diseased and poisoned to the list of conditions she can transfer. This includes all ability or ongoing related affects of the disease or poison. Any saves against the condition she has already made are transferred to the victim.

Arcane Augmentation (Su)
At 4th level, a arcane inquisitor can expend 1 point from his arcane reservoir as a swift action to grant himself a +5 competence bonus for 1 minute to one of the following skills: Acrobatics, Climb, Escape Artist, Perception, Stealth, and Swim. For every three levels beyond 4th, the magus gains another +1 enhancement bonus, to a maximum of +10 at 19th level.

Field Talent (Su)
At 4th level, by expending one point from her arcane reservoir, the arcane inquisitor can create effects within her arcane field as a move action to hinder her foes and empower her attacks. Starting when the field talent is called, the arcane inquisitor receives a bonus to her abilities or imparts a penalty to a foe or foes within her arcane field. Saving throw DCs to resist particular field talent affects are equal to 10 + ½ the arcane inquisitor’s level (minimum 1) + the arcane inquisitor’s Wisdom modifier.

At 4th level the arcane inquisitor knows a number of field talent equal to ½ her Wisdom modifier (minimum 1). She learns a new field talent at 5th level and every three levels thereafter. Whenever the arcane inquisitor gains a level she can choose to learn a new field talent in place of one she already knows. In effect, the arcane inquisitor loses the old field talent in place of the new one. An arcane inquisitor may swap only one field talent in this way per level.

Once activated, this ability lasts until the combat ends, at which point all of the bonuses or penalties immediately end. At 4th level, a arcane inquisitor can use this ability once per day. At 5th level, and every three levels thereafter, the arcane inquisitor can use this ability an additional time per day.
The arcane inquisitor must participate in the combat to gain these bonuses or bestow these penalties. If she is paralyzed, stunned, unconscious, or otherwise prevented from consciously participating in the combat (i.e. the subject of a hold person spell, put to sleep, turned to stone), the ability does not end, but the bonuses/penalties are halted and do not resume until she can participate in the combat again. Note that field talent can still function and their bonuses or penalties still apply if the arcane inquisitor is frightened or panicked.

If the arcane inquisitor expends her last remaining point from her arcane reservoir or is slain, any field talent effects end immediately.

When the arcane inquisitor uses this ability she must select one type of field talent to create. As a swift action, she can change this field talent to another type. All effects of the previous field talent immediately end and the new field talent takes effect — this change does not require any new arcane reservoir point expenditure.

Arcane Advantage (Ex): Whenever the arcane inquisitor scores a critical hit, or a foe within her arcane field makes a critical fail, the arcane inquisitor gains a measure of power. During her next turn, whenever the arcane inquisitor uses one of her abilities that normally requires an expenditure of her arcane reservoir, the amount consumed is reduced by 1, to a minimum of zero.
Blood Zone: The arcane inquisitor’s bonded weapon forms jagged edges, wicked spikes or heavy flanges — creatures struck by the bonded weapon suffer bleeding 1 hp (even if they leave the arcane field). This increases to bleeding 3 hp at 10th level. A successful Fortitude save negates this effect.
Dire Magic: An insidious charge connects all creatures within the arcane field. Whenever an enemy caster casts an Area of Effect spell or spell-like affect that targets the arcane inquisitor or her allies, that enemy’s allies within the arcane field are also affected. The caster is included in the effect if the spell was cast within the arcane field.
Distracted Magic: The arcane inquisitor shimmers and wavers. All spellcasters within the arcane inquisitor’s arcane field who specifically target the arcane inquisitor with offensive spells increase their concentration check DCs by 5. This increases by 1 for every 5 levels the arcane inquisitor possesses. A successful Will save negates this effect. This is a visual effect.
Fell Gyre: A fell wind encompasses the arcane field – treat as a strong wind. If a strong wind or greater is already present increase the severity of the wind by one factor.
Harrowing Steps: The arcane inquisitor’s arcane field becomes empowered with a baleful energy. All enemies moving out of the arcane inquisitor’s arcane field take 1d6 force damage upon leaving for every 3 levels the arcane inquisitor possesses (to a maximum of 5d6). Simply moving away from enemies or pushing them so that they cross the threshold of the arcane field does not inflict damage — a conscious effort to leave on behalf of the enemy (whether compelled or free-willed) is required. A successful Fortitude save reduces the damage by half (minimum 1).
Maladroit: Hampered by a vibration of failure, all enemies within the arcane inquisitor’s arcane field receive a –1 penalty to all skill checks. This increases by -1 for every 3 levels the arcane inquisitor possesses to a maximum of -5. A successful Will save negates this effect.
Pain Threshold: The arcane inquisitor’s arcane field becomes a frontier of pain. All enemies attempting to move into the arcane inquisitor’s arcane field take 1d6 force damage upon crossing into the arcane field for every 3 levels the arcane inquisitor possesses (to a maximum of 5d6). Simply moving toward enemies or pushing them so that the border crosses them does not inflict damage – a conscious effort to enter on behalf of the enemy is required (whether compelled or free-willed). A successful Fortitude save reduces the damage by half (minimum 1).
Penetration: The arcane inquisitor’s weapon glows with arcane power. While empowered by this field talent, any attack that the arcane inquisitor makes with her dire weapon ignores 2 points of DR for every 4 levels the arcane inquisitor possesses to a maximum of 10.
Seed of Doubt: A creeping sense of hopelessness fills the arcane field. All enemies within the arcane inquisitor’s arcane field receive a –1 penalty to Will saves and a –1 penalty to attack rolls made against the arcane inquisitor. These penalties increase by 1 for every 4 levels the arcane inquisitor possesses. A successful Will save negates the penalty to attack rolls and reduces the Will save penalty to –1. This is a mind-affecting effect.
Sluggish Movement: A wave of slowness fills through the arcane field. All enemies within the arcane inquisitor’s arcane field are considered to be within difficult terrain. A successful Fortitude save negates this effect.
Stricken: The arcane inquisitor becomes energized by arcane might, her weapon and physicality crackling with power. All enemies within the arcane field receive a -1 penalty to AC and CMD against attacks from the arcane inquisitor’s bonded weapon. This penalty increases by 1 for every 4 levels the arcane inquisitor possesses to a maximum of -5.
Woundrede: An aura of misery pervades the arcane field. All enemies within the arcane inquisitor’s arcane field increase the DC of any Heal skill checks by 5. In addition, any magical healing effects (potions, spells, spell like abilities, channeled energy – including negative channeling to “heal” undead etc.) employed within the arcane field by enemies of the arcane inquisitor heal half the normal damage. A successful Fortitude save negates these effects.

Spellbane (Su)
At 5th level the arcane inquisitor can attempt to use the spellbane power as a standard action. The arcane inquisitor makes a melee attack with her bonded weapon. If it is successful, the target is affected by the spellbane and this counts as a successful use of the ability. Spellbane functions as the targeted dispel ability of the dispel magic spell. An arcane inquisitor may have a number of successful uses of spellbane per day equal to 3 + his Wisdom modifier.

Spell Scent
At 6th level, the arcane inquisitor learns how to sense unique spell signatures, and can follow the trail of a cast spell or spell effect cast back to its source. Once per day, when the arcane inquisitor comes into contact with or is exposed to a spell effect or a magic item, she can spend a full-round action to examine the spell effect or magic item, and then gains the effect of a locate creature spell. She can do this even if the spell effect was instantaneous, but must start her examination within 1 round after she experienced the spell’s effect. Instead of locating a known creature, the arcane inquisitor locates the caster of the spell effect or magic item she examined. Doing so does not allow the arcane inquisitor to gain any intelligence about the spellcaster other than its location.

Medium Armor (Ex)
At 7th level, the arcane inquisitor gains proficiency with medium armor. An arcane inquisitor can cast spells while wearing medium armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a arcane inquisitor wearing heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component.

Spellscorn Armor (Ex)
Starting at 7th level, while wearing medium, a arcane inquisitor gains spell resistance equal to 6 + his class level. At 14th level this bonus increases to 11 + his class level and applies when the arcane inquisitor is wearing heavy armor.

Resist Energy (Ex)
Starting at 8th level, while wearing light or medium armor, a arcane inquisitor gains resistance to acid, cold, electricity, and fire damage equal to his arcane reservoir + ½ his class level. At 16th level this bonus applies when the arcane in inquisitor is wearing heavy armor.

Displacing Strike (Su)
At 9th level, once per round, whenever the arcane inquisitor confirms a critical strike with her bonded weapon she may choose to expend one point from her arcane reservoir to, in addition to normal damage, draw 1d4 available spell levels from the victim, dissipating the energy entirely. This replaces the extra damage inflicted by the successful critical confirmation.

The target makes a Fortitude save (DC 10 + ½ the arcane inquisitor’s level + the arcane inquisitor’s Wisdom modifier). If the save fails the target loses the spell energy as prepared spells or spontaneous spell slots – lowest level spells or bonus spells are taken first. If there are fractions of spells left then the energy is taken as normal – the spellcaster loses the spell and any leftover spell energy dissipates. If the victim makes their Fortitude save the arcane reservoir point is still expended.

Stealing in this fashion is inherently dangerous and painful for the arcane inquisitor – each spell level drawn causes 1d4 hp of damage to the arcane inquisitor – a successful Fortitude save (DC 10 + the spell’s total level) halves the damage.

An arcane inquisitor may not attempt to draw a spell whose level exceeds that of her Wisdom modifier.

Spellbreaker
At 10th level the arcane inquisitor gains the Spellbreaker feat as a bonus feat. The arcane inquisitor does not need to meet the feat’s prerequisites.

Advanced Talent
Starting at 11th level, and every 4 levels thereafter, the arcane inquisitor can choose one of the following advanced talents whenever she could select a new field talent:

Spell Vortex: The arcane inquisitor creates a vortex capable of siphoning Area of Effect spells entering or cast within the arcane field. Treat the siphon as a spell absorption however each such use requires the expenditure as an immediate action.
Inertia: The arcane field affects the actions of the arcane inquisitor’s enemies. All foes within the arcane field have their initiative count decreased by 5.
Damage Ground: The arcane field becomes a vector of pain for the arcane inquisitor’s enemies. Each time the arcane inquisitor makes a successful melee strike with her bonded weapon, all enemies within the arcane field take any extra damage conferred by the bonded weapon’s enhancement bonus, the arcane inquisitor’s Strength modifier or any bonus damage due to any vulnerabilities they share with the original victim.
Grim Determination (Ex): With this advanced talent, the arcane inquisitor can focus his will to overcome the mystic energy of a potentially lethal magic attack to take less damage than he otherwise would. Once per day, when he would be reduced to 0 or fewer hit points by damage from a spell, spell-like ability, or supernatural ability (not a weapon, trap, or mundane affliction), the arcane inquisitor can attempt to suppress the magic damage by sheer force of will. To use this ability the arcane inquisitor must attempt a Will save (DC = damage dealt) as an immediate action. If the save succeeds, he takes only half damage from the attack; if it fails he takes full damage. The arcane inquisitor must be aware of the attack and able to concentrate to use this ability. If the arcane inquisitor is flat-footed or prohibited from taking standard actions, he cannot use this ability (despite the fact that using grim determination is not, itself, a standard action).
Magic Resistance (Ex): The arcane inquisitor takes 4 hit points less damage from all spells and spell-like abilities (minimum 0). Additionally, when the target of an ability drain or ability damage, the arcane inquisitor takes 2 point less drain or damage (minimum 0).
Slippery Mind (Ex): This ability represents the arcane inquisitor’s ability to wriggle free from magical effects that would otherwise control or compel him. If a arcane inquisitor with slippery mind is affected by an enchantment spell or effect and fails his saving throw, he can attempt it again 1 round later at the same DC. He gets only this one extra chance to succeed on his saving throw.
Arcane Tracker (Ex): The arcane inquisitor gains the scent ability, but may only use it on arcane casters.

Lines of Sight (Ex)
You perceive the eyes that peer at you from unseen places. At 12th Level, for a number of hours per day equal to half your Wisdom modifier (rounded down), you and any characters who you choose within 50 feet of you cannot be seen by any means other than ordinary, mortal senses. Creatures who are scrying, using clairvoyance or clairaudience, or any similar magical effect, will fail the spell. Creatures attempting to perceive you with true seeing or similarly augmented vision will perceive the surrounding area and any invisible objects, except the characters you have chosen and whatever they are wearing/carrying.

Improved Evasion (Ex)
At 12th Level, you gain the effects of Improved Evasion. If you already have Improved Evasion, you gain an advanced rogue talent instead.

Backlash (Su)
At 13th level the arcane inquisitor gains the backlash ability. Whenever the arcane inquisitor is the target of a spell from the divination or enchantment schools of magic, the creature casting the spell must make a Will save (DC of 10 + the arcane inquisitor’s level + the arcane inquisitor’s Wisdom modifier). On a failed save, the caster takes 4d6 points of damage. Because the backlash takes effect after the spell is cast, it cannot disrupt the spellcaster.

Heavy Armor (Ex)
At 14th level, the arcane inquisitor gains proficiency with medium armor. An arcane inquisitor can cast spells while wearing medium armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a arcane inquisitor wearing heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component.

Assiduous Gaze
At 15th level and again at 18th level, a arcane inquisitor gains an assiduous gaze ability chosen from the list below. An arcane inquisitor can use each assiduous gaze ability he possesses for a number of rounds per day equal to 1/2 his class level. These rounds need not be consecutive. An arcane inquisitor can activate an assiduous gaze ability as a swift action to examine a single creature, object, or 5-foot square within 30 feet.

Elucidation (Su): Discern each active spell on the target, including the spell’s effect and caster level.
Morality (Sp): Determine whether the target is chaotic, evil, good, or lawful, as well as the strength of its aura as if having studied it for 3 rounds using detect chaos, detect evil, detect good, and detect law.
Scrutiny (Su): Discern whether the target has spell-like abilities and spellcasting abilities, whether the spellcasting ability is arcane or divine, and the strength (see detect magic) of the most powerful spell or spell-like ability the target currently has available.
Veracity (Sp): Observe the target as if using true seeing.
Vigilance (Su): See through up to 5 feet of stone, wood, or similar barriers as if they didn’t exist. This effect cannot penetrate metal of any kind.

Greater Spellbane (Su)
At 15th level, when a foe strikes the arcane inquisitor with a melee attack, the arcane inquisitor may affect that foe with his spellbane power as an immediate action. This counts as one of the arcane inquisitor’s daily uses of the spellbane ability.

Spell Absorption (Su)
At 16th level, when a arcane inquisitor successfully uses his counter slice ability, he stores the countered spell in his bonded weapon. As a full round action, the arcane inquisitor can release the stored spell, making all decisions necessary to cast it and using his own caster level and ability scores. The arcane inquisitor can only store a single spell in his bonded weapon at a time, and any stored spell is lost when the arcane inquisitor sleeps (or if he is knocked unconscious).

Uncursed (Su)
At 18th level, the arcane inquisitor is immune to all curse afflictions.

Spell Immunity (Ex)
At 19th level, a arcane inquisitor may spend a standard action and a point from his arcane reservoir to harden his resolve against magic. For 1 round, he has spell immunity; this is effectively unbeatable spell resistance. Spells that do not allow spell resistance still affect him normally.

Arcane Null (Su)
At 20th level, the arcane inquisitor becomes an expert at ending magic effects. He no longer has a daily limit to uses of the spellbane and greater spellbane abilities.

Sever Magic (Ex)
At 20th level, a arcane inquisitor learns to cut off a mage from his power source. As a standard action, he may make a single melee attack against a creature capable of casting spells or using spell-like abilities. If the attack hits and deals damage, the target must make a Fortitude save (DC = the damage dealt) or be unable to cast spells or use spell-like abilities for 1 round for every 5 points of damage dealt by the attack.

exelsisxax
2018-12-07, 09:54 AM
You have successfully created a variant magus: a gish class that outclasses a lot of martials. It isn't an anti-caster, because it is a caster. It's also weighed down by a staggering number of non-integrated little buffs and abilities. It needs a more coherent theme and a lot of streamlining.

jburner1234
2018-12-07, 02:24 PM
Great minds think alike. I recently attempted to make a class just like this, however, while working I soon realized there was already an archetype for Warpriest called the "Disenchanter," that accomplishes nearly everything I was after. Anyway, hope this helps. I can see you put a lot of work into this.

forg99rules
2018-12-07, 09:07 PM
You have successfully created a variant magus: a gish class that outclasses a lot of martials. It isn't an anti-caster, because it is a caster. It's also weighed down by a staggering number of non-integrated little buffs and abilities. It needs a more coherent theme and a lot of streamlining.

Yeah, i saw what you mean later on as i sat down more and poked at it. Began to notice that it actually had to many parts and was doing to much for what i wanted. I have been refining it a lot more though. Still is a caster but I am changing the way that its going to get its spells as well as some other things dealing with its spells. My vision for it has it being an odd 4th level caster for a reason, mainly that since they train to "Know Thy Enemy" they end up learning a bit of magic themselves to better understand and fight Casters. I also changed and moved around a lot of the abilities in the first few levels, since a friend had pointed out that just 1 dip into it was way to powerful on its own. I did notice that the mid levels aren't as rough as the start, though i do want to clean it up more. Right now i'm actually trying to rework the capstone but i just cant think of what would be a super awesome capstone for the class after having changed a lot.

Anyways the modifications i am making now have streamlined it a lot more and it already looks more anti-caster than it previously did. Will most likely post up the final result again to see if anyone has any more ideas for polishing it as i would really love to play it at some point.

Thank you for the feedback though, i was a bit worried when no one was replying to me at all about it.


Great minds think alike. I recently attempted to make a class just like this, however, while working I soon realized there was already an archetype for Warpriest called the "Disenchanter," that accomplishes nearly everything I was after. Anyway, hope this helps. I can see you put a lot of work into this.

There is actually a few archetypes out that are similar but weren't exactly what i was wanting. Direlock also was a class that had a bit of stuff that worked against casters, at the same time though it had a slew of things that i didn't care for. I did put a decent amount of time into it and had a lot of fun with it, going to continue to polish it and hopefully i can play it at some point.