Seerow
2011-06-04, 07:08 PM
This class is the anti-mage. He represents a character who has developed his martial focus towards combating magical effects. Primarily this is used to defend himself, but a high level Warder may extend his protection to his allies.
I did post a rough draft of this a while back in a brainstorming thread. Since then I have cleaned it up some, primarily clarifying a couple of abilities, and removing the burn mechanic that everyone seemed to hate. Now I'm kind of worried about the class being too good against supernatural enemies, but maybe mages do just need a hardcounter. The countermagic ability now also allows for a spell turning effect, letting you get that whole Zelda magic tennis thing going on.
Also, Seal Supernatural ability lost some restrictions since I realized that was actually weaker than the dispelling buffs and countermagic, but seal supernatural ability and counter magic got swapped in progression, so you're not waiting so long for a key ability of the class. I'm still tempted to move Suppressing Aura up further, rather than having it as a capstone, but I'm not sure on that :/
The Warder
Becoming a Warder
Entry Requirements
Feats: Shield Ward, Combat Reflexes
BAB: +4
Skills: Spellcraft 3 ranks
Martial Maneuvers: Must know at least two martial maneuvers, and at least one martial stance.
Special: May not have access to spellcasting or psionic powers. If a member of a class that grants spellcasting, but not at first level (Such as a Ranger or Paladin), you may take this class as long as you have not reached a level where you are capable of casting spells.
LevelBABFort SaveRef SaveWill SaveSpecialMan. KnownMan. Readied Stances Known
1st+1+2+2+2Magic Absorption, Revert Reality000
2nd+2+3+3+3---110
3rd+3+3+3+3Spell Resistance000
4th+4+4+4+4---100
5th+5+4+4+4Counter Magic011
6th+6+5+5+5---100
7th+7+5+5+5Improved Shield Ward010
8th+8+6+6+6---100
9th+9+6+6+6Seal Ability000
10th+10+7+7+7Suppressing Aura110
Hit Die: d12
Class Skills (4+int modifier per level)
Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Martial Lore (Int), Profession (Wis), Ride (Dex), Search(Int), Sense Motive(Wis), Spellcraft (Int), Spot (Wis), Swim (Str), Use Rope (Dex).
Maneuvers: At every even numbered level, you gain one maneuver known from the Stone Dragon, Diamond Mind, or Iron Heart disciplines. You must meet a maneuver's prerequisites to learn it. You add your full Warder level to your initiator level to determine your total initiator level and highest level maneuvers known.
At 2nd, 5th, 7th, and 10th levels, you gain one extra maneuver readied.
Stances Known: At 5th level you learn one new stance from the Stone Dragon, Diamond Mind, or Iron Heart Disciplines.
Magic Absorption(Ex): When a spell targets the Warder who is holding his shield, if he makes a successful saving throw against the spell, he is able to recover one maneuver that he has expended.
Revert Reality(Ex): As an attack action, the Warder can expend any currently readied maneuver in order to dispel a magical effect within his reach, as though with a Greater Dispel Magic spell, treating your initiator level as caster level for purposes of the dispel check. Unlike the Dispel Magic spell, how, this effect may target a Wall of Force, and other similar spells that cannot be affected by Dispel Magic.
Spell Resistance(Ex): The Warder is particularly resilient against spells. Starting at 3rd level, while holding a shield, he gains spell resistance equal to 10 plus his initiator level. At 6th level, he may add his Shield Bonus to his Spell Resistance. Any spell negated via this spell resistance allows the Warder to recover one maneuver, as though he had made a successful saving throw against it.
Counter Magic(Ex) Starting from 5th level, the Warder is able to expend a readied maneuver as an opportunity action to counterspell any spell or spell-like ability that targets him or traces its line of effect through its square. To successfully counter the spell, the Warder must make a attack roll, with a DC equal to the Spell's Saving Throw DC or the spellcaster's attack roll in the case of Ray spells or other touch attacks. The maneuver expended must be equal or higher level than that of the effect being countered. A spell successfully countered in this way allows the Warder to regain the use of one expended maneuver. If the Warder's attack roll beats the enemy's save DC by 10 or more, he reflects the spell directly back at the opponent as though it were affected by spell turning.
Improved Shield Ward(Ex): At 7th level, the Warder gains the ability to apply his Shield bonus to all saving throws against Spells, Spell-Like abilities, and Supernatural Abilities.
Seal Ability(Ex): At 9th level, as a swift action the Warder may expend a currently readied maneuver in order to seal a Supernatural ability of his choice that a creature within his reach possesses. A sealed ability is rendered inert, either no longer functioning in the case of a passive ability, or it cannot be activated in the case of a use activated supernatural ability.
The Warder must know that the creature has the ability in order to seal it. He may know of this ability either by making a successful knowledge check relevant to the creature, or by having seen the ability be used. If the creature fails a will saving throw DC10+class level+Constitution Modifier, the ability chosen is sealed, and remains sealed for 1 minute (10 rounds) or until the Warder decides to unseal the ability. The Warder may opt to unseal an ability as a free action.
Suppressing Aura(Ex): While you are in a stance from any discipline you know, you can forgo its normal benefit as a swift action to gain the benefit of Suppressing Aura. This ability lasts as long as you would maintain the stance. You can also choose to stop using the reality aura and resume gaining the normal benefit of the stance as a swift action.
While you use Suppressing Aura, many of your abilities become more widespread. The suppressing aura stretches out 50ft. Your Improved Shield Ward and Spell Resistance may be applied to all allies within the area. Any ally under the effects of the aura who resists a spell via your spell resistance or makes a successful save triggers your Magic Absorption. Additionally you may use Counter Magic against any spell passing through this area. Finally, all squares within that 50 ft radius are considered within your reach for the purposes of Revert Reality and Seal Ability.
As always, please PEACH (mmmm peaches... now I'm hungry), and also give alternate ability or even class names if you think of them. I'm really not sure I'm happy with the name Warder, but couldn't think of anything else.
I did post a rough draft of this a while back in a brainstorming thread. Since then I have cleaned it up some, primarily clarifying a couple of abilities, and removing the burn mechanic that everyone seemed to hate. Now I'm kind of worried about the class being too good against supernatural enemies, but maybe mages do just need a hardcounter. The countermagic ability now also allows for a spell turning effect, letting you get that whole Zelda magic tennis thing going on.
Also, Seal Supernatural ability lost some restrictions since I realized that was actually weaker than the dispelling buffs and countermagic, but seal supernatural ability and counter magic got swapped in progression, so you're not waiting so long for a key ability of the class. I'm still tempted to move Suppressing Aura up further, rather than having it as a capstone, but I'm not sure on that :/
The Warder
Becoming a Warder
Entry Requirements
Feats: Shield Ward, Combat Reflexes
BAB: +4
Skills: Spellcraft 3 ranks
Martial Maneuvers: Must know at least two martial maneuvers, and at least one martial stance.
Special: May not have access to spellcasting or psionic powers. If a member of a class that grants spellcasting, but not at first level (Such as a Ranger or Paladin), you may take this class as long as you have not reached a level where you are capable of casting spells.
LevelBABFort SaveRef SaveWill SaveSpecialMan. KnownMan. Readied Stances Known
1st+1+2+2+2Magic Absorption, Revert Reality000
2nd+2+3+3+3---110
3rd+3+3+3+3Spell Resistance000
4th+4+4+4+4---100
5th+5+4+4+4Counter Magic011
6th+6+5+5+5---100
7th+7+5+5+5Improved Shield Ward010
8th+8+6+6+6---100
9th+9+6+6+6Seal Ability000
10th+10+7+7+7Suppressing Aura110
Hit Die: d12
Class Skills (4+int modifier per level)
Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Martial Lore (Int), Profession (Wis), Ride (Dex), Search(Int), Sense Motive(Wis), Spellcraft (Int), Spot (Wis), Swim (Str), Use Rope (Dex).
Maneuvers: At every even numbered level, you gain one maneuver known from the Stone Dragon, Diamond Mind, or Iron Heart disciplines. You must meet a maneuver's prerequisites to learn it. You add your full Warder level to your initiator level to determine your total initiator level and highest level maneuvers known.
At 2nd, 5th, 7th, and 10th levels, you gain one extra maneuver readied.
Stances Known: At 5th level you learn one new stance from the Stone Dragon, Diamond Mind, or Iron Heart Disciplines.
Magic Absorption(Ex): When a spell targets the Warder who is holding his shield, if he makes a successful saving throw against the spell, he is able to recover one maneuver that he has expended.
Revert Reality(Ex): As an attack action, the Warder can expend any currently readied maneuver in order to dispel a magical effect within his reach, as though with a Greater Dispel Magic spell, treating your initiator level as caster level for purposes of the dispel check. Unlike the Dispel Magic spell, how, this effect may target a Wall of Force, and other similar spells that cannot be affected by Dispel Magic.
Spell Resistance(Ex): The Warder is particularly resilient against spells. Starting at 3rd level, while holding a shield, he gains spell resistance equal to 10 plus his initiator level. At 6th level, he may add his Shield Bonus to his Spell Resistance. Any spell negated via this spell resistance allows the Warder to recover one maneuver, as though he had made a successful saving throw against it.
Counter Magic(Ex) Starting from 5th level, the Warder is able to expend a readied maneuver as an opportunity action to counterspell any spell or spell-like ability that targets him or traces its line of effect through its square. To successfully counter the spell, the Warder must make a attack roll, with a DC equal to the Spell's Saving Throw DC or the spellcaster's attack roll in the case of Ray spells or other touch attacks. The maneuver expended must be equal or higher level than that of the effect being countered. A spell successfully countered in this way allows the Warder to regain the use of one expended maneuver. If the Warder's attack roll beats the enemy's save DC by 10 or more, he reflects the spell directly back at the opponent as though it were affected by spell turning.
Improved Shield Ward(Ex): At 7th level, the Warder gains the ability to apply his Shield bonus to all saving throws against Spells, Spell-Like abilities, and Supernatural Abilities.
Seal Ability(Ex): At 9th level, as a swift action the Warder may expend a currently readied maneuver in order to seal a Supernatural ability of his choice that a creature within his reach possesses. A sealed ability is rendered inert, either no longer functioning in the case of a passive ability, or it cannot be activated in the case of a use activated supernatural ability.
The Warder must know that the creature has the ability in order to seal it. He may know of this ability either by making a successful knowledge check relevant to the creature, or by having seen the ability be used. If the creature fails a will saving throw DC10+class level+Constitution Modifier, the ability chosen is sealed, and remains sealed for 1 minute (10 rounds) or until the Warder decides to unseal the ability. The Warder may opt to unseal an ability as a free action.
Suppressing Aura(Ex): While you are in a stance from any discipline you know, you can forgo its normal benefit as a swift action to gain the benefit of Suppressing Aura. This ability lasts as long as you would maintain the stance. You can also choose to stop using the reality aura and resume gaining the normal benefit of the stance as a swift action.
While you use Suppressing Aura, many of your abilities become more widespread. The suppressing aura stretches out 50ft. Your Improved Shield Ward and Spell Resistance may be applied to all allies within the area. Any ally under the effects of the aura who resists a spell via your spell resistance or makes a successful save triggers your Magic Absorption. Additionally you may use Counter Magic against any spell passing through this area. Finally, all squares within that 50 ft radius are considered within your reach for the purposes of Revert Reality and Seal Ability.
As always, please PEACH (mmmm peaches... now I'm hungry), and also give alternate ability or even class names if you think of them. I'm really not sure I'm happy with the name Warder, but couldn't think of anything else.