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Zaydos
2012-01-07, 12:03 AM
The Countermage

Comments:
I'm theoretically aiming for Tier 3. Compared to Beguiler they actually have a large number of advantages, advanced learning, a class feature or an (usually boring) improvement to a class feature every level, better armor, better BAB, more spells known. They also have several disadvantages: no transmutation, more redundancy in spells known, only access to Abjuration and Divination which have very few offensive spells. Even fewer offensive spells without Advanced Learning, which requires some dumpster diving as they pretty much have all of them from the PHB and then some from the SpC. So I wouldn't be surprised if they're tier 4 due to these disadvantages. If that is so then I'm happy as long as they perform as useful against mages (though I have no intent for them to be able to take on a fully optimized tier 1 caster). If they are significantly stronger than a beguiler, that would be a problem.

The Order of the Amethyst Shield trains elite mages to act in service to the royal courts of the world. These mages are valued not only for what they can do, but also what they are unable to do. These mages, known as Mages of the Amethyst Shield, lack all power with enchantment and charms. Instead they specialize in the use of counter magic, and divination. These Mages of the Amethyst Shield serve as the protectors of the royal courts, preserving the king against mental control.
Not all countermages belong to such prestigious orders. Some are simple hedge-mages, or arcanists talented in the use of protective magic. With little offensive power these mages often specialize in combatting other magical threats. Some do so out of the kindness of their hearts, others are purely mercenary in their nature.

Adventures: Many countermages adventure out of a feeling of duty to fight those who use magic for evil. Of course not all have such lofty goals; some simply adventure to make a name for themselves in search of a comfortable job in a royal court. Others seek revenge; it is not uncommon for a countermage to be born out of a desire to avenge someone close to them who was killed by a wizard or priest. Others choose to instead battle otherworldly fiends and fey who use their magical powers to the woe of mankind.

Characteristics: Unable to rely upon magic for offense countermages learn the basics of combat, including how to cast spells in medium armor and fight with a single martial weapon. Their specialty lies in combating enemy magic, using powerful dispels and counterspells to keep an enemy mage tightly on the ropes while allowing allies to strike at them with impunity. They are also competent diviners able to use their magic to uncover enemy weaknesses and discover where, and when, to strike.

Alignment: As most countermages learn their arts through long study and their chosen specialty is less directly applicable towards personal gain, countermages tend towards good and neutral over evil. Countermages often dedicate themselves to fighting other mages, specifically those who use their magical gifts to subjugate others, and these also tend towards good, though at their worst they cannot tell the difference between one who abuses power and who does not falling into the same evil they at least supposedly sought to protect others from. Most countermages also lean towards law over chaos; in part this is due to the discipline required to learn their arts, but it is also due to their inability to fight true threats alone, relying on allies for offense while they bring their defensive abilities to bear.

Religion: Countermages tend towards protector gods. Others find themselves attracted to gods of knowledge or magic. Countermages tend away from gods of recklessness and destruction, seeing these beings as anathema to their powers.

Background: Like wizards, countermages usually train in guilds and orders such as the Order of the Amethyst Shield mentioned above. Not all such orders are as prestigious, nor as focused on civil service. Others train mercenaries, a skilled countermage makes an excellent addition to a military unit able to fend off enemy attacks with their counterspells. Some are taught by a single mentor as a personal apprentice. Some begin their training after suffering a great wrong caused by magic, and seeing magic as the only way to combat magic. A few find their way to mastery through natural talent, or something in their blood, but these are rare.

Races: Dwarves claim to have invented the first countermages, though their claims are not unchallenged, and amongst the common races they have proportionately the most countermages. Many dwarven kings keep countermages on staff, and the Order of the Amethyst Shield is most likely an imitation of this tradition. Elves also take to the magic naturally, as they are talented with magic and most would rather use it to defend than to gain power. Humans come next amongst the common races, followed by half-elves and halflings. Despite their magical talent few gnomes take this path, perhaps due to their talents leading them towards illusions instead.
Amongst the more monstrous races hobgoblins are of special note. Countermages are common amongst hobgoblins, often found mixed into units of battlecasters or warriors to provide some anti-magic support to prevent them from being easily subdued by enemy mages. It is from the hobgoblins that the biggest contest to the dwarven claims of inventing this magic comes, and due to their ages of warfare it is unclear which side stole such techniques from the other.

Other Classes: Countermages generally get along well with other classes which value disciplined learning or a strong desire to defend. Many get along well with similarly aligned mages, although they specialize in fighting evil mages they do not fall to the folly that all mages are evil, though a good number revile all spellcasters regardless of their actions. Countermages tend to find it easier to get along with clerics than other arcane spellcasters, due perhaps to the general belief that divine magic is more focused on defense and aid of others than their destruction.

Role: A countermage is mostly defensive, using their magic to counter magical threats either from other spellcasters or magic using monsters. They can also serve help in combat through the use of their modicum of melee skill, though they are quickly outpaced by other classes.

Game Rule Information
Hp: d6.
Skill points per Level: 4 + Int modifier
Class Skills: Appraise, Concentration, Craft, Decipher Script, Diplomacy, Forgery, Gather Information, Knowledge (each skill taken individually), Listen, Profession, Search, Sense Motive, Spellcraft, and Spot.

COUNTERMAGE


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
0lvl
1st
2nd
3rd
4th
5th
6th
7th
8th
9th


1st

+0x

+0

+0

+2
Armored Mage, Unbound Spell
5
3
-
-
-
-
-
-
-
-


2nd

+1

+0

+0

+3
Detect Magic
6
4
-
-
-
-
-
-
-
-


3rd

+2

+1

+1

+3
Arts of Dispelling +4
6
5
-
-
-
-
-
-
-
-


4th

+3

+1

+1

+4
Advanced Learning, Armored Mage (Medium)
6
6
3
-
-
-
-
-
-
-


5th

+3

+1

+1

+4
Sense Casting
6
6
4
-
-
-
-
-
-
-


6th

+4

+2

+2

+5
Destructive Dispelling
6
6
5
3
-
-
-
-
-
-


7th

+5

+2

+2

+5
Immediate Counterspelling
6
6
6
4
-
-
-
-
-
-


8th

+6

+2

+2

+6
Advanced Learning
6
6
6
5
3
-
-
-
-
-


9th

+6

+3

+3

+6
Arcane Sight, Arts of Dispelling +5
6
6
6
6
4
-
-
-
-
-


10th

+7

+3

+3

+7
Dispelling Touch
6
6
6
6
5
3
-
-
-
-


11th

+8

+3

+3

+7
Selective Dispelling
6
6
6
6
6
4
-
-
-
-


12th

+9

+4

+4

+8
Advanced Learning
6
6
6
6
6
5
3
-
-
-


13th

+9

+4

+4

+8
Mental Shielding
6
6
6
6
6
6
4
-
-
-


14th

+10

+4

+4

+9
Immediate Counterspelling (at-will)
6
6
6
6
6
6
5
3
-
-


15th

+11

+5

+5

+9
Arts of Dispelling +6, Mass Destructive Dispelling
6
6
6
6
6
6
6
4
-
-


16th

+12

+5

+5

+10
Advanced Learning, Rebuffing Counterspell
6
6
6
6
6
6
6
5
3
-


17th

+12

+5

+5

+10
Dispelling Touch (Break Enchantment)
6
6
6
6
6
6
6
6
4
-


18th

+13

+6

+6

+11
Greater Arcane Sight
6
6
6
6
6
6
6
6
5
3


19th

+14

+6

+6

+11
Crushing Dispel
6
6
6
6
6
6
6
6
6
4


20th

+15

+6

+6

+12
Advanced Learning, Dispel Shield
6
6
6
6
6
6
6
6
6
5



Class Features
Weapons and Armor: Light and medium armor, all shields (except tower shields), and all simple weapons and a single martial weapon of choice.
Spellcasting: A countermage casts arcane spells drawn from the spell list below. They can cast any spell they know without preparing it ahead of time and when a countermage gains access to a new level of spells they are automatically considered to know all of them (and they can add additional spells through advanced learning). Essentially a countermage’s spell list is the same as their spells known list.
A countermage uses Int to determine what level spells they can cast, spell DCs, and bonus spells.
Armored Mage: A countermage’s limited, and specialized, training allows them to use minimalistic somatic components in their spellcasting. A countermage may ignore the arcane spell failure of light armor and light shields when casting spells gained as a countermage.
Beginning at 4th level this ability now extends to medium armor as well.
Unbound Spell (Sp) : Even before a countermage learns how to unbind the spells of others, they learn to create a destructively half-woven spell in case of emergencies. This requires the countermage to expend an open arcane spell slot (i.e. if a countermage also has levels in wizard he cannot use a prepared spell for this purpose) and is considered to have a spell level equal to that of the expended slot. The countermage makes a ranged touch attack, using Intelligence instead of Dexterity for his attack bonus, which deals 1d6+2 damage if a 1st level spell slot is used, 4d6+4 if a 2nd level slot is used, +2d6+2 per level above 2nd, and 1 damage if a level 0 slot is expended.
Detect Magic (Sp) : To effectively protect against magic one must be able to detect it. Beginning at 2nd level a countermage can use detect magic as a spell-like ability at-will.
Arts of Dispelling (Ex) : A countermage learns a mastery of dispelling magic few can match. Beginning at 3rd level a countermage gains a +4 bonus to all dispel checks, this increases to +5 at Lv 9, and +6 at Lv 15.
Advanced Learning: At 4th level a countermage may select any 1 abjuration or divination spell from the cleric or sorcerer spell list which is of a level no higher than the highest level they can cast as a countermage and add it to their countermage spell list. Once this choice is made it is permanent.
At 8th level and every 4th level thereafter they may select another such spell.
Sense Casting (Su) : A countermage develops additional senses as far as magic is concerned. Beginning at 5th level a countermage’s ability to sense magic is so acute that they automatically know if a spell is cast within 100-ft of them as long as they have line of effect to the caster. This ability also functions to detect the use of spell-like abilities and allows spell-like abilities to be countered through the use of Dispel Magic and similar effects which can counterspell any spell.
Destructive Dispelling (Su) : A countermage learns how to release a destructive burst of energy when they dispel a spell. Starting at 6th level when a countermage successfully counterspells one or more spells or effects they may choose to cause one such effect to release a destructive wave of energy. This targets one creature or object upon which the original effect was targeted and deals 4 damage per spell or power level (or 2 damage per caster level of effects which do not have spell levels) of the dispelled effect with a Fort save (DC 10 + ˝ the countermage’s class level + Int) allowed for half damage. Despite being a supernatural ability this ability is affected by Spell Resistance and the countermage uses their caster level for whatever spell or ability they used to dispel the original effect.
Immediate Counterspell (Ex) : A countermage learns how to counter the spells of other casters almost reflexively. Beginning at 7th level a countermage may counterspell a spell the casting of which they are aware of as an immediate action. The countermage must still use a spell, or dispel magic, as normal for a counterspell, only the required action is changed. They may use this ability a number of times per day equal to their Intelligence modifier, until they reach 14th level at which point they may now use this ability at will.
Arcane Sight (Sp) : A countermage’s study of magic does not cease and they continue to learn more in how to use it, defend against it, and to sense it. Beginning at 9th level a countermage is continuously affected as if by the arcane sight spell (CL = caster level with spells of this class). If this effect is dispelled they may reactivate it as a standard action. Beginning at 18th level this ability now duplicates the Greater Arcane Sight spell.
Dispelling Touch (Sp) : A countermage learns to disrupt magic with just a touch. Beginning at 10th level a countermage can use a modified version of dispel magic as a spell-like ability at-will. This ability has a range of touch, and can only dispel one effect from the target (it begins with the highest level effect and works down). This is the equivalent of a 3rd level spell. Beginning at 17th level this ability now has a caster level cap of 15 and can dispel any effect break enchantment could dispel and counts as a 5th level spell-like ability.
Selective Dispelling (Ex) : A countermage’s skill at removing magical effects is unrivaled. Beginning at 11th level when a countermage may choose to fail any dispel checks so as to dispel a desired effect (with an area dispel for example) or to avoid dispelling a beneficial effect on an ally or harmful effect on an enemy.
Mental Shielding (Su) : A countermage’s mind begins to resist hostile magic. Beginning at 13th level a countermage gains SR 12 + Class Level against spells with the mind-affecting descriptor.
Mass Destructive Dispelling (Su) : A countermage’s ability to create destructive surges by unbinding the energy within magical effects improves. Beginning at 15th level a countermage may choose to use destructive dispelling on all creatures which had an effect dispelled by them whenever they dispel effects on multiple creatures at once; if they do so all creatures take damage for the highest level effect on them.
Rebuffing Counterspell (Su) : A countermage’s counterspells are powerful forces in and of themselves. When a countermage of at least 16th level successfully counterspells a spell or spell-like ability the caster of that ability must make a Will save (DC 10 + ˝ countermage class level + Int) or take 2 points of Constitution damage.
Crushing Dispel (Su) : A countermage learns how to bring truly horrible amounts of power down on a creature who has magic stripped from it by their abilities. Beginning at 19th level if a countermage chooses to forgo the use of Mass Destructive Dispelling, opting instead on only affecting a single target, a target which fails their save against Destructive Dispelling is also dazed for 1 round.
Dispel Shield (Ex) : A countermage’s mastery of the abjurant arts is not merely offensive. Once a countermage reaches 20th level all dispel checks made against spells cast by the countermage suffer a -5 penalty and must be rolled twice, using the worse of the two results. This applies to attempts to counterspell spells they cast as well.

Spell List:
0: Detect Magic, Detect Poison, Guidance, Read Magic, Resistance, Virtue.
1st: Alarm, Comprehend Languages, Deathwatch, Detect Chaos/Evil/Good/Law, Detect Secret Doors, Detect Undead, Endure Elements, Entropic Shield, Hold Portal, Identify, Mage Armor, Protection from Chaos/Evil/Good/Law, Remove Fear, Shield, Shield of Faith, True Strike
2nd: Arcane Lock, Augury, Detect Thoughts, Discern Shapeshifter SpC, Dissonant Chant SpC, Find Traps, Greater Alarm SpC, Locate Object, Obscure Object, Protection from Arrows, Resist Energy, See Invisibility, Shield Other, Status, Undetectable Alignment, Zone of Truth
3rd: Analyze Portal SpC, Anticipate Teleport SpC, Arcane Sight, Clairaudience/Clairvoyance, Dispel Magic, Explosive Runes, Glyph of Warding, Invisibility Purge, Lesser Telepathic BondSpC, Magic Circle against Chaos/Evil/Good/Law, Magic Vestment, Nondetection, Protection from Energy, Remove Curse, Reverse ArrowsSpC, Sign of Sealing SpC, Speak with Dead, Tongues
4th: Arcane Eye, Death Ward, Detect Scrying, Dimensional Anchor, Discern Lies, Dismissal, Divination, Lesser Globe of Invulnerability, Locate Creature, Scrying, Spell Immunity, Stoneskin
5th: Contact Other Plane, Contingent Energy ResistanceSpC, Dispel Chaos/Evil/Good/Law, DuelwardSpC, Greater Dispel Magic, Mage’s Private Sanctum, Mark of Justice, Prying Eyes, Spell Resistance, Telepathic Bond, True Seeing
6th: Analyze Dweomer, Antimagic Field, Banishment, Globe of Invulnerability, Greater Anticipate TeleportSpC, Guards and Wards, Legend Lore, Repulsion
7th: Anti-life Shell, Antimagic RaySpC, Energy ImmunitySpC, Ghost TrapSpC, Greater Arcane Sight, Greater Scrying, Sequester, Spell Turning
8th: Chain DispelPHBII, Dimensional Lock, Discern Location, Greater Prying Eyes, Greater Spell Immunity, Mind Blank, Moment of Prescience, Prismatic Wall, Protection from Spells
9th: AbsorptionSpC, Foresight, Freedom, Imprisonment, Mage’s Disjunction, Prismatic Sphere, Reaving DispelSpC

bobthe6th
2012-01-07, 12:10 AM
why the space in the table? it kind looks off... more specific PEACH to come later.

Zaydos
2012-01-07, 12:16 AM
Simple answer: I copied the table from Fax's guide and forgot to remove the extra spaces because I was watching Gurren Lagann on Netflix and switching between screens.

Steward
2012-01-07, 12:20 AM
As most countermages learn their arts through long study and their chosen specialty is less directly applicable towards personal gain, countermages tend towards good and neutral over evil. Countermages often dedicate themselves to fighting other mages, specifically those who use their magical gifts for good, and these also tend towards good, though at their worst they cannot tell the difference between one who abuses power and who does not falling into the same evil they at least supposedly sought to protect others from.

This isn't really important but I have a hard time understanding this. Countermages are have a tendency to being good or neutral rather than evil, but they dedicate themselves to fighting other mages who use their gifts for good? That sounds kind of weird (although there's nothing too wrong with that), especially since later you mention that they "supposedly [seek] to protect others from evil".

Zaydos
2012-01-07, 12:26 AM
This isn't really important but I have a hard time understanding this. Countermages are have a tendency to being good or neutral rather than evil, but they dedicate themselves to fighting other mages who use their gifts for good? That sounds kind of weird (although there's nothing too wrong with that), especially since later you mention that they "supposedly [seek] to protect others from evil".

Fixed

Also note to self: Don't watch anime while typing fluff.

bobthe6th
2012-01-07, 12:27 AM
in midst of a PEACH... but a sugestion. DOUBLE SPACING!

bobthe6th
2012-01-07, 01:13 AM
a fair answer now a PEACH.
in Bold



The Countermage

Comments:
I'm theoretically aiming for Tier 3. Compared to Beguiler they actually have a large number of advantages, advanced learning, a class feature or an (usually boring) improvement to a class feature every level, better armor, better BAB, more spells known. They also have several disadvantages: no transmutation, more redundancy in spells known, only access to Abjuration and Divination which have very few offensive spells. Even fewer offensive spells without Advanced Learning, which requires some dumpster diving as they pretty much have all of them from the PHB and then some from the SpC. So I wouldn't be surprised if they're tier 4 due to these disadvantages. If that is so then I'm happy as long as they perform as useful against mages (though I have no intent for them to be able to take on a fully optimized tier 1 caster). If they are significantly stronger than a beguiler, that would be a problem.
ok lets see this...


The Order of the Amethyst Shield trains elite mages to act in service to the royal courts of the world. These mages are valued not only for what they can do, but also what they are unable to do. These mages, known as Mages of the Amethyst Shield, lack all power with enchantment and charms. Instead they specialize in the use of counter magic, and divination. These Mages of the Amethyst Shield serve as the protectors of the royal courts, preserving the king against mental control.
Not all countermages belong to such prestigious orders. Some are simple hedge-mages, or arcanists talented in the use of protective magic. With little offensive power these mages often specialize in combatting other magical threats. Some do so out of the kindness of their hearts, others are purely mercenary in their nature.

nice fluff

Adventures: Many countermages adventure out of a feeling of duty to fight those who use magic for evil. Of course not all have such lofty goals; some simply adventure to make a name for themselves in search of a comfortable job in a royal court. Others seek revenge; it is not uncommon for a countermage to be born out of a desire to avenge someone close to them who was killed by a wizard or priest. Others choose to instead battle otherworldly fiends and fey who use their magical powers to the woe of mankind.

more fluff

Characteristics: Unable to rely upon magic for offense countermages learn the basics of combat, including how to cast spells in medium armor and fight with a single martial weapon. Their specialty lies in combating enemy magic, using powerful dispels and counterspells to keep an enemy mage tightly on the ropes while allowing allies to strike at them with impunity. They are also competent diviners able to use their magic to uncover enemy weaknesses and discover where, and when, to strike.

yay laza fluff!

Alignment: As most countermages learn their arts through long study and their chosen specialty is less directly applicable towards personal gain, countermages tend towards good and neutral over evil. Countermages often dedicate themselves to fighting other mages, specifically those who use their magical gifts for good, and these also tend towards good, though at their worst they cannot tell the difference between one who abuses power and who does not falling into the same evil they at least supposedly sought to protect others from. Most countermages also lean towards law over chaos; in part this is due to the discipline required to learn their arts, but it is also due to their inability to fight true threats alone, relying on allies for offense while they bring their defensive abilities to bear.

More fluff! but "specifically those who use their magical gifts for good"... I think you meant Evil... or do they walk around counter spelling resurrections?

Religion: Countermages tend towards protector gods. Others find themselves attracted to gods of knowledge or magic. Countermages tend away from gods of recklessness and destruction, seeing these beings as anathema to their powers.

nice fluff

Background: Like wizards, countermages usually train in guilds and orders such as the Order of the Amethyst Shield mentioned above. Not all such orders are as prestigious, nor as focused on civil service. Others train mercenaries, a skilled countermage makes an excellent addition to a military unit able to fend off enemy attacks with their counterspells. Some are taught by a single mentor as a personal apprentice. Some begin their training after suffering a great wrong caused by magic, and seeing magic as the only way to combat magic. A few find their way to mastery through natural talent, or something in their blood, but these are rare.

more fluff, yay!

Races: Dwarves claim to have invented the first countermages, though their claims are not unchallenged, and amongst the common races they have proportionately the most countermages. Many dwarven kings keep countermages on staff, and the Order of the Amethyst Shield is most likely an imitation of this tradition. Elves also take to the magic naturally, as they are talented with magic and most would rather use it to defend than to gain power. Humans come next amongst the common races, followed by half-elves and halflings. Despite their magical talent few gnomes take this path, perhaps due to their talents leading them towards illusions instead.
Amongst the more monstrous races hobgoblins are of special note. Countermages are common amongst hobgoblins, often found mixed into units of battlecasters or warriors to provide some anti-magic support to prevent them from being easily subdued by enemy mages. It is from the hobgoblins that the biggest contest to the dwarven claims of inventing this magic comes, and due to their ages of warfare it is unclear which side stole such techniques from the other.

Dear lord, more fluff.

Other Classes: Countermages generally get along well with other classes which value disciplined learning or a strong desire to defend. Many get along well with similarly aligned mages, although they specialize in fighting evil mages they do not fall to the folly that all mages are evil, though a good number revile all spellcasters regardless of their actions. Countermages tend to find it easier to get along with clerics than other arcane spellcasters, due perhaps to the general belief that divine magic is more focused on defense and aid of others than their destruction.

but they must oppose good! still have the great image of a counter mage dispelling a last breath...

Role: A countermage is mostly defensive, using their magic to counter magical threats either from other spellcasters or magic using monsters. They can also serve help in combat through the use of their modicum of melee skill, though they are quickly outpaced by other classes.

yay the fluf is through...

Game Rule Information
Hp: d6.

nice HD, a bit better then D4, worse than melee.

Skill points per Level: 4 + Int modifier
Class Skills: Appraise, Concentration, Craft, Decipher Script, Diplomacy, Forgery, Gather Information, Knowledge (each skill taken individually), Listen, Profession, Search, Sense Motive, Spellcraft, and Spot.

skills... disable divice might be fun here. amount level is good.

COUNTERMAGE
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th| 9th
1st|
+0x|
+0|
+0|
+2|Armored Mage, Unbound Spell|5|3|-|-|-|-|-|-|-|-
2nd|
+1|
+0|
+0|
+3|Detect Magic|6|4|-|-|-|-|-|-|-|-
3rd|
+2|
+1|
+1|
+3|Arts of Dispelling +4|6|5|-|-|-|-|-|-|-|-
4th|
+3|
+1|
+1|
+4|Advanced Learning, Armored Mage (Medium)|6|6|3|-|-|-|-|-|-|-
5th|
+3|
+1|
+1|
+4|Sense Casting|6|6|4|-|-|-|-|-|-|-
6th|
+4|
+2|
+2|
+5|Destructive Dispelling|6|6|5|3|-|-|-|-|-|-
7th|
+5|
+2|
+2|
+5|Immediate Counterspelling|6|6|6|4|-|-|-|-|-|-
8th|
+6|
+2|
+2|
+6|Advanced Learning|6|6|6|5|3|-|-|-|-|-
9th|
+6|
+3|
+3|
+6|Arcane Sight, Arts of Dispelling +5|6|6|6|6|4|-|-|-|-|-
10th|
+7|
+3|
+3|
+7|Dispelling Touch|6|6|6|6|5|3|-|-|-|-
11th|
+8|
+3|
+3|
+7|Selective Dispelling|6|6|6|6|6|4|-|-|-|-
12th|
+9|
+4|
+4|
+8|Advanced Learning|6|6|6|6|6|5|3|-|-|-
13th|
+9|
+4|
+4|
+8|Mental Shielding|6|6|6|6|6|6|4|-|-|-
14th|
+10|
+4|
+4|
+9|Immediate Counterspelling (at-will)|6|6|6|6|6|6|5|3|-|-
15th|
+11|
+5|
+5|
+9|Arts of Dispelling +6, Mass Destructive Dispelling|6|6|6|6|6|6|6|4|-|-
16th|
+12|
+5|
+5|
+10|Advanced Learning, Rebuffing Counterspell|6|6|6|6|6|6|6|5|3|-
17th|
+12|
+5|
+5|
+10|Dispelling Touch (Break Enchantment)|6|6|6|6|6|6|6|6|4|-
18th|
+13|
+6|
+6|
+11|Greater Arcane Sight|6|6|6|6|6|6|6|6|5|3
19th|
+14|
+6|
+6|
+11|Crushing Dispel|6|6|6|6|6|6|6|6|6|4
20th|
+15|
+6|
+6|
+12|Advanced Learning, Dispel Shield|6|6|6|6|6|6|6|6|6|5[/table]

Class Features
Weapons and Armor: Light and medium armor, all shields (except tower shields), and all simple weapons and a single martial weapon of choice.

Some decent armor here, and a martial weapon to boot... but it ain't a wizard, so as a spell caster it needs some real deffenses...

Spellcasting: A countermage casts arcane spells drawn from the spell list below. They can cast any spell they know without preparing it ahead of time and when a countermage gains access to a new level of spells they are automatically considered to know all of them (and they can add additional spells through advanced learning). Essentially a countermage’s spell list is the same as their spells known list.
A countermage uses Int to determine what level spells they can cast, spell DCs, and bonus spells.

int based T3 style casting... seems fine

Armored Mage: A countermage’s limited, and specialized, training allows them to use minimalistic somatic components in their spellcasting. A countermage may ignore the arcane spell failure of light armor and light shields when casting spells gained as a countermage.
Beginning at 4th level this ability now extends to medium armor as well.

might just put this all at first level. seemed a bit silly on the war mage, fixing it is a nice thing to do... otherwise its fine, letting combat mages cast in mithral full plate is good.

Unbound Spell (Sp) : Even before a countermage learns how to unbind the spells of others, they learn to create a destructively half-woven spell in case of emergencies. This requires the countermage to expend an open arcane spell slot (i.e. if a countermage also has levels in wizard he cannot use a prepared spell for this purpose) and is considered to have a spell level equal to that of the expended slot. The countermage makes a ranged touch attack, using Intelligence instead of Dexterity for his attack bonus, which deals 1d6+2 damage if a 1st level spell slot is used, 4d6+4 if a 2nd level slot is used, +2d6+2 per level above 2nd, and 1 damage if a level 0 slot is expended.

Eh... seems ok... but thats a good bit of damage. needs a range, and a damage type unless it is untyped... also, puting the level in the ability is nice...

Detect Magic (Sp) : To effectively protect against magic one must be able to detect it. Beginning at 2nd level a countermage can use detect magic as a spell-like ability at-will.

yay at will detect magic! always good...

Arts of Dispelling (Ex) : A countermage learns a mastery of dispelling magic few can match. Beginning at 3rd level a countermage gains a +4 bonus to all dispel checks, this increases to +5 at Lv 9, and +6 at Lv 15.

eh, nice bonuses to the main class feature.

Advanced Learning: At 4th level a countermage may select any 1 abjuration or divination spell from the cleric or sorcerer spell list which is of a level no higher than the highest level they can cast as a countermage and add it to their countermage spell list. Once this choice is made it is permanent.
At 8th level and every 4th level thereafter they may select another such spell.

Advanced learning, good abilaty

Sense Casting (Su) : A countermage develops additional senses as far as magic is concerned. Beginning at 5th level a countermage’s ability to sense magic is so acute that they automatically know if a spell is cast within 100-ft of them as long as they have line of effect to the caster. This ability also functions to detect the use of spell-like abilities and allows spell-like abilities to be countered through the use of Dispel Magic and similar effects which can counterspell any spell.

well now its just a chalenge to see if you have more spells than the enamy...

Destructive Dispelling (Su) : A countermage learns how to release a destructive burst of energy when they dispel a spell. Starting at 6th level when a countermage successfully counterspells one or more spells or effects they may choose to cause one such effect to release a destructive wave of energy. This targets one creature or object upon which the original effect was targeted and deals 4 damage per spell or power level (or 2 damage per caster level of effects which do not have spell levels) of the dispelled effect with a Fort save (DC 10 + ˝ the countermage’s class level + Int) allowed for half damage. Despite being a supernatural ability this ability is affected by Spell Resistance and the countermage uses their caster level for whatever spell or ability they used to dispel the original effect.

oof, now they get smacked around on top of not casting. could ruin a wizards day...

Immediate Counterspell (Ex) : A countermage learns how to counter the spells of other casters almost reflexively. Beginning at 7th level a countermage may counterspell a spell the casting of which they are aware of as an immediate action. The countermage must still use a spell, or dispel magic, as normal for a counterspell, only the required action is changed. They may use this ability a number of times per day equal to their Intelligence modifier, until they reach 14th level at which point they may now use this ability at will.

nice, now you can lock down the enamy caster without a readied action.

Arcane Sight (Sp) : A countermage’s study of magic does not cease and they continue to learn more in how to use it, defend against it, and to sense it. Beginning at 9th level a countermage is continuously affected as if by the arcane sight spell (CL = caster level with spells of this class). If this effect is dispelled they may reactivate it as a standard action. Beginning at 18th level this ability now duplicates the Greater Arcane Sight spell.

Sweet, always on spell-o-vision. a solid abilaty, and saves you the expense of permanency.

Dispelling Touch (Sp) : A countermage learns to disrupt magic with just a touch. Beginning at 10th level a countermage can use a modified version of dispel magic as a spell-like ability at-will. This ability has a range of touch, and can only dispel one effect from the target (it begins with the highest level effect and works down). This is the equivalent of a 3rd level spell. Beginning at 17th level this ability now has a caster level cap of 15 and can dispel any effect break enchantment could dispel and counts as a 5th level spell-like ability.

And now you can pimp smack the buffs off any foe at-will. solid ability, and allows for lots of dispelling.

Selective Dispelling (Ex) : A countermage’s skill at removing magical effects is unrivaled. Beginning at 11th level when a countermage may choose to fail any dispel checks so as to dispel a desired effect (with an area dispel for example) or to avoid dispelling a beneficial effect on an ally or harmful effect on an enemy.

nice, exemption so you can area dispel without the cleric killing you.

Mental Shielding (Su) : A countermage’s mind begins to resist hostile magic. Beginning at 13th level a countermage gains SR 12 + Class Level against spells with the mind-affecting descriptor.

SR is always fun.

Mass Destructive Dispelling (Su) : A countermage’s ability to create destructive surges by unbinding the energy within magical effects improves. Beginning at 15th level a countermage may choose to use destructive dispelling on all creatures which had an effect dispelled by them whenever they dispel effects on multiple creatures at once; if they do so all creatures take damage for the highest level effect on them.

more damage by dispeling. starting to think this class will be scared of the non buffed commoner...

Rebuffing Counterspell (Su) : A countermage’s counterspells are powerful forces in and of themselves. When a countermage of at least 16th level successfully counterspells a spell or spell-like ability the caster of that ability must make a Will save (DC 10 + ˝ countermage class level + Int) or take 2 points of Constitution damage.

and More injury to insult...

Crushing Dispel (Su) : A countermage learns how to bring truly horrible amounts of power down on a creature who has magic stripped from it by their abilities. Beginning at 19th level if a countermage chooses to forgo the use of Mass Destructive Dispelling, opting instead on only affecting a single target, a target which fails their save against Destructive Dispelling is also dazed for 1 round.

ooch, that will sting. spect' the end Boss wizard is in for some pain...

Dispel Shield (Ex) : A countermage’s mastery of the abjurant arts is not merely offensive. Once a countermage reaches 20th level all dispel checks made against spells cast by the countermage suffer a -5 penalty and must be rolled twice, using the worse of the two results. This applies to attempts to counterspell spells they cast as well.

and now the upstarts that try to dispel your spells have a problem...

Spell List:
0: Detect Magic, Detect Poison, Guidance, Read Magic, Resistance, Virtue.

solid

1st: Alarm, Comprehend Languages, Deathwatch, Detect Chaos/Evil/Good/Law, Detect Secret Doors, Detect Undead, Endure Elements, Entropic Shield, Hold Portal, Identify, Mage Armor, Protection from Chaos/Evil/Good/Law, Remove Fear, Shield, Shield of Faith, True Strike

nice, some defense, some offense, and some utility. good

2nd: Arcane Lock, Augury, Detect Thoughts, Discern Shapeshifter SpC, Dissonant Chant SpC, Find Traps, Greater Alarm SpC, Locate Object, Obscure Object, Protection from Arrows, Resist Energy, See Invisibility, Shield Other, Status, Undetectable Alignment, Zone of Truth

more cool divination

3rd: Analyze Portal SpC, Anticipate Teleport SpC, Arcane Sight, Clairaudience/Clairvoyance, Dispel Magic, Explosive Runes, Glyph of Warding, Invisibility Purge, Lesser Telepathic BondSpC, Magic Circle against Chaos/Evil/Good/Law, Magic Vestment, Nondetection, Protection from Energy, Remove Curse, Reverse ArrowsSpC, Sign of Sealing SpC, Speak with Dead, Tongues

and dispel magic comes into play. some nice stuff here, with explosive runes sneaking in there...

4th: Arcane Eye, Death Ward, Detect Scrying, Dimensional Anchor, Discern Lies, Dismissal, Divination, Lesser Globe of Invulnerability, Locate Creature, Scrying, Spell Immunity, Stoneskin

nice spells here

5th: Contact Other Plane, Contingent Energy ResistanceSpC, Dispel Chaos/Evil/Good/Law, DuelwardSpC, Greater Dispel Magic, Mage’s Private Sanctum, Mark of Justice, Prying Eyes, Spell Resistance, Telepathic Bond, True Seeing

more dispelling!

6th: Analyze Dweomer, Antimagic Field, Banishment, Globe of Invulnerability, Greater Anticipate TeleportSpC, Guards and Wards, Legend Lore, Repulsion

and now you can just pop up an AMF if you want to really end a wizard.

7th: Anti-life Shell, Antimagic RaySpC, Energy ImmunitySpC, Ghost TrapSpC, Greater Arcane Sight, Greater Scrying, Sequester, Spell Turning

more defenses, and more anti magic

8th: Chain DispelPHBII, Dimensional Lock, Discern Location, Greater Prying Eyes, Greater Spell Immunity, Mind Blank, Moment of Prescience, Prismatic Wall, Protection from Spells

chaining the dispels now, also mind blank

9th: AbsorptionSpC, Foresight, Freedom, Imprisonment, Mage’s Disjunction, Prismatic Sphere, Reaving DispelSpC
and disjunction... now there is no magic you can't stop

Pechvarry
2012-01-08, 08:29 PM
I think their Arts of Dispelling feature should also apply to resisting Dispels and Counterspells. Then pull that portion out of the capstone. I would consider having it as: "You may now roll twice and take the better roll for any dispel or counterspell attempt. Additionally, opponents must roll twice on their attempts to dispel any of your effects or to counterspell any of your spells, taking the lower result." But that may be a bit powerful on an already potent class.

The damage on their level 1 ability is awkward, and super rewarding for level 2 slots. I'd consider something like 2d6 damage/spell level + caster level damage. Though honestly, I'm really not sure I even like the feature. Seems like you're trying to give them light evocation to make up for the fact they don't have evocation.

Also not a huge fan of the .75 BAB and medium armor stuff, as it makes Abjurant Champion gish builds hugely appealing, but that's preference on my part.

Anyway, like the class. Good work.