PDA

View Full Version : The Spell Eater, Pathfinder Class



LordErebus12
2012-08-22, 12:22 AM
Spell Eater

So here is my rough draft. Im thinking a pathfinder class that controls, alters, and eats magic. this will not be a primary caster at all. use magical device maybe but no spells.

Im thinking the spell eater ability would allow them to absorb spells and heal from them, or gain an ability or something neat.

Role: Spell Eaters excel at stopping and killing enemy spellcasters, as well as being a potent thief and preform its duties much as a rogue can.

Alignment: Any Non-Lawful.

Hit Die: d8.

Class Skills
The Spell Eater's class skills are Acrobatics (Dex), Appraise (Int), Athletics (Str), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (arcana, dungeoneering, history, local) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex) and Use Magic Device (Cha).

Skill Ranks per Level: 6 + Int modifier.

{table=head]{colsp=7}Table: Spell Eater Class
Level| BAB | Fort| Reflex |Will| Special| Counterspell Uses

1st |+0 |+2 |+2 |+2 |Your Magic Is Weak, Disruption|---
2nd |+1 |+3 |+3 |+3 |Strong-Willed|---
3rd |+2 |+3 |+3 |+3 |Foil Casting, Sneak Attack +1d6|---
4th |+3 |+4 |+4 |+4 |Wild Magic Aura (20 ft.)|---
5th |+3 |+4 |+4 |+4 |Dispelling Attack|---

6th |+4 |+5 |+5 |+5 |Counterspell, Sneak Attack +2d6|3
7th |+5 |+5 |+5 |+5 |Impromptu Sneak Attack 1 / Day|3
8th |+6 |+6 |+6 |+6 |Aura of Magic, Reflective Counterspell|4
9th |+6 |+6 |+6 |+6 |Invisible Thief, Sneak Attack +3d6|4
10th |+7 |+7 |+7 |+7 |Surprise Counterspell|5

11th |+8 |+7 |+7 |+7 |1st Rogue Talent|5
12th |+9 |+8 |+8 |+8 |Sneak Attack +4d6|6
13th |+9 |+8 |+8 |+8 |Diamond Soul|6
14th |+10 |+9 |+9 |+9 |Impromptu Sneak Attack 2 / Day|7
15th |+11 |+9 |+9 |+9 |Sneak Attack +5d6|7

16th |+12 |+10 |+10 |+10 |2nd Rogue Talent|8
17th |+12 |+10 |+10 |+10 |Spell Scent|8
18th |+13 |+11 |+11 |+11 |Sneak Attack +6d6|9
19th |+14 |+11 |+11 |+11 |Expanded Wild Spell Aura (40 ft.)|9
20th |+15 |+12 |+12 |+12 |Impervious|10
[/table]

Class Features
The following are class features of the Spell Eater.

Weapon and Armor Proficiency: Spell Eaters are proficient with all simple weapons, plus the hand crossbow, rapier, sap, short sword, sword cane, and swordbreaker dagger. They are proficient with light armor, but not with shields.

1st - Your magic is weak (Ex): A Spell Eater gains a +2 morale bonus on saving throws made to resist spells, supernatural abilities, and spell-like abilities. This bonus increases by +1 for every 4 levels the Spell Eater has attained.

1st - Disruption (Su): you gain the ability to disrupt spellcasting with a touch. As a melee touch attack, you can place a disruptive field around the target. While the field is in place, the target must make a concentration check to cast any spell or to use a spell-like ability in addition to any other required concentration checks.

The DC of this check is equal to 15 + twice the spell's level. If the check is failed, the target's spell is wasted. This field lasts for a number of rounds equal to 1/2 your Spell Eater level (minimum 1). You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

2nd - Strong-Willed (Ex): A Spell Eater is able to stand strong against magical effects that seek to control, compel, or persuade her. The Spell Eater rolls twice and takes the best result when making a Will saving throw against a mind-affecting effect.

3rd - Foil Casting (Su): When an opponent tries to cast an arcane spell within a Spell Eater's threatened area, the DC for that caster to cast defensively increases by 2. This increase stacks with the effects of the Disruptive feat. Furthermore, the Spell Eater knows where to hit foes to foil casting from a distance. Each time she hits an arcane spellcaster or a creature that uses spell-like abilities with a ranged weapon attack, the DC of any Concentration checks the caster makes increases by 2 for 1 round.

4th - Wild Magic Aura (Su):

5th - Dispelling Attack (Sp): Once per day as a standard action, a Spell Eater can make a melee or ranged attack against an opponent, and if she hits, she can affect that opponent as if she had cast dispel magic, using the targeted dispel option. If she misses, this ability is wasted. Use her Spell Eater level as the caster level of the dispel magic effect.

5th - Disguise (Su): A Spell Eater can change her appearance for a number of hours equal to her class level, as if using disguise self. These hours do not need to be consecutive, but they must be spent in 1-hour increments.

6th - Counterspell Mastery (Su): A Spell Eater gains Improved Counterspell as a bonus feat. You may attempt to counterspell an opponent's spell using her dispel uses per day as an immediate action (instead of a readied action).

7th - Impromptu Sneak Attack (Ex): Once per day, a Spell Eater can declare one melee or ranged attack she makes to be a sneak attack (the target can be no more than 30 feet distant if the impromptu sneak attack is a ranged attack). The target of an impromptu sneak attack loses any Dexterity bonus to AC, but only against that attack. The power can be used against any target, but creatures that are not subject to critical hits take no extra damage (though they still lose any Dexterity bonus to AC against the attack).

At 14th level, a Spell Eater can use this ability twice per day.

8th - Aura of Magic (Su): A Spell Eater's weapons are treated as magical for the purposes of overcoming damage reduction. Any attack made against an enemy within 10 feet of her is treated as magical for the purposes of overcoming damage reduction. This ability functions only while the Spell Eater is conscious, not if she is unconscious or dead.

8th - Reflective Counterspell (Su): Whenever the Spell Eater uses the counterspell ability to reflect spells, once per round, the Spell Eater can choose to forgo the normal rolls for normal counterspell, auto-succeeding the checks. The counterspell cast reflects the spell in a new way, sending the spell traveling towards a randomized target. The original caster rolls a d6 to determine where the spell reflects to.

{table=head]{colsp=2}Table: Reflected Spell Target
Roll| Effect
1-2 |the reflected spell travels back towards the original caster
3-4 |the reflected spell strikes harmlessly elsewhere
5-6 |the reflected spell strikes the nearest creature
[/table]

9th - Invisible Thief (Su): A Spell Eater can become invisible, as if under the effects of greater invisibility, as a free action. She can remain invisible for a number of rounds per day equal to her Spell Eater level. Her caster level for this effect is equal to her caster level. These rounds need not be consecutive.

10th - Surprise Spells: A Spell Eater can add her sneak attack damage to any spell that deals damage, if the targets are flat-footed. This additional damage only applies to spells that deal hit point damage, and the additional damage is of the same type as the spell. If the spell allows a saving throw to negate or halve the damage, it also negates or halves the sneak attack damage.

11th - Rogue Talent (Ex): A Spell Eater gains one rogue talent at 11th level, then another at 16th level.

13th - Diamond Soul (Ex): A Spell Eater gains spell resistance equal to his current Spell Eater level + 10. In order to affect the Spell Eater with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the Spell Eater's spell resistance.

17th - Spell Scent (Su): A Spell Eater 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 Spell Eater 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 Spell Eater locates the caster of the spell effect or magic item she examined. Doing so does not allow the Spell Eater to gain any intelligence about the spellcaster other than its location.

20th - Impervious (Ex): A Spell Eater becomes immune to the effects of a single school of arcane magic. Neither harmful nor helpful arcane spells of that school have an effect on the Spell Eater. If a spell of that school is an area of effect spell, the spell goes off as normal, but the Spell Eater is untouched by its effects. Once per day, as a swift action, the Spell Eater can grant this imperviousness to all allies in a 60-foot burst for 1 minute.

Vadskye
2012-08-22, 02:56 AM
I'd recommend using the Spellthief (from Complete Adventurer) as a base for this; it has a lot of cool ideas relating to absorbing and redirecting magic.


every spell cast could be, as an immediate action, switch the targets of every spell cast. just to straight mess with everyone's magic.
This sounds incredibly broken.

LordErebus12
2012-08-22, 02:58 AM
I'd recommend using the Spellthief (from Complete Adventurer) as a base for this; it has a lot of cool ideas relating to absorbing and redirecting magic.


This sounds incredibly broken.

limited to very little uses, and allies must be willing.

Vadskye
2012-08-23, 01:18 PM
limited to very little uses, and allies must be willing.

That sounds much less broken. Carry on!

Alabenson
2012-08-23, 02:04 PM
I think one of the first questions you need to answer about this class is how does it contribute to the group when they're not fighting spellcasting opponents? If all it can do is mess with enemies magic, than the class will just be dead weight when fighting anything that isn't reliant on spellcasting.

LordErebus12
2012-08-23, 02:28 PM
I think one of the first questions you need to answer about this class is how does it contribute to the group when they're not fighting spellcasting opponents? If all it can do is mess with enemies magic, than the class will just be dead weight when fighting anything that isn't reliant on spellcasting.

any ideas?

Baron Corm
2012-08-25, 12:13 AM
The power to disable magic items and Supernatural abilities would give the class a lot more general use. Maybe even disabling or stealing your enemy's feats, depending on how general you want to make it.

LordErebus12
2012-08-25, 01:27 AM
The power to disable magic items and Supernatural abilities would give the class a lot more general use. Maybe even disabling or stealing your enemy's feats, depending on how general you want to make it.

look now above, see with with your eyes.

LordErebus12
2012-08-28, 12:38 PM
added reflexive counterspell. it allows the counted spell to twist off and strike others.