Aleiz
2014-01-24, 03:53 AM
I had an idea recently about making a high (1/2) tier non/anti-caster. As he progresses he gains immunities to magical effects, good or bad.
The thing that would differentiate this class from others would be gaining immunities to effects not normally considered 'magic' such as conjured effects (monsters, walls, orbs, etc.)
Name
Heck if I know what to call it, for now we're calling it the Spellbreaker. Cheesy dota style all-right!
Requirements
Thinking this should be a base class, so none
HD
For the moment I was considering d10 HD (though HP is just a number right?)
Skills
4 + Int mod skills (Balance, Bluff, Climb, Concentration, Diplomacy, Disable Device, Disguise, Escape Artist, Gather Information, Hide, Jump, Knowledge (Arcana, Nature, Psionics, Religion, The Planes), Listen, Move Silently, Open Lock, Ride, Search, Sense Motive, Spot, Survival, Swim, Tumble, Use Rope)
(Changes welcome to this list, just ballparking at the moment)
BAB/Saves
Thinking Good BAB with Good Fort/Bad Ref/Good Will
(though that's definitely negotiable)
Class Features
Heres where stuff starts getting good...
Blank Arcana(Level 1): Spellbreakers may not ever gain the ability to cast spells, manifest psionics, use spell completion items (such as wands, scrolls, or staves), use power completion items (needs editing, not sure if that's a real thing but the equivalent of psionic scrolls/wands), use or gain spell or psi like abilities, or use magical or psionic items of any sort.
If a Spellbreaker had the ability to cast spells, manifest psionics or use spell or psi like abilities prior to becoming a spellbreaker, they lose these abilities.
(Think this is good enough to cover 'you can't do magic/psionics', but might warrant adding something to do with supernatural abilities or the like)
Trapfinding(level 1): A Spellbreaker gains trapfinding as per the Rogue class feature
Spell Immunity(Various Levels, See Text): A Spellbreaker quickly gains immunities to the powers of magic.
Starting at first level a Spellbreaker becomes immune to magical sleep effects and Charm effects.
This will continue, just it's late... so PLACEHOLDING!
Ability Name Here(Various Levels, See Text): A Spellbreaker, fluffy reason for getting some buffs.
Starting at first level a Spellbreaker gains a bonus on attack rolls equal to half his Spellbreaker level (rounded up)
once again this will continue, but it's late
Bonus Feat: At every odd level a Spellbreaker gains a bonus feat chosen from the list of fighter bonus feats or (list of other good feats, sush late, much placeholder wow.) He must still qualify for the feat.
That's the basics so far, any buzz or help with this would be appreciated, I figure a lot of people will consider this class to be rather weak at the moment considering he cannot buff himself from the get-go, and really soon he loses the ability for others to buff him, but I have plans for this, and I think he can pull off being surprisingly strong. Any comments or suggestions would be much appreciated, thanks again!
The thing that would differentiate this class from others would be gaining immunities to effects not normally considered 'magic' such as conjured effects (monsters, walls, orbs, etc.)
Name
Heck if I know what to call it, for now we're calling it the Spellbreaker. Cheesy dota style all-right!
Requirements
Thinking this should be a base class, so none
HD
For the moment I was considering d10 HD (though HP is just a number right?)
Skills
4 + Int mod skills (Balance, Bluff, Climb, Concentration, Diplomacy, Disable Device, Disguise, Escape Artist, Gather Information, Hide, Jump, Knowledge (Arcana, Nature, Psionics, Religion, The Planes), Listen, Move Silently, Open Lock, Ride, Search, Sense Motive, Spot, Survival, Swim, Tumble, Use Rope)
(Changes welcome to this list, just ballparking at the moment)
BAB/Saves
Thinking Good BAB with Good Fort/Bad Ref/Good Will
(though that's definitely negotiable)
Class Features
Heres where stuff starts getting good...
Blank Arcana(Level 1): Spellbreakers may not ever gain the ability to cast spells, manifest psionics, use spell completion items (such as wands, scrolls, or staves), use power completion items (needs editing, not sure if that's a real thing but the equivalent of psionic scrolls/wands), use or gain spell or psi like abilities, or use magical or psionic items of any sort.
If a Spellbreaker had the ability to cast spells, manifest psionics or use spell or psi like abilities prior to becoming a spellbreaker, they lose these abilities.
(Think this is good enough to cover 'you can't do magic/psionics', but might warrant adding something to do with supernatural abilities or the like)
Trapfinding(level 1): A Spellbreaker gains trapfinding as per the Rogue class feature
Spell Immunity(Various Levels, See Text): A Spellbreaker quickly gains immunities to the powers of magic.
Starting at first level a Spellbreaker becomes immune to magical sleep effects and Charm effects.
This will continue, just it's late... so PLACEHOLDING!
Ability Name Here(Various Levels, See Text): A Spellbreaker, fluffy reason for getting some buffs.
Starting at first level a Spellbreaker gains a bonus on attack rolls equal to half his Spellbreaker level (rounded up)
once again this will continue, but it's late
Bonus Feat: At every odd level a Spellbreaker gains a bonus feat chosen from the list of fighter bonus feats or (list of other good feats, sush late, much placeholder wow.) He must still qualify for the feat.
That's the basics so far, any buzz or help with this would be appreciated, I figure a lot of people will consider this class to be rather weak at the moment considering he cannot buff himself from the get-go, and really soon he loses the ability for others to buff him, but I have plans for this, and I think he can pull off being surprisingly strong. Any comments or suggestions would be much appreciated, thanks again!