ZeroNumerous
2007-07-27, 11:46 PM
The Spell Catcher
Spell Catchers are monks who have turned away from the aspect of leaping and running about. They still retain that mobility from their previous experiences, but more often than not a Spell Catcher will use this ability to provide assistance to his allies rather than attempt to hinder his opponents.
Requirements: Any Lawful
BAB: +3
Skills: Knowledge(Religion) 8 ranks.
Special: Must have 5 levels of Monk and no levels in any other base class.
Hit Dice: D8
Skills: 6+INT
Class Skills: Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).
{table=head]Level | Base Attack Bonus | Fortitude Save | Reflex Save | Will Save | Special
1 | +1 | +2 | +2 | +2 | Monk Abilities, Spell Adaptation +1
2 | +2 | +3 | +3 | +3 | Insightful Warrior, Spell Attraction 10ft
3 | +3 | +3 | +3 | +3 | Dispelling Fist
4 | +4 | +4 | +4 | +4 | Spell Adaptation +2
5 | +5 | +4 | +4 | +4 | Mettle, Spell Attraction 20ft
6 | +6 | +5 | +5 | +5 | Debuffing Fist
7 | +7 | +5 | +5 | +5 | Spell Adaptation +3
8 | +8 | +6 | +6 | +6 | Improved Evasion, Spell Attraction 30ft
9 | +9 | +6 | +6 | +6 | Banishing Fist
10 | +10 | +7 | +7 | +7 | Spell Resisting Body, Spell Adaptation +4
[/table]
Monk Abilities: A Spell Catcher may add her class level to his monk level to determine the number of strikes she may make with Flurry of Blows, her total AC Bonus, the number of feet he has to use with Slow Fall, and the effect of her Ki Strike ability. Her levels of Spell Catcher also stack with her levels of Monk to determine unarmed strike damage.
For example: A 5th level Monk/6th level Spell Catcher may use Slow Fall up to 50ft, make two extra attacks with Flurry of Blows, she deals 1d10 unarmed strike damage, has a total +2+WIS bonus to AC, and her fists count as Lawful-aligned weapons for determining damage-reduction.
Spell Adaptation: A Spell Catcher who has been targeted with a spell that allows a save and successfully saves gains a bonus on her attack and damage rolls for one minute. The bonuses start at +1 at level 1, and increase by another +1 per three levels. These bonuses stack for every spell the Spell Catcher successfully saves against. This ability does not apply to spells that are (Harmless).
Insightful Warrior: A Spell Catcher of 2nd level may opt to use her Wisdom Modifier in place of her Strength Modifier when rolling attack and damage rolls with her unarmed strikes. She may only use this ability when she is fighting without a weapon and cannot use it when fighting with any of the monk special weapons or any weapon she could flurry with.
Spell Attraction: Starting at 2nd level, a Spell Catcher may, as an immediate action, attempt to attract any spell targeting one of her allies and direct it toward herself. If the spell would normally be invalid when targeting the Spell Catcher, then she cannot attract it. Otherwise, the spell resolves as normal only with the Spell Catcher as the target instead of the intended target. The Spell Catcher may save against the spell as per normal. The range on this ability starts at 10 feet, and increases by ten feet every three levels.
Dispelling Fist: At 3rd level, a Spell Catcher may use the Dispel Magic ability at will when delivering an unarmed strike against a corpereal target. The Spell Catcher instead uses her Base Attack Bonus in place of her Caster Level up to a maximum of +10.
Mettle: Whenever the Spell Catcher is subject to a Fortitude or Will Save for half damage, she instead takes no damage on a successful save.
Debuffing Fist: By expending one use of her stunning fist ability, a Spell Catcher may attempt to remove any beneficial spell-effect from a target. The Spell Catcher rolls damage as per normal, but the target does not take any damage. Instead, the target must make a Will Save with a DC of Class Level+Damage Dealt. Failing this save means that the Spell Catcher can choose one beneficial spell-effect that is currently affecting the target. This effect is dispelled instantly as per the spell, Greater Dispel Magic.
Improved Evasion: Whenever the Spell Catcher is subject to a Reflex save for half-damage, she takes no damage on a successful save. In addition to this, a Spell Catcher only takes half-damage on a failed save.
Banishing Fist: A Spell Catcher of 9th level may, as a standard action, perform a single melee touch attack against any creature that has been summoned from another place or plane of existence via a spell(IE: Gate). If she succeeds, the Spell Catcher may choose to banish the summonsed creature by expending a number of Stunning Fist uses. The number of expended uses must equal or exceed the spell level of the spell used to summon the creature.
The Spell Catcher then rolls unarmed strike damage as per normal, adding in any modifiers she might have that are non-magical in nature. The caster must make a Will Save with a DC of 10+Damage Dealt. If he succeeds, the summoned creature's duration is cut in half. If he fails, the creature is instantly and violently banished back to it's plane of origin and the caster takes a number of non-lethal damage equal to the damage dealt.
Spell Resisting Body: A Spell Catcher gains Spell Resistance of 15+Hit Dice. Further, any time the Spell Catcher is under the affect of any spell with a duration longer than Instanteous, he may, as a full-round action that cannot be interrupted, absorb the effect as per his Spell Adaptation ability. If the spell does not normally allow a save then the Spell Catcher must make a Will Save with a DC of 10+Spell Level+Appropriate Spellcasting Stat of the original caster.
Creator's Notes: This should banish the idea that Monk is the perfect anti-caster. Because this is the perfect anti-caster.
Spell Catchers are monks who have turned away from the aspect of leaping and running about. They still retain that mobility from their previous experiences, but more often than not a Spell Catcher will use this ability to provide assistance to his allies rather than attempt to hinder his opponents.
Requirements: Any Lawful
BAB: +3
Skills: Knowledge(Religion) 8 ranks.
Special: Must have 5 levels of Monk and no levels in any other base class.
Hit Dice: D8
Skills: 6+INT
Class Skills: Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).
{table=head]Level | Base Attack Bonus | Fortitude Save | Reflex Save | Will Save | Special
1 | +1 | +2 | +2 | +2 | Monk Abilities, Spell Adaptation +1
2 | +2 | +3 | +3 | +3 | Insightful Warrior, Spell Attraction 10ft
3 | +3 | +3 | +3 | +3 | Dispelling Fist
4 | +4 | +4 | +4 | +4 | Spell Adaptation +2
5 | +5 | +4 | +4 | +4 | Mettle, Spell Attraction 20ft
6 | +6 | +5 | +5 | +5 | Debuffing Fist
7 | +7 | +5 | +5 | +5 | Spell Adaptation +3
8 | +8 | +6 | +6 | +6 | Improved Evasion, Spell Attraction 30ft
9 | +9 | +6 | +6 | +6 | Banishing Fist
10 | +10 | +7 | +7 | +7 | Spell Resisting Body, Spell Adaptation +4
[/table]
Monk Abilities: A Spell Catcher may add her class level to his monk level to determine the number of strikes she may make with Flurry of Blows, her total AC Bonus, the number of feet he has to use with Slow Fall, and the effect of her Ki Strike ability. Her levels of Spell Catcher also stack with her levels of Monk to determine unarmed strike damage.
For example: A 5th level Monk/6th level Spell Catcher may use Slow Fall up to 50ft, make two extra attacks with Flurry of Blows, she deals 1d10 unarmed strike damage, has a total +2+WIS bonus to AC, and her fists count as Lawful-aligned weapons for determining damage-reduction.
Spell Adaptation: A Spell Catcher who has been targeted with a spell that allows a save and successfully saves gains a bonus on her attack and damage rolls for one minute. The bonuses start at +1 at level 1, and increase by another +1 per three levels. These bonuses stack for every spell the Spell Catcher successfully saves against. This ability does not apply to spells that are (Harmless).
Insightful Warrior: A Spell Catcher of 2nd level may opt to use her Wisdom Modifier in place of her Strength Modifier when rolling attack and damage rolls with her unarmed strikes. She may only use this ability when she is fighting without a weapon and cannot use it when fighting with any of the monk special weapons or any weapon she could flurry with.
Spell Attraction: Starting at 2nd level, a Spell Catcher may, as an immediate action, attempt to attract any spell targeting one of her allies and direct it toward herself. If the spell would normally be invalid when targeting the Spell Catcher, then she cannot attract it. Otherwise, the spell resolves as normal only with the Spell Catcher as the target instead of the intended target. The Spell Catcher may save against the spell as per normal. The range on this ability starts at 10 feet, and increases by ten feet every three levels.
Dispelling Fist: At 3rd level, a Spell Catcher may use the Dispel Magic ability at will when delivering an unarmed strike against a corpereal target. The Spell Catcher instead uses her Base Attack Bonus in place of her Caster Level up to a maximum of +10.
Mettle: Whenever the Spell Catcher is subject to a Fortitude or Will Save for half damage, she instead takes no damage on a successful save.
Debuffing Fist: By expending one use of her stunning fist ability, a Spell Catcher may attempt to remove any beneficial spell-effect from a target. The Spell Catcher rolls damage as per normal, but the target does not take any damage. Instead, the target must make a Will Save with a DC of Class Level+Damage Dealt. Failing this save means that the Spell Catcher can choose one beneficial spell-effect that is currently affecting the target. This effect is dispelled instantly as per the spell, Greater Dispel Magic.
Improved Evasion: Whenever the Spell Catcher is subject to a Reflex save for half-damage, she takes no damage on a successful save. In addition to this, a Spell Catcher only takes half-damage on a failed save.
Banishing Fist: A Spell Catcher of 9th level may, as a standard action, perform a single melee touch attack against any creature that has been summoned from another place or plane of existence via a spell(IE: Gate). If she succeeds, the Spell Catcher may choose to banish the summonsed creature by expending a number of Stunning Fist uses. The number of expended uses must equal or exceed the spell level of the spell used to summon the creature.
The Spell Catcher then rolls unarmed strike damage as per normal, adding in any modifiers she might have that are non-magical in nature. The caster must make a Will Save with a DC of 10+Damage Dealt. If he succeeds, the summoned creature's duration is cut in half. If he fails, the creature is instantly and violently banished back to it's plane of origin and the caster takes a number of non-lethal damage equal to the damage dealt.
Spell Resisting Body: A Spell Catcher gains Spell Resistance of 15+Hit Dice. Further, any time the Spell Catcher is under the affect of any spell with a duration longer than Instanteous, he may, as a full-round action that cannot be interrupted, absorb the effect as per his Spell Adaptation ability. If the spell does not normally allow a save then the Spell Catcher must make a Will Save with a DC of 10+Spell Level+Appropriate Spellcasting Stat of the original caster.
Creator's Notes: This should banish the idea that Monk is the perfect anti-caster. Because this is the perfect anti-caster.