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    Jormengand's Avatar

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    Default Your magic has no power here! [3.P class, PEACH]

    I just realised that I never wrote a proper anti-spellcaster class. So let's have a proper anti-spellcaster class.

    {This is 3.5 content and does not appear in PF} [This is PF content and does not appear in 3.5]

    The mage-hunter
    Level BAB Fort Ref Will Special 0lvl 1st 2nd 3rd 4th 5th 6th
    1st +1 +2 +2 +2 Counterspells 2
    2nd +2 +3 +3 +3 Distracting Presence 3 0
    3rd +3 +3 +3 +3 Resist Magic 3 1
    4th +4 +4 +4 +4 Destroy Magic 3 2 0
    5th +5 +4 +4 +4 Immediate Counterspell 3 3 1
    6th +6/+1 +5 +5 +5 Consume Spells 3 3 2
    7th +7/+2 +5 +5 +5 Impossible Presence 3 3 2 0
    8th +8/+3 +6 +6 +6 Dispel Magic 3 3 3 1
    9th +9/+4 +6 +6 +6 Metadrain: Depower 3 3 3 2
    10th +10/+5 +7 +7 +7 Turnspell 3 3 3 2 0
    11th +11/+6/+1 +7 +7 +7 Metadrain: Minimise 3 3 3 3 1
    12th +12/+7/+2 +8 +8 +8 Indomitable 3 3 3 3 2
    13th +13/+8/+3 +8 +8 +8 Metadrain: Animate/Loud 3 3 3 3 2 0
    14th +14/+9/+4 +9 +9 +9 Greater Dispel Magic 4 3 3 3 3 1
    15th +15/+10/+5 +9 +9 +9 Metadrain: Lower 4 4 3 3 3 2
    16th +16/+11/+6/+1 +10 +10 +10 Antimagic Field 4 4 4 3 3 2 0
    17th +17/+12/+7/+2 +10 +10 +10 Meadrain: Thin/Shorten 4 4 4 4 3 3 1
    18th +18/+13/+8/+3 +11 +11 +11 Redirect Spell 4 4 4 4 4 3 2
    19th +19/+14/+9/+4 +11 +11 +11 Metadrain: Slow 4 4 4 4 4 4 3
    20th +20/+15/+10/+5 +12 +12 +12 Immortal Soul 4 4 4 4 4 4 4
    Alignment: Any
    Hit Die: 1d8

    Class Skills:
    The class skills of the mage-hunter (and the key ability for each skill) are Bluff (Cha), Craft (Int), {Gather Information (Cha)}, Intimidate (Cha), Knowledge (Arcana, Religion, {The} Planes) (Int), Profession (Wis), Psicraft (Int), Spellcraft (Int), {Truespeak (Int)}, Use Magic Device (Cha) and Use Psionic Device (Cha).
    {Skill Points at 1st Level: (4 + Int modifier) ラ 4}
    Skill Points at Each {Additional} Level: 4 + Int modifier

    Counterspells
    Mage-hunters receive spell slots and can cast spells, to the effect of being able to cast any spell from any spell list spontaneously. However, they face a major restriction to this otherwise nigh-unlimited casting power: they are only ever capable of casting in order to counter a spell. Further, even if there exist multiple spell lists which contain that spell at a different level (such as many bard spells which are lower-level than their wizard or sorcerer counterparts), the spell slot used must be the same as the level on which that spell appears on the spell list of the creature trying to cast the spell (regardless of the actual spell slot being used to cast the spell).

    Alternatively, they can attempt to counter powers {or utterances} even though they're not spells and don't use spell slots. To do so, they must take a psicraft check check to identify the power {or a spellcraft check to identify the utterance}, and then use their spell slot of the correct level, {along with a truespeak check to counterspeak in the case of utterances}.

    Mage-hunters use intelligence when determining factors such as bonus spells for a high ability score.

    Distracting Presence (Ex)
    Mage-hunters make it difficult to cast spells near them. From second level, enemy spellcasters that try to cast defensively within the mage-hunter's threatened area take a -1 penalty per mage-hunter level on concentration checks to do so. Enemy spellcasters within 60 feet still take half this penalty.

    Those attempting to manifest defensively take the same penalty, {and those uttering defensively take the same penalty to their truespeak check in addition to the usual penalty for uttering defensively}.

    Resist Magic (Ex)
    Mage-hunters are naturally able to resist spells. They get spell resistance equal to their level plus 10, which they may choose not to apply to individual spells as they wish, from third level, and a +1 bonus on all saving throws against spells per three levels.

    Destroy Magic (Su)
    At fourth level, if the mage-hunter damages a spellcaster, they immediately lose some of their spells. The number of spell levels lost is equal to half the damage dealt, rounded up. The highest possible spell slots are taken first. For example, if a wizard with 2 level 8 spells remaining takes 50 damage, he loses both level 8 spells, a level 7 spell and a level 2 spell. For prepared casters, these spells are determined randomly.

    A manifester instead loses psi points equal to the damage dealt.

    Immediate Counterspell
    From fifth level, mage-hunters can counter a spell as an immediate action rather than having to ready an action to do so and choose a target in advance. They retain their ability to counter spells normally, so they can counter two spells each round.

    Consume Spells
    From sixth level, mage-hunters can consume the energy of spells they counter. They heal a number of hit points equal to twice the level of each spell they counter (a single hit point for cantrips).

    Impossible Presence (Ex)
    From seventh level, any creature damaged or grappled by a mage-hunter when trying to cast a spell loses the spell automatically.

    Dispel Magic
    From eighth level, mage-hunters can cast dispel magic using their third-level spell slots the same way that a normal spontaneous spellcaster might.

    Metadrain (Su)
    From ninth level, mage-hunters can reduce the power of spells using a lower-level spell than the spell that would counter it. By using a spell slot of half another spell's level (rounding up in this special instance), they can apply a metadrain ability to it instead of a counterspell.

    From ninth level, they can reduce any variable, numeric effects of the spell by one half. If the spell is empowered, the empower spell metamagic is instead negated.
    From eleventh level, they can minimise any variable, numeric effects of the spell, or instead negate the maximise spell metamagic.
    From thirteenth level, they can force somatic or verbal components onto a spell that doesn't have them or has had them removed.
    From fifteenth level, they can reduce the effective level of of the spell by up to three.
    From seventeenth level, they can halve the spell's range or the area that it effects.
    From nineteenth level, they can increase the spell's casting time from a swift or move action to a standard action, a standard action to a full-round action, or if the casting time is something else (except a free or immediate action, which can't be affected in this way), double the spell's casting time.

    To apply multiple metadrains, the mage-hunter can expend multiple spell slots.

    Turnspell
    From tenth level, spells countered by the mage-hunter can be turned back on their caster as though by a spell turning effect.

    Indomitable
    From twelfth level, the mage-hunter can ignore the effects of hostile area spells when he moves. For example, he can walk though walls of force or ignore hold person spells.

    Greater Dispel Magic
    From fourteenth level, mage-hunters can cast greater dispel magic using their fifth-level spell slots the same way that a normal spontaneous spellcaster might.

    Antimagic Field
    From sixteenth level, mage-hunters can cast antimagic field using their fifth-level spell slots the same way that a normal spontaneous spellcaster might.

    Redirect Spell
    From eighteenth level, a mage-hunter who counters a spell can instead change it to a new target. This can be combined with consume spells but not with turnspell.

    Immortal Soul
    At twentieth level, a mage-hunter is immune to the effects of hostile spells.

  2. - Top - End - #2
    Dwarf in the Playground
     
    Allnightmask's Avatar

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    Oct 2012

    Default Re: Your magic has no power here! [3.P class, PEACH]

    I like your take on it. I've seen a couple classes that have strange code of conducts or have Vow of Poverty like exchanges. I really like the answer of a counter spell caster. The Metadrains are pretty fun and I like the idea of shutting down a power word by forcing them to gesticulate suddenly.
    Lastly, on the capstone does that mean that a he is immune to the fissures in the Earthquake spell or just direct effects like Evocation? And How does that interact with illusions? A number aren't really hostile.

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