Difference between revisions of "Spellbane (3.5e Class)"
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All of the following are class features of the Spellbane. | All of the following are class features of the Spellbane. | ||
− | '''Weapon and Armor Proficiency:''' A Spellbane is proficient with all simple and martial weapons. He is limited to light armor and | + | '''Weapon and Armor Proficiency:''' A Spellbane is proficient with all simple and martial weapons. He is limited to light armor and all shields (except tower shields). He loses his extraordinary abilities when wearing medium or heavy armor. |
− | '''{{Anchor|Darkstalker}}:''' At | + | '''{{Anchor|Darkstalker}}:''' At 1st level a Spellbane gains the Darkstalker feat (Lords of Madness) as a bonus feat. |
− | '''{{Anchor|Detect Magic}} {{Ex}}:''' At | + | '''{{Anchor|Detect Magic}} {{Ex}}:''' At 1st level a Spellbane gains the ability to cast detect magic at will as an extraordinary ability. His caster level is equal to his Spellbane level. |
− | '''{{Anchor|Further Training}} {{Ex}}:''' The training that Spellbanes undergo can vary, based on the individual. At 1st level, then at every even level, a Spellbane may chose one option from the Further Training list below, advancing his training in a way that makes sense for his particular style, | + | '''{{Anchor|Further Training}} {{Ex}}:''' The training that Spellbanes undergo can vary, based on the individual. At 1st level, then at every even level, a Spellbane may chose one option from the Further Training list below, advancing his training in a way that makes sense for his particular style, current task, etc. Beginning at 10th level, a Spellbane may choose from the advanced training list, instead, though he does not have to. |
FURTHER TRAINING: | FURTHER TRAINING: | ||
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--Gain Track as a bonus feat | --Gain Track as a bonus feat | ||
− | --Gain a familiar as a wizard, with an effective wizard level equal to half | + | --Gain a familiar as a wizard, with an effective wizard level equal to half of Spellbane level |
− | --Gain an animal companion as a druid with an effective druid level equal to half | + | --Gain an animal companion as a druid with an effective druid level equal to half of Spellbane level |
--Designate any skill to become a class skill (can be taken more than once) | --Designate any skill to become a class skill (can be taken more than once) | ||
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--Add your INT modifier as a permanent bonus to one skill (Can be taken more than once) | --Add your INT modifier as a permanent bonus to one skill (Can be taken more than once) | ||
− | --Gain the ability to cast 2 1st level spells from the wizard/sorcerer spell list (or any spell list approved by the DM) once a day each. | + | --Gain the ability to cast 2 1st level spells from the wizard/sorcerer spell list (or any spell list approved by the DM) once a day each. Caster level is your Spellbane level. (can only be taken once) |
--Gain a +1 bonus to all saves (can be taken more than once) | --Gain a +1 bonus to all saves (can be taken more than once) | ||
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--Gain Slippery Mind as a Rogue | --Gain Slippery Mind as a Rogue | ||
− | --Gain | + | --Gain Improved Uncanny Dodge as a Barbarian (must have taken Uncanny Dodge already) |
+ | --Gain the ability to cast 2 2nd level spells from the wizard/sorcerer spell list (or any spell list approved by the DM) once a day each. Caster level is your Spellbane level. (can only be taken once) | ||
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+ | '''{{Anchor|Arcane Defense}}:''' At 2nd level, a Spellbane gains the Arcane Defense feat (Complete Arcane). He does not have to meet the prerequisites. | ||
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+ | '''{{Anchor|Fast Movement}} {{Ex}}:''' The hardest part of stopping spell casters can be reaching them! At 3rd level, a Spellbane gains fast movement as a barbarian. | ||
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+ | '''{{Anchor|Quick Thinker}} {{Ex}}:''' At 3rd level, a Spellbane can add his INT modifier to Initiative rolls, in addition to his DEX. | ||
− | '''{{Anchor|Seen That Spell}} {{Ex}}:''' Starting at | + | |
+ | '''{{Anchor|Seen That Spell}} {{Ex}}:''' Starting at 4th level, a Spellbane begins keeping a spell book much like a wizard, but with a different purpose. If certain conditions are met, whenever a spell is cast within 10 feet of the Spellbane, he gets a free Spellcraft check (DC 15 + spell level) as an immediate action to identify the spell. If he is successful, he writes the spell in his book so that he can meditate upon it later. As long as he spends one hour a night meditating on the spells he has encountered, any spell cast within 10ft of the Spellbane that is documented in his spell book gains a failure percent chance -- 5% at level 4, all the way to 25% at level 20. This percent failure stacks with other sources, such as spell failure from armor. | ||
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− | '''{{Anchor|Evasion}} {{Ex}}:''' At | + | '''{{Anchor|Evasion}} {{Ex}}:''' At 4th level, a Spellbane gains Evasion. |
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− | + | '''{{Anchor|Bonus Feat}} {{Ex}}:''' At 5th level, and every five levels thereafter, a Spellbane gains a bonus feat. He must meet the prerequisites of the feat he chooses. | |
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− | ''' | + | '''{{Anchor|Dispel}} {{Ex}}:''' At 5th level, whenever a Spellbane successfully hits an enemy spell caster, he may choose to forego any damage dealt by the attack, and instead subject the target to the effects of a greater dispel spell. The dispel check is 1d20+Spellbane level. |
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− | ''' | + | '''{{Anchor|Mage Slayer}}:''' At 6th level, a Spellbane gains the Mage Slayer feat (Complete Arcane). |
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− | + | '''{{Anchor|Freedom of Movement}} {{Ex}}:''' Once per day starting at 7th level, a Spellbane may reproduce the effects of a Freedom of Movement spell on himself as an extraordinary ability. At 13th level he can do this one additional time per day. | |
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− | + | '''{{Anchor|Increased Threat Range}} {{Ex}}:''' At 7th level, the area a Spellbane threatens increases by five feet, but only in relation to enemy spell casters. Enemies with no spells or spell-like abilities are not affected. This increases by another five feet at 15th level. | |
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− | ''' | + | '''{{Anchor|Spell Resistance}} {{Ex}}:''' At 8th level, a Spellbane gains Spell Resistance 15. This increases to 25 at 19th level. |
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− | ''' | + | '''{{Anchor|Energy Resistance}} {{Ex}}:''' At 9th level, a Spellbane gains Resistance 10 against all forms of energy. This increases to 20 at 18th level. |
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− | + | '''{{Anchor|Anti-magic Field}} {{Ex}}:''' Starting at 9th level, when a Spellbane confirms a critical strike, he may chose to forego all damage from the attack, and instead create the effects of an anti-magic field centered on the target. The field moves with the target and lasts for 1d4 rounds. He may use the ability a number of times per day equal to his INT modifier. | |
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− | + | '''{{Anchor|Arcane Sight}} {{Ex}}:''' At 11th level, a Spellbane gains the effects of a permanent Arcane Sight spell as an extraordinary ability. | |
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− | ''' | + | '''{{Anchor|Improved Evasion}} {{Ex}}:''' At 13th level, a Spellbane gains Improved Evasion. |
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− | '' | + | '''{{Anchor|Fly}} {{Ex}}:''' At 14th level, a Spellbane gains the effect of a Fly spell as an extraordinary ability. He can use this ability once per day, then a second time per day at 19th level. |
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+ | '''{{Anchor|True Sight}} {{Ex}}:''' At 17th level, a Spellbane gains the effects of a permanent True Sight spell as an extraordinary ability. | ||
---- | ---- | ||
{{3.5e Base Classes Breadcrumb}} | {{3.5e Base Classes Breadcrumb}} |
Revision as of 20:15, 17 April 2013
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A lightly-armored warrior who specializes in combating spell casters
Spellbane
The spellbane focuses on engaging and neutralizing enemy spell casters -- killing them if he can, but at the very least rendering them ineffective during combat.
Making a Spellbane
INT and DEX are probably the most important abilities for any spellbane, with the importance of other abilities dependent upon build. While the Spellbane is not a weakling, he is not a front-line fighter. He operates best with a party whose make up leaves him free to focus on spell casters, rather than try to hold the line or guard weaker members of the party.
Races: Any
Alignment: Any
Starting Gold: As a fighter.
Level | Base Attack Bonus |
Saving Throws | Special | ||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Fort | Ref | Will | |||||||||||||||||||||||||||||||||||||||
1st | +0 | +2 | +2 | +2 | Dark Stalker, Detect Magic, Further Training | ||||||||||||||||||||||||||||||||||||
2nd | +1 | +3 | +3 | +3 | Further Training, Arcane Defense | ||||||||||||||||||||||||||||||||||||
3rd | +2 | +3 | +3 | +3 | Fast Movement, Quick Thinker | ||||||||||||||||||||||||||||||||||||
4th | +3 | +4 | +4 | +4 | Seen That Spell (5%), Further Training, Evasion | ||||||||||||||||||||||||||||||||||||
5th | +3 | +4 | +4 | +4 | Bonus Feat, Dispel | ||||||||||||||||||||||||||||||||||||
6th | +4 | +5 | +5 | +5 | Mageslayer, Further Training | ||||||||||||||||||||||||||||||||||||
7th | +5 | +5 | +5 | +5 | Freedom of Movement 1/day, Increased Threat Range (+5) | ||||||||||||||||||||||||||||||||||||
8th | +6/+1 | +6 | +6 | +6 | Spell Resistance 15, Seen That Spell (10%), Further Training | ||||||||||||||||||||||||||||||||||||
9th | +6/+1 | +6 | +6 | +6 | Anti-Magic, Energy Resistance 10 | ||||||||||||||||||||||||||||||||||||
10th | +7/+2 | +7 | +7 | +7 | Bonus Feat, Further Training (Advanced Further Training) | ||||||||||||||||||||||||||||||||||||
11th | +8/+3 | +7 | +7 | +7 | Arcane Sight | ||||||||||||||||||||||||||||||||||||
12th | +9/+4 | +8 | +8 | +8 | Seen That Spell (15%), Further Training | ||||||||||||||||||||||||||||||||||||
13th | +9/+4 | +8 | +8 | +8 | Improved Evasion, Freedom of Movement 2/day | ||||||||||||||||||||||||||||||||||||
14th | +10/+5 | +9 | +9 | +9 | Fly 1/day, Further Training | ||||||||||||||||||||||||||||||||||||
15th | +11/+6/+1 | +9 | +9 | +9 | Bonus Feat, Increased Threat Range (+10) | ||||||||||||||||||||||||||||||||||||
16th | +12/+7/+2 | +10 | +10 | +10 | Seen That Spell (20%), Further Training | ||||||||||||||||||||||||||||||||||||
17th | +12/+7/+2 | +10 | +10 | +10 | True Seeing | ||||||||||||||||||||||||||||||||||||
18th | +13/+8/+3 | +11 | +11 | +11 | Energy Resistance 20, Further Training | ||||||||||||||||||||||||||||||||||||
19th | +14/+9/+4 | +11 | +11 | +11 | Fly 2/day, Spell Resistance 25 | ||||||||||||||||||||||||||||||||||||
20th | +15/+10/+5 | +12 | +12 | +12 | Bonus Feat, Seen That Spell (25%), Further Training | ||||||||||||||||||||||||||||||||||||
Class Skills (6 + Int modifier per level, ×4 at 1st level) |
Class Features
All of the following are class features of the Spellbane.
Weapon and Armor Proficiency: A Spellbane is proficient with all simple and martial weapons. He is limited to light armor and all shields (except tower shields). He loses his extraordinary abilities when wearing medium or heavy armor.
Darkstalker: At 1st level a Spellbane gains the Darkstalker feat (Lords of Madness) as a bonus feat.
Detect Magic (Ex): At 1st level a Spellbane gains the ability to cast detect magic at will as an extraordinary ability. His caster level is equal to his Spellbane level.
Further Training (Ex): The training that Spellbanes undergo can vary, based on the individual. At 1st level, then at every even level, a Spellbane may chose one option from the Further Training list below, advancing his training in a way that makes sense for his particular style, current task, etc. Beginning at 10th level, a Spellbane may choose from the advanced training list, instead, though he does not have to.
FURTHER TRAINING:
--Gain Trapfinding, as a Rogue
--Gain Track as a bonus feat
--Gain a familiar as a wizard, with an effective wizard level equal to half of Spellbane level
--Gain an animal companion as a druid with an effective druid level equal to half of Spellbane level
--Designate any skill to become a class skill (can be taken more than once)
--Add your INT modifier as a permanent bonus to one skill (Can be taken more than once)
--Gain the ability to cast 2 1st level spells from the wizard/sorcerer spell list (or any spell list approved by the DM) once a day each. Caster level is your Spellbane level. (can only be taken once)
--Gain a +1 bonus to all saves (can be taken more than once)
--Gain Uncanny dodge as a barbarian
ADVANCED FURTHER TRAINING
--Gain Fast Healng 1 (can be taken multiple times, increasing FH by 1 each time)
--Gain DR 1/-- (can be taken multiple times, increasing DR/-- by 1 each time)
--Gain Spell Reflection class ability (Complete Mage)
--Gain Hide in Plain Sight as a Ranger
--Gain Slippery Mind as a Rogue
--Gain Improved Uncanny Dodge as a Barbarian (must have taken Uncanny Dodge already)
--Gain the ability to cast 2 2nd level spells from the wizard/sorcerer spell list (or any spell list approved by the DM) once a day each. Caster level is your Spellbane level. (can only be taken once)
Arcane Defense: At 2nd level, a Spellbane gains the Arcane Defense feat (Complete Arcane). He does not have to meet the prerequisites.
Fast Movement (Ex): The hardest part of stopping spell casters can be reaching them! At 3rd level, a Spellbane gains fast movement as a barbarian.
Quick Thinker (Ex): At 3rd level, a Spellbane can add his INT modifier to Initiative rolls, in addition to his DEX.
Seen That Spell (Ex): Starting at 4th level, a Spellbane begins keeping a spell book much like a wizard, but with a different purpose. If certain conditions are met, whenever a spell is cast within 10 feet of the Spellbane, he gets a free Spellcraft check (DC 15 + spell level) as an immediate action to identify the spell. If he is successful, he writes the spell in his book so that he can meditate upon it later. As long as he spends one hour a night meditating on the spells he has encountered, any spell cast within 10ft of the Spellbane that is documented in his spell book gains a failure percent chance -- 5% at level 4, all the way to 25% at level 20. This percent failure stacks with other sources, such as spell failure from armor.
For a Spellbane to write a spell in his spell book (for use with the Seen That Spell ability), he must see it succeed in its intent, so that he can study its effects. This means that the spell caster must succeed in casting the spell, but also that the spell must affect at least one intended target or intended area. For example, if a wizard successfully cast a spell against the party, but each party member succeeds on a save roll against the spell, then the Spellbane would not have an opportunity to study its effects.
Evasion (Ex): At 4th level, a Spellbane gains Evasion.
Bonus Feat (Ex): At 5th level, and every five levels thereafter, a Spellbane gains a bonus feat. He must meet the prerequisites of the feat he chooses.
Dispel (Ex): At 5th level, whenever a Spellbane successfully hits an enemy spell caster, he may choose to forego any damage dealt by the attack, and instead subject the target to the effects of a greater dispel spell. The dispel check is 1d20+Spellbane level.
Mage Slayer: At 6th level, a Spellbane gains the Mage Slayer feat (Complete Arcane).
Freedom of Movement (Ex): Once per day starting at 7th level, a Spellbane may reproduce the effects of a Freedom of Movement spell on himself as an extraordinary ability. At 13th level he can do this one additional time per day.
Increased Threat Range (Ex): At 7th level, the area a Spellbane threatens increases by five feet, but only in relation to enemy spell casters. Enemies with no spells or spell-like abilities are not affected. This increases by another five feet at 15th level.
Spell Resistance (Ex): At 8th level, a Spellbane gains Spell Resistance 15. This increases to 25 at 19th level.
Energy Resistance (Ex): At 9th level, a Spellbane gains Resistance 10 against all forms of energy. This increases to 20 at 18th level.
Anti-magic Field (Ex): Starting at 9th level, when a Spellbane confirms a critical strike, he may chose to forego all damage from the attack, and instead create the effects of an anti-magic field centered on the target. The field moves with the target and lasts for 1d4 rounds. He may use the ability a number of times per day equal to his INT modifier.
Arcane Sight (Ex): At 11th level, a Spellbane gains the effects of a permanent Arcane Sight spell as an extraordinary ability.
Improved Evasion (Ex): At 13th level, a Spellbane gains Improved Evasion.
Fly (Ex): At 14th level, a Spellbane gains the effect of a Fly spell as an extraordinary ability. He can use this ability once per day, then a second time per day at 19th level.
True Sight (Ex): At 17th level, a Spellbane gains the effects of a permanent True Sight spell as an extraordinary ability.
Back to Main Page → 3.5e Homebrew → Classes → Base Classes
Article Balance | Moderate + |
Author | Somehownotsingle + |
Base Attack Bonus Progression | Moderate + |
Fortitude Save Progression | Good + |
Identifier | 3.5e Class + |
Length | 20 + |
Rated By | Phil Umbras + |
Rating | Rating Pending + |
Reflex Save Progression | Good + |
Skill | Balance +, Climb +, Craft +, Disable Device +, Hide +, Jump +, Knowledge +, Listen +, Move Silently +, Open Lock +, Profession +, Search +, Spellcraft +, Spot +, Survival +, Swim +, Tumble +, Use Magic Device + and Use Rope + |
Skill Points | 6 + |
Summary | A lightly-armored warrior who specializes in combating spell casters + |
Title | Spellbane + |
Will Save Progression | Good + |