Difference between revisions of "Spellbane (3.5e Class)"

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{{author
 
{{author
 
|author_name= Somehownotsingle
 
|author_name= Somehownotsingle
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|adopter=
 
|adopter=
 
|date_adopted=  
 
|date_adopted=  
|status= in progress
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|status=complete
 
|editing=
 
|editing=
|balance=Moderate
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|balance=high
 
}}<div class="blank">
 
}}<div class="blank">
[[Summary:: A lightly-armored warrior who specializes in combating spell casters]]
+
[[Summary:: A lightly-armored warrior-scholar who specializes in combating spell casters]]
 
</div>
 
</div>
  
 
==Spellbane==
 
==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.
+
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===
 
===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.
+
INT is probably the most important ability for any Spellbane, followed by some combination of DEX, STR and CON, depending on the build.  WIS and CHA are not important.  While the Spellbane is not a weakling, he is not a front-line fighter.  He operates best within a party whose make up leaves him free to focus on spell casters, rather than trying to hold the line or guard weaker members of the party.
  
 
'''Races:''' Any
 
'''Races:''' Any
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|length=20
 
|length=20
 
|bab=Good
 
|bab=Good
|fort=Good
+
|fort=Poor
 
|ref=Good
 
|ref=Good
 
|will=Good
 
|will=Good
 
|special1=Dark Stalker, Detect Magic, Further Training
 
|special1=Dark Stalker, Detect Magic, Further Training
 
|special2=Further Training, Arcane Defense
 
|special2=Further Training, Arcane Defense
|special3=Fast Movement, Quick Thinker
+
|special3=Fast Movement, Mage Slayer
|special4=Seen That Spell (5%), Further Training, Evasion
+
|special4=Seen That Spell (10%), Further Training
 
|special5=Bonus Feat, Dispel
 
|special5=Bonus Feat, Dispel
|special6=Mageslayer, Further Training
+
|special6=Evasion, Further Training
 
|special7=Freedom of Movement 1/day, Increased Threat Range (+5)
 
|special7=Freedom of Movement 1/day, Increased Threat Range (+5)
|special8=Spell Resistance 15, Seen That Spell (10%), Further Training
+
|special8=Spell Resistance 15, Seen That Spell (15%), Further Training
 
|special9=Anti-Magic, Energy Resistance 10
 
|special9=Anti-Magic, Energy Resistance 10
 
|special10=Bonus Feat, Further Training (Advanced Further Training)
 
|special10=Bonus Feat, Further Training (Advanced Further Training)
|special11=Arcane Sight
+
|special11=True Seeing, Mettle
|special12=Seen That Spell (15%), Further Training
+
|special12=Seen That Spell (20%), Further Training
 
|special13=Improved Evasion, Freedom of Movement 2/day
 
|special13=Improved Evasion, Freedom of Movement 2/day
 
|special14=Fly 1/day, Further Training
 
|special14=Fly 1/day, Further Training
 
|special15=Bonus Feat, Increased Threat Range (+10)
 
|special15=Bonus Feat, Increased Threat Range (+10)
|special16=Seen That Spell (20%), Further Training
+
|special16=Seen That Spell (25%), Further Training
|special17=True Seeing
+
|special17=Mind Blank, Spell Resistance 25
 
|special18=Energy Resistance 20, Further Training
 
|special18=Energy Resistance 20, Further Training
|special19=Fly 2/day, Spell Resistance 25
+
|special19=Fly 2/day, Death Ward
|special20=Bonus Feat, Seen That Spell (25%), Further Training
+
|special20=Bonus Feat, Seen That Spell (30%), Further Training
|skillpoints=6
+
|skillpoints=8
 
|skills=
 
|skills=
 
Balance,  
 
Balance,  
 
Climb,  
 
Climb,  
Craft,  
+
Craft,
Disable Device,
 
 
Hide,  
 
Hide,  
 
Jump,  
 
Jump,  
Knowledge (arcana)(dungeoneering)(religion)(planes),  
+
Knowledge (all),  
 
Listen,
 
Listen,
 
Move Silently,  
 
Move Silently,  
Open Lock,  
+
Profession,
Profession,  
+
Ride,  
 
Search,  
 
Search,  
 
Spellcraft,  
 
Spellcraft,  
 
Spot,  
 
Spot,  
Survival,
 
 
Swim,  
 
Swim,  
Tumble,  
+
Tumble,
Use Magic Device,
 
 
Use Rope
 
Use Rope
 
}}
 
}}
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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 light shields.
+
'''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 first level a Spellbane gains the Darkstalker feat (Lords of Madness) as a bonus feat.
 
  
'''{{Anchor|Detect Magic}} {{Ex}}:''' At first level a Spellbane gains the ability to cast detect magic at will, though as an extraordinary ability.  His caster level is equal to his Spellbane level.
+
'''{{Anchor|Darkstalker}}:''' At 1st level a Spellbane gains the Darkstalker feat (Lords of Madness) as a bonus feat.
  
'''{{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, environment, etc.  Beginning at tenth level, a Spellbane may choose from the advanced training list, instead, though he does not have to.
 
  
FURTHER TRAINING:
+
'''{{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.
  
--Gain Trapfinding, as a Rogue
 
  
--Gain Track as a bonus feat
+
'''{{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 further training list, instead, though he does not have to.
  
--Gain a familiar as a wizard, with an effective wizard level equal to half your Spellbane level
+
FURTHER TRAINING:
  
--Gain an animal companion as a druid with an effective druid level equal to half your Spellbane level
+
--Careful Tread: A Spellbane gains Trapfinding as a Rogue, and gains Disable Device as a class skill
  
--Designate any skill to become a class skill (can be taken more than once)
+
--Hit the Books: A Spellbane can add +1 to all knowledge checks (can be taken multiple times)
  
--Add your INT modifier as a permanent bonus to one skill (Can be taken more than once)
+
--Live and Learn: When an opponents hits him, a Spellbane can immediately make a knowledge check appropriate to that opponent as a free action.  If a Spellbane succeeds on a DC of 10+ Creature's HD, he gains a +1 dodge bonus to AC against any future attacks from that particular type of opponent.  This is a permanent bonus against that particular creature type; however, a Spellbane cannot use the Live and Learn ability against this type of creature in the future to increase his dodge bonus.
  
--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.  Your caster level is your Spellbane level. (can only be taken once)
+
--Magic Dabbler: A Spellbane gains the ability to recreate the effects one 1st level spell from the wizard/sorcerer spell list (or any spell list approved by the DM) once a day each as an extraordinary abilityCaster level equals Spellbane level. (can be taken twice)
  
--Gain a +1 bonus to all saves (can be taken more than once)
+
--Mind Over Magic: A Spellbane may add his INT modifier as a permanent bonus to one skill (can be taken multiple times)
  
--Gain Uncanny dodge as a barbarian
+
--Nimble: A Spellbane gains Uncanny dodge as a Barbarian
  
 +
--Quick Thinker: A Spellbane may add his INT modifier to Initiative rolls (in addition to DEX)
  
ADVANCED FURTHER TRAINING
+
--Relentless Pursuit: A Spellbane gains Track as a bonus feat, and gains Survival as a class skill
  
--Gain Fast Healng 1 (can be taken multiple times, increasing FH by 1 each time)
+
--Resistant: A Spellbane gains a +1 bonus to all saves (can be taken up to three times)
  
--Gain DR 1/-- (can be taken multiple times, increasing DR/-- by 1 each time)
 
  
--Gain Spell Reflection class ability (Complete Mage)
+
ADVANCED FURTHER TRAINING
  
--Gain Hide in Plain Sight as a Ranger
+
--Burn the Midnight Oil: A Spellbane's constant studying means that he can take 10 on any knowledge check.  (must have taken Hit the Books at least once)
  
--Gain Slippery Mind as a Rogue
+
--Eyes in the Back of My Head: A Spellbane gains Improved Uncanny Dodge as a Barbarian (must have taken Nimble)
  
--Gain the ability to cast 2 2nd level spells form the wizard/sorcerer spell list (or any spell list approved by the DM) once a day each.  Your caster level is your Spellbane level.  (can only be taken once)
+
--Fits Like a Glove: A Spellbane suffers no movement penalties associated with wearing medium armor (must have taken Martial Studies)
  
'''{{Anchor|<-class feature->}}:''' At 2nd level, the Spellbane gains the Arcane Defense Feat (Complete Arcane)You do not have to meet the prerequisites.
+
--Know Your Foe: A Spellbane has studied the art of fighting spell casters to such a degree, that he often sees weaknesses in the midst of the battle that others missA Spellbane can perform critical hits on any enemy spell caster or enemy with spell-like abilities, even if their type would normally not allow this (e.g. undead, construct, etc)
  
'''{{Anchor|Fast Movement}} {{Ex}}:''' The hardest part of stopping a spell caster is sometimes reaching them! At third level, the Spellbane gains fast movement as a barbarian.
+
--Magic Adept: A Spellbane gains the ability to recreate the effects of one 3rd level spell from the wizard/sorcerer spell list (or any spell list approved by the DM) once a day each as an extraordinary ability.  Caster level equals Spellbane level. (must have chosen Magic Novice at least once; can be taken up to two times, once for each time Magic Novice was chosen)
  
'''{{Anchor|Quick Thinker}} {{Ex}}:''' At third level, a Spellbane can add his INT modifier to Initiative rolls, in addition to his DEX.
+
--Magic Novice: A Spellbane gains the ability to recreate the effects of one 2nd level spell from the wizard/sorcerer spell list (or any spell list approved by the DM) once a day each as an extraordinary ability.  Caster level equals Spellbane level.  (must have chosen Magic Dabbler at least once; can be taken up to two times, once for each time Magic Dabbler was chosen)
  
'''{{Anchor|Seen That Spell}} {{Ex}}:''' Starting at fourth 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.
+
--Martial Studies: A Spellbane gains medium armor proficiency, and may use his extraordinary abilities while wearing medium armor.
  
 +
--Single-minded: As long as he is attempting to engage the nearest enemy spell caster or enemy with spell-like abilities, the Spellbane may add his INT mod to his tumble check.  In addition, he may tumble at full speed without incurring the additional -10 penalty.
  
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. 
+
--Tit for Tat: A Spellbane gains the Spell Reflection class ability (Complete Mage)
  
'''{{Anchor|<-extraordinary class feature->}} {{Ex}}:''' <-class feature game rule information->
+
--Well-Studied: A Spellbane may make any skill check untrained (must have taken Burn the Midnight Oil)
  
'''''{{Anchor|<-psi-like class feature->}}'' {{Ps}}:''' <-class feature game rule information->
 
  
'''''{{Anchor|<-spell-like class feature->}}'' {{Sp}}:''' <-class feature game rule information->
+
'''{{Anchor|Arcane Defense}}:''' At 2nd level, a Spellbane gains the Arcane Defense feat (Complete Arcane).  He does not have to meet the prerequisites.
  
'''{{Anchor|<-supernatural class feature->}} {{Su}}:''' <-class feature game rule information->
 
  
'''{{Anchor|<-class feature->}}:''' <-class feature game rule information->
+
'''{{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.
  
''{{Anchor|<-subclass feature->}} <-"{{Ex}}", "{{Su}}", "{{Sp}}", or "{{Ps}}" if applicable.->:'' <-subclass feature game rule information->
 
  
<-Lather, rinse...->
+
'''{{Anchor|Mage Slayer}}:''' At 3rd level, a Spellbane gains the Mage Slayer feat (Monster Manual V).
  
<-... repeat as necessary.->
 
  
====Ex-<-pluralized class name->====
+
'''{{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 visual range 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 the area a Spellbane threatens that is documented in his spell book gains a failure percent chance -- 10% at level 4, all the way to 30% at level 20.  This percent failure stacks with other sources, such as spell failure from armor.
  
<-Describe what happens when a character violates the alignment restrictions of any other class restrictions.  If there are no behavior or alignment restrictions delete this section->.
 
  
====Epic <-class name->====
+
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.
 
 
{| class="zebra d20"
 
|+ class="epic" |
 
<div>{{Anchor|Table: The Epic <-class name->}}</div>
 
Hit Die: d<-Die size for Hit Die->
 
|-
 
! Level !! Special
 
|-
 
| 21st || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
 
|-
 
| 22nd || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
 
|-
 
| 23rd || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
 
|-
 
| 24th || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
 
|-
 
| 25th || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
 
|-
 
| 26th || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
 
|-
 
| 27th || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
 
|- class
 
| 28th || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
 
|- class
 
| 29th || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
 
|- class=
 
| 30th || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
 
|- class="noalt"
 
| colspan="42" class="skill" |
 
<-number of skill points-> + [[SRD:Intelligence|Int]] modifier skill points per level.
 
|}
 
 
 
'''<-existing class feature->:''' <-how this class feature increases or accumulates at epic levels->
 
 
 
'''<-another existing class feature->:''' <-how this class feature increases or accumulates at epic levels->
 
 
 
<-Lather, rinse...->
 
 
 
<-... repeat.->
 
 
 
'''{{Anchor|Bonus Feats }}:''' The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.
 
 
 
''Epic <-class name-> Bonus Feat List:'' <-list of bonus epic feats->.
 
 
 
====<-Sample race of your choice-> <-class name-> Starting Package====
 
 
 
'''Weapons:''' <-Weapon selection for starting at 1st level with this class.->.
 
  
'''Skill Selection:''' Pick a number of skills equal to 4 + [[Int]] modifier.
 
  
{| class="zebra d20"
+
'''{{Anchor|Bonus Feat}} {{Ex}}:''' At 5th level, and every five levels thereafter, a Spellbane gains a bonus featHe must meet the prerequisites of the feat he chooses.
|-
 
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty
 
|- class=
 
| class="left" | <-Skill name-> || <-4 for class skills and 2 for cross-class skills-> || <-Abbrieviated key ability-> || <-armor check penalty based on starting armorIf innapplicable put "&mdash;"->
 
|- class=
 
| class="left" | <-Skill name-> || <-4 for class skills and 2 for cross-class skills-> || <-Abbrieviated key ability-> || <-armor check penalty based on starting armor.  If innapplicable put "&mdash;"->
 
<-copy and paste the rows as necessary.->
 
|}
 
  
'''Feat:''' <-1st-level feat selection->.
 
  
'''Bonus Feats:''' <-1st-level feat bonus feats due to class or sample raceremove this section if this sample doesn't get any bonus feats at 1st level. ->.
+
'''{{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 spellThe dispel check is 1d20+Spellbane level.
  
'''Gear:''' <-Starting armor and other equipment outside of weapons.->.
 
  
'''Gold:''' <-Starting gold using this package.->.
+
'''{{Anchor|Evasion}} {{Ex}}:''' At 6th level, If a Spellbane makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the Spellbane is wearing light armor or no armor. A helpless Spellbane (such as one who is unconscious or paralyzed) does not gain the benefit of evasion.
  
<!-- REMOVE THIS LINE WHEN YOU HAVE COMPLETED AT LEAST ONE OF THE SECTIONS BELOW
 
===Campaign Information===
 
REMOVE THIS LINE WHEN YOU HAVE COMPLETED AT LEAST ONE OF THE SECTIONS BELOW -->
 
  
<!-- REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "PLAYING A..." SECTION
+
'''{{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.
====Playing a <-class name->====
 
  
'''Religion:''' <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.
 
  
'''Other Classes:''' <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.
+
'''{{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 or enemies with spell-like abilities.  Enemies with no spells or spell-like abilities are not affected.  This increases by another five feet at 15th level.
  
'''Combat:''' <-Typical role in combat->.
 
  
'''Advancement:''' <-Typical advancement options for characters with this classInclude desirable multiclass options->.
+
'''{{Anchor|Spell Resistance}} {{Ex}}:''' At 8th level, a Spellbane gains Spell Resistance 15This increases to 25 at 17th level.
REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "PLAYING A..." SECTION -->
 
  
<!-- REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "... IN THE WORLD" SECTION
 
====<-pluralized class name-> in the World====
 
  
{{quote|<-Some quote from a character of this class->|orig=<-NPC name->, <-race-> <-class->}}
+
'''{{Anchor|Energy Resistance}} {{Ex}}:''' At 9th level, a Spellbane gains Resistance 10 against all forms of energy.  This increases to 20 at 18th level.
  
<-Where characters of this class fit in a d20 world.->
 
  
'''Daily Life:''' <-day in the life of a character of this class->.
+
'''{{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.  He may use the ability a number of times per day equal to his INT modifier.
  
'''Notables:''' <-notable NPCs of this class->.
 
  
'''Organizations:''' <-info on what, where, when, and how characters of this class congregate and assemble->.
+
'''{{Anchor|True Seeing}} {{Ex}}:''' At 11th level, a Spellbane gains the effects of a permanent True Seeing spell as an extraordinary ability.
  
'''NPC Reactions:''' <-How NPCs react to PCs of this class->.
 
REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "... IN THE WORLD" SECTION -->
 
  
<!-- REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "... LORE" SECTION
+
'''{{Anchor|Mettle}} {{Ex}}:''' If the Spellbane makes a successful Will or Fortitude saving throw that would normally reduce (rather than negate) a spell or other magical effect, the magic has no effect at all.
====<-class name-> Lore====
 
  
Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them.  When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
 
  
{| class="zebra d20"
+
'''{{Anchor|Improved Evasion}} {{Ex}}:''' This ability works like evasion, except that the Spellbane only takes half damage on failed reflex saves. A helpless Spellbane (such as one who is unconscious or paralyzed) does not gain the benefit of improved evasion.
|+ <-the appropriate skills->
 
! DC || class="left" | Result
 
|-
 
| 5 || class="left" | <-common knowledge->.
 
|-
 
| 10 || class="left" | <-not so common knowledge->.
 
|-
 
| 15 || class="left" | <-rare information->.
 
|-
 
| 20 || class="left" | <-very rare information->.
 
|}
 
REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "... LORE" SECTION -->
 
  
<!-- REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "... IN THE GAME" SECTION
 
====<-pluralized class name-> in the Game====
 
  
<-How characters of this class fit in the game (PC and NPC) and what roles they play.->
+
'''{{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.
  
'''Adaptation:''' <-Possible variant conceptions of this class.->.
 
  
'''Sample Encounter:''' <-DM placement for NPCs of this class.->.
+
'''{{Anchor|Mind Blank}} {{Ex}}:''' At 17th level, a Spellbane gains the effects of a permanent Mind Blank spell as an extraordinary ability.
  
''EL <- EL Number ->:'' <-Encounter scenario and character info on sample NPC including stat block.  The CR of the NPC is typically the same as the EL for the encounter.->.
 
  
REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "... IN THE GAME" SECTION -->
+
'''{{Anchor|Death Ward}} {{Ex}}:''' At 19th level, a Spellbane comes under the effects of a permanent Death Ward spell as an extraordinary ability.
  
 
----
 
----

Latest revision as of 20:38, 10 June 2014

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Author: Somehownotsingle (talk)
Date Created: 4/17/13
Status: complete
Editing: Clarity edits only please
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A lightly-armored warrior-scholar who specializes in combating spell casters

Spellbane[edit]

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[edit]

INT is probably the most important ability for any Spellbane, followed by some combination of DEX, STR and CON, depending on the build. WIS and CHA are not important. While the Spellbane is not a weakling, he is not a front-line fighter. He operates best within a party whose make up leaves him free to focus on spell casters, rather than trying to hold the line or guard weaker members of the party.

Races: Any

Alignment: Any

Starting Gold: As a fighter.

Table: The Spellbane

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +0 +2 +2 Dark Stalker, Detect Magic, Further Training
2nd +2 +0 +3 +3 Further Training, Arcane Defense
3rd +3 +1 +3 +3 Fast Movement, Mage Slayer
4th +4 +1 +4 +4 Seen That Spell (10%), Further Training
5th +5 +1 +4 +4 Bonus Feat, Dispel
6th +6/+1 +2 +5 +5 Evasion, Further Training
7th +7/+2 +2 +5 +5 Freedom of Movement 1/day, Increased Threat Range (+5)
8th +8/+3 +2 +6 +6 Spell Resistance 15, Seen That Spell (15%), Further Training
9th +9/+4 +3 +6 +6 Anti-Magic, Energy Resistance 10
10th +10/+5 +3 +7 +7 Bonus Feat, Further Training (Advanced Further Training)
11th +11/+6/+1 +3 +7 +7 True Seeing, Mettle
12th +12/+7/+2 +4 +8 +8 Seen That Spell (20%), Further Training
13th +13/+8/+3 +4 +8 +8 Improved Evasion, Freedom of Movement 2/day
14th +14/+9/+4 +4 +9 +9 Fly 1/day, Further Training
15th +15/+10/+5 +5 +9 +9 Bonus Feat, Increased Threat Range (+10)
16th +16/+11/+6/+1 +5 +10 +10 Seen That Spell (25%), Further Training
17th +17/+12/+7/+2 +5 +10 +10 Mind Blank, Spell Resistance 25
18th +18/+13/+8/+3 +6 +11 +11 Energy Resistance 20, Further Training
19th +19/+14/+9/+4 +6 +11 +11 Fly 2/day, Death Ward
20th +20/+15/+10/+5 +6 +12 +12 Bonus Feat, Seen That Spell (30%), Further Training

Class Skills (8 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Climb (Str), Craft (Int), Hide (Dex), Jump (Str), Knowledge (all) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex).


Class Features[edit]

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 further training list, instead, though he does not have to.

FURTHER TRAINING:

--Careful Tread: A Spellbane gains Trapfinding as a Rogue, and gains Disable Device as a class skill

--Hit the Books: A Spellbane can add +1 to all knowledge checks (can be taken multiple times)

--Live and Learn: When an opponents hits him, a Spellbane can immediately make a knowledge check appropriate to that opponent as a free action. If a Spellbane succeeds on a DC of 10+ Creature's HD, he gains a +1 dodge bonus to AC against any future attacks from that particular type of opponent. This is a permanent bonus against that particular creature type; however, a Spellbane cannot use the Live and Learn ability against this type of creature in the future to increase his dodge bonus.

--Magic Dabbler: A Spellbane gains the ability to recreate the effects one 1st level spell from the wizard/sorcerer spell list (or any spell list approved by the DM) once a day each as an extraordinary ability. Caster level equals Spellbane level. (can be taken twice)

--Mind Over Magic: A Spellbane may add his INT modifier as a permanent bonus to one skill (can be taken multiple times)

--Nimble: A Spellbane gains Uncanny dodge as a Barbarian

--Quick Thinker: A Spellbane may add his INT modifier to Initiative rolls (in addition to DEX)

--Relentless Pursuit: A Spellbane gains Track as a bonus feat, and gains Survival as a class skill

--Resistant: A Spellbane gains a +1 bonus to all saves (can be taken up to three times)


ADVANCED FURTHER TRAINING

--Burn the Midnight Oil: A Spellbane's constant studying means that he can take 10 on any knowledge check. (must have taken Hit the Books at least once)

--Eyes in the Back of My Head: A Spellbane gains Improved Uncanny Dodge as a Barbarian (must have taken Nimble)

--Fits Like a Glove: A Spellbane suffers no movement penalties associated with wearing medium armor (must have taken Martial Studies)

--Know Your Foe: A Spellbane has studied the art of fighting spell casters to such a degree, that he often sees weaknesses in the midst of the battle that others miss. A Spellbane can perform critical hits on any enemy spell caster or enemy with spell-like abilities, even if their type would normally not allow this (e.g. undead, construct, etc)

--Magic Adept: A Spellbane gains the ability to recreate the effects of one 3rd level spell from the wizard/sorcerer spell list (or any spell list approved by the DM) once a day each as an extraordinary ability. Caster level equals Spellbane level. (must have chosen Magic Novice at least once; can be taken up to two times, once for each time Magic Novice was chosen)

--Magic Novice: A Spellbane gains the ability to recreate the effects of one 2nd level spell from the wizard/sorcerer spell list (or any spell list approved by the DM) once a day each as an extraordinary ability. Caster level equals Spellbane level. (must have chosen Magic Dabbler at least once; can be taken up to two times, once for each time Magic Dabbler was chosen)

--Martial Studies: A Spellbane gains medium armor proficiency, and may use his extraordinary abilities while wearing medium armor.

--Single-minded: As long as he is attempting to engage the nearest enemy spell caster or enemy with spell-like abilities, the Spellbane may add his INT mod to his tumble check. In addition, he may tumble at full speed without incurring the additional -10 penalty.

--Tit for Tat: A Spellbane gains the Spell Reflection class ability (Complete Mage)

--Well-Studied: A Spellbane may make any skill check untrained (must have taken Burn the Midnight Oil)


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.


Mage Slayer: At 3rd level, a Spellbane gains the Mage Slayer feat (Monster Manual V).


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 visual range 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 the area a Spellbane threatens that is documented in his spell book gains a failure percent chance -- 10% at level 4, all the way to 30% 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.


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.


Evasion (Ex): At 6th level, If a Spellbane makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the Spellbane is wearing light armor or no armor. A helpless Spellbane (such as one who is unconscious or paralyzed) does not gain the benefit of evasion.


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 or enemies with spell-like abilities. 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 17th 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. He may use the ability a number of times per day equal to his INT modifier.


True Seeing (Ex): At 11th level, a Spellbane gains the effects of a permanent True Seeing spell as an extraordinary ability.


Mettle (Ex): If the Spellbane makes a successful Will or Fortitude saving throw that would normally reduce (rather than negate) a spell or other magical effect, the magic has no effect at all.


Improved Evasion (Ex): This ability works like evasion, except that the Spellbane only takes half damage on failed reflex saves. A helpless Spellbane (such as one who is unconscious or paralyzed) does not gain the benefit of 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.


Mind Blank (Ex): At 17th level, a Spellbane gains the effects of a permanent Mind Blank spell as an extraordinary ability.


Death Ward (Ex): At 19th level, a Spellbane comes under the effects of a permanent Death Ward spell as an extraordinary ability.


Back to Main Page3.5e HomebrewClassesBase Classes

Article BalanceHigh +
AuthorSomehownotsingle +
Base Attack Bonus ProgressionGood +
Fortitude Save ProgressionPoor +
Identifier3.5e Class +
Length20 +
Rated ByPhil Umbras +
RatingRating Pending +
Reflex Save ProgressionGood +
SkillBalance +, Climb +, Craft +, Hide +, Jump +, Knowledge +, Listen +, Move Silently +, Profession +, Ride +, Search +, Spellcraft +, Spot +, Swim +, Tumble + and Use Rope +
Skill Points8 +
SummaryA lightly-armored warrior-scholar who specializes in combating spell casters +
TitleSpellbane +
Will Save ProgressionGood +