Spell Breaker

1 1 1 1 1 1 1 1 1 1 Rating 3.10 (10 Votes)

The harrying caster can be a real bane to the adventuring group, even if they themselves have a good caster. For some however, the threat of magic is greatly lessened. Trained intensively and with single-minded purpose, a Spell Breaker's life is centered on destroying those who would mishandle magic in all its forms.

Spell Breakers are enemies of magic. The founding class of these soldiers was created to provide a solid defense against such evil and powerful casters as Tar-Baphon and Geb. They are capable fighters, and can stand well in middle and front lines, but they are most effective when they separate out the enemy caster from the flock of other combatants. The original school established trains only those who are of a good and non-chaotic alignment. In spite of this, there are a handful throughout the world who are of evil intent. A chaotic Spell Breaker is almost non-existent due to their rigorous training and focused and intense lifestyle. While many take the lifestyle on in a similar sense of duty and protection as paladins, there are some who feel deeply resentful, hateful, or even fearful of magic. The only casters whom Spell Breakers seem to get along with are druids, for most druids seek some sense of balance and stability in life and nature.

Alignment: Any

Hit Die: d10

Starting Wealth: 4d6 x 10 gp (average 140 gp). In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills

Appraise, Bluff, Craft, Diplomacy, Disable Device, Escape Artist, Handle Animal, Heal, Intimidate, Knowledge (arcana), Knowledge (dungeoneering), Knowledge (Planes), Knowledge (Religion), Perception, Ride, Sense Motive, Spellcraft, Stealth, Survival

Skill Ranks Per Level: 4 + Int modifier

LevelBase AttackFortRefWillSpecial Abilities
1st +0 +2 +2 +2 Detect Magic, Magical Dam
2nd +1 +3 +3 +3 Aura of Resistance
3rd +2 +3 +3 +3 Disruptive
4th +3 +4 +4 +4 Deflect Spell, Pierce Magical Concealment
5th +3 +4 +4 +4 Spellbreaker, Resist Energy 5
6th +4 +5 +5 +5 Aura of Nondetection, Freedom of Movement
7th +5 +5 +5 +5
8th +6/+1 +6 +6 +6 Dispelling Strike
9th +6/+1 +6 +6 +6 Aura of Anchoring
10th +7/+2 +7 +7 +7 Resist Energy 10, Antimagic Field
11th +8/+3 +7 +7 +7 Spell Resistance
12th +9/+4 +8 +8 +8 Reflect Spell
13th +9/+4 +8 +8 +8
14th +10/+5 +9 +9 +9
15th +11/+6 +9 +9 +9 Resist Energy 15
16th +12/+7 +10 +10 +10
17th +12/+7 +10 +10 +10 True Seeing
18th +13/+8 +11 +11 +11 Dead Magic Zone
19th +14/+9 +11 +11 +11
20th +15/+10 +12 +12 +12 Energy Immunity

 

Class Features

Weapon and Armor Proficiencies: Spell Breakers are skilled with all simple and martial weapons, with all armor and with shields.

Magical Sight: At 1st level a Spell Breaker’s eyes glow a white-blue and gains the ability to see magical auras as per the spell Detect Magic. The effect is always active. At 5th level this ability evolves into Arcane Sight that is always active. At 13th level this ability evolves again into Greater Arcane Sight that is always active.

Magical Dam: A Spell Breaker who had any spell casting class levels prior to their taking of the Spell Breaker class loses all abilities to cast spells. Once the Spell Breaker class is chosen, the character cannot take a spell-casting class as a multiclass. They still retain abilities such as sorcerer bloodlines and familiars.

Aura of Resistance: At 2nd level a Spell Breaker gains a 30ft aura that grants a +2 bonus on all saves versus spell effects for others.

Disruptive: At level 3rd the Spell Breaker gains the Disruptive Feat as a class ability. (Feat from the Core Rulebook.)

Deflect Spell: At 4th level a Spell Breaker gains the ability to deflect a targeted spell cast upon him. The spell is not reflected or dispelled, merely deflected. After deflecting, the dungeon master rolls to determine where the spell will strike. A Spell Breaker may use this ability as many times per day equal to half her Spell Breaker Class level and must succeed at an opposed caster level check.

Pierce Magical Concealment: At 4th level you are more skilled at attacking casters who use tricks to obscure themselves. A Spell Breaker's hatred of all magic manifests here as an ability to discern where a caster is at, ignoring tricks such as invisibility, blur, and others. At higher levels a Spell Breaker can discern which is the real caster when mirror image is cast, ignoring all the false images. Opposed caster level check using the Spell Breaker’s class levels plus their wisdom modifier.

Spell Breaker: At 5th level the Spell Breaker gains the feat Spellbreaker as a class ability.

Resist Energy: At 5th level a Spell Breaker's rigorous training grants an improved resistance to damage from a single energy type of the player's choice. At 10th level this bonus increases to 10, and a second energy type is selected at a resistance of 5. At 15th level the bonuses increase again, and a third energy type is able to be chosen. At 20th level the primary energy resistance becomes immunity, and the others increase again, allowing for a fourth energy type at a resistance of 5.

Aura of Nondetection: At 6th level a Spell Breaker gains a 30ft aura of non-detection, preventing him and any within 30ft of him to be magically scryed upon or otherwise magically monitored.

Freedom of Movement: At 6th level all penalties to movement by magical effects on a Spell Breaker are reduced by half. At 12th level these penalties are negated, and the magical impediments no longer work on a Spell Breaker. This only applies to magical impediments such as black tentacles. A druids entangling roots or sorcerer/wizard’s stony grasp still affect him, as it is the actual material grasping him, not a magical energy attempting to block his path.

Bestow Minor Blight: At 7th level the Spell Breaker develops within themselves a veritable pox against casters. A Spell Breaker at this level is capable of placing a minor spellblight (see Ultimate Magic) upon a caster they successfully strike with a critical hit. This affects all casters, even those immune to critical attacks. However, in the case of those immune to critical hits, only apply the spellblight in addition to the base attack. The DM rolls a d10 to randomly determine the blight. At fourteenth level the Spell Breaker is able to more readily access this ability, and can then choose which minor spellblight to apply to the caster. The target of the attack may attempt a will saving throw equal to 14 plus the Spell Breaker’s wisdom modifier. A Spell Breaker is able to use this ability twice a day.

Dispelling Strike: At 8th level the Spell Breaker declares an attack against a single target. If within the next minute an attack lands, that creature is the subject of a targeted dispel magic using the Spell Breaker’s level as the caster level, except that this effect cannot dispel a spell of a level higher than the highest spell a wizard of equal level to the Spell Breaker could cast. This is useable a number of times per day equal to 3 plus the Spell Breaker’s wisdom modifier.

Aura of Anchoring: At 9th level a Spell Breaker becomes an anchor to the reality of the plane he is in. All creatures within a 30ft diameter around the Spell Breaker become locked to the plane as though by a Dimensional Anchor spell, caster level equal to the Spell Breakers level. Any casters attempting a spell such as Ehtereal Jaunt, Teleport, Blink, or any other transportation spell must succeed at an opposed caster level check or be shunted.

Antimagic Field: At 10th level a Spell Breaker gains an Antimagic Field as the spell, centered on him, at a caster level equal to his hit die once per day. At 20th level this increases to two times per day. He may turn this ability on or off as a free action. Once turned off, regardless of how long it has been active, it counts as that day’s use of the ability and cannot be activated again that day.

Spell Resistance: At 11th level the Spell Breaker gains a spell resistance of 10+ her Spell Breaker class level.

Reflect Spell: At 12th level a Spell Breaker gains the ability to reflect a targeted spell, sending it back at its caster. A Spell Breaker may do this as many times per day equal to half her Spell Breaker class levels.

Cone of Defense: At 12th level as a reaction to any area of effect spell, spell-like ability, or supernatural ability, the Spell Breaker may place himself between the attack and his allies. As a result of this action, the Spell Breaker takes damage normally from the attack, but those in a 10ft cone behind him are safe from the effects. At 14th level this bonus increases to a 15ft cone, at 16th level a 20ft cone, at 18th level a 25ft foot cone, and at 20th level a 30ft cone. The cone starts at the Spell Breaker's back, and as such the Spell Breaker may only use this ability against an opponent in his line of sight. If the area of effect attack is coming from his side, he may shift his attention there, though any enemies he may have been previously engaged with get an attack of opportunity against the Spell Breaker's flat-footed armor class. The Spell Breaker must succeed at a reflex check in order to position himself in the line of fire. This ability works on spells, breath weapons, etc.

Bestow Major Blight: At 14th level a Spell Breaker is capable of bestowing a major spellblight (from Ultimate Magic) upon a caster whom they successfully strike with a critical. This ability functions just as Bestow Minor Blight. It does not however grant the Spell Breaker the option of selecting the blight. The dungeon master rolls to determine the spellblight on a d10. The saving throw dc for this ability is increased to 18 plus the Spell Breaker’s wisdom modifier. This ability can be used once a day.

True Seeing: At 17th level, a Spell Breaker gains the true seeing ability as a supernatural ability. Because of this ability, a Spell Breaker's eyes begin to glow faintly. Instead of the normal white-blue glow however, the glow is the same color as their natural eye color. This ability can be turned on or off as a free action, though the eye glow forever remains.

Dead Magic Zone: At 18th level a Spell Breaker becomes a center of a 15ft radius dead magic zone. Casters who enter this radius are affected as though on tainted ground. The first five rounds a caster spends within this zone do not affect him. After those rounds however, he begins to feel a drain. From then on every round spent within the dead magic zone the caster must succeed a will save (DC 10+ Spell Breaker’s wisdom modifier). Each successive save increases the DC by one. Once a save is failed they become fatigued. The saves continue, and when the caster fails again they become exhausted. From there the state of the caster only deteriorates more. After two rounds they must succeed a fortitude save equal to the last save or become sickened. If successful, they must roll again every round, the difficulty increasing by one each time. If they fail a saving throw after becoming sickened, they are nauseated. In addition to these penalties, magic itself is more difficult to contact, and casters suffer a -2 penalty to concentration checks, attack rolls, caster level checks, and spellcraft after five rounds spent within the zone. For each failed save this also increases by one up to a total of -6. The length of time one must spend to recover from these effects are half their standard durations. This ability is useable a number of rounds equal to the Spell Breaker’s level and any previous spell caster levels he may have per day. If they leave the dead magic zone and receive restorative healing, they must remain out of the zone of that specific Spell Breaker for one hour, or the healing is negated.

Author's Note: This class was originally designed as a solution to the problem of purely psionic games not having an obvious healing class. It is suggested that this class only be used in settings where psionics is the prevalent form of 'magic.'

Additional Ratings
Balance: 1 1 1 1 1 1 1 1 1 1 Rating 2.31 (13 Votes)
Utility: 1 1 1 1 1 1 1 1 1 1 Rating 2.91 (11 Votes)
Clarity: 1 1 1 1 1 1 1 1 1 1 Rating 2.36 (11 Votes)