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Spell Breaker
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{{author
 
{{author
 
|author_name=STDoc
 
|author_name=STDoc
 
|date_created=September 26, 2009
 
|date_created=September 26, 2009
|adopter=
+
|adopter=Mua'dib
|date_adopted=
+
|date_adopted=
 
|status=Complete
 
|status=Complete
|editing=
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|editing=Mua'dib
 
|balance=Rogue
 
|balance=Rogue
  +
|Updated: Full Class
 
}}
 
}}
 
{{3.5e PrC Semantic
 
{{3.5e PrC Semantic
|description=A Magic Forsaking Warrior who specializes in defeating Spellcasters and Destroying Magic Items. He relies on quick wits, quicker reflexes, and sturdy fortitude to protect himself from the twisted corruption that is Magic.
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|description=A Magic Spell Breaker Warrior who specialises in defeating Spell casters and Destroying Magic Items. He relies on quick wits, quicker reflexes, and sturdy fortitude and a might will to protect himself from the twisted corruption that is Magic.
|len= 10
 
|minlvl=1
 
 
}}
 
}}
   
   
==The Forsaker==
+
==The Spell Breaker==
   
 
{{quote
 
{{quote
|What's the difference between an Apple, and an Evil Wizard? I don't smash all of the Apple's possesions before I eat him! Bahaha!
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|What's the difference between an Apple, and an Evil Wizard? I don't smash all of the Apple's possessions before I eat him! Bahaha!
|orig= Krom, Half-Orc Forsaker
+
|orig= Krom, Half-Orc Spell Breaker
 
|src=Overheard in a Tavern.
 
|src=Overheard in a Tavern.
 
}}
 
}}
   
What sort of Warrior needs to hide behind a wall of Abjurative Magic? What sort of Warrior can only pierce a beast's hide with a Mystical Blade? Not much of a Warrior at all, the Forsaker would say.
+
What sort of Warrior needs to hide behind a wall of Abjurative Magic? What sort of Warrior can only pierce a beast's hide with a Mystical Blade? Not much of a Warrior at all, the Spell Breaker would say.
   
A Warrior who abhors the use of any sort of Magic, the Forsaker relies on his quick wits and quicker reflexes to see him through the day. The Forsaker, through his refusal to rely upon any sort of magical aid, begins to gain power to rival that of any Mystically-Equipped Warrior. The Forsaker quickly becomes stronger, faster, and smarter than his compatriots; who rely upon Enchanted Equipment to augment their otherwise mundane abilities. The Forsaker would ask of them; "How will you learn to be strong, if you cannot rely on yourself?"
+
A Warrior who abhors the use of any sort of Magic, the Spell Breaker relies on his quick wits and quicker reflexes to see him through the day. The Spell Breaker, through his refusal to rely upon any sort of magical aid, begins to gain power to rival that of any Mystically-Equipped Warrior. The Spell Breaker quickly becomes stronger, faster, and smarter than his compatriots; who rely upon Enchanted Equipment to augment their otherwise mundane abilities. The Spell Breaker would ask of them; "How will you learn to be strong, if you cannot rely on yourself?"
   
===Becoming a Forsaker===
+
===Becoming a Spell Breaker===
   
Most Characters become Forsakers after some tragic accident or calamity caused by Magic that affected them in a deep and Personal Way.
+
Most Characters become Spell Breakers after some tragic accident or calamity caused by Magic that affected them in a deep and Personal Way.
   
 
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"
 
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements
+
|+ style="font-size: larger; white-space: nowrap;" |Entry Requirements
 
|-
 
|-
  +
! Weapon and Armour Proficiency:
! Alignment:
 
  +
| A Spell Breaker is only proficient with his signature weapons.(see Text)
| Any alignment.
 
 
|-
 
|-
  +
! Alignment: Cannot be Lawful or True Neutral
! Feats:
 
  +
| A Spell Breaker abhors magic so much that regardless of who is using magic, a priest or demon, he does not approve and will not support the use of magic. A Spell Breaker understands a priest is good and a demon is bad but, will not condone the use of magic either way. Because of this a Spell Breaker cannot be lawful. His life will tend to be a chaotic life. However, neutral Spell Breakers are not unheard of, although, they never have a neutral standing when it comes to magic or the like. So true neutrality is impossible. If a Spell Breaker becomes lawful or true neutral he can no longer level in the Spell Breaker class and loses all class abilities and traits. If a Spell Breaker multiclasses into a class with magic use or magic like abilities, he can never level as a Spell Breaker again and loses all abilities from the Spell Breaker class(this includes ability score increases and even skill points gained while levelling as a Spell Breaker). He is treated as level one when entering the new class and cannot use the gear he had while levelling as a Spell Breaker.
| [[SRD:Great Fortitude]], [[SRD:Iron Will]], [[SRD:Lightning Reflexes]]
 
 
|-
 
|-
 
! Special:
 
! Special:
| The Forsaker is Forbidden from using any Spells or Spell Like Abilities. If he does so by his own will, he loses all of his Forsaker abilities permanently for a week. If he uses magic, or a magical item while under some sort of Magical Compulsion, then he loses his class abilities for one day. However the Forsaker can destroy a magic item or many items with value equal to 10.000 GP x Forsaker Level and recovery all Forsaker powers.
+
| The Spell Breaker is Forbidden from using any Spells or Spell Like Abilities. If he does so, he loses all of his Spell Breaker abilities permanently. If he uses magic, or a magical item while under some sort of Magical Compulsion, then he loses his class abilities for one week.
|}
+
|}
  +
  +
===Making a Spell Breaker===
  +
  +
'''Alignment:''' Any non Lawful or true Neutral.
  +
  +
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Simple.
   
 
{| class="zebra d20"
 
{| class="zebra d20"
 
|+
|+ <div>{{Anchor|Table: The Forsaker}}</div>
+
<div>{{Anchor|Table: The Caster Breaker}}</div>
<p>Hit Die: d12</p>
 
  +
[[SRD:Hit Dice|Hit Die]]: d12
 
|+
 
|-
 
|-
 
! rowspan="2" | Level
 
! rowspan="2" | Level
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]
+
! rowspan="2" | [[BAB|Base<br />Attack Bonus]]
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s
+
! colspan="3" | [[SRD:Saving Throw|Saving Throws]]
 
! rowspan="2" | Special
 
! rowspan="2" | Special
 
|-
 
|-
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]
+
! [[SRD:Saving Throw#Fortitude|Fort]] !! [[SRD:Saving Throw#Reflex|Ref]] !! [[SRD:Saving Throw#Will|Will]]
|-
+
|-
 
| 1st || +1 || +2 || +2 || +2
 
| 1st || +1 || +2 || +2 || +2
| class="left" | [[#Ability Bonus|Ability Bonus]] +2, [[#Forsake Magic|Forsake Magic]], [[SRD:Fast Healing|Fast Healing]] 1, [[#Signature Weapons|Signature Weapons]], [[#Spell Resistance|Spell Resistance]]
+
| class="left" | [[#Ability Bonus|Ability Bonus]] +2, [[#Spell Breaker Magic|Spell Breaker Magic]], [[SRD:Fast Healing|Fast Healing]] 1, [[#Signature Weapons|Signature Weapons]], [[#Spell Resistance|Spell Resistance]] 12+ class level
|-
+
|-
 
| 2nd || +2 || +3 || +3 || +3
 
| 2nd || +2 || +3 || +3 || +3
| class="left" | [[#Signature Weapons|Signature Weapons]] +1, [[#Damage Reduction|Damage Reduction]] 1/-, [[#Anti-Magic Strike|Anti-Magic Strike]],
+
| class="left" | [[#Signature Weapons|Signature Weapons]] +1, [[#Damage Reduction|Damage Reduction]] 1/-, [[#Anti-Magic Strike|Anti-Magic Strike]]
|-
+
|-
 
| 3rd || +3 || +3 || +3 || +3
 
| 3rd || +3 || +3 || +3 || +3
| class="left" | [[#Evasion|Evasion]], [[#Tough Defense|Tough Defense]], [[#Natural Weapons|Natural Weapons]] (Magic), [[#Fast Move|Fast Move]] 10ft
+
| class="left" | [[#Evasion|Evasion]], [[#Tough Defence|Tough Defence]], [[#Fast Movement|Fast Movement]],[[#Natural Weapons|Natural Weapons]] (Magic), [[#Fast Movement|Fast Movement]] 10 feet
|-
+
|-
 
| 4th || +4 || +4 || +4 || +4
 
| 4th || +4 || +4 || +4 || +4
| class="left" | [[SRD:Fast Healing|Fast Healing]] 2, [[#Ability Bonus|Ability Bonus]] +4/+2, [[#Signature Weapons|Signature Weapons]] +2, [[#Damage Reduction|Damage Reduction]] 2/-
+
| class="left" | [[#Ability Bonus|Ability Bonus]] +4/+2, [[#Signature Weapons|Signature Weapons]] +2, [[#Damage Reduction|Damage Reduction]] 2/-, [[SRD:Fast Healing|Fast Healing]] 2
|-
+
|-
 
| 5th || +5 || +4 || +4 || +4
 
| 5th || +5 || +4 || +4 || +4
| class="left" | [[#Natural Weapons|Natural Weapons]] (Silver), [[#Spellfire Destruction|Spellfire Destruction]]
+
| class="left" | [[#Spellfire Destruction|Spellfire Destruction]],
|-
+
|-
 
| 6th || +6 || +5 || +5 || +5
 
| 6th || +6 || +5 || +5 || +5
| class="left" | [[#Signature Weapons|Signature Weapons]] +3, [[#Damage Reduction|Damage Reduction]] 3/-, [[#Slippery Mind|Slippery Mind]],[[#Fast Move|Fast Move]] 20ft
+
| class="left" | [[#Signature Weapons|Signature Weapons]] +3, [[#Damage Reduction|Damage Reduction]] 3/-, [[#Blank Thoughts|Blank Thoughts]],[[#Natural Weapons|Natural Weapons]](Silver)
|-
+
|-
 
| 7th || +7 || +5 || +5 || +5
 
| 7th || +7 || +5 || +5 || +5
| class="left" | [[SRD:Fast Healing|Fast Healing]] 3, [[#Ability Bonus|Ability Bonus]] +6/+4/+2,[[#Mettle|Mettle]], [[#Natural Weapons|Natural Weapons]] (Cold Iron)
+
| class="left" | [[#Ability Bonus|Ability Bonus]] +6/+4/+2, [[#Mettle|Mettle]], [[#Improved Evasion|Improved Evasion]]
|-
+
|-
 
| 8th || +8 || +6 || +6 || +6
 
| 8th || +8 || +6 || +6 || +6
| class="left" | [[#Signature Weapons|Signature Weapons]] +4, [[#Damage Reduction|Damage Reduction]] 4/-, [[#Improved Evasion|Improved Evasion]]
+
| class="left" | [[#Signature Weapons|Signature Weapons]] +4, [[#Damage Reduction|Damage Reduction]] 4/-,[[#Pierce Magical Concealment|Pierce Magical Concealment]], [[Spell Breaker (3.5e_Class)#Fast_Healing|Fast Healing]] 3, [[#Fast Movement|Fast Movement]] 20 feet
|-
+
|-
 
| 9th || +9 || +6 || +6 || +6
 
| 9th || +9 || +6 || +6 || +6
| class="left" | [[#Natural Weapons|Natural Weapons]] (Adamantine), [[#Fast Move|Fast Move]] 30ft
+
| class="left" |[[#Natural Weapons|Natural Weapons]] (Cold Iron)
|-
+
|-
 
| 10th || +10 || +7 || +7 || +7
 
| 10th || +10 || +7 || +7 || +7
| class="left" | [[SRD:Fast Healing|Fast Healing]] 4, [[#Signature Weapons|Signature Weapons]] +5, [[#Ability Bonus|Ability Bonus]] +8/+6/+4/+2, [[#Damage Reduction|Damage Reduction]] 5/-
+
| class="left" | [[#Signature Weapons|Signature Weapons]] +5, [[#Ability Bonus|Ability Bonus]] +8/+6/+4/+2, [[#Damage Reduction|Damage Reduction]] 5/-, [[#Spell Resistance|Spell Resistance]] 15+ class level
|- class="noalt"
 
| colspan="42" class="skill" |
 
'''Class Skills (4 + [[SRD:Intelligence|Int]] modifier per level)'''<br/>
 
[[Climb]] ([[SRD:Strength|Str]]), [[Craft]] ([[SRD:Intelligence|Int]]), [[Handle Animal]] ([[SRD:Charisma|Cha]]), [[Heal]] ([[SRD:Wisdom|Wis]]), [[Intimidate]] ([[SRD:Charisma|Cha]]), [[Jump]] ([[SRD:Strength|Str]]), [[Knowledge]] (Nature, Arcana, and Dungeoneering) ([[SRD:Strength|Int]]), [[Listen]] ([[SRD:Wisdom|Wis]]), [[Ride]] ([[SRD:Dexterity|Dex]]), [[Search]] ([[SRD:Intelligence|Int]]), [[Sense Motive]] ([[SRD:Wisdom|Wis]]), [[Spot]] ([[SRD:Wisdom|Wis]]),
 
[[Survival]] ([[SRD:Wisdom|Wis]]), [[Swim]] ([[SRD:Strength|Str]]), [[Tumble]] ([[SRD:Dexterity|Dex]]), [[Use Rope]] ([[SRD:Dexterity|Dex]]).
 
|}
 
 
{| class="zebra d20"
 
|+ {{Anchor|Table: The [[SRD:Epic Level Basics|Epic]] Forsaker}}
 
 
|-
 
|-
  +
| 11th|| +11 || +7 || +7 || +7
! Level || Special
 
 
| class="left" | [[#Anti-Magic Field|Anti-Magic Field]] 5'
|-
 
 
|-
| 11th|| class="left" | [[#Bonus feat|Bonus feat]], [[#Anti-Magic Field|Anti-Magic Field]] 5', [[#Natural Weapons|Natural Weapons]] (Epic)
 
  +
| 12th|| +12 || +8 || +8 || +8
|-
 
| 12th|| class="left" | [[#Bonus feat|Bonus feat]], [[#Signature Weapons|Signature Weapons]] +6, [[#Damage Reduction|DR]] 6/-, [[#Fast Move|Fast Move]] 40ft
+
| class="left" | [[#Signature Weapons|Signature Weapons]] +6, [[#Damage Reduction|DR]] 6/-, [[Spell Breaker (3.5e_Class)#Fast_Healing|Fast Healing]] 4, [[#Natural Weapons|Natural Weapons]] (Adamantine)
|-
+
|-
  +
| 13th|| +13 || +8 || +8 || +8
| 13th|| class="left" | [[#Bonus feat|Bonus feat]], [[#Ability Bonus|Ability Bonus]] +10/+8/+6/+4/+2, [[#Fast Healing|Fast Healing]] 5, [[#Natural Weapons|Natural Weapons]] (Incorporeal)
+
| class="left" | [[#Ability Bonus|Ability Bonus]] +10/+8/+6/+4/+2, [[#Fast Movement|Fast Movement]] 30 feet
|-
 
  +
|-
| 14th|| class="left" | [[#Bonus feat|Bonus feat]], [[#Signature Weapons|Signature Weapons]] +7, [[#Damage Reduction|DR]] 7/-
 
  +
| 14th|| +14 || +9 || +9 || +9
|-
 
| 15th|| class="left" | [[#Bonus feat|Bonus feat]], [[#Anti-Magic Field|Anti-Magic Field]] 10', [[#Fast Move|Fast Move]] 50ft
+
| class="left" | [[#Signature Weapons|Signature Weapons]] +7, [[#Damage Reduction|DR]] 7/-,
|-
+
|-
  +
| 15th|| +15 || +9 || +9 || +9
| 16th|| class="left" | [[#Bonus feat|Bonus feat]], [[#Fast Healing|Fast Healing]] 6, [[#Signature Weapons|Signature Weapons]] +8, [[#Ability Bonus|Ability Bonus]] +12/+10/+8/+6/+4/+2, [[#Damage Reduction|DR]] 8/-
 
  +
| class="left" | [[#Natural_Weapons|Natural Weapons]] (Any Alignment)
|-
 
  +
|-
| 17th|| class="left" | [[#Bonus feat|Bonus feat]]
 
  +
| 16th|| +16 || +10 || +10 || +10
|-
 
| 18th|| class="left" | [[#Bonus feat|Bonus feat]], [[#Signature Weapons|Signature Weapons]] +9, [[#Damage Reduction|DR]] 9/-, [[#Fast Move|Fast Move]] 60ft
+
| class="left" | [[#Signature Weapons|Signature Weapons]] +8, [[#Ability Bonus|Ability Bonus]] +12/+10/+8/+6/+4/+2, [[#Damage Reduction|DR]] 8/-,
  +
[[Spell Breaker (3.5e_Class)#Fast_Healing|Fast Healing]] 5
|-
 
  +
|-
| 19th|| class="left" | [[#Bonus feat|Bonus feat]], [[#Ability Bonus|Ability Bonus]] +14/+12/+10/+8/+6/+4, [[#Fast Healing|Fast Healing]] 7, [[#Anti-Magic Field|Anti-Magic Field]] 15'
 
  +
| 17th|| +17 || +10 || +10 || +10
|-
 
| 20th|| class="left" | [[#Bonus feat|Bonus feat]], [[#Signature Weapons|Signature Weapons]] +10, [[#Damage Reduction|DR]] 10/-
+
| class="left" | [[#Anti-Magic Field|Anti-Magic Field]] 10'
  +
|-
  +
| 18th|| +18 || +11 || +11 || +11
  +
| class="left" | [[#Signature Weapons|Signature Weapons]] +9, [[#Damage Reduction|DR]] 9/-, [[#Natural Weapons|Natural Weapons]] (Ghost Touch), [[#Fast Movement|Fast Movement]] 40 feet
  +
|-
  +
| 19th|| +19 || +11 || +11 || +11
 
| class="left" | [[#Ability Bonus|Ability Bonus]] +14/+12/+10/+8/+6/+4, [[#Anti-Magic Field|Anti-Magic Field]] 15'
  +
|-
  +
| 20th|| +20 || +12 || +12 || +12
  +
| class="left" | [[#Signature Weapons|Signature Weapons]] +10, [[#Damage Reduction|DR]] 10/-, [[Fast_Healing|Fast Healing]] 6, [[#Spell Resistance|Spell Resistance]] 18+ class level
 
|}
 
|}
   
====Class Features====
 
   
 
'''Class Skills ([[4]] + [[SRD:Intelligence|Int]] modifier per level.)'''<br />
All of the following are class features of the Forsaker.
 
 
[[Climb]] ([[SRD:Strength|Str]]), [[Craft]] ([[SRD:Intelligence|Int]]), [[Handle Animal]] ([[SRD:Charisma|Cha]]), [[Heal]] ([[SRD:Wisdom|Wis]]), [[Intimidate]] ([[SRD:Charisma|Cha]]), [[Jump]] ([[SRD:Strength|Str]]), [[Knowledge]] (Nature, Arcana and Dungeoneering) ([[SRD:Strength|Int]]), [[Listen]] ([[SRD:Wisdom|Wis]]), [[Ride]] ([[SRD:Dexterity|Dex]]), [[Search]] ([[SRD:Intelligence|Int]]), [[Sense Motive]] ([[SRD:Wisdom|Wis]]), [[Spot]] ([[SRD:Wisdom|Wis]]),
 
[[Survival]] ([[SRD:Wisdom|Wis]]), [[Swim]] ([[SRD:Strength|Str]]), [[Tumble]] ([[SRD:Dexterity|Dex]]), [[Use Rope]] ([[SRD:Dexterity|Dex]]).
   
'''{{Anchor|Ability Bonus}} ([[Ex]]):'''At Level 1, The Forsaker gains a +2 Untyped Bonus to an Ability Score, At Level 4, the Forsaker Gets an Additional +2 to the ability Score he chose at first level, and a +2 Bonus to a different Ability Score. At level 7, His previous Bonuses Increase to +6/+4, and he gets a +2 bonus to a Third Ability Score, and At Level 10, His previous Bonuses increase to +8/+6/+4, and he gets an additional +2 bonus to a Fourth Ability Score.
 
   
 
====Class Features====
'''{{Anchor|Fast Healing}} ([[Su]]):'''Forsakers regain hit points at an Accelerated rate. They gain [[SRD:Fast Healing|Fast Healing]] 1 at level 1, [[SRD:Fast Healing|Fast Healing]] 2 at level 4, [[SRD:Fast Healing|Fast Healing]] 3 at level 7, and [[SRD:Fast Healing|Fast Healing]] 4 at level 10.
 
   
 
All of the following are class features of the Spell Breaker.
'''{{Anchor|Forsake Magic}}:''' In addition to the inability to use any Spells, Spell-Like abilities, or magic items, The Forsaker must also refuse magical aid. If a Beneficial spell (such as a Buff or Heal spell) has a save that negates it's effect, the Forsaker MUST make a save against it if it is cast upon him. For Example, Cure spells only half effective if the Forsaker makes his save.
 
   
 
'''{{Anchor|Ability Bonus}} ([[Ex]]):'''At Level 1, The Spell Breaker gains a +2 Untyped Bonus to an Ability Score, At Level 4, the Spell Breaker Gets an Additional +2 to the ability Score he chose at first level, and a +2 Bonus to a different Ability Score. At level 7, His previous Bonuses Increase to +6/+4, and he gets a +2 bonus to a Third Ability Score, and At Level 10, His previous Bonuses increase to +8/+6/+4, and he gets an additional +2 bonus to a Fourth Ability Score.
'''{{Anchor|Signature Weapons}} ([[Ex]]):''' At Level 1, the Forsaker must choose up to 3 Masterwork Weapons (Or Masterwork Bracers/Handwraps if he wishes to have his unarmed strike as one of his signature weapons.) to serve as his Signature Weapons. These Signature Weapons are treated as Natural Weapons, but only for the Forsaker they are attuned to. If he does not have any of his Signature Weapons on his person, the Forsaker loses the use of his ''Anti-Magic Strike'', ''Natural Weapons (X)'' abilities, ''Spellfire Destruction'', Damage Reduction, and Spell Resistance. Also, at Levels 2, 4, 6, 8, and 10, the Forsaker gains an Enhancement Bonus to attack and damage rolls with his Signature Weapons equal to 1/2 his Forsaker Level, rounded down. Finally, for the sake of Feats such as from the Weapon Focus Tree, the Forsaker may choose "Signature Weapons." So if a Forsaker took Weapon Focus (Signature Weapons), he would receive a +1 Bonus to his attack rolls with All three of his Signature Weapons. If the Forsaker loses one of his Signature Weapons, he may select a new Masterwork Weapon to serve as his signature weapon by practicing with it for one hour.
 
   
 
'''{{Anchor|Fast Healing}} ([[Su]]):'''Spell Breakers regain hit points at an Accelerated rate. They gain [[SRD:Fast Healing|Fast Healing]] 1 at level 1, [[SRD:Fast Healing|Fast Healing]] 2 at level 4 and the [[SRD:Fast Healing|Fast Healing]] keep increasing every 4 levels.
'''{{Anchor|Spell Resistance}} ([[Ex]]):''' At first level, the Forsaker gains [[SRD:Spell Resistance and Spell Immunity|Spell Resistance]] equal to 15 + Class Level. The Forsaker has special rules dealing with Stacking Spell Resistance. If the Forsaker has Spell Resistance from another source that is 10 + x or 15 + x, He may add 5 or 7 to his Total SR (Depending on Whether or not the SR was 10 or 15). He does not, however, add any extra boosts to his SR. So a Forsaker 10/Monk 13 Has an SR of 30, Not 48.
 
   
 
'''{{Anchor|Spell Breaker Magic}}:''' In addition to the inability to use any Spells, Spell-Like abilities, or magic items, The Spell Breaker must also refuse magical aid. If a Beneficial spell (such as a Buff or Heal spell) has a save that negates it's effect, the Spell Breaker MUST make a save against it if it is cast upon him. For Example, Cure spells only half effective if the Spell Breaker makes his save.
'''{{Anchor|Damage Reduction}} ([[Ex]]): ''' At Second level, the Forsaker gains [[SRD:Damage Reduction|Damage Reduction]] 1/-, This increases by 1 point every 2 levels after 2nd Level.
 
   
 
'''{{Anchor|Signature Weapons}} ([[Ex]]):''' At Level 1, the Spell Breaker must choose up to 3 Masterwork Weapons (Or Masterwork Bracers/Hand wraps if he wishes to have his unarmed strike as one of his signature weapons.) to serve as his Signature Weapons. These Signature Weapons are treated as Natural Weapons, but only for the Spell Breaker they are attuned to. If he does not have any of his Signature Weapons on his person, the Spell Breaker loses the use of his ''Anti-Magic Strike'', ''Natural Weapons (X)'', and ''Spellfire Destruction'' abilities. Also, at Levels 2, 4, 6, 8, and 10, the Spell Breaker gains an Enhancement Bonus to attack and damage rolls with his Signature Weapons equal to 1/2 his Spell Breaker Level, rounded down. Finally, for the sake of Feats such as from the Weapon Focus Tree, the Spell Breaker may choose "Signature Weapons." So if a Spell Breaker took Weapon Focus (Signature Weapons), he would receive a +1 Bonus to his attack rolls with All three of his Signature Weapons. If the Spell Breaker loses one of his Signature Weapons, he may select a new Masterwork Weapon to serve as his signature weapon by practicing with it for one hour.
'''{{Anchor|Anti-Magic Strike}} ([[Su]]):''' When attacking a Creature or Object, the Forsaker can choose to reduce his damage by half to duplicate the effects of a Targeted [[SRD:Dispel Magic|Dispel Magic]]. Instead of making a Caster level check Vs DC 11+Spellcaster's Level, the Forsaker makes an Attack Roll. If his attack roll (with all relevant modifiers) meets or exceeds the DC of the Dispel Check, then the Target is subjected to the Effects of a Targeted Dispel Magic.
 
   
'''{{Anchor|Evasion}} ([[Ex]]):''' At 3rd level, the Forsaker gains the use of the [[SRD:Evasion and Improved Evasion|Evasion]] Ability. At 9th Level, the Forsaker Gains use of the [[SRD:Evasion and Improved Evasion|Improved Evasion]] Ability.
+
'''{{Anchor|Spell Resistance}} ([[Ex]]):''' At first level, the Spell Breaker gains [[SRD:Spell Resistance and Spell Immunity|Spell Resistance]] equal to 12 + Class Level. This spell resistance increases to 15 + class level at level 10th. Then once more it increases to 18 + class level at level 20th. The Spell Breaker has special rules dealing with Spell Resistance.
   
  +
'''{{Anchor|Damage Reduction}} ([[Ex]]): ''' At Second level, the Spell Breaker gains [[SRD:Damage Reduction|Damage Reduction]] 1/-. This increases by 1 point every 2 levels after 2nd Level. If a weapon is affected in anyway by magic he gets damage reduction against that weapon. If a weapon was coated with oil and lit on fire he does not gain damage reduction but, if it does fire damage because of magic or magic like reasons he gains damage reduction from all damage done from that weapon. Another example is if a weapon is made from silver or coated in silver he gains no damage reduction but, if made into silver or given silver abilities from magic or magic like abilities he gains damage reduction.
'''{{Anchor|Fast Move}} ([[Ex]]):''' At 3rd level, the Forsaker can move fast than a normal increasing his movement bu 10ft at level 3, 20ft at level 6, 30ft at level 9, and so on.
 
   
 
'''{{Anchor|Anti-Magic Strike}} ([[Su]]):''' When attacking a Creature or Object, the Spell Breaker can choose to reduce his damage by half to duplicate the effects of a Targeted [[SRD:Dispel Magic|Dispel Magic]]. Instead of making a Caster level check Vs DC 11+Spell caster's Level, the Spell Breaker makes an Attack Roll. If his attack roll (with all relevant modifiers) meets or exceeds the DC of the Dispel Check, then the Target is subjected to the Effects of a Targeted Dispel Magic and receives half damage from the weapon(rounded down). If the strike does not meet the dc but would land a hit, the hit lands but only deals the half damage.
'''{{Anchor|Natural Weapons (Magic)}} ([[Ex]]):''' At 3rd level, any Signature Weapon the Forsaker wields is treated as a Natural Weapon with the Magic Property. At level 5, they also gain the Silver Property, and at level 7, they gain the Cold Iron Property, At level 9, they also gain the Adamantine Property, At level 11, they also gain the Epic Property, At level 9, they also gain the Incorporeal Property .
 
   
'''{{Anchor|Tough Defense}} ([[Ex]]):''' At 3rd Level, the Forsaker gains a Natural Armor bonus equal to his [[Constitution]] Modifier (Minimum 1).
+
'''{{Anchor|Evasion}} ([[Ex]]):''' At 3rd level, the Spell Breaker gains the use of the [[SRD:Evasion and Improved Evasion|Evasion]] Ability. At 7th Level, the Spell Breaker Gains use of the [[SRD:Evasion and Improved Evasion|Improved Evasion]] Ability.
   
  +
'''{{Anchor|Fast Movement}} ([[Ex]]):''' At 3rd Level, the Spell Breaker gains a 10 feet competence bonus to his speed. At level 8th this bonus increases to 20 feet, level 13th this bonus increases to 30 feet and at level 18th this increase to 40 feet.
'''{{Anchor|Spellfire Destruction}} ([[Ex]]):''' On an Attack, a Forsaker may choose to deal no damage to his Target. If the Target is a spellcaster, or has any [[Supernatural]] or [[SRD:Special Abilities Overview|Spell-Like Abilities]], they are suppressed for 1d4 + X Modifier Rounds (Where X equals the Ability score used to make the Attack. Thus a Forsaker with Weapon Finesse would Use Dexterity, whereas a Forsaker with Zen Archery would use Wisdom) unless they make a [[Fortitude]] Save equal to (10 + 1/2 the Forsaker's Character Level + Forsaker's X Modifier).
 
   
'''{{Anchor|Slippery Mind}} ([[Ex]]):''' At 6th level, the Forsaker gains use of the Slippery Mind ability. If he fails his saving throw vs. An Enchantment Spell, he may make another save one round later. He only gets one extra chance to succeed at his saving throw.
+
'''{{Anchor|Natural Weapons (Magic)}} ([[Ex]]):''' At 3rd level, any Signature Weapon the Spell Breaker wields is treated as a Natural Weapon with the Magic Property. At level 6th, they also gain the Silver Property, at level 9th, they gain the Cold Iron Property, at level 12th the weapon gain Adamantine property, at level 15th it can pass any alignment, and at level 18th gain the Ghost Touch.
   
  +
'''{{Anchor|Tough Defence}} ([[Ex]]):''' Starting at 3rd Level, the Spell Breaker gains a Natural Armour bonus equal to his [[Constitution]] Modifier.
'''{{Anchor|Mettle}} ([[Ex]]):'''At 7th level, the Forsaker gains use of the Mettle Ability. If he is subject to a spell with Will or Fortitude save Partial, and he makes the save, he is unaffected by the spell. This also includes beneficial spells.
 
   
 
'''{{Anchor|Spellfire Destruction}} ([[Ex]]):''' On an Attack, a Spell Breaker may choose to deal no damage to his Target. If the Target is a spell caster, or has any [[Supernatural]] or [[SRD:Special Abilities Overview|Spell-Like Abilities]], they are suppressed for 1d4 + Cha modifier rounds, unless they make a [[Fortitude]] Save equal to (10 + 1/2 the Spell Breaker's Character Level + Spell Breaker's Cha Modifier).
'''{{Anchor|Bonus feat}}:''' At Epic levels, the Forsaker get one Bonus feat per level in order to craft its own "natural magic items".
 
   
  +
'''{{Anchor|Blank Thoughts}} ([[Ex]]):''' At 6th level, the Spell Breaker gains use of the Blank Thoughts ability. He can induce a state of mental absence, when in this state he is immune to all mind affecting effects (i.e. charms, fears, illusions, etc.) This ability can be activated or deactivated as a free action.
'''{{Anchor|Anti-Magic Field}} ([[Su]]):''' At Epic levels, the Forsaker is surrounded by an [[SRD:Antimagic Field|anti-magic field]] with a caster level equal to his Character Level. The Field becomes larger at higher levels as indicated by the chart above. This Anti-Magic field does not, however, affect the Forsaker's [[Supernatural]] Abilities (If any).
 
  +
 
'''{{Anchor|Mettle}} ([[Ex]]): '''At 7th level, the Spell Breaker gains use of the Mettle Ability. If he is subject to a spell with Will or Fortitude save Partial, and he makes the save, he is unaffected by the spell. This also includes beneficial spells.
  +
  +
'''{{Anchor|Anti-Magic Field}} ([[Su]]):''' At level 10, the Spell Breaker has discovered true hatred and contempt for magic. This hatred is so strong that it actually manifests itself in a field a round him. The Spell Breaker is treated as if he is surrounded by an [[SRD:Anti-magic Field|anti-magic field]]. The Field becomes larger at higher levels as indicated by the chart above. This Anti-Magic field does not, however, affect the Spell Breaker's [[Supernatural]] Abilities (If any). If a creature would normally be immune to the effects of an anti-magic field, they must instead make a caster level check with a DC equal to 10 + Spell Breaker's Level + Cha Mod. A spell caster realizes once he is within 25ft of the Spell Breaker that this zone is around a Spell Breaker and understands what this zone does and about how large the zone is. After level 10 a Spell Breaker is impossible to detect with divination and other detection spells because of this field. This non-detection only effects the Spell Breaker and his equipment, even if his allies are within range of the anti-magic field.
   
 
===Campaign Information===
 
===Campaign Information===
   
====Playing a Forsaker====
+
====Playing a Spell Breaker====
   
'''Combat:''' As a Forsaker, you can play any non-magical role you want. From Stealthy Assassin, to Burly Warrior.
+
'''Combat:''' As a Spell Breaker, you can play any non-magical role you want. From Stealthy Assassin, to Burly Warrior.
   
'''Advancement:''' Many Forsakers take levels in Barbarian, to take advantage of their Rage Ability.
+
'''Advancement:''' Many Spell Breakers take levels in Barbarian, to take advantage of their Rage Ability.
   
'''Resources:''' Forsakers are not an organized group. However, they may assist fellow Forsakers of the Same Alignment.
+
'''Resources:''' Spell Breakers are not an organised group. However, they may assist fellow Spell Breakers of the Same Alignment.
   
====Forsakers in the World====
+
====Spell Breaker in the World====
   
{{quote|Yes, I am the Man who destroyed the Sword of Kas, What of it?|src=Edgar Cress, Human Forsaker}}
+
{{quote|Yes, I am the Man who destroyed the Sword of Kas, What of it?|src=Edgar Cress, Human Spell Breaker}}
   
'''NPC Reactions:''' The Forsaker is a hero to the Common Folk, the kind of people who live simple lives and fear magic in all it's forms.
+
'''NPC Reactions:''' The Spell Breaker is a hero to the Common Folk, the kind of people who live simple lives and fear magic in all it's forms.
   
====Forsaker Lore====
+
====Spell Breaker Lore====
   
Characters with ranks in Knowledge (Arcana) can research Forsakers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
+
Characters with ranks in Knowledge (Arcana) can research Spell Breakers 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"
 
{| class="zebra d20"
|+ Knowledge (Arcana)
+
|+Knowledge (Arcana)
! DC || class="left" | Result
 
 
|-
 
|-
  +
! DC
| 11 || class="left" | Forsakers are Warrior who never use Magic.
 
 
! class="left" | Result
 
|-
 
|-
  +
| 11
| 16 || class="left" | Forsakers gain power through Forsaking Magic.
 
 
| class="left" | Spell Breaker are Warrior who never use Magic.
 
|-
 
|-
  +
| 16
| 21 || class="left" | Powerful Forsakers shrug off the effects of almost any type of magic.
 
 
| class="left" | Spell Breaker gain power through Spell Breaker Magic.
|-
 
  +
|-
| 26 || class="left" | Some Legendary Forsakers have the ability to Negate All magic Around them..
 
  +
| 21
 
| class="left" | Powerful Spell Breaker shrug off the effects of almost any type of magic.
  +
|-
  +
| 26
 
| class="left" | Some Legendary Spell Breaker have the ability to Negate All magic Around them.
 
|}
 
|}
   
====Forsakers in the Game====
+
====Spell Breaker in the Game====
   
Forsakers can be lone warriors who start a crusade against an evil Spellcaster. Or they can be cruel, heartless villains who slay good and evil Wizards alike.
+
Spell Breakers can be lone warriors who start a crusade against an evil Spell caster. Or they can be cruel, heartless villains who slay good and evil Wizards alike.
  +
 
'''Adaptation:''' A Spell Breaker could be a suitable NPC adversary to the PC's. Perhaps he's an Evil Warrior who hates Spell casters, or perhaps he simply has a rivalry with the Party's Cleric.
  +
 
'''Sample Encounter:''' Aduin (Ah-Do-Win) Simms is a Spell Breaker who has dedicated his life to finding and slaying evil spell casters, particularly wizards. As a young man in the Militia, Aduin and his platoon were attacked by an Evil Wizard and his undead companions. Although they were able to slay the walking dead, Aduin and his comrades were beset by the Wizard's Flame Evocations. When the young warrior finally came to, all of the members of his platoon lay dead or dying. Powerless to save them, Aduin instead swore his revenge against all those who wielded magic like a toy.
  +
 
'''Aduin Simms'''<br />
 
Human Generic Warrior 1/Spell Breaker 4<br />
 
<br />
 
STR: 18<br />
 
DEX: 16<br />
 
CON: 18<br />
 
INT: 10<br />
 
WIS: 10<br />
 
CHA: 10<br />
  +
 
BAB/Grapple= +5/+9<br />
 
Attacks: Masterwork Great sword +11 (2d6+8), Masterwork Composite Longbow +10 (1d8+4)<br />
 
Feats: [[Great Fortitude (3.5e Feat)]], [[Iron Will (3.5e Feat)]], [[Lightning Reflexes (3.5e Feat)]], [[Mage Slayer (3.5e Feat)]]<br />
 
Skills: Jump 8 Ranks, Climb 8 Ranks, Tumble 7 Ranks, Ride 8 Ranks, Heal 7 Ranks.<br />
 
Spell Resistance: 24<br />
 
HP: 4d12+20 (46)<br />
 
AC: 22 = 10 (Base) + 3(Dex) 5 (Mythril Breastplate) +4 (Natural Armour)<br />
 
Touch: 13<br />
 
Flatfoot: 22<br />
 
Special Attacks: Anti-Magic Strike<br />
 
Speed: 30<br />
 
Special Abilities: Ability Boosts +4/+2, Signature Weapons +2, Tough Defence, Evasion, Uncanny Dodge, Natural Weapons (Magic), Damage Reduction 2/-, Fast Healing 1<br />
 
Alignment: NG<br />
  +
 
Encounter: The Party is looking for an Ancient Magical Item that will save the town from a band of raging Earth Elementals. Unbeknownst to them, Aduin is also searching for the artefact to destroy it, as he believes that the Wizard he is attempting to find and kill wishes to use the item to amass an army of Elementals.
  +
  +
====Epic Spell Breaker====
 
{| class="d20"
  +
|+ class="epic" |
  +
<div>{{Anchor|Table: The Epic Spell Breaker}}</div>
  +
[[SRD:Hit Dice|Hit Die]]: d12
  +
|- {{#vardefine:odd|0}}
  +
!Level!! Special
 
|-
  +
|21st|| class="left" | [[#Natural_Weapons|Natural Weapons]] (Epic)
 
|-
 
|22nd|| class="left" | [[#Bonus Feats|Bonus Feat]], [[#Ability Bonus|Ability Bonus]] +16/+14/+12/+10/+8/+6,[[#Damage Reduction|Damage Reduction]] 11/
 
|-
  +
|23rd|| class="left" | —
 
|-
  +
|24th|| class="left" |[[#Bonus Feats|Bonus Feat]], [[#Damage Reduction|Damage Reduction]] 12/—, [[Fast_Healing|Fast Healing]] 7
 
|-
  +
|25th|| class="left" | [[#Ability Bonus|Ability Bonus]] +18/+16/+14/+12/+10/+8
 
|-
 
|26th|| class="left" | [[#Bonus Feats|Bonus Feat]]
 
|-
  +
|27th|| class="left" |
  +
|-
  +
|28th|| class="left" | [[#Bonus Feats|Bonus Feat]], [[#Damage Reduction|Damage Reduction]] 14/—, [[#Ability Bonus|Ability Bonus]] +20/+18/+16/+14/+12/+10, [[Fast_Healing|Fast Healing]] 8
  +
|-
  +
|29th|| class="left" | —
  +
|-
 
|30th|| class="left" | [[#Bonus Feats|Bonus Feat]], [[#Damage Reduction|Damage Reduction]] 15/
 
|- class="noalt"
 
| colspan="42" class="skill" |
  +
4 + [[SRD:Intelligence|Int]] modifier [[SRD:Skill Points|skill points]] per level.
  +
|}
   
  +
'''Spell Breaker Natural Weapon:''' Reach its epitome at level 21st getting the Epic feature.
'''Adaptation:''' A Forsaker could be a suitable NPC adversary to the PC's. Perhaps he's an Evil Warrior who hates Spellcasters, or perhaps he simply has a rivalry with the Party's Cleric.
 
   
  +
'''Ability Bonus :''' The epic Spell Breaker keep increasing his ability bonus increases by +2 every three levels higher than 19th, however there is a cap of +20 to all abilities scores getting +20/+20/+20/+20/+20/+20 at level 43.
'''Sample Encounter:''' Aduin (Ah-Do-Win) Simms is a Forsaker who has dedicated his life to finding and slaying Evil Spellcasters, particularly wizards. As a young man in the Militia, Aduin and his platoon were attacked by an Evil Wizard and his undead companions. Although they were able to slay the walking dead, Aduin and his comrades were beset by the Wizard's Flame Evocations. When the young warrior finally came to, all of the members of his platoon lay dead or dying. Powerless to save them, Aduin instead swore his revenge against all those who wielded magic like a toy.<br><br>
 
   
 
'''Damage Reduction ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The epic Spell Breaker [[#Damage Reduction|damage reduction]] increases by 1 point every 2 levels higher than 20th.
'''Aduin Simms'''<br>
 
Human Generic Warrior 1/Forsaker 4<br>
 
<br>
 
STR: 18<br>
 
DEX: 16<br>
 
CON: 18<br>
 
INT: 10<br>
 
WIS: 10<br>
 
CHA: 10<br>
 
   
  +
'''Fast Healing ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The epic Spell Breaker [[#Fast Healing|Fast Healing]] increases by 1 point every 4 levels higher than 20th.
BAB/Grapple= +5/+9<br>
 
Attacks: Masterwork Greatsword +11 (2d6+8), Masterwork Composite Longbow +10 (1d8+4)<br>
 
Feats: [[Great Fortitude (3.5e Feat)]], [[Iron Will (3.5e Feat)]], [[Lightning Reflexes (3.5e Feat)]], [[Mage Slayer (3.5e Feat)]]<br>
 
Skills: Jump 8 Ranks, Climb 8 Ranks, Tumble 7 Ranks, Ride 8 Ranks, Heal 7 Ranks.<br>
 
Spell Resistance: 24<br>
 
HP: 4d12+20 (46)<br>
 
AC: 22 = 10 (Base) + 3(Dex) 5 (Mythril Breastplate) +4 (Natural Armor)<br>
 
Touch: 13<br>
 
Flatfoot: 22<br>
 
Special Attacks: Anti-Magic Strike <br>
 
Speed: 30<br>
 
Special Abilities: Ability Boosts +4/+2, Signature Weapons +2, Tough Defense, Evasion, Uncanny Dodge, Natural Weapons (Magic), Damage Reduction 2/-, Fast Healing 2<br>
 
Alignment: NG <br>
 
   
  +
'''{{Anchor|Bonus Feats}}:''' The epic Spell Breaker gains a bonus [[SRD:Feats|feat]] (selected from the list of epic bonus [[SRD:Feats|feats]]) every 2 levels higher than 20th.
Encounter: The Party is looking for an Ancient Magical Item that will save the town from a band of raging Earth Elementals. Unbeknownst to them, Aduin is also searching for the artifact to destroy it, as he believes that the Wizard he is attempting to find and kill wishes to use the item to amass an army of Elementals.
 
   
  +
''Epic Sell Breaker Bonus [[SRD:Feats|Feat]] List:'' [[SRD:Armor Skin|Armor Skin]], [[SRD:Damage Reduction (Feat)|Damage Reduction]], [[SRD:Devastating Critical|Devastating Critical]], [[SRD:Dire Charge|Dire Charge]], [[SRD:Epic Endurance|Epic Endurance]], [[SRD:Epic Prowess|Epic Prowess]], [[SRD:Epic Speed|Epic Speed]], [[SRD:Epic Toughness|Epic Toughness]], [[SRD:Epic Weapon Focus|Epic Weapon Focus]], [[SRD:Fast Healing (Feat)|Fast Healing]], [[SRD:Legendary Climber|Legendary Climber]], [[SRD:Legendary Leaper|Legendary Leaper]], [[SRD:Legendary Rider|Legendary Rider]], [[SRD:Legendary Tracker|Legendary Tracker]], [[SRD:Legendary Wrestler|Legendary Wrestler]], [[SRD:Overwhelming Critical|Overwhelming Critical]].
   
  +
{{SRD Class Footer}}
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[[Category:Base Class|{{BASEPAGENAME}}]]
{{3.5e Prestige Classes Breadcrumb}}
 
 
[[Category:3.5e]]
 
[[Category:3.5e]]
 
[[Category:User]]
 
[[Category:User]]
 
[[Category:Class]]
 
[[Category:Class]]
[[Category:Prestige Class]]
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[[Category:Base Class]]

Revision as of 15:22, 20 December 2014

Spell Breaker

Adopted By
Mua'dib (talk)
Original Creator: STDoc
Date Created: September 26, 2009
Status: Complete
Editing: Mua'dib
Balance: Rogue

Summary: A Magic Spell Breaker Warrior who specialises in defeating Spell casters and Destroying Magic Items. He relies on quick wits, quicker reflexes, and sturdy fortitude and a might will to protect himself from the twisted corruption that is Magic.

Length: {{{len}}} levels; minimum level: {{{minlvl}}}.


The Spell Breaker

What's the difference between an Apple, and an Evil Wizard? I don't smash all of the Apple's possessions before I eat him! Bahaha!

What sort of Warrior needs to hide behind a wall of Abjurative Magic? What sort of Warrior can only pierce a beast's hide with a Mystical Blade? Not much of a Warrior at all, the Spell Breaker would say.

A Warrior who abhors the use of any sort of Magic, the Spell Breaker relies on his quick wits and quicker reflexes to see him through the day. The Spell Breaker, through his refusal to rely upon any sort of magical aid, begins to gain power to rival that of any Mystically-Equipped Warrior. The Spell Breaker quickly becomes stronger, faster, and smarter than his compatriots; who rely upon Enchanted Equipment to augment their otherwise mundane abilities. The Spell Breaker would ask of them; "How will you learn to be strong, if you cannot rely on yourself?"

Becoming a Spell Breaker

Most Characters become Spell Breakers after some tragic accident or calamity caused by Magic that affected them in a deep and Personal Way.

Entry Requirements
Weapon and Armour Proficiency: A Spell Breaker is only proficient with his signature weapons.(see Text)
Alignment: Cannot be Lawful or True Neutral A Spell Breaker abhors magic so much that regardless of who is using magic, a priest or demon, he does not approve and will not support the use of magic. A Spell Breaker understands a priest is good and a demon is bad but, will not condone the use of magic either way. Because of this a Spell Breaker cannot be lawful. His life will tend to be a chaotic life. However, neutral Spell Breakers are not unheard of, although, they never have a neutral standing when it comes to magic or the like. So true neutrality is impossible. If a Spell Breaker becomes lawful or true neutral he can no longer level in the Spell Breaker class and loses all class abilities and traits. If a Spell Breaker multiclasses into a class with magic use or magic like abilities, he can never level as a Spell Breaker again and loses all abilities from the Spell Breaker class(this includes ability score increases and even skill points gained while levelling as a Spell Breaker). He is treated as level one when entering the new class and cannot use the gear he had while levelling as a Spell Breaker.
Special: The Spell Breaker is Forbidden from using any Spells or Spell Like Abilities. If he does so, he loses all of his Spell Breaker abilities permanently. If he uses magic, or a magical item while under some sort of Magical Compulsion, then he loses his class abilities for one week.

Making a Spell Breaker

Alignment: Any non Lawful or true Neutral.

Starting Age: Simple.

Table: The Caster Breaker

Hit Die: d12

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +2 +2 Ability Bonus +2, Spell Breaker Magic, Fast Healing 1, Signature Weapons, Spell Resistance 12+ class level
2nd +2 +3 +3 +3 Signature Weapons +1, Damage Reduction 1/-, Anti-Magic Strike
3rd +3 +3 +3 +3 Evasion, Tough Defence, Fast Movement,Natural Weapons (Magic), Fast Movement 10 feet
4th +4 +4 +4 +4 Ability Bonus +4/+2, Signature Weapons +2, Damage Reduction 2/-, Fast Healing 2
5th +5 +4 +4 +4 Spellfire Destruction,
6th +6 +5 +5 +5 Signature Weapons +3, Damage Reduction 3/-, Blank Thoughts,Natural Weapons(Silver)
7th +7 +5 +5 +5 Ability Bonus +6/+4/+2, Mettle, Improved Evasion
8th +8 +6 +6 +6 Signature Weapons +4, Damage Reduction 4/-,Pierce Magical Concealment, Fast Healing 3, Fast Movement 20 feet
9th +9 +6 +6 +6 Natural Weapons (Cold Iron)
10th +10 +7 +7 +7 Signature Weapons +5, Ability Bonus +8/+6/+4/+2, Damage Reduction 5/-, Spell Resistance 15+ class level
11th +11 +7 +7 +7 Anti-Magic Field 5'
12th +12 +8 +8 +8 Signature Weapons +6, DR 6/-, Fast Healing 4, Natural Weapons (Adamantine)
13th +13 +8 +8 +8 Ability Bonus +10/+8/+6/+4/+2, Fast Movement 30 feet
14th +14 +9 +9 +9 Signature Weapons +7, DR 7/-,
15th +15 +9 +9 +9 Natural Weapons (Any Alignment)
16th +16 +10 +10 +10 Signature Weapons +8, Ability Bonus +12/+10/+8/+6/+4/+2, DR 8/-,

Fast Healing 5

17th +17 +10 +10 +10 Anti-Magic Field 10'
18th +18 +11 +11 +11 Signature Weapons +9, DR 9/-, Natural Weapons (Ghost Touch), Fast Movement 40 feet
19th +19 +11 +11 +11 Ability Bonus +14/+12/+10/+8/+6/+4, Anti-Magic Field 15'
20th +20 +12 +12 +12 Signature Weapons +10, DR 10/-, Fast Healing 6, Spell Resistance 18+ class level


Class Skills (4 + Int modifier per level.)
Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (Nature, Arcana and Dungeoneering) (Int), Listen (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex).


Class Features

All of the following are class features of the Spell Breaker.

Ability Bonus (Ex):At Level 1, The Spell Breaker gains a +2 Untyped Bonus to an Ability Score, At Level 4, the Spell Breaker Gets an Additional +2 to the ability Score he chose at first level, and a +2 Bonus to a different Ability Score. At level 7, His previous Bonuses Increase to +6/+4, and he gets a +2 bonus to a Third Ability Score, and At Level 10, His previous Bonuses increase to +8/+6/+4, and he gets an additional +2 bonus to a Fourth Ability Score.

Fast Healing (Su):Spell Breakers regain hit points at an Accelerated rate. They gain Fast Healing 1 at level 1, Fast Healing 2 at level 4 and the Fast Healing keep increasing every 4 levels.

Spell Breaker Magic: In addition to the inability to use any Spells, Spell-Like abilities, or magic items, The Spell Breaker must also refuse magical aid. If a Beneficial spell (such as a Buff or Heal spell) has a save that negates it's effect, the Spell Breaker MUST make a save against it if it is cast upon him. For Example, Cure spells only half effective if the Spell Breaker makes his save.

Signature Weapons (Ex): At Level 1, the Spell Breaker must choose up to 3 Masterwork Weapons (Or Masterwork Bracers/Hand wraps if he wishes to have his unarmed strike as one of his signature weapons.) to serve as his Signature Weapons. These Signature Weapons are treated as Natural Weapons, but only for the Spell Breaker they are attuned to. If he does not have any of his Signature Weapons on his person, the Spell Breaker loses the use of his Anti-Magic Strike, Natural Weapons (X), and Spellfire Destruction abilities. Also, at Levels 2, 4, 6, 8, and 10, the Spell Breaker gains an Enhancement Bonus to attack and damage rolls with his Signature Weapons equal to 1/2 his Spell Breaker Level, rounded down. Finally, for the sake of Feats such as from the Weapon Focus Tree, the Spell Breaker may choose "Signature Weapons." So if a Spell Breaker took Weapon Focus (Signature Weapons), he would receive a +1 Bonus to his attack rolls with All three of his Signature Weapons. If the Spell Breaker loses one of his Signature Weapons, he may select a new Masterwork Weapon to serve as his signature weapon by practicing with it for one hour.

Spell Resistance (Ex): At first level, the Spell Breaker gains Spell Resistance equal to 12 + Class Level. This spell resistance increases to 15 + class level at level 10th. Then once more it increases to 18 + class level at level 20th. The Spell Breaker has special rules dealing with Spell Resistance.

Damage Reduction (Ex): At Second level, the Spell Breaker gains Damage Reduction 1/-. This increases by 1 point every 2 levels after 2nd Level. If a weapon is affected in anyway by magic he gets damage reduction against that weapon. If a weapon was coated with oil and lit on fire he does not gain damage reduction but, if it does fire damage because of magic or magic like reasons he gains damage reduction from all damage done from that weapon. Another example is if a weapon is made from silver or coated in silver he gains no damage reduction but, if made into silver or given silver abilities from magic or magic like abilities he gains damage reduction.

Anti-Magic Strike (Su): When attacking a Creature or Object, the Spell Breaker can choose to reduce his damage by half to duplicate the effects of a Targeted Dispel Magic. Instead of making a Caster level check Vs DC 11+Spell caster's Level, the Spell Breaker makes an Attack Roll. If his attack roll (with all relevant modifiers) meets or exceeds the DC of the Dispel Check, then the Target is subjected to the Effects of a Targeted Dispel Magic and receives half damage from the weapon(rounded down). If the strike does not meet the dc but would land a hit, the hit lands but only deals the half damage.

Evasion (Ex): At 3rd level, the Spell Breaker gains the use of the Evasion Ability. At 7th Level, the Spell Breaker Gains use of the Improved Evasion Ability.

Fast Movement (Ex): At 3rd Level, the Spell Breaker gains a 10 feet competence bonus to his speed. At level 8th this bonus increases to 20 feet, level 13th this bonus increases to 30 feet and at level 18th this increase to 40 feet.

Natural Weapons (Magic) (Ex): At 3rd level, any Signature Weapon the Spell Breaker wields is treated as a Natural Weapon with the Magic Property. At level 6th, they also gain the Silver Property, at level 9th, they gain the Cold Iron Property, at level 12th the weapon gain Adamantine property, at level 15th it can pass any alignment, and at level 18th gain the Ghost Touch.

Tough Defence (Ex): Starting at 3rd Level, the Spell Breaker gains a Natural Armour bonus equal to his Constitution Modifier.

Spellfire Destruction (Ex): On an Attack, a Spell Breaker may choose to deal no damage to his Target. If the Target is a spell caster, or has any Supernatural or Spell-Like Abilities, they are suppressed for 1d4 + Cha modifier rounds, unless they make a Fortitude Save equal to (10 + 1/2 the Spell Breaker's Character Level + Spell Breaker's Cha Modifier).

Blank Thoughts (Ex): At 6th level, the Spell Breaker gains use of the Blank Thoughts ability. He can induce a state of mental absence, when in this state he is immune to all mind affecting effects (i.e. charms, fears, illusions, etc.) This ability can be activated or deactivated as a free action.

Mettle (Ex): At 7th level, the Spell Breaker gains use of the Mettle Ability. If he is subject to a spell with Will or Fortitude save Partial, and he makes the save, he is unaffected by the spell. This also includes beneficial spells.

Anti-Magic Field (Su): At level 10, the Spell Breaker has discovered true hatred and contempt for magic. This hatred is so strong that it actually manifests itself in a field a round him. The Spell Breaker is treated as if he is surrounded by an anti-magic field. The Field becomes larger at higher levels as indicated by the chart above. This Anti-Magic field does not, however, affect the Spell Breaker's Supernatural Abilities (If any). If a creature would normally be immune to the effects of an anti-magic field, they must instead make a caster level check with a DC equal to 10 + Spell Breaker's Level + Cha Mod. A spell caster realizes once he is within 25ft of the Spell Breaker that this zone is around a Spell Breaker and understands what this zone does and about how large the zone is. After level 10 a Spell Breaker is impossible to detect with divination and other detection spells because of this field. This non-detection only effects the Spell Breaker and his equipment, even if his allies are within range of the anti-magic field.

Campaign Information

Playing a Spell Breaker

Combat: As a Spell Breaker, you can play any non-magical role you want. From Stealthy Assassin, to Burly Warrior.

Advancement: Many Spell Breakers take levels in Barbarian, to take advantage of their Rage Ability.

Resources: Spell Breakers are not an organised group. However, they may assist fellow Spell Breakers of the Same Alignment.

Spell Breaker in the World

Yes, I am the Man who destroyed the Sword of Kas, What of it?

NPC Reactions: The Spell Breaker is a hero to the Common Folk, the kind of people who live simple lives and fear magic in all it's forms.

Spell Breaker Lore

Characters with ranks in Knowledge (Arcana) can research Spell Breakers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (Arcana)
DC Result
11 Spell Breaker are Warrior who never use Magic.
16 Spell Breaker gain power through Spell Breaker Magic.
21 Powerful Spell Breaker shrug off the effects of almost any type of magic.
26 Some Legendary Spell Breaker have the ability to Negate All magic Around them.

Spell Breaker in the Game

Spell Breakers can be lone warriors who start a crusade against an evil Spell caster. Or they can be cruel, heartless villains who slay good and evil Wizards alike.

Adaptation: A Spell Breaker could be a suitable NPC adversary to the PC's. Perhaps he's an Evil Warrior who hates Spell casters, or perhaps he simply has a rivalry with the Party's Cleric.

Sample Encounter: Aduin (Ah-Do-Win) Simms is a Spell Breaker who has dedicated his life to finding and slaying evil spell casters, particularly wizards. As a young man in the Militia, Aduin and his platoon were attacked by an Evil Wizard and his undead companions. Although they were able to slay the walking dead, Aduin and his comrades were beset by the Wizard's Flame Evocations. When the young warrior finally came to, all of the members of his platoon lay dead or dying. Powerless to save them, Aduin instead swore his revenge against all those who wielded magic like a toy.

Aduin Simms
Human Generic Warrior 1/Spell Breaker 4

STR: 18
DEX: 16
CON: 18
INT: 10
WIS: 10
CHA: 10

BAB/Grapple= +5/+9
Attacks: Masterwork Great sword +11 (2d6+8), Masterwork Composite Longbow +10 (1d8+4)
Feats: Great Fortitude (3.5e Feat), Iron Will (3.5e Feat), Lightning Reflexes (3.5e Feat), Mage Slayer (3.5e Feat)
Skills: Jump 8 Ranks, Climb 8 Ranks, Tumble 7 Ranks, Ride 8 Ranks, Heal 7 Ranks.
Spell Resistance: 24
HP: 4d12+20 (46)
AC: 22 = 10 (Base) + 3(Dex) 5 (Mythril Breastplate) +4 (Natural Armour)
Touch: 13
Flatfoot: 22
Special Attacks: Anti-Magic Strike
Speed: 30
Special Abilities: Ability Boosts +4/+2, Signature Weapons +2, Tough Defence, Evasion, Uncanny Dodge, Natural Weapons (Magic), Damage Reduction 2/-, Fast Healing 1
Alignment: NG

Encounter: The Party is looking for an Ancient Magical Item that will save the town from a band of raging Earth Elementals. Unbeknownst to them, Aduin is also searching for the artefact to destroy it, as he believes that the Wizard he is attempting to find and kill wishes to use the item to amass an army of Elementals.

Epic Spell Breaker

Table: The Epic Spell Breaker

Hit Die: d12

Level Special
21st Natural Weapons (Epic)
22nd Bonus Feat, Ability Bonus +16/+14/+12/+10/+8/+6,Damage Reduction 11/—
23rd
24th Bonus Feat, Damage Reduction 12/—, Fast Healing 7
25th Ability Bonus +18/+16/+14/+12/+10/+8
26th Bonus Feat
27th
28th Bonus Feat, Damage Reduction 14/—, Ability Bonus +20/+18/+16/+14/+12/+10, Fast Healing 8
29th
30th Bonus Feat, Damage Reduction 15/—

4 + Int modifier skill points per level.

Spell Breaker Natural Weapon: Reach its epitome at level 21st getting the Epic feature.

Ability Bonus : The epic Spell Breaker keep increasing his ability bonus increases by +2 every three levels higher than 19th, however there is a cap of +20 to all abilities scores getting +20/+20/+20/+20/+20/+20 at level 43.

Damage Reduction (Ex): The epic Spell Breaker damage reduction increases by 1 point every 2 levels higher than 20th.

Fast Healing (Ex): The epic Spell Breaker Fast Healing increases by 1 point every 4 levels higher than 20th.

Bonus Feats: The epic Spell Breaker gains a bonus feat (selected from the list of epic bonus feats) every 2 levels higher than 20th.

Epic Sell Breaker Bonus Feat List: Armor Skin, Damage Reduction, Devastating Critical, Dire Charge, Epic Endurance, Epic Prowess, Epic Speed, Epic Toughness, Epic Weapon Focus, Fast Healing, Legendary Climber, Legendary Leaper, Legendary Rider, Legendary Tracker, Legendary Wrestler, Overwhelming Critical.



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