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Adopted By
Mua'dib (talk)
Original Creator: Mua'dib
Date Adopted: July 27, 2010
Status: In Progress
Editing: Please feel free to edit constructively!

Summary: A might Warrior who specializes in break Spellcasters. They are a perfect warrior that were rised under a Philosophy that they should act as Judge, Jury and Executioner agains who uses the power of magic to rule the weak.

Length: 10 levels; minimum level: 1.

The Mage Breaker

Alignment: Any lawful.

Starting Age: Complex.

Be wise before cast this spell or you will regret!
—Huriëm, Drow Mage Breaker

Those might warrior were born under an intensive training reach the perfection and after a lest rite of passage they deny the magic at any form in order to rise their power and became self sufficient and independent of any magic.

Making a Mage Breaker

Entry Requirements
Alignment: Any alignment.
Special: The Mage Breaker is Forbidden from using any Spells or Magic Items even Artifacts. If he does so, he loses all of his Mage Breaker abilities for a week or recover the power after destroy one o more magic items with value equal to 10.000 PO per level. Sometime when the mage breaker is in the area of beneficial harmless spell he must always resist and if fails he must make a saving throw every round till nullfy the effect any healing effect will just heal 50%. In case a Mage Breaker dies he can't be ressurrected if so just by Wish or Miracle and it will back as LV1.

Table: The Mage Breaker

Hit Die: d12

Level Base
Attack Bonus
Saving Throws Ability
Fort Ref Will
1st +1 +2 +2 +2 +1 1 Spell Resistance, Deny Magic
2nd +2 +3 +3 +3 1/- 2 Anti-Magic Strike
3rd +3 +3 +3 +3 2 Evasion, Vicious Strike (Magic)
4th +4 +4 +4 +4 class="left" +2/+1 +1 2/- 4 Tough Defense, Fast Movement 10ft
5th +5 +4 +4 +4 Spellfire Destruction, Dash
6th +6/+1 +5 +5 +5 3/- 6 3 Slippery Mind
7th +7/+2 +5 +5 +5 Vicious Strike (Cold Iron), Mettle
8th +8/+3 +6 +6 +6 +3/+2/+1 +2 4/- 8 Hardness
9th +9/+4 +6 +6 +6 4 Improved Evasion
10th +10/+5 +7 +7 +7 5/- 10 1 Natural Weapons (2D6)
11th +11/+6/+1 +7 +7 +7 Vicious Strike (Silver)
12th +12/+7/+2 +8 +8 +8 +4/+3/+2/+1 +3 6/- 12 5 Fast Movement 20ft
13th +13/+8/+3 +8 +8 +8 +1 1 Spell Shatter
14th +14/+9/+4 +9 +9 +9 7/- 14 Improved Dash
15th +15/+10/+5 +9 +9 +9 6 Vicious Strike (Adamantine)
16th +16/+11/+6/+1 +10 +10 +10 +5/+4/+3/+2/+1 +4 8/- 16 Adrenal Speed
17th +17/+12/+7/+2 +10 +10 +10
18th +18/+13/+8/+3 +11 +11 +11 9/- 18 7
19th +19/+14/+9/+4 +11 +11 +11 1 Vicious Strike (Incorporeal)
20th +20/+15/+10/+5 +12 +12 +12 +6/+5/+4/+3/+2/+1 +5 10/- 20 Natural Weapons (3D6)

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).

Table: The Epic Mage Breaker
Level Ability
21th 8 Anti-Magic Field 5'
22th 11/- 22
23th Bonus Feat, Vicious Strike (Epic)
24th +7/+6/+5/+4/+3/+2 +6 12/- 24 9
25th Anti-Magic Field 10'
26th 13/- 26 Bonus Feat
27th 10 Fast Healing 10
28th +8/+7/+6/+5/+4/+3 +7 14/- 28
29th Bonus Feat, Natural Weapons (4D6)
30th 15/- 30 11 Anti-Magic Field 15'

Class Features

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

Ability Bonus (Ex):At Level 1, The Mage Breaker gains a +1 Untyped Bonus to an Ability Score, At Level 4, the Mage Breaker Gets an Additional +2 to the ability Score he chose at first level and a +1 Bonus to a different Ability Score. At level 8, His previous Bonuses Increase to +3/+2, and he gets a +1 bonus to a Third Ability Score, At Level 12, His previous Bonuses increase to +4/+3/+2, and he gets an additional +1 bonus to a Fourth Ability Score. At Level 16, His previous Bonuses increase to +5/+4/+3/+2, and he gets an additional +1 bonus to a fifth Ability Score. At Level 20, His previous Bonuses increase to +6/+5/+4/+3/+2, and he gets an additional +1 bonus to a sixth Ability Score. Ate Epic Level the Mage Breaker Gets +1 Bonus to all Abilities for every Four Levels.

Fast Healing (Su):Mage Breakers regain hit points at an Accelerated rate. They gain Fast Healing 1 at level 1, Fast Healing 2 at level 5, and Fast Healing 3 at level 9.

Deny Magic: In addition to the inability to use any Spells, Spell-Like abilities, or magic items, The Mage 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 Mage Breaker MUST make a save against it if it is cast upon him. For Example, Cure spells only half effective if the Mage Breaker makes his save and all ally are always subject to SR.

Spell Resistance (Ex): At first level, the Mage Breaker gains Spell Resistance equal to 15 + Class Level. The Mage Breaker has special rules dealing with Stacking Spell Resistance. If the Mage Breaker has Spell Resistance from another source that is 10 + x or 15 + x, He may add 10 or 15 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 Drow + Mage Breaker 10 Has an SR of 36, Not 46 (remember, just add the base bonus not the level increment).

Incribing Weapons (Ex): At Level 2, the Mage Breaker must choose up to 3 Masterwork Weapons (Or Masterwork Bracers/Handwraps if he wishes to have his unarmed strike as one of his Incribing Weapons.) to serve as his Incribing Weapons. These Incribing Weapons are treated as Natural Weapons, but only for the Mage Breaker they are attuned to. If he does not have any of his Incribing Weapons on his person, the Mage Breaker can't use their Anti-Magic Strike, Vicious Strike, Spellfire Destruction, Natural Weapons and Spell Shatter Abilities. Also, at Levels 2, 4, 6, 8, and every even levels, the Mage Breaker gains an Enhancement Bonus to attack or damage rolls with his Incribing Weapons equal to 1/2 his Mage Breaker Level, rounded down, note that if you select + 1 for damage and your next bonus +2 will be +1 to hit. Finally it means that a +10 weapon will be +5 to damage and hit, for the sake of Feats such as from the Weapon Focus Tree, the Mage Breaker may choose "Incribing Weapons". So if a Mage Breaker took Weapon Focus (Incribing Weapons), he would receive a +1 Bonus to his attack rolls with All three of his Incribing Weapons. If the Mage Breaker loses one of his Incribing Weapons, he may select a new Masterwork Weapon to serve as his inscribing weapon by inscribing with it for one hour. In case of a dual-wielding Mage Braker if you use 2 similar weapons (2 daggers, a pair of claws, 2 axes, Handwraps) both count as 1 for the number of weapon that the Mage Breaker can attune. Any inscribed have the same propeties and benefits of an enchanted weapon of same level, for example a level 1, 2 or 3 will have the same porpeties of a level 1 bonus enchanted weap while a +8 or +9 inscribed is like a +4 enchanted to determine which level of enchante the inscribed weapon have just divide the Incribing Weapons Bonus by two and round down.

Damage Reduction (Ex): At Second level, the Mage Breaker gains Damage Reduction 1/-.The mage breaker get +1/- DR for every two levels.

Energy Resistance (Ex): At Second level, the Mage Breaker gains Energy Resistance 2 to all types of Energy (fire, cold, acid, sonic and Electricity). The mage breaker get +2 Energy Resistance for every two levels.

Anti-Magic Strike (Su): When attacking a Creature or Object, the Mage 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 1D20 + Spellcaster's Level (max. +10), the Mage 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, however the Mage Braker must dispel each effect in a target, if you target have many spells on it, such Cat's Grace, Bull's Strength and Haste you must use one Atack with Anti-Magic per spell. You can all dispell static spells such as firewall and any spell that is affected by dispell magic including magic items.

Evasion (Ex): At 3rd level, the Mage Breaker gains the use of the Evasion Ability. At 9th Level, the Mage Breaker Gains use of the Improved Evasion Ability.

Vicious Strike (Magic) (Ex): At 3rd level, any Signature Weapon the Mage Breaker wields is treated as a Natural Weapon with the Magic Property. At level 7, they also gain the Silver Property. At level 11, they gain the Cold Iron Property At level 15, they gain the Adamantine Property and At level 19, they gain the Incorporeal Property, allowing the Mage Breaker hit as having the Ghost Touch Property. At Epic level you get the Epic Property at level 23.

Tough Defense (Ex): At 3rd Level, the Mage Breaker gains a Natural Armor bonus equal to his Constitution Modifier (Minimum 1).

Spellfire Destruction (Ex): On an Attack, a Mage Breaker may choose to deal no damage to his Target. If the Target is a spellcaster, or has any Supernatural or Spell-Like Abilities, they are suppressed for 1d4 + X Modifier Rounds (Where X equals the Ability score used to make the Attack. Thus a Mage Breaker with Weapon Finesse would Use Dexterity, whereas a Mage Breaker with Zen Archery would use Wisdom) unless they make a Fortitude Save equal to (10 + 1/2 the Mage Breaker's Character Level + Mage Breaker's X Modifier).

Slippery Mind (Ex): At 6th level, the Mage Breaker 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.

Mettle (Ex):At 7th level, the Mage 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 Epic levels, the Mage Breaker is surrounded by an 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 Mage Breaker's Supernatural Abilities (If any).

Campaign Information

Playing a Mage Breaker

Weapon and Armor Proficiency: The mage breaker are not proficient with any armor or shields.

Features: The mage breaker are nomads and don't keep resisdence for too much time in a place they use travel around the world looking for evil mages and hunting them down.

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

Mage Breakers in the World

Yes, Elmister is dead, he was a good man, but leant the wrong profession.

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

Mage Breaker Lore

Characters with ranks in Knowledge (Arcana) can research Mage 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 Mage Breakers are Warrior who never use Magic.
16 Mage Breakers gain power through Forsaking Magic.
21 Powerful Mage Breakers shrug off the effects of almost any type of magic.
26 Some Legendary Mage Breakers have the ability to Negate All magic Around them..

Mage Breakers in the Game

Mage Breakers 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.

Adaptation: A Mage Breaker 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.

Sample Encounter: Aduin (Ah-Do-Win) Simms is a Mage Breaker 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.

Aduin Simms
Human Generic Warrior 1/Mage Breaker 4

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

BAB/Grapple= +5/+9
Attacks: Masterwork Greatsword +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 Armor)
Touch: 13
Flatfoot: 22
Special Attacks: Anti-Magic Strike
Speed: 30
Special Abilities: Ability Boosts +4/+2, Incribing Weapons +2, Tough Defense, Evasion, Uncanny Dodge, Vicious Strike (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 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.

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