Charles Gray
First Post
This is a prc for a race book that will one day be released. Hopefully before the apocolypse. Unfortunately, my playtesting group has gone the way of the buffelo, and so I have nobody to help me right now. Coudl people look at this prc and see if its unbalanced? Now, given their feelings, teh race that thought it up has no mages-- so you might consider it in that light, but of course, unless it's made a purely racial class, other race's would pick it up.
Thanks!
Spell breaker:
The Charvin hate mages and their powers—and they know that mages can, if not defeated, enslave entire peoples. The most dedicated *or fanatic* Charvin often take this prestige class to better defeat their people’s enemies. Other cultures may use this prestige class, especially if they confront magically inclined enemies.
Other classes: Needless to say, the Spell Breaker gets along very poorly with mages of any stripe. Spell breakers are not people who just happen to have abilities that stop mages—they have a visceral hatred for mages and magic, and will often go out of their way to make life difficult, even for those that they are forced to work with—and such mages should always watch their back.
Sidebar: Playing in character.
The GM should watch for the player who hates all mages…except those who work with him, of course. While some spell breakers may eventually accept that not all mages are scum that need to die, that’s very much the exception to the rule. A player who runs a spell breaker that is to at ease with mages could be penalized by a 20% xp penalty—the character obviously has lost touch with what drove her to become a spell breaker in the first place.
Hit Die: d8.
Requirements
A individual must fulfill the following requirements in order to become a spell breaker.
Race: Any
Base Attack Bonus: +6.
Feats: Psychic ability, and at least one psychic skill of 9 or better.
Spells: The spell breaker cannot be able to cast any arcane spells—should the character ever become able to cast such spells as part of any other class, he immeidatley loses all special abilities of the spell breaker class. .
Class Skills
The spell breaker’s class skills (and the key ability for each skill) are Craft (Int), Hide (Dex). Listen (Wis), Move Silently (Dex), Ride (Dex), Spot (Wis), Survival (Wis), and Use Rope (Dex).
Skill Points at Each Level: 4 + Int modifier.
Table: The Spell breaker
Level Base
Attack
Bonus Fort
Save Ref
Save Will
Save Special
1st +1 +2 +2 +0 Magic resistance I
2nd +2 +3 +3 +0 Spell shattering weapon I.
3rd +3 +3 +3 +1 Psychic blast.
4th +4 +4 +4 +1 Magic resistance II.
5th +5 +4 +4 +1 Spell Shattering Weapon II.
6th +6 +5 +5 +2 Mage blow
7th +7 +5 +5 +2 Magic Resistance III
8th +8 +6 +6 +2 Spell shattering weapon III
9th +9 +6 +6 +3 Anti-magic
10th +10 +7 +7 +3 Burning fire of purity.
Class Features
All of the following are Class Features of the spell breaker prestige class.
Weapon and Armor Proficiency: An spell breaker is proficient with all simple and martial weapons, light armor, medium armor, and shields.
Magic Resistance:
At 1st, 4th, and 7th level the Spell breaker become hard to effect by the spells of a mage. She receives (her character level)+ (5x level of magic resistance), so a 16 level character would have MR of 16+15, for an SR of 31.
Spell shattering weapon: the spell breakers weapon, be it a sword or her hand, becomes able to move past her enemies defenses—each level of spell shattering weapon counts as a +1 for all purposes.
Psychic Blast: For a cost of 5 vitality or 5 PE (if the user has a PE pool), a blast of psychic energy rips forward, in a manner calculated to disrupt the concentration required to cast spells. The blast acts in a 30 foot cone, centered on the spell breaker. All beings in its area of effect must make a will saving throw or be stunned for 1 round—but spell casters find their mental patterns disordered, and it forces them to make a concentration check, even if it would not be normally required, for the next 1d6 rounds. (or replace with a will save to cast any spells?)
Mage Blow: With a roar of psychic power, the spell breaker strikes to defeat her enemies obscene spells.
Mage blow may be used a number of times equal to ½ the the spell breakers class level. It acts as a dispel magic, cast at the users character level, which acts on all active spells and items carried by the mage, and remains in effect for 1d4+ (1/2x spell breaker levels) rounds.
Anti Magic: Once per day, the spell breaker may render herself immune to any spell that directly affects her, and grant a +4 saving throw against area effect spells. For a number of rounds equal to her class level, she is completely immune from spells that directly target her, such as death, command, or charm person, and receives a +4 from any spells that include her in their area of effect, such as fireball. She cannot use this power selectively—she is also immune to helpful spells.
Burning fire of purity:
Once per day, and at a cost of 100 XP, the spell breaker may unleash her ultimate attack on a mage. Forgoing all other attacks in the round, she may unleash a single blow upon the mage. If it hits, he must make a will save v. a DC of 20 or immediately lose all of his prepared spells, or spell slots if he is a sorcerer. Furthermore, all personal spell effects cast by him (stone skin) are automatically dispelled. The spell breaker must designate her target before attacking, and cannot then switch targets, and if the spell breaker does not land a successful blow after four rounds, the power, and the XP are both expended. The spell breaker may not use other attacks after initiating this power, without also losing both XP and power—one could not initiate it, attack the mage, miss, then respond to another attack, and then return and attack the mage later.
Thanks!

Spell breaker:
The Charvin hate mages and their powers—and they know that mages can, if not defeated, enslave entire peoples. The most dedicated *or fanatic* Charvin often take this prestige class to better defeat their people’s enemies. Other cultures may use this prestige class, especially if they confront magically inclined enemies.
Other classes: Needless to say, the Spell Breaker gets along very poorly with mages of any stripe. Spell breakers are not people who just happen to have abilities that stop mages—they have a visceral hatred for mages and magic, and will often go out of their way to make life difficult, even for those that they are forced to work with—and such mages should always watch their back.
Sidebar: Playing in character.
The GM should watch for the player who hates all mages…except those who work with him, of course. While some spell breakers may eventually accept that not all mages are scum that need to die, that’s very much the exception to the rule. A player who runs a spell breaker that is to at ease with mages could be penalized by a 20% xp penalty—the character obviously has lost touch with what drove her to become a spell breaker in the first place.
Hit Die: d8.
Requirements
A individual must fulfill the following requirements in order to become a spell breaker.
Race: Any
Base Attack Bonus: +6.
Feats: Psychic ability, and at least one psychic skill of 9 or better.
Spells: The spell breaker cannot be able to cast any arcane spells—should the character ever become able to cast such spells as part of any other class, he immeidatley loses all special abilities of the spell breaker class. .
Class Skills
The spell breaker’s class skills (and the key ability for each skill) are Craft (Int), Hide (Dex). Listen (Wis), Move Silently (Dex), Ride (Dex), Spot (Wis), Survival (Wis), and Use Rope (Dex).
Skill Points at Each Level: 4 + Int modifier.
Table: The Spell breaker
Level Base
Attack
Bonus Fort
Save Ref
Save Will
Save Special
1st +1 +2 +2 +0 Magic resistance I
2nd +2 +3 +3 +0 Spell shattering weapon I.
3rd +3 +3 +3 +1 Psychic blast.
4th +4 +4 +4 +1 Magic resistance II.
5th +5 +4 +4 +1 Spell Shattering Weapon II.
6th +6 +5 +5 +2 Mage blow
7th +7 +5 +5 +2 Magic Resistance III
8th +8 +6 +6 +2 Spell shattering weapon III
9th +9 +6 +6 +3 Anti-magic
10th +10 +7 +7 +3 Burning fire of purity.
Class Features
All of the following are Class Features of the spell breaker prestige class.
Weapon and Armor Proficiency: An spell breaker is proficient with all simple and martial weapons, light armor, medium armor, and shields.
Magic Resistance:
At 1st, 4th, and 7th level the Spell breaker become hard to effect by the spells of a mage. She receives (her character level)+ (5x level of magic resistance), so a 16 level character would have MR of 16+15, for an SR of 31.
Spell shattering weapon: the spell breakers weapon, be it a sword or her hand, becomes able to move past her enemies defenses—each level of spell shattering weapon counts as a +1 for all purposes.
Psychic Blast: For a cost of 5 vitality or 5 PE (if the user has a PE pool), a blast of psychic energy rips forward, in a manner calculated to disrupt the concentration required to cast spells. The blast acts in a 30 foot cone, centered on the spell breaker. All beings in its area of effect must make a will saving throw or be stunned for 1 round—but spell casters find their mental patterns disordered, and it forces them to make a concentration check, even if it would not be normally required, for the next 1d6 rounds. (or replace with a will save to cast any spells?)
Mage Blow: With a roar of psychic power, the spell breaker strikes to defeat her enemies obscene spells.
Mage blow may be used a number of times equal to ½ the the spell breakers class level. It acts as a dispel magic, cast at the users character level, which acts on all active spells and items carried by the mage, and remains in effect for 1d4+ (1/2x spell breaker levels) rounds.
Anti Magic: Once per day, the spell breaker may render herself immune to any spell that directly affects her, and grant a +4 saving throw against area effect spells. For a number of rounds equal to her class level, she is completely immune from spells that directly target her, such as death, command, or charm person, and receives a +4 from any spells that include her in their area of effect, such as fireball. She cannot use this power selectively—she is also immune to helpful spells.
Burning fire of purity:
Once per day, and at a cost of 100 XP, the spell breaker may unleash her ultimate attack on a mage. Forgoing all other attacks in the round, she may unleash a single blow upon the mage. If it hits, he must make a will save v. a DC of 20 or immediately lose all of his prepared spells, or spell slots if he is a sorcerer. Furthermore, all personal spell effects cast by him (stone skin) are automatically dispelled. The spell breaker must designate her target before attacking, and cannot then switch targets, and if the spell breaker does not land a successful blow after four rounds, the power, and the XP are both expended. The spell breaker may not use other attacks after initiating this power, without also losing both XP and power—one could not initiate it, attack the mage, miss, then respond to another attack, and then return and attack the mage later.