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core class: iconoclast

The Iconoclast:
The iconoclast is inclusive of several character types; Inquisitors, Exorcists, Witch Hunters, Antimages, and Monster Stalkers, to name a few. All of these types do battle with fearsome opponents capable of spell or spell-like magics, and so they have developed a method to defend themselves through similar but contrary means. The iconoclast has studied spell magic extensively: not to use it, but to defeat it. He has gained knowledge of outsiders and supernatural beings in order to expel them from this world.

A typical iconoclast sees magic as a scourge upon the world. To him, it is a chaos and a madness. It corrupts mortals both in flesh and in spirit, releases foul things from unknown regions onto the earth, and enslaves people in fear and superstition. To an iconoclast, wizards are power-hungry fools endangering themselves and others with forces they don’t understand, and clerics are weak-minded pawns being manipulated by untrustworthy alien beings calling themselves “gods.” The common people need protected from these criminals as much as they need defense from the wilderness of monsters and beasts.

Some iconoclasts help local authorities deal with unlawful spell-casters that can’t be stopped my normal means alone. Others battle the hidden churches of evil gods by tracking down and slaying the followers of these corrupt faiths. Some train town militias to defend themselves against arcane threats or raise angry mobs to march on local magic practitioners (a favorite tactic of evil iconoclasts). Many iconoclasts specialize in clearing undead legions from blighted places to make them safe for settlers. Often an iconoclast serves a societal role similar to that of a cleric, but instead of healing and protecting his flock, he teaches them to protect themselves and cures them of their sense of helplessness and superstitious fears.

The conventional iconoclast views spellcasters as criminals and a threat to civil order, but this is far from universal. Some could care less about how others abuse their powers. In fact, the more who do, the higher the demand for their own skills and the higher their fees. Other iconoclasts will work with wizards and clerics that have gained their trust as responsible wielders of magical power. A lone iconoclast is feared by his opponents, but in a group he becomes truly effective by blocking incoming spells, dispelling magical barriers, and turning away supernatural creatures as his allies fight by his side.

Alignment: any Lawful

Religion: Iconoclasts are opposed to the use of magic and the influence of extra-dimensional beings on the material plane. As such they tend to follow abstract ideals or codes rather than actual gods. However, one might follow a specific deity and only accept its divinely granted magic as acceptable.

Abilities: Wisdom determines how powerful a counterspell an iconoclast can cast, and how many counterspells he can cast in a day. To cast a counterspell, an iconoclast must have a Wisdom score of 10 + the counter’s level. An iconoclast gets bonus counterspells based on Wisdom. A high constitution increases his hit points, and a high charisma increases his chances of turning undead/outsiders/summoned.
Hit Die: d8.

Class Skills: The iconoclast’s class skills are: Alchemy Bluff, Concentration, Gather Information, Intimidate, Knowledge Arcane, Knowledge Religion, Scry, Sense Motive, and Spellcraft .
Skill Points at first level: (4+int modifier) x4
Skill points at each additional level: 4+int modifier.

Class Features:

Base Attack Bonus and Saves: As cleric.

Armor and Weapons: Iconoclasts are proficient with all simple weapons, and warhammers. They are proficient with light armor, with medium armor, and with shields.

Counterspells: An iconoclast gains counterspells according to the table for wizard spell progression. The iconoclast neither learns, prepares, nor memorizes any spells. Instead he stores his potential spell energy to stop another’s spell from taking effect, as per the rules for counterspelling (phb, 152). The iconoclast’s advantage is that he need not have the spell memorized or have it in his spell list to be able to counter; all he needs is to use the appropriate level counterspell. Also a continuing spell effect can be dispelled as per the “dispel magic” spell under the following conditions: it is correctly identified with the spell craft skill(DC20 + spell level), a dispel check is successfully made, and a counterspell of two levels higher than the target spell is expended. If a spell is unique or very rare the DM may rule that the iconoclast cannot counter it, or increase the difficulty of the required spellcraft check.

Counterspelling requires a verbal or somatic component as the spell being countered does, but never requires a material component. An iconoclast’s range for counterspelling is equal to a long ranged spell, or he can attempt to counter any spell that targets him or includes him in its area of effect. Countering is considered divine spellcasting, and it has all the same concentration requirements as normal casting, provokes attacks of opportunity, etc.

Turn Undead/ Outsiders/Summoned: This is as the clerical ability except it works on undead, outsiders, summoned creatures, or a combined group of these types. An iconoclast can turn undead/outsiders/summoned a number of times per day equal to three plus his charisma modifier.

Extra turning: As a feat, an iconoclast may take Extra Turning. This feat allows him to turn undead/outsiders/summoned four more times a day than normal. An iconoclast may take this feat multiple times, gaining four extra daily turnings attempts each time.

Bonus Languages: Abyssal, Celestial Draconic, Infernal.

Smiting Attack: For AoOs vs. undead, outsiders, summoned creatures, or those provoked by spell casting or the use of spell-like abilities, the iconoclast can add his smiting dice to his damage in a way that a rogue can add damage to a sneak attack. The iconoclast gets an extra d4 at 1st level an additional d4 every three levels thereafter. A smiting attack must be made with a weapon without any magical enhancement. At 8th level the iconoclast can use his smiting dice against constructs, or targets under the influence of an animate spell- this includes skeletons and zombies.

Demystified Strike: A Demystified strike must be made with a weapon without magical enhancements. For the purpose of striking creatures with damage reduction an iconoclast’s mundane weapon strikes as if it had a +1 enhancement bonus at level one, a +2 enhancement bonus at level 5, a +3 enhancement bonus at level 9, and a +4 enhancement bonus at level 13, and a +5 bonus at level 17. This does not actually give the weapon this bonus, it only allows the iconoclast to ignore the creature’s damage reduction.
Demystified Strike can also be used for determining damage done to a foe’s magical weapon.

Track: The iconoclast has Track as a bonus feat.

Spell Resistance: At 7th level the iconoclast gains spell resistance equal to his level +10 + wisdom bonus.

Immune to Curses: At 13th level the iconoclast is totally immune to curses, geasa, and quests.

Detect Magic: The iconoclast’s sensitivity to magical emanations allow him to perceive their auras as the spell “detect magic” a number of times a day equal to his level. This is a supernatural ability, and a free action.

Shatter Icon: A Divine Focus used to cast a spell against the iconoclast that fails to beat his Spell Resistance, instantly crumbles to dust. This is ability is gained at 15th level.

Dismissal: A spell-like ability that mimics the spell of the same name. It useable once a week at 6th level, twice a week at 9th level, once a day 12th level, twice a day at 15th level, and three times a day at 19th level.

Ex Iconoclasts: An iconoclast who gains the ability to cast arcane or divine spells loses all counterspelling abilities and can gain no further levels in his iconoclast class. Spell abilities gained at above first level in a class( Ranger, Paladin, Etc.) can be discarded in favor of the iconoclast’s counterspells. These spells are permanently lost in exchange for nothing; they are not learned as additional counterspells.
 

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This is my first attempt at making a core class- a modified form of the cleric who specializes in combating spell-users and magical beings. Their abilities are powerful, but balanced out by their lack of versatility (like a mage) or constant usefulness (like a healer). It’s hard to tell if this class would rock shop or be dead weight most of the time.

Right now it seems sort of bland, so I want to give them some special abilities at higher levels to make them more interesting. Maybe some random abilities like the monk? I'll probably have to fiddle with the level progression of their powers too.

Suggestions?
 

I notice there is no restriction on what magic items they can use. According to the flavor text, it seems that they should abhor items as well as spell-casting. That, of course, would be a major draw-back- I don't know how one would best balance that.

Another interesting feature is that iconoclasts are opposed to all magic; clerical as well as divine. I could easily see an inquisitor type wanting to stamp out arcane magic, but not clerical magic. Or them being against "heathens" (clerics of other deities) but not against wizards or clerics of their own faith. Or some other permutation.
 

I presented it as the standard archetype, but really they could be as diverse as wizards and clerics are from others of their own kind. There could be any number of reasons for becoming one or ethcial code.

Yeah, they probably should hate magical items too, but making that a class restriction is a serious handicap. The most I did was limit some of their special abilities to non-magical weapons. They'd have to be capable of some serious smurf at higher levels or no one would ever play one. I thought maybe I could give the some xp bonus for destroying magical items, but I didn't want to work up a whole system for it; it seems kind of hairy.

Maybe I should include something in the description about "Vaulters" who go around collecting as many magic items as possible, not out of greed, ( A greedy PC?Of course not.) but to keep them away from others who might abuse their powers.
 

Salamander Napolean said:
I thought maybe I could give the some xp bonus for destroying magical items, but I didn't want to work up a whole system for it; it seems kind of hairy.
Perhaps something like "The iconoclast is able to ritually break a magic item and drain the power stored in it. This destroys the item, of course, and the iconoclast gets XP equal to half the amount normally expended in making the item (this does not include additional XP costs such as the 300 XP expended in making a scroll of limited wish, just the XP cost calculated from 1/25th of the base price)."
Perhaps make each attempt take one day and give the item a save (DC probably equal to 10+half iconoclast level+some ability bonus).

Maybe I should include something in the description about "Vaulters" who go around collecting as many magic items as possible, not out of greed, ( A greedy PC?Of course not.) but to keep them away from others who might abuse their powers.
Heh. Reminds me of a sect of monks mentioned in passing in one of the Discworld novels: the Yen monks. They believe that money is the source of all evil, and go to great lengths to acquire as much as possible of it in order to keep it away from the unwary. The concept was also used in the Dragon Mountain adventure for 2e.
 

I like it.

I'll call it "Unforge Artifacts," and the iconoclast can only attempt it once a level an item. It seems like the DC should be dependant on the item and should be sort of difficult. Maybe one DC is just to destroy the thing, and another is to gain the xp for it?

With a special way to earn xp that other classes don't have, I'd think that a no-magic-items restriction would balance things out. How about no more than one magic item? That way they can use something that's really necessary for an adventure, and they can get around to destroying it later.

If Unforging were to be a combat ability, it would require a round of concentration and then a Coup de Grace. Versus magical weapons and such, it would require an attack that overcomes the items hardness and hit points in one blow- really difficult, but possible.

Destroying magic items? This guy is quickly becoming the most hated member of the party.
 

my changes... skill per level: 2

need something at higher level as an incitative: i don't like the focus breaking ability

counterspell= same level, not -2

too frontloaded: look at my levels chart.

sneak attack : as rogue +1d6 (better); for undead, etc.

comments ?


iconoclast

Bab, saves, hit: as priest heavy armor + shield also!
For magic items: alignement: always opposite (bad thing!)
Class: priest
No access no rods, wands, etc. (not have spells)




Level Iconoclast


1 counterspell, sneak, foe knowledge, detect magic, turn undead
2 Demistified strike , Track,
3 sneak
4
5 sneak
6 dismissal
7 sneak , spell resistance
8 Sneak affect constructs
9 9th sneak
10
11 11th sneak
12 dismissal
13 13th sneak, curses immunities
14
15 Sneak, dismissal
16
17 sneak
18
19 sneak
20
 
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I have another high-level ability, instead of the icon-breaking ability...


Spell returning: A spell-like ability that mimics the spell of the same name. It useable once a week at 16th level, once a day at 20th level



A prestige class might be better... but how to come to the iconoclast (of mage hunter, i prefer) class if you should be educated AND NOT a spell caster?


Counterspell table: as the table of the previous class- counterspells instead
This way, a mage hunter is and ex-spellcaster… bad thing, loose all previous powers!

Or for non-casters...

Counterspell table: mage table, starts at level 1, might counterspell equivalent spell level +1 and turn undead level +2(otherwise too weak, but it sucks...)
Mage hunter come from non-spellcasting class.

Preq: bab +3, knowledge (undead or planes) 4
Feats: track, iron will

(for any class level 5+, because of the cross-skill for knowledge, except for the casters…)


Others Ideas?





Level Mage hunter

1 counterspell, sneak, foe knowledge, detect magic, turn undead
2 Demistified strike
3 Sneak, dismissal 1/week
4 Sneak affect constructs, spell resistance
5 sneak , dismissal 2/week
6 curses immunities
7 sneak , spell resistance
8 spell returning 1/week, dismissal 1/day
9 sneak
10 Spell returning 1/day
 
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I gave them the smiting attack which works in a similar way to the sneak attack because I don't picture iconoclasts as being generally very sneaky. They don't have any stealth abilities, after all. But that does raise the question if sneak attack dice and smite dice are cumulative. That would make a mage-killing Icono/Rogue pretty overeffective.
need something at higher level as an incitative: i don't like the focus breaking ability
You don't like the divine-focus breaker? It's not super-powerful or anything, but it makes a cool scene. Some cleric about to call down the power of his god, recoils in shock as his holy item unexpectedly rusts and crumbles in his hand. That's bad-ass.

It would be easier to make a prestige class, but I wanted to make a core-class as an alternative to spell-casters. It has lots of anti-spell abilities (counter spell and Spell Resistance) but it needs something else. Maybe some more offensive abilities?
 

How about these abilities.
Disrupt magic: Whenever striking a creature with magical essence (construct, outsider, summoned, undead, elemental) any non-magical weapon held counts as the appropriate type of bane weapon.
Dampening blow: Whenever the Iconoclast strikes a mage with a non-magical weapon, the damage counts as continuing damage (that round) for the purpose of disrupting spells.

Agressive Disbeleif: Antimagic field 1/day, except duration=concentration.
 

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