Salamander Napolean
First Post
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.
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.