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Homebrew: Magehunter Class
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<blockquote data-quote="Glade Riven" data-source="post: 5084421" data-attributes="member: 86468"><p>Well, that comes down to the DM. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" /></p><p> </p><p> </p><p></p><p>And to answer.. <ol> <li data-xf-list-type="ol">It seemed logical, given they can (eventually) disarm magical traps and have a need for arcane knowledge.</li> <li data-xf-list-type="ol">The same reason a Paladin works with a rogue. It seems like bad form to have it so that a mage hunter couldn't at least work with a PC of a spellcasting class. I think it would cause problems at the table if I didn't allow for some leeway.</li> <li data-xf-list-type="ol">Spelleater: I'm thinking about having it as an immediete interupt, but the player would lose their next turn; Spellbreaker works exactly like counterspell, except without having to cast that exact spell - so it probably takes as long as what is being cast; Null is a swift action to turn on or off, but it supresses all magical effects (meaining the fighter's +3 longsword of firey doom is rendered back to masterwork only status while in the null - until later levels). It makes a lot of expensive doodads worthless.</li> <li data-xf-list-type="ol">Null probably needs the most refinement for balancing. Perhaps a caster check could be used to cast into it successfully (vs CMD?)</li> </ol><p></p><p> </p><p>Glad you like!</p><p> </p><p></p><p> </p><p>Good point. Hrm...perhaps I can put the CMB/CMD mechanic to good use. Logically it would be weird, though, having it STR or DEX playing a factor in a battle over WILL, INT, or CHA. The convienence is that the number is already on the sheet. Mage Hunters CMB/CMD vs. enemy Caster check may work, and makes slightly more sense...</p></blockquote><p></p>
[QUOTE="Glade Riven, post: 5084421, member: 86468"] Well, that comes down to the DM. :P And to answer..[LIST=1] [*]It seemed logical, given they can (eventually) disarm magical traps and have a need for arcane knowledge. [*]The same reason a Paladin works with a rogue. It seems like bad form to have it so that a mage hunter couldn't at least work with a PC of a spellcasting class. I think it would cause problems at the table if I didn't allow for some leeway. [*]Spelleater: I'm thinking about having it as an immediete interupt, but the player would lose their next turn; Spellbreaker works exactly like counterspell, except without having to cast that exact spell - so it probably takes as long as what is being cast; Null is a swift action to turn on or off, but it supresses all magical effects (meaining the fighter's +3 longsword of firey doom is rendered back to masterwork only status while in the null - until later levels). It makes a lot of expensive doodads worthless. [*]Null probably needs the most refinement for balancing. Perhaps a caster check could be used to cast into it successfully (vs CMD?) [/LIST] Glad you like! Good point. Hrm...perhaps I can put the CMB/CMD mechanic to good use. Logically it would be weird, though, having it STR or DEX playing a factor in a battle over WILL, INT, or CHA. The convienence is that the number is already on the sheet. Mage Hunters CMB/CMD vs. enemy Caster check may work, and makes slightly more sense... [/QUOTE]
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