New Prc: Anti-Magus

Stalker0

Legend
Based on a recent thread, I developed a new Prc that I thought came out preety well, so I'm going to share it with everyone and see what you think. It has a few changes from the earlier one I posted.

Anti-Magus

It takes a thief to catch a thief, and it takes a mage to beat a mage. This is the belief of the order of Anti-Magi. Anti-Magi have learned the frailties of magic, and have learned that too much dependence upon it has lead to the folly of wizard kind. Anti-Magi do not hate wizards, but they hate the arrogance they possess and the faith they put in magic. The put magic on a pedestal of glass, and from there examples so have many others. So the order attempts to show the world the weakness of magic, by demonstration, by words, and sometimes by force.

Prereqs: The ability to cast dispel magic
Armor/Weapon Proficiencies: Simple Weapons/Shields.
Skills: 2+int
HD: d6
BAB: As cleric
Saves: As wizard

Dispel Mastery: At 1st level, the Anti-Magus gains greater understanding of the dispelling of magic, as it is the lifeblood of the work he does. He can add an additonal 2+his anti-magus level to his dispel checks. This ability does not bypass the limits to dispel checks. Also, the Anti-Magus no longer suffers spell failure for armor when using dispel magic. Finally, dispels can now dispel magic effects that were previously immune to them, like Bestow Curse.

Extra Dispel: At 1st level, the Anti-Magus has learned to cast anti-magic more easily. He gains extra spells per day equal to his anti-magus level. This extra spells can be filled spontaneously with dispel magic, as well as greater dispel if the AM can cast it.

Spell Resistance: At 2nd level, the Anti-Magus has grown resilent to the effects of magic. He gains SR 10+ his anti-magus level.

Extend Dispel: At 3rd level, the AM has learned to improve his dispels, allowing them to last longer. When casting an area dispel, the duration changes from instantaneous to 1 round/AM level. Any creature who enters the area or who remains in the area recieves the effects of an area dispel each round they remain. The extended dispel does not effect spells being cast while in the field.

Disruptive Dispel: It is said that every creature possesses a hint of magic, and at 3rd level the AM has learned to disrupt it. An AM can convert a dispel magic or greater dispel into a bolt of energy. The bolt requires a ranged touch attack to hit. The bolt has a medium range, does 1d6 points of damage per AM level, and is subject to spell resistance. The bolts caster level is set by a dispel check, and has a Fort (for half) DC of 13+int/wis/cha for dispel magic and 16+int/wis/cha for greater dispel.

Feedback: At 4th level, the AM has learned how to reflect the effects of magic back upon the weilder for painful results. Any caster who cannot penetrate the AM's SR recieves 1d4 of subdual damage per level of the spell being cast. The spell must be targetting the AM for feedback to take effect. In addition, anyone who hits the AM in melee with a magic weapon or fang takes subdual damage equal to twice the overall magic bonus of the weapon. Ex: A +2 flaming longsword would take 6 points of subdual damage in feedback.

Counterspell Mastery: The AM has learned at 5th level the true art of counterspelling. Whenever casting a targeted dispel, the AM can instead consider it a counterspell. In doing this, the spell takes a -4 to its dispel check. The spell will delay itself until the target casts a spell, and then attempt to counterspell. The delay can last no longer than 5 rounds.

Heighten Dispel: At 6th level, the AM has increased his dispels even further. By taking a -6 to his dispel check, any area dispel he casts will effect creatures as if they were subjected to a targetted dispel.

Prolong Dispel: At 7th level, the AM has learned to make the effects of his dispels even longer lasting. Whenever a dispel would suppress a power for 1d4 rounds, it will now suppress for 2d4 rounds.

Greater Dispel: At 7th level, the AM gains the ability to cast Greater Dispels if he could not already. Any extra dispel slot can be used for a greater dispel.

Greater Feedback: At 8th level, the AM improves his feedback ability. Whenever a dispel takes out a spell, the bearer of that spell suffer feedback damage (see above). In addition, all feedback damage is now real damage not subdual. This ability works on spells that are dispelled, feedback is not given when an ability is simple suppressed.

Supernatural Dispel: At 9th level, the AM has learned to dispel effects that normally cannot be harmed. When using a targetted dispel, the AM can suppress supernatural abilities for 1d4 rounds, which can not be increased by prolong dispel. The dispel must be directly targetted, even a heightened area dispel does not have this ability. The caster level for a supernatural ability is the creature's hit dice, and any dispel check against a supernatural ability has a -6 penalty to the check.

Antimagic Master: At 10th level, the AM's body raidates Anti-magic. The AM now has a 3 ft radius antimagic field around himself. The AM can suppress or resume the field as a standard action.

Reverse Magic: It has long been known, that instantaneous effects cannot be dispelled since their magic has been spent. The AM knows this to be only a half truth, that the magic still takes time to leave, and at 10th level has learned the power to reverse the flow of magic itself and dispel instanteanous effects. In order to do this, the AM must cast a dispel one round after the effect takes place or the effect is fixed. The dispel must be a targetted one targetted at the center of the spells area or on the afflicted person. The dispel is at a -6 penalty to the check. If successful, the effect of the spell is removed. This can remove the damage from a fireball, return a creature that was subject to blasphemy, or even revive a person killed by disintegrate. However, this does not fix secondary problems not directly created by the spell. A person killed by a fireball, for instance, cannot be revived by reverse magic because the spell does not kill it just does damage.

1st Dispel Mastery, Extra Dispel
2nd Spell Resistance
3rd Extend Dispel, Disruptive Dispel
4rd Feedback
5th Counterspell Mastery
6th Heighten Dispel
7th Prolong Dispel, Greater Dispel
8th Greater Feedback
9th Supernatural Dispel
10th Antimagic Master, Reverse Magic
 

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Very nice refinement of the other thread. I like it although it allows casters to keep their spells.

Under Feedback, did you mean for the subdual damage to be 4, or is the subdual extra because of the flaming ability?

For Anti-Magic Master, I still want the radius to be 5 feet to effect others around him as well as game simplicity.

Reverse Magic is awesome.
 

The reason the radius is 3 ft is because the effect is supposed to be preety much for you only, not really as a weapon to use against others, but I might change it to 5.

The reason the feedback damage is 6 is because its a +3 overall magic weapon (+2 +1 for flaming). So its the whole magic bonus of the weapon, not just the enhancement bonus.

The one problem right now, is that offensively the AM is fairly weak. I may make disruptive dispel do 1d8 per level to be competetive, or give him more weapon proficiencies. I'm starting to like the idea of a more warrior type class- one who was once a wizard, but no sees the follies of magic and so relies on himself more (which I what I thought the forsaker should have been). So I may give the class armor and weapon proficiences to reflect that.
 

I thought you made up for the lack of offensive skills with the d6 HD and cleric BAB. You certainly could add the weapon proficiencies to balance it out a little better, but I think this is a character that would fight from the back ranks, so bows, xbows, slings, darts, etc.
 


MarauderX said:
I thought you made up for the lack of offensive skills with the d6 HD and cleric BAB. You certainly could add the weapon proficiencies to balance it out a little better, but I think this is a character that would fight from the back ranks, so bows, xbows, slings, darts, etc.

The idea is to make sure that no matter who takes the class, the class will be able to perform in basics of combat. A cleric taking this class would be good to go, but a wizard would have problems. So by providing weapon proficiencies, it gives the wizard something to level the playing field.
 

I'm making a few more tweaks to the class, see what you guys think of this.

Dispel Mastery: At 1st level, the Anti-Magus gains greater understanding of the dispelling of magic, as it is the lifeblood of the work he does. He can add an additonal 2+his anti-magus level to his caster level when casting dispel magic or greater dispelling. This ability does not bypass the limits to dispel checks. Also, any dispel cast has the still spell ability without change in spell level. Finally, dispels can now dispel magic effects that were previously immune to them, like Bestow Curse.

Disruptive Dispel: It is said that every creature possesses a hint of magic, and at 3rd level the AM has learned to disrupt it. An AM can convert a dispel magic or greater dispel into a bolt of energy. The bolt requires a ranged touch attack to hit. The bolt has a medium range, does 1d6 points of damage per AM level, and is subject to spell resistance. The bolts caster level is the level of AM, and has a Fort (for half) DC of 13+int/wis/cha for dispel magic and 16+int/wis/cha for greater dispel.

Disruptive dispel is even more powerful against creatures that are innately magical. Against constructs, elementals, feys, shapechangers, and undead disruptive dispel has the empower spell ability with no change in level.

Innate Dispel: At 5th level, the AM has learned to cast dispels as easily as breathing. All dispels cast are treated as having the still spell and silent spell ability without change in level, and casting dispels no longer provokes AOO.

Greater Disruption: At 8th level, the AM can penetrate deeper the core of magic within all creatures. Disruptive Dispel now does 1d8 points of damage per AM level.

Antimagic Master: At 10th level, the AM's body radiates Anti-magic. The AM now has a 5 ft radius field around himself. This field functions in all respects to an antimagic field except that anyone entering the field is subject to a targetted dispel. Every round spent in the field will result in another dispel. Feedback damage does apply. The AM can suppress or resume the field as a standard action.
 

I love the Innate Dispel, and having the Disruptive Dispel do more damage to magical or magically created creatures is some good insight. Also you added a little more fire power to the AM, so I think a AM could keep up with the rest of an adventuring party.
 


Corlon said:
then again, innate magic makes it better for the wizard than the sorcerer...
anything to balance it?

Considering the sorcerer doesn't have to pay for the feat, the level cost, or the full round time to use metamagic spontaneously, I'd say he gets his bang for the buck just fine:)
 

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