—Vivia, Elf SpellBane
Spellbane are specialists in slaying Casters. Many of them have an unearthly hatred of spellcasting; other simply kill wizards and other spellcasters for duty. No matter they actual goals, a Spellbane is a specialist and an expert. He knows when and where to strike. He knows how to kill those who use magic with incredible efficiency.
Spellbane are dedicated to the eradication of magic, especially arcane spellcasting. Why? Ask a particular Spellbane. Many simply destroy irresponsible Caster; some may even travel with wizards or be spellcasters themselves, fighting fire with fire.
Table: The Spellbane
Hit Die: d8
Armor any light
Armor feat
Level Base
Attack Bonus Saving Throws Special
Fort Ref Will
1st +1 +2 +2 +2 Occult Tracker, Spellbreaker (+1/1d6)
2nd +2 +3 +3 +3 Spell Resistance
3rd +3 +3 +3 +3 Spellbreaker (+2/2d6), 3 CP
4th +4 +4 +4 +4 Disturb Spells
5th +5 +4 +4 +4 Mind Cage, Spellbreaker (+3/3d6)
6th +6 +5 +5 +5 Bind Magic, 3 CP
7th +7 +5 +5 +5 Anti-Magic Barrier, Spellbreaker (+4/4d6)
8th +8 +6 +6 +6 Improved Occult Tracker
9th +9 +6 +6 +6 Spellbreaker (+5/5d6), 3CP
10th +10 +7 +7 +7 Spellslayer
Class Skills (4 + Int modifier per level)
Balance (Dex), Bluff (Cha), Escape Artist (Dex), Jump (Str), Listen (Wis), Perform (Cha), Sense Motive (Wis), Spot (Wis), and Tumble (Dex) Knowledge (Arcana).
Class Features
All of the following are class features of the Spellbane. The save DC of all Spellbane abilities are equal to 10 + their charisma modifier + 1/2 their total character levels.
Occult Tracker (Su): At first level, the Spellbane expend 1 energy point per hour to be under the effects of Arcane Sight. He may suppress or resume this ability as a free action.
At 8th level, the Spellbane gains the benefit of Greater Arcane Sight at the cost of 2 energy points per hour. This replaces their normal Arcane Sight.
Spellbreaker (Ex): The Spellbane gains a +1 bonus on all attack rolls against creatures capable of casting spells and creatures possessing 3 or more (separate) spell-like abilities. They also deal an additional 1d6 points of damage on a successful hit made against creatures capable of casting spells or possessing spell-like abilities. The bonuses to attack and damage increase by +1 and +1d6 every odd level after first. (as seen on the Spellbane table above).
Spell Resistance (Su): At 2nd level, the Spellbane gains Spell-Resistance 5 + Spellbane level. increases by every even level thereafter He may suppress or resume it as a free action.
Mind Cage (Ex): At 5th level the Spellbane becomes immune to all mind-affecting abilities.
Bind Magic (Ex): At 6th level, when a Spellbane successfully strikes a creature capable of casting spells or possessing one or more spell-like ability, the creature must make a fortitude save or lose the ability to cast spells or use spell-like abilities for 1d2 + Spellbane level rounds. Multiple bind magic effects do not stack, rather they overlap. A creature need only make one save per round no matter how many times it is affected.
If the Spellbane strikes a Magic item (whether trying to sunder it or with a touch attack) he disables it for 1d4 + Spellbane level rounds. If the item has charges, it not disabled, instead losing one charge per round it would otherwise have been suppressed.
Anti-Magic Barrier (Sp): At 7th level, as an immediate action, a Spellbane may raise an antimagic field as the spell at the Cost of 7 energy. However, its duration is reduced to one round. It can be used at will with a caster level equaling the Spellbane's total character levels.
Spellslayer: At 10th level, Any creature capable of casting spells or possessing three or more spell-like abilities must make a fortitude save or die when affected by the Spellbreaker ability. A creature need only make one save per round no matter how many times it is affected.
Combat: Spellbane are very effective against enemy spellcasters. They are also highly effective against outsiders and any other creatures with spell-like abilities.
Spellbane are specialists in slaying Casters. Many of them have an unearthly hatred of spellcasting; other simply kill wizards and other spellcasters for duty. No matter they actual goals, a Spellbane is a specialist and an expert. He knows when and where to strike. He knows how to kill those who use magic with incredible efficiency.
Spellbane are dedicated to the eradication of magic, especially arcane spellcasting. Why? Ask a particular Spellbane. Many simply destroy irresponsible Caster; some may even travel with wizards or be spellcasters themselves, fighting fire with fire.
Table: The Spellbane
Hit Die: d8
Armor any light
Armor feat
Level Base
Attack Bonus Saving Throws Special
Fort Ref Will
1st +1 +2 +2 +2 Occult Tracker, Spellbreaker (+1/1d6)
2nd +2 +3 +3 +3 Spell Resistance
3rd +3 +3 +3 +3 Spellbreaker (+2/2d6), 3 CP
4th +4 +4 +4 +4 Disturb Spells
5th +5 +4 +4 +4 Mind Cage, Spellbreaker (+3/3d6)
6th +6 +5 +5 +5 Bind Magic, 3 CP
7th +7 +5 +5 +5 Anti-Magic Barrier, Spellbreaker (+4/4d6)
8th +8 +6 +6 +6 Improved Occult Tracker
9th +9 +6 +6 +6 Spellbreaker (+5/5d6), 3CP
10th +10 +7 +7 +7 Spellslayer
Class Skills (4 + Int modifier per level)
Balance (Dex), Bluff (Cha), Escape Artist (Dex), Jump (Str), Listen (Wis), Perform (Cha), Sense Motive (Wis), Spot (Wis), and Tumble (Dex) Knowledge (Arcana).
Class Features
All of the following are class features of the Spellbane. The save DC of all Spellbane abilities are equal to 10 + their charisma modifier + 1/2 their total character levels.
Occult Tracker (Su): At first level, the Spellbane expend 1 energy point per hour to be under the effects of Arcane Sight. He may suppress or resume this ability as a free action.
At 8th level, the Spellbane gains the benefit of Greater Arcane Sight at the cost of 2 energy points per hour. This replaces their normal Arcane Sight.
Spellbreaker (Ex): The Spellbane gains a +1 bonus on all attack rolls against creatures capable of casting spells and creatures possessing 3 or more (separate) spell-like abilities. They also deal an additional 1d6 points of damage on a successful hit made against creatures capable of casting spells or possessing spell-like abilities. The bonuses to attack and damage increase by +1 and +1d6 every odd level after first. (as seen on the Spellbane table above).
Spell Resistance (Su): At 2nd level, the Spellbane gains Spell-Resistance 5 + Spellbane level. increases by every even level thereafter He may suppress or resume it as a free action.
Mind Cage (Ex): At 5th level the Spellbane becomes immune to all mind-affecting abilities.
Bind Magic (Ex): At 6th level, when a Spellbane successfully strikes a creature capable of casting spells or possessing one or more spell-like ability, the creature must make a fortitude save or lose the ability to cast spells or use spell-like abilities for 1d2 + Spellbane level rounds. Multiple bind magic effects do not stack, rather they overlap. A creature need only make one save per round no matter how many times it is affected.
If the Spellbane strikes a Magic item (whether trying to sunder it or with a touch attack) he disables it for 1d4 + Spellbane level rounds. If the item has charges, it not disabled, instead losing one charge per round it would otherwise have been suppressed.
Anti-Magic Barrier (Sp): At 7th level, as an immediate action, a Spellbane may raise an antimagic field as the spell at the Cost of 7 energy. However, its duration is reduced to one round. It can be used at will with a caster level equaling the Spellbane's total character levels.
Spellslayer: At 10th level, Any creature capable of casting spells or possessing three or more spell-like abilities must make a fortitude save or die when affected by the Spellbreaker ability. A creature need only make one save per round no matter how many times it is affected.
Combat: Spellbane are very effective against enemy spellcasters. They are also highly effective against outsiders and any other creatures with spell-like abilities.