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CnC World War II

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CNC Spellbane

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1CNC Spellbane Empty CNC Spellbane Thu Jan 29, 2015 6:47 pm

Drunk Flogger

Drunk Flogger

—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
Prime: Intelligence

BTH and XP Based on Ranger

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 + their total character level.

Occult Tracker (Su): At first level, the Spellbane may use this ability twice + int modifier per day, and the duration of the ability is 1/2 hour per level 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 may use this ability twice + int modifier per day, and the duration of the ability is 1 hour per level to be under the effects of Greater Arcane Sight. 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 Adds twice their level To saves against spells and spell like abilites.


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 1+ 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, a Spellbane may raise an antimagic field that absorbs one harmful spell cast from the outside of the bubble. physical attacks may pass through unaffected by the field but it successfully blocks all effects or damage that is a spell or has a special effect once a day +int mod.

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. The Spellbreaker can use this ability if only within 30 ft of the target and only 1 plus half the character levels.

Combat: Spellbane are very effective against enemy spellcasters. They are also highly effective against outsiders and any other creatures with spell-like abilities.

2CNC Spellbane Empty Re: CNC Spellbane Thu Jan 29, 2015 7:48 pm

The Reality Tailor

The Reality Tailor

Forgotten Whisper wrote:—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
Prime: Intelligence

BTH and XP Based on Ranger

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 + their total character level.

Occult Tracker (Su): At first level, the Spellbane may use this ability twice + int modifier per day, and the duration of the ability is 1/2 hour per level to be under the effects of Arcane Sight. He may suppress or resume this ability as a free action.

Number of uses = Int
Duration equals 5 minutes per level.


At 8th level, the Spellbane gains the benefit of Greater Arcane Sight may use this ability twice + int modifier per day, and the duration of the ability is 1 hour per level to be under the effects of Greater Arcane Sight. This replaces their normal Arcane Sight.

Number of uses = Int
Duration equals 10 minutes per level. Come on a 8 hours of Greater Arcane sight? OP


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).

Damage goes up to fast. A wizard/illusionist both have a D4 per level. That's 8 points every 2 levels.
3rd level caster = Min 12 HP. Spellbane Min damage Str + 1D6 + weapon. I feel that's ridiculous.


Spell Resistance (Su): At 2nd level, the Spellbane Adds twice their level To saves against spells and spell like abilites.

This looks like a 3.5 class. You don't add levels to saves in 3.5 (that I recall). I would say twice the related ability mod.

Mind Cage (Ex): At 5th level the Spellbane becomes immune to all mind-affecting abilities.

This breaks C&C broken. Illusionist is completely useless.

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 1+ 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.

Why fortitude? It should be the affected characters primary.

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.

Magical items have their own saves for anti-magic attacks. This is broken.

Anti-Magic Barrier (Sp): At 7th level, a Spellbane may raise an antimagic field that absorbs one harmful spell cast from the outside of the bubble. physical attacks may pass through unaffected by the field but it successfully blocks all effects or damage that is a spell or has a special effect once a day +int mod.

This is confusing. One harmful spell is not very clear. I can cast a spell on you to make you see a harem of beautiful women. I would argue that this isn't a harmful spell.

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. The Spellbreaker can use this ability if only within 30 ft of the target and only 1 plus half the character levels.

This is so broken. You would have +14 to hit against spellcaster or those with spell like abilities. And since casters cant wear armor really. Really? Hp for 10th level wiz/illusionist = 40. Damage = str + 5D6 + weapon.

Combat: Spellbane are very effective against enemy spellcasters. They are also highly effective against outsiders and any other creatures with spell-like abilities.

They are broken.

3CNC Spellbane Empty Re: CNC Spellbane Wed Feb 04, 2015 2:28 pm

The Serpent

The Serpent

Too broken!

4CNC Spellbane Empty Re: CNC Spellbane Wed Feb 04, 2015 6:20 pm

Drunk Flogger

Drunk Flogger

Chaos' Plague wrote:Too broken!

Please ignore the class above too much bullshyt could cause problems

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