[Class] Spell Breaker

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Hicks
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[Class] Spell Breaker

Post by Hicks »

Spell Breaker
"And remember kids: always use protection."

Playing a Spell Breaker: Make no mistake: though Spell Breakers shield their allies from the inevitable ravages of sword and spell when words give way to violence, do not think that one specializing in protecting others is helpless. For a Spell Breaker, the line between protective magic and destructive magic blurs; for each protection granted, the more destruction one may grant with impunity. And Spell Breakers are all about protection.
Alignment: Spell Breakers can be of any alignment. Good Spell Breakers use their powers to shield and protect the innocent, while evil Spell Breakers use their mastery of protection to make themselves invincible tyrants.
Races: The path of the Spell Breaker is tread by those who value protection as power, and though all share a primal need for security, few Orcs and even less Fey can be found within their ranks.
Hit Dice: d8
BAB: Average
Fort: Good
Reflex: Average
Will: Good
Class Skills: The Spell Breaker’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Perform (dance) (Cha), Profession (Wis), and Spellcraft (Int).
Skill Points at 1st Level: (4+ Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.
  • 1 Spellcasting, Master of the First Veil, Reflexive Counterspell, Practiced Spellcaster, Unravel Magic
    2 Master of the Second Veil
    3 Counter Spell Absorption
    4 -
    5 Master of the Third Veil
    6 -
    7 Fast Casting
    8 -
    9 Master of the Fourth Veil
    10 -
    11 Aegis of Ages, Counter Spell Explosion
    12 -
    13 Master of the Fifth Veil
    14 -
    15 Immediate Casting
    16 -
    17 Master of the Sixth Veil
    18 -
    19 Counter Spell Seal
    20 Grandmaster of the Seven Veils

Class Abilities
Weapon and Armor Proficiencies: A Spell Breaker is proficient with simple weapons, but not with any armor or shield.

Practiced Spellcaster (Ex): Due to the focused training of a Spell Breaker, he never suffers any spell failure when using an armor or shield he is proficient in.

Master of the First Veil (Su): At first level a Spell Breaker masters the first veil, and as a standard action and for as long as you concentrate you may will a vertical sheet of red light up to 5’ per level tall and 10’ per level wide into existence. The brilliant, tinted light provides bright illumination out to 10’ per level, and shadowy illumination out to 20’ per level; any creature within 5’ per level of the veil must make a fortitude save (DC 10 + ½ your level + your wisdom modifier) or be blinded until they leave the affected area. The sheet is opaque, offering total concealment against any effect firing through it, and no non-magical ranged weapon may pierce the barrier. Any creature that tries to pass through the veil takes 20 points of fire damage (or half that with a successful reflex save with a DC of 10 + ½ your character level + your wisdom modifier). If you place the veil within a square containing a creature, he takes no damage until he decides to completely pass from one side of the veil to the other. A cone of cold spell penetrates this veil and automatically ends its duration. While concentrating on this veil, you are immune to Fire. The veil may be placed where you will out to medium range.

Reflexive Counterspell (Sp): At first level a Spell Breaker may expend one of his Attacks of Opportunity to attempt to counterspell any spell or spell like ability within medium range, as if he had counter spelled with a greater dispel magic.

Spellcasting: At first level a Spell Breaker gains the ability to cast arcane spells. He may spontaneously cast a number of spell per day as a Sorcerer of equal level, except that he has no 0 level spell slots, and has every Cleric, Druid, and Wizard abjuration spell in the Players Handbook at the lowest spell level available to those classes on his spell list. He knows all spells on his spell list as a Cleric. At each level, a Spell Breaker may add one Cleric, Druid, or Wizard spell does not have a spell level higher than he can normally cast to his spells known. At fourth level, and every even level thereafter, he may exchange one non-abjuration spell for another of equal level.
To prepare or cast a spell, a Spell Breaker must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Spell Breaker’s spell is 10 + the spell level + the Spell Breaker’s Wisdom modifier.

Unravel Magic (Ex): At first level a Spell Breaker gains the ability to add his Wisdom modifier to any dispel check he rolls.

Master of the Second Veil (Su): At second level a Spell Breaker masters the second veil, and as a standard action and for as long as you concentrate you may will a vertical sheet of orange light up to 5’ per level tall and 10’ per level wide into existence. The brilliant, tinted light provides bright illumination out to 10’ per level, and shadowy illumination out to 20’ per level; any creature within 5’ per level of the veil must make a fortitude save (DC 10 + ½ your level + your wisdom modifier) or be blinded until they leave the affected area. The sheet is opaque, offering total concealment against any effect firing through it, and no magical ranged weapon may pierce the barrier. Any creature that tries to pass through the veil takes 40 points of Acid damage (or half that with a successful reflex save with a DC of 10 + ½ your character level + your wisdom modifier). If you place the veil within a square containing a creature, he takes no damage until he decides to completely pass from one side of the veil to the other. A gust of wind spell penetrates this veil and automatically ends its duration. While concentrating on this veil, you are immune to Acid. The veil may be placed where you will out to medium range.

Counter Spell Absorption (Su): At third level, anytime a Spell Breaker successfully counterspells a Spell or Spell like ability, he may absorb the spell level of the counter spelled spell. A Spell Breaker cannot have absorbed more than his character level + his Wisdom modifier in spell levels with this ability at any time, excess spell levels that cannot be absorbed are lost. Thereafter he may expend the absorbed spell levels to spontaneously cast a like amount of spell levels from the Abjuration school without expending a spell slot.

Master of the Third Veil (Su): At fifth level a Spell Breaker masters the third veil, and as a standard action and for as long as you concentrate you may will a vertical sheet of yellow light up to 5’ per level tall and 10’ per level wide into existence. The brilliant, tinted light provides bright illumination out to 10’ per level, and shadowy illumination out to 20’ per level; any creature within 5’ per level of the veil must make a fortitude save (DC 10 + ½ your level + your wisdom modifier) or be blinded until they leave the affected area. The sheet is opaque, offering total concealment against any effect firing through it, and no poison, gas, or petrefication effect may pierce the barrier. Any creature that tries to pass through the veil takes 80 points of electricity damage (or half that with a successful reflex save with a DC of 10 + ½ your character level + your wisdom modifier). If you place the veil within a square containing a creature, he takes no damage until he decides to completely pass from one side of the veil to the other. A disintegrate spell penetrates this veil and automatically ends its duration. While concentrating on this veil, you are immune to Electricity. The veil may be placed where you will out to medium range.

Fast Casting (Ex): At seventh level, a Spell Breaker may cast any abjuration spell he knows as a swift action, regardless of its previous casting time.

Master of the Fourth Veil (Su): At ninth level a Spell Breaker masters the fourth veil, and as a standard action and for as long as you concentrate you may will a vertical sheet of green light up to 5’ per level tall and 10’ per level wide into existence. The brilliant, tinted light provides bright illumination out to 10’ per level, and shadowy illumination out to 20’ per level; any creature within 5’ per level of the veil must make a fortitude save (DC 10 + ½ your level + your wisdom modifier) or be blinded until they leave the affected area. The sheet is opaque, offering total concealment against any effect firing through it, and no breath weapon may pierce the barrier. Any creature that tries to pass through the veil is killed by Poison (suffers 1d6 Constitution damage with a successful fortitude save with a DC of 10 + ½ your character level + your wisdom modifier). If you place the veil within a square containing a creature, he takes no damage until he decides to completely pass from one side of the veil to the other. A passwall spell penetrates this veil and automatically ends its duration. While concentrating on this veil, you are immune to Poison. The veil may be placed where you will out to medium range.

Aegis of Ages (Ex): At eleventh level, a Spell Breaker is shielded from the ravages of time, and may never die from old age.

Counter Spell Explosion (Su): At eleventh level, anytime a Spell Breaker successfully counterspells a Spell or Spell like ability the Spell Breaker may choose to have the counterspelled caster and everything within 20’ of the counterspelled caster take 1d6 damage per spell level of the spell or spell like ability counterspelled. Everyone except the counter spelled caster within the blast radius is entitled to a reflex save (DC 10 + ½ your level + your Wisdom modifer) for half damage; the counterspelled caster takes full damage.

Master of the Fifth Veil (Su): At thirteenth level a Spell Breaker masters the fifth veil, and as a standard action and for as long as you concentrate you may will a vertical sheet of blue light up to 5’ per level tall and 10’ per level wide into existence. The brilliant, tinted light provides bright illumination out to 10’ per level, and shadowy illumination out to 20’ per level; any creature within 5’ per level of the veil must make a fortitude save (DC 10 + ½ your level + your wisdom modifier) or be blinded until they leave the affected area. The sheet is opaque, offering total concealment against any effect firing through it, and no divination or mental attack may pierce the barrier Any creature that tries to pass through the veil is turned to stone (the effect is negated with a successful fortitude save with a DC of 10 + ½ your character level + your wisdom modifier). If you place the veil within a square containing a creature, he takes no effect until he decides to completely pass from one side of the veil to the other. A magic missile spell penetrates this veil and automatically ends its duration. While concentrating on this veil, you are immune to any transformational ability. The veil may be placed where you will out to medium range.

Immediate Casting (Ex): At fifteenth level, a Spell Breaker may cast any abjuration spell he knows as an immediate action, regardless of its previous casting time.

Master of the Sixth Veil (Su): At seventeenth level a Spell Breaker masters the sixth veil, and as a standard action and for as long as you concentrate you may will a vertical sheet of indigo light up to 5’ per level tall and 10’ per level wide into existence. The brilliant, tinted light provides bright illumination out to 10’ per level, and shadowy illumination out to 20’ per level; any creature within 5’ per level of the veil must make a fortitude save (DC 10 + ½ your level + your wisdom modifier) or be blinded until they leave the affected area. The sheet is opaque, offering total concealment against any effect firing through it, and no spell may pierce the barrier. Any creature that tries to pass through the veil goes insane, as the insanity spell (the effect is negated with a successful will save with a DC of 10 + ½ your character level + your wisdom modifier). If you place the veil within a square containing a creature, he takes no effect until he decides to completely pass from one side of the veil to the other. A daylight spell penetrates this veil and automatically ends its duration. While concentrating on this veil, you are under the effect of a mind blank spell. The veil may be placed where you will out to medium range.

Counter Spell Seal (Su): At nineteenth level, anytime a Spell Breaker successfully counterspells a Spell or Spell like ability, the counterspelled caster may not cast a spell or activate a spell like or supernatural ability for 1d4 rounds.

Grandmaster of the Seven Veils (Su): At twentieth level a Spell Breaker masters the seven veils, and as a standard action and for as long as you concentrate you may will a vertical sheet of violet light up to 5’ per level tall and 10’ per level wide into existence. The brilliant, tinted light provides bright illumination out to 10’ per level, and shadowy illumination out to 20’ per level; any creature within 5’ per level of the veil must make a fortitude save (DC 10 + ½ your level + your wisdom modifier) or be blinded until they leave the affected area. The sheet is opaque, offering total concealment against any effect firing through it, and destroys all objects or effects that attempt to pierce the barrier. Any creature that tries to pass through the veil is transported to another plane of your choice (the effect is negated with a successful will save with a DC of 10 + ½ your character level + your wisdom modifier, although all their stuff is destroyed and all their ongoing spell effects are automatically dispelled). If you place the veil within a square containing a creature, he takes no effect until he decides to completely pass from one side of the veil to the other. A dispel magic spell penetrates this veil and automatically ends its duration. While concentrating on this veil, you may not be moved for where you stand by any means, unless you choose to.
In addition to that, you may also create all the other 6 veils with the same standard action, and concentrate on maintaining them all at the same time. For each veil you are concentrating on, you gain its protection. The veils need not overlap, and may be placed where you will out to medium range

Spells
  • 1: alarm, endure elements, entropic shield, protection from alignment, remove fear, sanctuary, shield, shield of faith

    2: fire trap, obscure object, protection from arrows, resist energy, shield other, undetectable alignment

    3: dispel magic, explosive runes, glyph of warding, magic circle against alignment, nondetection, protection from energy, remove curse

    4: dimensional anchor, dismissal, freedom of movement, lesser globe of invulnerability, repel vermin, spell immunity, stoneskin

    5: atonement, break enchantment, dispel alignment, mage’s private sanctum, spell resistance

    6: antilife shell, antimagic field, banishment, greater dispel magic, forbiddance, globe of invulnerability, greater glyph of warding, guards and wards, repulsion

    7: sequester, spell turning

    8: cloak of chaos, dimensional lock, holy aura, mind blank, prismatic wall, protection from spells, repel metal or stone, shield of law, greater spell immunity, unholy aura

    9: freedom, imprisonment, mage’s disjunction, prismatic sphere

So let me make this clear: I'm not married to the name of this rainbow bright reject. Honest (and brutal) suggestions are welcome.



[Spoiler]edit 08/20/2021: added the words "from the aberration school" to the counter spell absorbsion class ability.

edit 03/12/2024: changed the word aberration to Abjuration... geedee autoccorrect fail.[/spoiler]
Last edited by Hicks on Wed Mar 13, 2024 1:01 am, edited 10 times in total.
Anguirus
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Post by Anguirus »

Counter spell absorption can be abused by counter spelling your allies 1-st level spells and turning them into a 9th level spell. Otherwise I like it.
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Post by koz »

This is actually very good. Immediate-action casting on all abjurations may need a closer look, but on the whole, it looks extremely good. Well done!
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Post by Quantumboost »

Anguirus wrote:Counter spell absorption can be abused by counter spelling your allies 1-st level spells and turning them into a 9th level spell. Otherwise I like it.
This is the biggest flaw I can see in the class - it's otherwise pretty well-done.

To elaborate - the big (or at least blatant) problem with charging up "spell levels" and turning them into spells is that you can turn AoOs into new spells each round as long as anybody is casting near them.

Every Abjurer will prioritize Wisdom, then Dexterity, and pick up Horde Breaker (or the PHB Combat Reflexes, if not a Tome game) and a Leadership feat. He will then keep a group of adept followers stocked with wands of cure light wounds or even cure moderate wounds and cast whenever he gets low on spell levels.

What this amounts to is that your spells are at-will. This wouldn't be so bad, except that you do this almost out-of-the-box as soon as you don't care about money, and you can grab a new "expert sphere" once every three levels instead of every six levels (Attune Sphere/Domain every feat past Horde Breaker/Leadership versus five-six levels of Conduit). Except for the special abilities, this basically means that Spheres are obsolete.

The simple fix for this is not to allow using the stored spell levels to cast spells (or at least limit it to spells four levels below your maximum, where you don't actually care). That also has the potential for other special abilities keyed off absorbed spell levels.


The class ability table looks little sparse at first glance for a "single-school" caster [Edit: with few Power Play spells], before noticing that he basically gets Advanced Learning every level and unrestricted by school. Calling that out explicitly might be helpful for understanding the class.

As for names... my vote is for "Spellbreaker". :) Abjurer isn't so good because it's the name of an actual core class (well, specialist wizard - you write it on your sheet, that's the important thing).
Last edited by Quantumboost on Thu Apr 02, 2009 8:40 pm, edited 1 time in total.
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Post by Gelare »

It depresses me somewhat to look at those abjuration spells and realize that there's not a single one I really care about being an immediate action.
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Post by koz »

Quantum has a point. However, I think it would just be simpler to give this class all those abjurations as at-wills. I seriously do not give a flying fvck about how many times someone can cast greater dispel magic, shield or just about anything else off the abjuration school period, and neither should anyone else, for that matter.

As for a name, spellbreaker seems pretty good.
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Re: [Class] The Abjurer

Post by Aktariel »

Hicks wrote:Any creature that tries to pass through the veil is another plane of your choice...
You are... The Abyss!

I think you meant "is sent to another plane of your choice."
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Post by Quantumboost »

True, the abjurations at-will aren't such a big deal - imprisonment maybe since it's a SoD, but since you're a resident of crazytown by 18th and you can get SoDs on each attack as a Monk... not so much.

My real concern is the spells that aren't abjuration - with the Advanced Learning-like ability and Attune Domain/Sphere you can get pretty much whatever wizard or cleric spells you want (within the limits of how many you get). You get half the wizard's actual pre-scroll selection as part of the class.

Actually, if you were to change Counter Spell Absorption so that you could only cast Abjurations with the stored spell levels, there wouldn't be a problem at all. You effectively would have all abjurations at will and still be able to use your slots for non-abjurations you pick up.

Edit: Oh mans, turning people into planes. It's like Genesis on Kamikaze. That should totally be a capstone for a conjurer/transmuter :rofl:
Last edited by Quantumboost on Thu Apr 02, 2009 9:39 pm, edited 1 time in total.
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Post by koz »

Quantumboost wrote: Actually, if you were to change Counter Spell Absorption so that you could only cast Abjurations with the stored spell levels, there wouldn't be a problem at all. You effectively would have all abjurations at will and still be able to use your slots for non-abjurations you pick up.
Then why not just call a spade a spade, and only limit uses of the non-abjuration spells? Why encourage stealth mechanics when you can just call them what they are and make things easier?
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Post by Quantumboost »

[quote="Mister_Sinister]Then why not just call a spade a spade, and only limit uses of the non-abjuration spells? Why encourage stealth mechanics when you can just call them what they are and make things easier?[/quote]

True enough, that would be the better solution.
Last edited by Quantumboost on Thu Apr 02, 2009 9:40 pm, edited 1 time in total.
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Post by Hicks »

I'm suprised that nobody caught the Copy/Paste error in all the Master of the ______ Veil abilities. The errors have been fixed.
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Post by Username17 »

Greater Dispel Magic should be a first level spell. I'm not kidding.

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Post by koz »

FrankTrollman wrote:Greater Dispel Magic should be a first level spell. I'm not kidding.

-Username17
While I don't entirely agree with dropping the spell level THAT low, 3rd level is most definitely where it belongs. Dispel magic should not exist as a spell.
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Post by SunTzuWarmaster »

I really don't like this. It is too good at counterspelling and sucks hard at everything else. I realize that this was your intent. However, if I allowed players to play this in my campaign I can see no reason why EVERY boss wouldn't have 2 (that have taken Combat Reflexes/Horde Breaker). I really don't like the ability to counter 1+DEX in spells every round.

At 8th level when these spells explode the caster, it gets bad and provides for some very... odd rules interactions. For instance, casting minions that walk up to monsters and cast level 2 spells from scrolls so that you can counter them. I don't like the 2d6 Spalsh Damage Minion Sacrafice tactic that this recommends.

The fact that they get to have a cherry-picked spell list of random crap from any list is also scarily unpredictable to balance.

I would be alot happier with:
You are a cleric. Instead of getting cleric spells, you get to cast any abjuration spells in the game as an immediate action. Woo!
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Post by Username17 »

Indeed, something I noticed working on a Paladin fix was that if you give people a grotesquely good casting mechanic to partially make up for a shitty spell list, you are stuck with the fact that people will in actual play run off and grab feats and prestige classes that put real spells on the list and walk off with a super good spell list and a super good casting mechanic.

If you want to give people shit spells like that and a very very crazy good casting mechanic, give them a series of spell-like or even supernatural abilities. Then they don't have real "spell slots" and you won't end up with them using the casting mechanic to drop a bunch of Evard's Black Tentacles or Charm Monsters.

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Post by Hicks »

Thanks to everyone for the feedback. I really appreciate it.

Some notes:

Counters to the Spell Breaker:
  • 1: Long range casting is long range. Seriously, outside of medium range he can't use his reflexive counterspell. Buff and cast with impunity. Hell, just breaking line of effect allows you to buff up rignt before you kick the door in.
    2: Invest in spell resistance. spell like abilities (like Reflexive counterspell) are negated by SR, so stock up.
    3: Stunlock his ass. have the beatstick grapple him, or smack him with a 6th BAB Combat School. Take away his attack of oppertunity and cast away. Not like the Tom Hanks move though, that sucked. WILSON!
    4: "Glorious chainsaw method", or rather neat-o pincushin technique. All his Master of the XXX Veil abilities exist off of concentration, break it by breaking his face.


The class is action starved. Before 7th level, he might never cast a spell in combat. His Master of the XXX Veil eats all of his standard actions, and that is the best thing he's got going for him, what with an medium range blindness effect that horribly maims anyone who walks through it; he fights with a sliced up prismatic wall. He'll benifit greatly from someone in his party casting telekinesis, or perhaps when he's 10th level he can pick up a Some Full BAB Class 4, Proginator of the Gith 4 with his leadeship feat.

Origionally, the Counter Spell Absorb was based entirely off his Wisdom modifier alone, and I said to myself, "Myself, this ability is awesome, it totally mimics a Rod of Absorbsion, except you burrn combat useful actions instead of just flat out ignoring the next 50 spell levels that come your way." So I gather that y'all want it to only apply to abjuration spells?

Incidently, my girlfriend heard "master of the 1st veil" and said, "belly dancer" , ergo the Perform skill, and that since the walls of light are opaque that, "you shouldn't say veil but curtain."

Grand Master of the Seven Curtains? How about: Archmaid of the Ninefold Doily? Pass.
Last edited by Hicks on Fri Apr 03, 2009 1:29 am, edited 1 time in total.
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