
Odentin |

Last week, my friends and I started playing Dawn of Worlds, and over the course of the game, my elves (the first and most powerful magic society) developed an anti-magic fighting force, aimed to counteract the summoning magics of the Others (another race, don't ask). I based these highly off of the Spellbreaker unit from Warcraft 3, down to the name. They did aid the elven armies greatly during the war phase of the game.
While my friends and I have decided to use this world in the future, I wanted to write up the Spellbreaker class for use. Below is the information for the class. I would appreciate any and all feedback. I'd love to play test it myself, but none in my group are comfortable running a high-level campaign...
Spellbreaker
Role: The Spellbreaker is an anti-spellcaster combatant. They are able to remove helpful buffs and summoned creatures, as well as purge harmful spells from their allies.
Alignment: While the Spellbreaker can be any alignment, the structured military background most hail from lends itself towards a Lawful tendency.
Hit Die: d10
Requirements
To qualify to become a Spellbreaker, a character must fulfill all the following criteria.
Race: High Elf ((Our campaign world only))
Feats: Disruptive, Spellbreaker
Skills: Knowledge: Arcana 10 Ranks, Spellcraft 10 Ranks.
Class Skills
The Spellbreaker's class skills (and the key ability for each skill) are Diplomacy (Cha), Intimidate (Cha), Knowledge: Arcana (Int), Knowledge: History (Int), Knowledge: Nobility (Int), Perception (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int).
Skill Ranks at Each Level: 2 + Int Modifier.
Table:
Full BAB, Good Fort and Will saves, Poor Ref saves.
1 - Detect Magic, Dispelling Strike
2 - Spell Resistance: 20
3 - Steal Spell
4 - Bonus Feat
5 - Disrupting Strike
6 - Spell Resistance: 25
7 - Spell Burn
8 - Bonus Feat
9 - Silencing Strike
10 - Spell Immunity
Class Features:
Weapon and Armor Proficiency: The spellbreaker gains no proficiency with any weapons or armor. ((Dev note: Gotta be a Fighter to get to class anyways, so that's kind of a moot point.))
Detect Magic (Sp): The Spellbreaker can use Detect Magic at will, as a spell like ability. In addition, the Spellbreaker can use this ability to determine an enemy spell caster's spell repertoire by focusing on an enemy spellcaster (a swift mental action each round, requiring a Concentration check if in combat.
1st Round - Identify Spellcaster.
2nd Round - Identify Spontaneous/Prepared Caster. If prepared, identify spell schools/levels of prepared spells. If spontaneous, identify number of spell slots/levels.
3rd Round - Identify Subschools of prepared spells.
4th Round - Identify all prepared spells.
Dispelling Strike (Su): As part of an attack, a Spellbreaker can choose to attempt a Dispelling Strike. The use of this ability must be declared before the attack roll is made. If the attack lands and deals damage, the Spellbreaker makes a Targeted Dispel Magic attempt against the enemy, using his Base Attack Bonus as his caster level. If the attack misses or deals no damage, the attempt is lost. This can be used a number of times per day equal to 3 + Int Modifier.
Spell Resistance (Su): At 2nd level, a Spellbreaker gains Spell Resistance 20. At 6th level, his Spell Resistance grows to 25.
Steal Spell (Su): Starting at 3rd level, as a Standard action, a Spellbreaker can attempt to remove a spell from an enemy or ally and place it on someone else. The Spellbreaker must make a caster level check (using his Base Attack Bonus as his caster level) to remove a helpful spell from an enemy or a harmful spell from an ally within 30', and transfer it to an ally (including himself) or an enemy within 30'. A Spellbreaker can use this ability to bring harmful spells onto himself, in order to force a new Spell Resistance check, top remove it completely. If the check fails, the attempt is still spent. This ability may be used a number of times per day equal to 3 + Cha modifier.
Bonus Feats: At 4th and 8th levels, the Spell Breaker gains a Bonus Combat Feat.
Disrupting Strike (Su): Starting at 5th level, whenever a Spellbreaker lands a Dispelling Strike, the affected spellcaster finds it more difficult to cast for 1 round after. Any spell cast for 1 round after the Dispelling Strike is made is subject to a Concentration check DC 15 + Spell Level.
((Hoo boy. Now the fun one...))
Spell Burn (Su): Starting at 7th level, the Spellbreaker can attack the very magical energies that a spellcaster uses to cast. In place of an attack, the Spellbreaker can attempt to burn an enemy spellcaster's spells or spell slots. He must make a Caster Level check (using his Base Attack Bonus as his Caster Level) against an enemy Spellcaster. DC is 10 + Enemy's Caster Level. If successful, the Spellbreaker rolls 2d6, and removes a number of spell levels equal to the result from the enemy spellcaster, as if they had been cast. He can target any spell slot in particular, based on the knowledge gained from his Detect Magic ability, starting with the highest level of spells available. If no spells are left at lower levels, the remaining burn is lost. Each spell level destroyed in this way deals 2 damage to the spellcaster. Spontaneous casters lose spells per day. This ability can not be used in conjunction with Dispelling Strike. This ability is usable a number of times per day equal to 3 + Cha Modifier.
Example: A spellcaster has 3 3rd level spells remaining, 1 2nd level spell, and no 1st level spells. A Spellbreaker succeeds his CL check, and rolls a total of 7. Two 3rd level spells are destroyed, leaving 1 burn left. Since he didn't target the 2nd level spell, it is untouched, and the lack of any 1st level spell means that last point is wasted. The caster takes 12 damage.
Silencing Strike (Su): Starting at 9th level, whenever a Spellbreaker lands a Dispelling Strike, the affected spellcaster is rendered unable to cast any spell or spell like ability for 1 round.
Spell Immunity (Su): At 10th level, a Spellbreaker becomes immune to any spell or spell like ability that is affected by Spell Resistance.
Whew. I was a little wordy where I didn't know how to describe things properly. I know the Spell Burn ability is a little tough to handle, but I do love it so. It could have been explained a little better, as well, if I could figure out how.
Keep in mind, too, that in order to start this PrC, a character has to be a 10th level Fighter (or eldritch knight), so it is geared for high level campaigns.
As I said before, I appreciate any feedback. Thank you.

Felgoroth |

I like this class, it kind of reminds me of the Occult Slayer only with better abilities. Some concerns I have though, the biggest 1 (which may just be a typo) is that Steal Spell and Spell Burn use Cha but Dispelling Strike uses Int, I'd make them all use the same ability score to reduce MAD, I mean he's already a fighter so he needs Str or Dex (and having a decent score in the 1 he needs less never hurts), and Con. Next, I realize a character would have to be 17th level to use Spell Burn but it seems a little overpowered to me, I could be wrong though, I'd probably make it a number of spells equal to his Cha or Int modifier (whichever 1 you use more). I might also change Silencing Strike to actually silencing the spellcaster, they'd still be able to cast but, they'd have to cast spells without verbal components or a use the Silent Spell feat which still helps you out a lot. Just my 2cp though.

Odentin |

Thank you.
The differentiation in the abilities used for the class features was a conscious decision. I wanted to make sure that fighters wouldn't just dip into the class for a level or two, you know? I wanted to make sure that if a player were to take this PrC, they were gonna be specifically aiming for it, hence not "dumping" Int or Cha. I could understand making it one or the other, though. Something to consider. Thank you.
The Spell Burn ability, at a max roll, is only capable of dealing 24 damage. At 17th level, that's not a lot, even for a caster. The real damage is to the spells, but again, even on a max roll, you can only burn 1 9th level spell, and then you miss spell levels 4-8. Against an equal level wizard, that leaves 28 spells before bonus spells are taken into account. It's actually not as powerful as it seems.
Using a modifier, as well, prevents it from burning higher level spells, which at this level is the real threat...
For Silencing Strike, I might change the name. It was supposed to be a natural continuation of Disrupting Strike, in that it makes it impossible to cast for 1 round, up from merely making it difficult to cast. I'll look into it, though. Thank you.

'Rixx |

...my elves (the first and most powerful magic society) ...
BAH! My Kobolds were working metal and exchanging secret handshakes before your elves could even SPELL THEIR NAMES!
...Okay I'll actually read the rest now
I kind of agree with only using either Int or Cha - if I had to choose between the two, I'd say Charisma, since it carries connotations of indomitable will.
You mention that using the magic detection ability in combat requires a concentration check - what is the DC of this check, and how is it figured out, since a Spellbreaker has no caster level or relevant caster ability score?

Odentin |

Odentin wrote:...my elves (the first and most powerful magic society) ...BAH! My Kobolds were working metal and exchanging secret handshakes before your elves could even SPELL THEIR NAMES!
...Okay I'll actually read the rest now
...and couldn't figure out how to use magic until after the elves and gnomes had had it mastered for thousands of years. The word "magic" would have been operative there.
I kind of agree with only using either Int or Cha - if I had to choose between the two, I'd say Charisma, since it carries connotations of indomitable will.
You mention that using the magic detection ability in combat requires a concentration check - what is the DC of this check, and how is it figured out, since a Spellbreaker has no caster level or relevant caster ability score?
Hmm, good point. Perhaps make it require a move equivalent action that doesn't provoke AoO each round to continue focusing?

Felgoroth |

'Rixx wrote:
Odentin wrote:
...my elves (the first and most powerful magic society) ...
BAH! My Kobolds were working metal and exchanging secret handshakes before your elves could even SPELL THEIR NAMES!
...Okay I'll actually read the rest now
...and couldn't figure out how to use magic until after the elves and gnomes had had it mastered for thousands of years. The word "magic" would have been operative there.
Neither of them compare to my Schist, they're the reason for the expression "as old as dirt."
The Spell Burn ability, at a max roll, is only capable of dealing 24 damage. At 17th level, that's not a lot, even for a caster. The real damage is to the spells, but again, even on a max roll, you can only burn 1 9th level spell, and then you miss spell levels 4-8. Against an equal level wizard, that leaves 28 spells before bonus spells are taken into account. It's actually not as powerful as it seems.
I must have misread that, I wasn't too concerned with the 24 damage but I thought it could get rid of 12 spells of any level, it's probably because I read over it pretty quick, I'll take another look when I'm sobered up :P
EDIT: O wait! I think I get it now. If I were to roll a 12 I could get rid of one 9th level spell and one 3rd level spell of the person I did this to (or any combination of lower level spells equaling 3)?

Odentin |

EDIT: O wait! I think I get it now. If I were to roll a 12 I could get rid of one 9th level spell and one 3rd level spell of the person I did this to (or any combination of lower level spells equaling 3)?
If you specifically target spells, you can have any combination of 12 levels of spells. You could skip the 9th level spell completely. If you don't target any in particular, it starts with the highest level available and works its way down. And again, if there are any left over, like if there are no more 1st or second level spells left, the leftovers are wasted...
It's possible to waste an entire use of the ability if the target has used all of its spells, or if its used on a non-spellcaster...

Twin Agate Dragons |

Silencing Strike (Su): Starting at 9th level, whenever a Spellbreaker lands a Dispelling Strike, the affected spellcaster is rendered unable to cast any spell or spell like ability for 1 round.
This ought to be renamed considering the affect. Even silenced casters can still manage to cast spells with the Silent Spell feat.

Odentin |

Odentin wrote:Silencing Strike (Su): Starting at 9th level, whenever a Spellbreaker lands a Dispelling Strike, the affected spellcaster is rendered unable to cast any spell or spell like ability for 1 round.This ought to be renamed considering the affect. Even silenced casters can still manage to cast spells with the Silent Spell feat.
Yeah, I will. Any ideas on what it should be changed to?
You're playing dawn of worlds? Awesome! How does it play?
It's a lot of fun! We had four people, and while it took a few hours over two nights a week apart, we came up with a really fun campaign world...
The play gets bogged down at times, but for the most part is pretty smooth...

Tom S 820 |

Spellbreaker
Role: The Spellbreaker is an anti-spellcaster combatant. They are able to remove helpful buffs and summoned creatures, as well as purge harmful spells from their allies.
Alignment: While the Spellbreaker can be any alignment, the structured military background most hail from lends itself towards a Lawful tendency.
Hit Die: d10
Requirements
To qualify to become a Spellbreaker, a character must fulfill all the following criteria.
Race: High Elf ((Our campaign world only))
Feats: Disruptive, Spellbreaker
Need
Skill Focus Spell craft and Crittal Focus
Skills: Knowledge: Arcana 10 Ranks, Spellcraft 10 Ranks.
Class Skills
The Spellbreaker's class skills (and the key ability for each skill) are Diplomacy (Cha), Intimidate (Cha), Knowledge: Arcana (Int), Knowledge: History (Int), Knowledge: Nobility (Int), Perception (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int).
Skill Ranks at Each Level: 2 + Int Modifier.
Table:
Full BAB, Good Fort and Will saves, Poor Ref saves.
Needs Good Reflex and Will, Poor Fort
even out saves vs all spell
1 - Detect Magic, Dispelling Strike
2 - Spell Resistance: 20
Need to Rasie with Class Level Ie 20+ Classs Level
3 - Steal Spell
Look at spell thief in CAv this bad mechicly
4 - Bonus Feat
5 - Disrupting Strike
6 - Spell Resistance: 25
7 - Spell Burn
This need to be only on Crtial and level that you can take is Equal to 1/2 your Charther level rounded down
8 - Bonus Feat
9 - Silencing Strike
sliene Crital maybe better
10 - Spell Immunity
Need abiltys
as spell like abiltys
Acrane Sight at will
Silence 3 + Stat INT or CHA
Greater Dispell 1+Stat INT or CHA
Remove Cuarse 3+Stat INT or CHA
Break Enchament 1+Stat INT or CHA
Arcane Shield add Stat to touch AC, CMD and all Saves vs Spells and Spell-like ablitys
Detect Magic (Sp): The Spellbreaker can use Detect Magic at will, as a spell like ability. In addition, the Spellbreaker can use this ability to determine an enemy spell caster's spell repertoire by focusing on an enemy spellcaster (a swift mental action each round, requiring a Concentration check if in combat.
1st Round - Identify Spellcaster.
2nd Round - Identify Spontaneous/Prepared Caster. If prepared, identify spell schools/levels of prepared spells. If spontaneous, identify number of spell slots/levels.
3rd Round - Identify Subschools of prepared spells.
4th Round - Identify all prepared spells.
K this need to have Spell Craft roll vs DC ie 15+ caster level for rrounds 1
DC 20 for round 2
DC 15+ caster level rounds 3
DC 25 + Caster level
you have to pass to go to the next if fail you stop till you get a new clues to reroll or new day
Dispelling Strike (Su): As part of an attack, a Spellbreaker can choose to attempt a Dispelling Strike. The use of this ability must be declared before the attack roll is made. If the attack lands and deals damage, the Spellbreaker makes a Targeted Dispel Magic attempt against the enemy, using his Base Attack Bonus as his caster level. If the attack misses or deals no damage, the attempt is lost. This can be used a number of times per day equal to 3 + Int Modifier.
Make so thaty they can Channel Greater Dispell 1+Stat INT or CHA
Steal Spell (Su): Starting at 3rd level, as a Standard action, a Spellbreaker can attempt to remove a spell from an enemy or ally and place it on someone else. The Spellbreaker must make a caster level check (using his Base Attack Bonus as his caster level) to remove a helpful spell from an enemy or a harmful spell from an ally within 30', and transfer it to an ally (including himself) or an enemy within 30'. A Spellbreaker can use this ability to bring harmful spells onto himself, in order to force a new Spell Resistance check, top remove it completely. If the check fails, the attempt is still spent. This ability may be used a number of times per day equal to 3 + Cha modifier.
Cut it
Bonus Feats: At 4th and 8th levels, the Spell Breaker gains a Bonus Combat Feat.
Disrupting Strike (Su): Starting at 5th level, whenever a Spellbreaker lands a Dispelling Strike, the affected spellcaster finds it more difficult to cast for 1 round after. Any spell cast for 1 round after the Dispelling Strike is made is subject to a Concentration check DC 15 + Spell Level.
How about he add his class level to that DC casting Defenvisely
while just standing there next to the caster and it stack with Disruptive Feet
Spell Burn (Su): Starting at 7th level, the Spellbreaker can attack the very magical energies that a spellcaster uses to cast. In place of an attack, the Spellbreaker can attempt to burn an enemy spellcaster's spells or spell slots. He must make a Caster Level check (using his Base Attack Bonus as his Caster Level) against an enemy Spellcaster. DC is 10 + Enemy's Caster Level. If successful, the Spellbreaker rolls 2d6, and removes a number of spell levels equal to the result from the enemy spellcaster, as if they had been cast. He can target any spell slot in particular, based on the knowledge gained from his Detect Magic ability, starting with the highest level of spells available. If no spells are left at lower levels, the remaining burn is lost. Each spell level destroyed in this way deals 2 damage to the spellcaster. Spontaneous casters lose spells per day. This ability can not be used in conjunction with Dispelling Strike. This ability is usable a number of times per day equal to 3 + Cha Modifier.
Example: A spellcaster has 3 3rd level spells remaining, 1 2nd level spell, and no 1st level spells. A Spellbreaker succeeds his CL check, and rolls a total of 7. Two 3rd level spells are destroyed, leaving 1 burn left. Since he didn't target the 2nd level spell, it is untouched, and the lack of any 1st level spell means that last point is wasted. The caster takes 12 damage.
Change to
How about they get + to hit and damage to taget = to hight level Spell in efect to hit them and damage them
Silencing Strike (Su): Starting at 9th level, whenever a Spellbreaker lands a Dispelling Strike, the affected spellcaster is rendered unable to cast any spell or spell like ability for 1 round.
Silence Crittcal better
Spell Immunity (Su): At 10th level, a Spellbreaker becomes immune to any spell or spell like ability that is affected by Spell Resistance.
Nice Cap stone

Odentin |

Thank you for the feedback...
Spellbreaker
Need
Skill Focus Spell craft and Crittal Focus
Not sure why these are necessary, will get into that further down...
Needs Good Reflex and Will, Poor Fort
even out saves vs all spell
I do disagree with this one, though. They're heavy-armor soldiers, not finesse fighters...
2 - Spell Resistance: 20
Need to Rasie with Class Level Ie 20+ Classs Level
Thought about that. Having static SR values seemed a little simpler.
3 - Steal Spell
Look at spell thief in CAv this bad mechicly
Completely different abilities.
7 - Spell Burn
This need to be only on Crtial and level that you can take is Equal to 1/2 your Charther level rounded down
Interesting idea. Might be worth looking into, at least partially.
9 - Silencing Strike
sliene Crital maybe better
I assume this and the previous are the reasons for the Critical Focus above. Not sure I agree with a class that's forced to be crit focused when its primary purpose is not actually to have incredible damage, just to be able to suppress spell casters effectively...
Need abiltys
as spell like abiltys
Acrane Sight at willSilence 3 + Stat INT or CHA
Greater Dispell 1+Stat INT or CHA
Remove Cuarse 3+Stat INT or CHA
Break Enchament 1+Stat INT or CHA
Arcane Shield add Stat to touch AC, CMD and all Saves vs Spells and Spell-like ablitys
I was intentionally trying not to give them too many abilities as SLA's. Especially since they're anti-spell caster, giving them SLA's seemed a bit odd. Break Enchantment isn't a bad idea, though...
K this need to have Spell Craft roll vs DC ie 15+ caster level for rrounds 1
DC 20 for round 2
DC 15+ caster level rounds 3
DC 25 + Caster level
you have to pass to go to the next if fail you stop till you get a new clues to reroll or new day
I like this.
Make so thaty they can Channel Greater Dispell 1+Stat INT or CHA
That's more or less what it is. I was a little wordy.
Cut it
It's not as bad as you make it out to be. It's essentially a dispel check, except that instead of disappearing, the spell is merely placed on a new target of the Spellbreaker's choice.
How about he add his class level to that DC casting Defenvisely
while just standing there next to the caster and it stack with Disruptive Feet
Thought about that, but these aren't always going to be able to get within melee range. This is a bit of a gap-closer if used with a ranged attack. And against multiple casters, this works a little better...
Change to
How about they get + to hit and damage to taget = to hight level Spell in efect to hit them and damage them
Supposed to take away a spellcaster's "weapons," not just deal heavy damage to them. A caster who can't cast is essentially dead anyways.
All in all, I must say, it seemed you were trying to make the class into something that it wasn't supposed to be. There were a couple things there that I might use in the next draft, but most of it doesn't fit with the purpose of the class, especially the critical feats/abilities. I do appreciate the feedback, however. Thank you.

Odentin |

Alright, V2.0 going up. Lemme know what you think.
Spellbreaker
Role: The Spellbreaker is an anti-spellcaster combatant. They are able to remove helpful buffs and summoned creatures, as well as purge harmful spells from their allies.
Alignment: While the Spellbreaker can be any alignment, the structured military background most hail from lends itself towards a Lawful tendency.
Hit Die: d10
Requirements
To qualify to become a Spellbreaker, a character must fulfill all the following criteria.
Race: High Elf
Feats: Disruptive, Spellbreaker
Skills: Knowledge: Arcana 10 Ranks, Spellcraft 10 Ranks.
Class Skills
The Spellbreaker's class skills (and the key ability for each skill) are Diplomacy (Cha), Intimidate (Cha), Knowledge: Arcana (Int), Knowledge: History (Int), Knowledge: Nobility (Int), Perception (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int).
Skill Ranks at Each Level: 2 + Int Modifier.
Table:
Full BAB, Good Fort and Will saves, Poor Ref saves.
1 - Arcane Sight, Dispelling Strike
2 - Spell Resistance
3 - Steal Spell
4 - Bonus Feat
5 - Disrupting Strike
6 - Break Enchantment
7 - Spell Burn
8 - Bonus Feat
9 - Suppressing Strike
10 - Spell Immunity
Class Features
Weapon and Armor Proficiency: The spellbreaker gains no proficiency with any weapons or armor.
Arcane Sight (Sp): The Spellbreaker can use Arcane Sight as a Spell Like Ability at will. Further, he can choose to spend another standard action to identify how many spell levels a caster has available to them by making a Spellcraft check (DC 15 + Caster Level of Target). A third standard action identifies all of the spells the caster has prepared or available to them with another Spellcraft check (DC 20 + Caster Level of Target).
Dispelling Strike (Su): As part of an attack, a Spellbreaker can choose to attempt to dispel any buffs the target has active on them. This functions as Greater Dispel Magic, using the Spellbreaker's Base Arrack Bonus as his caster level, but only for a targeted dispel, and only when channeled through a weapon (unarmed strikes can be Dispelling Strikes, but only if the Spellbreaker has the Improved Unarmed Strike feat). This ability can be used a number of times per day equal to 3 + Cha Modifier.
Spell Resistance (Su): Starting at 2nd level, a Spellbreaker gains Spell Resistance equal to 20 + Spellbreaker Level.
Steal Spell (Su): Starting at third level, a Spellbreaker can attempt to steal a beneficial spell from an opponent within 30 feet and place it on one of his allies, or himself. This is resolved as a dispel check, using the Spellbreaker's Base Attack Bonus as his Caster Level, except that if he is successful, he chooses an ally (or himself) within 30 feet to receive the spell for the remaining duration.
He can also choose to remove a harmful spell from an ally and place it on an opponent (or himself). Harmful spells transferred this way are subject to new Saves or Spell Resistance checks. This ability can be used a number of times per day equal to 3 + Cha Modifier.
Bonus Feat: At 4th and 8th levels, a Spellbreaker gains a bonus combat feat.
Disrupting Strike (Su): Starting at 5th level, whenever a Spellbreaker lands a Dispelling Strike, the affected spellcaster finds it more difficult to cast for 1 round after. Any spell cast for 1 round after the Dispelling Strike is made is subject to a Concentration check DC 15 + Spell Level.
Break Enchantment (Sp): Starting at 6th level, a Spellbreaker can cast Break Enchantment once per day as a Spell Like Ability. He uses his Base Attack Bonus as his caster level.
Spell Burn (Su): Starting at 7th level, the Spellbreaker can attack the very magical energies that a spellcaster uses to cast. As a Full Round Action, the Spellbreaker can attack an enemy spellcaster's spells or spell slots. He must make a Caster Level check (using his Base Attack Bonus as his Caster Level) against an enemy Spellcaster. DC is 10 + Enemy's Caster Level. If successful, the Spellbreaker rolls 2d6, and removes a number of spell levels equal to the result from the enemy spellcaster, as if they had been cast. He can target any spell slot in particular, based on the knowledge gained from his Arcane Sight ability. If destroyed randomly, the highest level spell is attacked first, then works its way down. If no spells are left at lower levels, the remaining burn is lost. Each spell level destroyed in this way deals 2 damage to the spellcaster. Spontaneous casters lose spells per day. This ability is usable a number of times per day equal to 3 + Cha Modifier.
Suppressing Strike (Su): Starting at 9th level, whenever a Spellbreaker lands a Dispelling Strike, the affected spellcaster is rendered unable to cast any spell or spell like ability for 1 round.
Spell Immunity (Su): At 10th level, a Spellbreaker becomes immune to any spell or spell like ability that is affected by Spell Resistance.
Any more feedback, my friends?

Odentin |

Crap, can't believe I missed that. Spell Burn was supposed to have a range of 15 feet.
Also, with Spell Burn, I was thinking today about raising the number of dice it uses, or adding a bonus to it (1/2 level, Cha mod, etc.), or both. Right now, an average of 7 spell levels, three times per day, seems a bit low. Especially at 17th level...
Thoughts?

Tom S 820 |

Crap, can't believe I missed that. Spell Burn was supposed to have a range of 15 feet.
Also, with Spell Burn, I was thinking today about raising the number of dice it uses, or adding a bonus to it (1/2 level, Cha mod, etc.), or both. Right now, an average of 7 spell levels, three times per day, seems a bit low. Especially at 17th level...
Thoughts?

Odentin |

Odentin wrote:Crap, can't believe I missed that. Spell Burn was supposed to have a range of 15 feet.
Also, with Spell Burn, I was thinking today about raising the number of dice it uses, or adding a bonus to it (1/2 level, Cha mod, etc.), or both. Right now, an average of 7 spell levels, three times per day, seems a bit low. Especially at 17th level...
Thoughts?
Um...
Did your post get eaten?