
damendred |
Hi everyone,
I want to build a prestige class that is a fighter/pally class built around passifying mages (part of my campaign story) and I need help on class abilities that are balanced. Here are my ideas so far:
Spellnshatering strike: apon sucessful hit the mage randomly loses a memorized spell
Spell reflection: as per the reflwcting shield
SR
That's what I got so far, any thoughts/critisim/suggestions are welcome provided they are constructive.
Thanks all

John Kretzer |

Is this specfic to arcane or does it include all magic?
But the idea I had was...
Resist Magic's lure: +4 to save vs magic mind affecting effects.
And or you could give them slippery mind....
Or evasion( and throw in mettle as well...which is pretty much evasion for Fort saves and will saves) but only vs spells.

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For some ideas or a baseline, check the Complete Warrior; it has a PrC MageSlayer.
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If you're gonna go with a "steals a prepared spell / slot" Feature, make it level progressive -- a 2nd Lvl Mageslayer can "shatter" a 1st level spell; a 4th Lvl Mageslayer can "shatter" a 2nd level spell, 6th Lvl for a 3rd level spell, etc.
Also, the Pathfinder Feat "Step Up," which gives the PC an immediate action to take a 5 foot step forward when an opponent takes a 5 foot step out of melee range, should be a PrC feature, say at 1st or 2nd level. Casters, afterall, love to use their 5' steps to back out of combat so they can cast easier. Step Up defeats that tactic.

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They have Mettle in Pathfinder, now -- I can't remember what they're calling it, though, cuz they can't call it "Mettle." I'm sure it's from the APG somewhere.
I was struggling with Saves for this PrC.... I'd still give him only 1 good Save, Fort., and I was thinking about SR 5+PrC level or an inherrent +2 bonus to all SP abilities against him -- or maybe a Feature where the MageSlayer can attempt a new Saving Throw against continuous effects.

MaxBarton |

Yeah, I'd definitely go with W E Ray's advice toward the Spellshatering Strike ability.
As it currently is, it's a lesser version of an Epic monster ability in 3.5. Of course that always stole the highest slot.
Another thing is I'd limit it to one per turn. As written that means a level 16 fighter could potentially cause a caster to loose 3 spells per turn... unless he's hasted, then it's 4.

VM mercenario |

For some ideas or a baseline, check the Complete Warrior; it has a PrC MageSlayer.
You had me confused for a moment. The PrC is Occult Slayer. There is a Mage Slayer feat on Complete Arcane that made spellcasters you threaten automatically fail checks to cast defensively.
If the class can be taken by any martial class, then it could have something similar, gaining Disruptive and Spellbreaker as bonus feats.Say Step up either at first level or as a requirement to enter the class, Disruptive at 2nd level and Spellbreaker at 5th or 6th.
SR should be gained early, between 3rd and 5th level.
Two good saves: Fort and Will. If it has to have only one good save go with Will, to even out the bad save you would propably have from figther, barbarian or ranger levels. give them some bonus to resist SU abilities too. What else... From the top of my head that all I can think off but my DM is cooking up a Mage Slayer PrC too I'll see what ideas he has.
Also, will you name this class Templar? Just curious...

damendred |
W E Ray wrote:For some ideas or a baseline, check the Complete Warrior; it has a PrC MageSlayer.You had me confused for a moment. The PrC is Occult Slayer. There is a Mage Slayer feat on Complete Arcane that made spellcasters you threaten automatically fail checks to cast defensively.
If the class can be taken by any martial class, then it could have something similar, gaining Disruptive and Spellbreaker as bonus feats.
Say Step up either at first level or as a requirement to enter the class, Disruptive at 2nd level and Spellbreaker at 5th or 6th.
SR should be gained early, between 3rd and 5th level.
Two good saves: Fort and Will. If it has to have only one good save go with Will, to even out the bad save you would propably have from figther, barbarian or ranger levels. give them some bonus to resist SU abilities too. What else... From the top of my head that all I can think off but my DM is cooking up a Mage Slayer PrC too I'll see what ideas he has.Also, will you name this class Templar? Just curious...
As part of my story the class will be the silver templars and if ur wondering if I jacked it from dragon age yes I did lol its a cool concept and I want to see it put into a game so might as well put it in my game

VM mercenario |

Okay, like I promised the 10 level PrC my DM cooked up for me:
Magic Slayer
Requirements: +5 BAB; Skill Knowledge (Arcane) 8 ranks, Feat Mage Slayer (from Complete Arcane)
BAB: Medium, Hit Die d8
Good Saves: Will and Fort
Skill Points per level: 4+ Int
CLass Skills: Acrobatics, Athletics, Intimidate, Knowledge(Arcana), Perception, Sense Motive, Spellcraft, Swim
Class Table
1 Mystic Vision(Detect Magic), Smite Magic 1/day, Improved Sunder
2 Mystic Vision(Arcane Sight), Spell Resisitance
3 Antimagic Aura (Spell Resistance), Smite Magic 2/day
4 Mystic Vision(Greater Arcane Sight), Subjugate Magic
5 Smite Magic 3/day
6 Antimagic Aura (Dimensional Anchor)
7 Smite Magic 4/day, Greater Sunder
8 Mystic Vision(True Seeing), Improved Subjugate Magic
9 Smite Magic 5/day, Antimagic Aura(Antimagic Field)
10 Disjunction
Mystic Vision(Sp): The Magic Slayer has can use the spell Detect Magic at will as a spell like ability. At 2nd level the magic slayer is permanently under the effects of an Arcane Sight spell, he can activate and supress this ability as a free action. At 4th level this is upgraded to Greater Arcane Sight. At 8th level the magic slayer is permanently under the effects of a True Seeing spell, except it only works against effects created by a spell, spell-like ability or supernatural ability, he can activate and supress this ability as a free action.
Smite Magic(Ex): This ability functions as the Smite Evil ability of a paladin, except it affects any creature that can use spells, spell-like abilities or supernatural abilities. The mage slayer has an effective paladin level equal to his mage slayer level. The mage slayer can use this ability against a magical weapon, ignoring any bonus to hardness from magical enhancements. He gains an extra use of this ability at every two levels.
Improved Sunder(Ex): The magic slayer is considered to have the feat Improved Sunder when attempting to sunder a magic item, even if he doesn't have the prerequisites. At 7th level he is also considered to have the feat Greater Sunder when attempting to sunder a magic item, even if he doesn't have the prerequisites.
Spell Resistance(Su): At second level the magic slayer gains spell resistance equal to 15 + his level of magic slayer. He can activate and supress this ability as a free action.
Antimagic Aura(Su): This ability is being reworked as the way it was it hindered allied spellcasters as much as enemy spell casters. Basically it created an aura that gave SR to everyone in the aura and forced all spellcasters to make Concentration checks before using a spell, playtest showed this was too OP. At 6th the aura also created a Dimension Door effect. At 9th the mage slayer could use antimagic field once a day as a spell-like ability.
Subjugate Magic(Ex): At 4th level whenever the magic slayer succeeds on a saving throw against a spell, spell-like ability or supernatural that causes damage and would give half damage oth level if n save, instead he suffers no damage, similar to the rogues evasion. At 8th level the ability improves to Improved Subjugate Magic, with the difference that now the magic slayer only takes hal damage on a failed throw and takes no damage at a successful save.
Disjunction(Sp): At 10th level the mage slayer can use the spell Mages Disjunction as a spell-like ability once a day.

damendred |
Okay, like I promised the 10 level PrC my DM cooked up for me:
Magic Slayer
Requirements: +5 BAB; Skill Knowledge (Arcane) 8 ranks, Feat Mage Slayer (from Complete Arcane)
BAB: Medium, Hit Die d8
Good Saves: Will and Fort
Skill Points per level: 4+ Int
CLass Skills: Acrobatics, Athletics, Intimidate, Knowledge(Arcana), Perception, Sense Motive, Spellcraft, SwimClass Table
1 Mystic Vision(Detect Magic), Smite Magic 1/day, Improved Sunder
2 Mystic Vision(Arcane Sight), Spell Resisitance
3 Antimagic Aura (Spell Resistance), Smite Magic 2/day
4 Mystic Vision(Greater Arcane Sight), Subjugate Magic
5 Smite Magic 3/day
6 Antimagic Aura (Dimensional Anchor)
7 Smite Magic 4/day, Greater Sunder
8 Mystic Vision(True Seeing), Improved Subjugate Magic
9 Smite Magic 5/day, Antimagic Aura(Antimagic Field)
10 DisjunctionMystic Vision(Sp): The Magic Slayer has can use the spell Detect Magic at will as a spell like ability. At 2nd level the magic slayer is permanently under the effects of an Arcane Sight spell, he can activate and supress this ability as a free action. At 4th level this is upgraded to Greater Arcane Sight. At 8th level the magic slayer is permanently under the effects of a True Seeing spell, except it only works against effects created by a spell, spell-like ability or supernatural ability, he can activate and supress this ability as a free action.
Smite Magic(Ex): This ability functions as the Smite Evil ability of a paladin, except it affects any creature that can use spells, spell-like abilities or supernatural abilities. The mage slayer has an effective paladin level equal to his mage slayer level. The mage slayer can use this ability against a magical weapon, ignoring any bonus to hardness from magical enhancements. He gains an extra use of this ability at every two levels.
Improved Sunder(Ex): The magic slayer is considered to have the feat Improved Sunder when attempting to sunder a magic item, even if he doesn't have the prerequisites. At 7th level he is also considered...
This is awesome ty so much I'm going to use this

VM mercenario |

That's why I posted ;)
It does need a new ability at 3rd and 6th levels though. But anti-magic aura centered on the character as a 9th level ability is pretty good. Also of note, it is a high level PrC, meaning you have to be 9th level before enter the class as it needs 8 ranks of skill.
If you are using core then an idea would be to substitute Magic Slayer for Step Up and Iron Will, and give Diruptive at 3rd level and Spellbreaker at 6th.
Also, the Dragon Magazine Compendium has the Arcanopath Monk, one of , if not the, best PrCs for monks, it could deflect rays and missile spells as with the deflect arrows feat (and later redirect against a chosen target) and could hit a caster to make him mute, deaf, confused or make him lose 1d4 prepared spells or spell slots. Or try to do all four things with a flurry of blows.