This is my Anti-Magic Base Class.


Homebrew and House Rules


1 person marked this as a favorite.

Thanks to Brent Norton for inspiring this.

There are many forms of self defense, but none are like that of the Resister. Resisters are practitioners of what they refer to as The Refusal, a mystical discipline that protects them from magic and the supernatural. The Resisters began as group of rebels who fought against a tyrannical magocracy. Today the art thrives for those who wish to keep themselves safe from the dangers of the arcane and divine. Most Resisters are not against the use of magic, they simply wish to be safe from the harmful aspects of it. In fact, it is not uncommon for spellcasters to take levels is Resister to gain an advantage over their rivals.

Alignment: Any, but most are non-chaotic.

Hit Dice: d8

Class Skills: Craft, Heal, Knowledge (all), Perception, Profession, Spellcraft, and Survival.

Skill Ranks per Level: 4+ Int modifier

BAB: Medium

Saves: All Good

Class Features

Weapon and Armor Proficiency: Resisters are proficient with all simple weapons and gain Improved Unarmed Strike as a bonus feat. They are proficient with light armor and shields, but not tower shields.

The Refusal: At 1st level, years of meditative study on anti-somatic movements and disruptive verbal sounds the resister gains spell resistance equal to 10 + their Int modifier + ½ their resister level. This only works when they know a spell is being cast on them.

Resister Shield Training: At 1st level, whenever a resister takes energy damage from a spell or supernatural attack she can have her shield take the hit point damage instead. Any excess damage the shield takes destroys the shield and transfers to the resister. The resister must know that the spell or attack is coming. She can do this once per day for every level of resister they possess. The resister cannot do this with tower shields.

Touch Avoidance: At 1st level, a resister gains a dodge bonus equal to their Int modifier against melee touch attacks. This only works against touch attacks she is aware of.

Modus Operandi: At 2nd level, a resister masters a method of magical defense called a Modus Operandi. She gains one additional modus operandi every two levels attained after second. The following is a list of Modus Operandi.
School Defense: Choose an arcane Wizard school. You gain a +1 bonus to saves versus spells and specialist powers of that school. This can be chosen multiple times. Each time it applies to a different school.
Domain Defense: Choose a Cleric domain. You gain a +1 bonus to saves versus the spells and powers of that domain. This can be chosen multiple times. Each time it applies to a different domain.
Mystery Defense: Choose an Oracle Mystery. You gain a +1 bonus to saves versus the revelations of that mystery. This can be chosen multiple times. Each time it applies to a different mystery.
Blood Power Defense: Choose a Sorcerer Bloodline. You gain a +1 bonus versus saves against powers and spells granted by that bloodline. This can be chosen multiple times. Each time it applies to a different sorcerer bloodline.
Sense Enhancement: The resister gains a sixth sense when magical weapons are used against you. Once per day as a swift action, the resister can gain a dodge bonus against one melee weapon equal to that weapon’s enhancement bonus. This can be selected a total number of times equal to the resister’s Int modifer.
Bypass Deflection: Once per day as a swift action, a resister can ignore a single target’s deflection bonus for a number of minutes equal to their Int modifier. These minutes must be spent in 1 minute increments.
Class Defense: Choose a caster class from the following list: Bard, Druid, Inquistor, Alchemist, Paladin, Antipaladin, Ranger, or Magus. The resister gains a +1 dodge bonus to AC and a +1 Bonus to any one type of save when combating members of this class. This can be selected multiple times. Each time it applies to a different class.
Beast Pet Combat Training: The resister gains a +1 bonus to attack and damage familiars, animal companions, and summoned creatures being commanded by a spellcaster.
Resist Magical Energy: Choose an energy type from the following: Cold, Fire, Acid, Electricity, Negative, Positive, or Sonic. The resister gains energy resistance 5 against that energy type, but only when it comes from a spell, spell-like ability, or supernatural attack. This can be selected multiple times. Each time it applies to a different energy type.
Detect Magic: The register can cast detect magic at will as a spell-like ability.

Anti-Magic Aura: At second level, the resister can create an anti-magic aura around her as a standard action. While the aura is in effect she is immune to all magical and supernatural effects. However, she must concentrate to do this and must not move from her square and remain flat-footed. She can create this aura for a number of rounds per day equal to ½ her resister level + Int modifier. The resister can expand her aura to cover one additional adjacent ally at 7th, 11th, and 17th level.

Discern Caster: At 3rd level, a resister gains a +1 bonus when identifying spellcasters and using the following skills that involve them: Bluff, Intimidate, and Sense Motive. This bonus increases by 1 every three levels after.
Magic Tolerance: At 4th level, a resister who fails a save against a magical or supernatural effect that causes her to become nauseated, sickened, fatigued, exhausted, staggered, or dazzled can make a second save to negate the effect on the start of her next turn. Only one save is allowed. If the effect does not allow a saving throw, its duration is halved instead (minimum of 1 round).

Improved Touch Avoidance: At 5th level, whenever a target misses the resister with a melee touch attack they provoke an attack of opportunity from the resister.

Spell Immunity: At 6th level, the resister may choose one spell that is 3rd level or lower that allows a will or fortitude save. The resister is now immune to that spell.

Anti-Somatic Expert: At 7th level, the resister becomes more adept at disrupting somatic gestures. Whenever a caster attempts to cast defensively in a square adjacent to the resister, the DC is increased by 4.

Improved Magic Tolerance: At 8th level, a resister’s magic tolerance ability also applies to effects that would also cause her to become panicked, petrified, paralyzed, frightened, deafened, blinded, fascinated, confused, dazed, or cowering.

Master Modus Operandi: At 10th level and every 2 levels thereafter, a resister can select one of the following master modus operandi in place of a normal one.
Dispeller: The resister can cast dispel magic a number of times per day equal to her Int modifier as a spell-like ability. She uses her resister level as her caster level.
Enchantment Breaker: The resister can cast break enchantment as a spell-like ability once per day, using her resister level as her caster level. This can be selected multiple times. Each time grants the resister an additional casting per day.
Evasion: A resister can avoid magical and unusual attacks with great agility. This functions like the rogue feature of the same name.
Great Dispeller: The resister can cast greater dispel magic a number of times per day equal to her Int modifier as a spell-like ability. She uses her resister level as her caster level. She must be 16th level before she can select this.
Expanded Spell Immunity: Select one spell with a spell level at least half that of the resister’s level. The resister is now immune to that spell. This can be selected multiple times. Each time applies to a new spell.
Greater Resist Magical Energy: This functions just like Resist Magical Energy only the resistance is now 10 instead of 5.
Caster Bash: At 13th level, a resister adds half her Int modifier to attack and damage rolls made against spellcasters.

Improved Caster bash: At 19th level a resister adds her full Int modifier to attack and damage rolls made against spellcasters.

Master Resister: At 20th level the resister has gained full understanding of The Refusal. (any ideas?)

1-The refusal, Resister Shield Training, Touch Avoidance
2-Modus Operandi, Anti-Magic Aura (self)
3-Discern Caster +1
4-Magic Tolerance, Modus Operandi
5-Improved Touch Aviodance
6-Spell Immunity, Modus Operandi, Discern Caster +2
7-Anti-magic Aura +1
8-Modus Operandi
9-Discern Caster +3
10-Master Modus Operandi
11-Anti-Magic Aura +2
12-Modus Operandi, Discern Caster +4
13-Caster Bash
14-Modus Operandi
15-Discern Caster +5
16-Modus Operandi
17-Anti-Magic Aura +3
18-Modus Operandi, Discern Caster +6
19-Improved Caster Bash
20-Master Resister


Interesting.


The class is INT based (i.e. class abilities depend on INT) with access to all Knowledge, Craft and Profession skills as class skills. HD are medium as is BAB. Defenses are excellent against magic and saves are all good.

There are, however, no clear offensive abilities or group/other buffs available. Weapon selection is limited to simple. Improved UAS suggests that as a possible attack option but lacking supporting features like accelerated feat selection or improved physical defenses, closing into melee range seems inadvisable.

It is an interesting concept I just wonder what a member of this class would be able to offer in a group setting? It seems an interesting choice for dipping but many abilities don't increase much in power until later levels into the class at which point you aren't really dipping. It isn't a PrC as you don't advance other class abilities (like spellcasting). And most casters would be loathe to dip much, if at all, given they would lose out on spell progression.

I would suggest either expanding the options and keeping it a 20 level full class, by increasing offensive or group synergistic abilities while keeping an eye toward balance or by compressing this into a 10 level PrC granting at least limited continued spell casting progression to make it more attractive for casters.


Quintessentially Me wrote:


I would suggest either expanding the options and keeping it a 20 level full class, by increasing offensive or group synergistic abilities while keeping an eye toward balance or by compressing this into a 10 level PrC granting at least limited continued spell casting progression to make it more attractive for casters.

Thank you for your superior in depth analysis, sir. Would allowing combat feats as additional Modus Operandi be a good start in expanding offensive capabilities?


Depends on the goal of this class. Is it to defeat/kill spell casters, or just not be targeted by them?


I agree this needs offensive abilities. Also, I would delay getting SR.


Ciaran Barnes wrote:
I agree this needs offensive abilities. Also, I would delay getting SR.

The SR is essentially the class's core ability. Perhaps scaling it down?


funny thing is i think a d10 and full Bab is completely fair on these guys.


I would call it a poor defining ability, though it can be powerful at higher levels. Delay it a couple of levels, and include what happens if the race already has SR. Perhaps allow it to add it's Int mod.

I thought a way to counter spells would be helpful. Perhaps a point pool (level X 2 + Int maybe?), and once the character identifies a spell being cast, he can spend a point per spell level to counter it. The points could be used to get 2nd saving throws, shrug off effects, and gain resistances. This would require a lot of work to balance it out.

As Kryzbyn said, the lacks an role. It is not a caster, not a very potent skill monkey. and has little skill with weapons. The antithesis of casting is more or less martial ability, so I would go with that. For the sake of having suggestions to make, I will also style him as an infiltrator.

Skills need to be expanded, since Int is central to the class. I have a feeling Bluff, Disguise, Sense Motive, Stealth would fit in. So would other mobility oriented skill like Swim and Climb, if you feel the character would need to get to a caster without walking straight up to him. Although the character is meant to be learned, I would scale back the knowledge skills to make room for others. Perhaps Arcana, Geography, History, Local, Planes, and Religion. I see no reason for the class to specifically avoid the use of magic against his enemies, so UMD would help. Linguistics & Survival might have a place, maybe not.

I would give him the proficiencies of a ranger, unless you think martial weapons are out of order.

The Refusal: dump the being aware clause and delay it to where it will be more relevant. Maybe 5th?

Shield Training. Kind of weird, especially since a shield should be a optional choice for a character. If you're set on shields maybe the enhancement bonus could be added to touch AC.

Touch avoidance. First of all, dodge bonuses are automatically lost against attacks you are not aware of. Second, I would be hesitant to add Int so quickly, even though monk has a similar ability. I would add a scaling bonus, like the monk does as he levels up.

Modus Operandi. I don't like 'em, especially the class specific ones. I would keep Detect Magic though as 1st level ability, the way a paladin has Detect Evil.

Anti-magic aura. This is a high level ability and I would delay the use of it. I would hold off on it until 9th or 11th level, and have it copy the spell.

Discern Caster. I would rework this so it is very much like one of the following: ranger's favored enemy, paladin's smite evil, cavalier's challenge, or a blend of them.

Improved Touch Avoidance. Like it.

Spell Immunity. Eh. Its one spell. Depending on the level of the ability, maybe you could make it so that it is very difficult for the character to be affected by the spell a second time. This could be increased AC/saves/SR if targeted a 2nd time.

Ant-somatic. Lower the level of this ability and have it increase the DC to cast defensively by level or 1/2 level.

Improved Magic Tolerance. I dunno. I thought the point was to avoid the effects of spells entirely?

Master Modus Operandi. There are some good ideas here, some not so much. Eveasion is helpful but does physically getting out of the way of a spell mesh with the other class abilities?. I like the idea of being able to dispel magic though.

Improved Caster Bash. Pretty lame for such a high level ability. I would add, at a lower level, bonus damage and effects when disrupting spells.

Just brainstorming for ya. Hope it helps.


Thank you for your great suggestions, Ciaran Barnes! I made this class from start to finish just this morning, so it's bound to have several flaws. I basically did it as a creative distraction while between writing chapters in my novel. Anyway, I'll see what I can do in a about a week or so.

More comments and suggestions are welcome!

Grand Lodge

A class like this should also wind up "refusing" clerical and curative magic as well.

The closest thing that TSR ever put out as an Anti-Magic class was the original Barbarian, and we all know how well that went over.


After he has secretly killed off the party healer, he secretly begins dosing the party with an alchemical drug (addictive) that enhances natural healing, claiming that this is how the body heals when you've got all of the magic out of your system.

I'm not sure how to address the ideas of the character being under the effect of spells and using magic items. I don't think it needs to be disallowed.


LazarX wrote:

A class like this should also wind up "refusing" clerical and curative magic as well.

The closest thing that TSR ever put out as an Anti-Magic class was the original Barbarian, and we all know how well that went over.

LazarX, if you read the opening paragraph it says " Most Resisters are not against the use of magic, they simply wish to be safe from the harmful aspects of it."

When I say this is an "anti-magic" class I do not mean that in an idealogical sense. They are not abstainers or forsakers of the benefits of magic. They are simply skilled in a discipline that helps them defend against it when it tries to hurt them.


1 person marked this as a favorite.

i was hoping to see some kind of spell sunder.

Grand Lodge

Arcanemuses wrote:
LazarX wrote:

A class like this should also wind up "refusing" clerical and curative magic as well.

The closest thing that TSR ever put out as an Anti-Magic class was the original Barbarian, and we all know how well that went over.

LazarX, if you read the opening paragraph it says " Most Resisters are not against the use of magic, they simply wish to be safe from the harmful aspects of it."

When I say this is an "anti-magic" class I do not mean that in an idealogical sense. They are not abstainers or forsakers of the benefits of magic. They are simply skilled in a discipline that helps them defend against it when it tries to hurt them.

Everyone is that, that's what saving throw progression is all about.

The main issue I have with this class is quite frankly...it's so narrow focused that's a bore to read. There's nothing about it that sings to me. or stirs my soul. It's just a package of game mechanics with no poetry behind it.


LazarX wrote:
Arcanemuses wrote:
LazarX wrote:

The main issue I have with this class is quite frankly...it's so narrow focused that's a bore to read. There's nothing about it that sings to me. or stirs my soul. It's just a package of game mechanics with no poetry behind it.

Ah. Well that's a whole new issue entirely. Thank you for your opinion. This is just a rough draft.

When the time comes I will take the constructive feedback given on this thread and post something more defined and flavorful. Peace.

Grand Lodge

Arcanemuses wrote:


LazarX wrote:


The main issue I have with this class is quite frankly...it's so narrow focused that's a bore to read. There's nothing about it that sings to me. or stirs my soul. It's just a package of game mechanics with no poetry behind it.

Ah. Well that's a whole new issue entirely. Thank you for your opinion. This is just a rough draft.

When the time comes I will take the constructive feedback given on this thread and post something more defined and flavorful. Peace.

Here's what I mean. When you think Ranger, you think Aragorn with his skills and somewhat magical talents. When you think Inquisitor you conjure up the modern Van Helsing movie and several other very colorful characters. with a lot of active qualities to them. But the mechanics of the "Refuser, they're practically all passive. It's like a whole character concept built on passive voice. (Look up that term in literature, it'll be very educational)


LazarX wrote:
Arcanemuses wrote:


LazarX wrote:


The main issue I have with this class is quite frankly...it's so narrow focused that's a bore to read. There's nothing about it that sings to me. or stirs my soul. It's just a package of game mechanics with no poetry behind it.

Ah. Well that's a whole new issue entirely. Thank you for your opinion. This is just a rough draft.

When the time comes I will take the constructive feedback given on this thread and post something more defined and flavorful. Peace.

Here's what I mean. When you think Ranger, you think Aragorn with his skills and somewhat magical talents. When you think Inquisitor you conjure up the modern Van Helsing movie and several other very colorful characters. with a lot of active qualities to them. But the mechanics of the "Refuser, they're practically all passive. It's like a whole character concept built on passive voice. (Look up that term in literature, it'll be very educational)

I am aware of the literary term. As for creating a class based on a movie character, why should I need to? I was going for something original that hasn't been seen in films. I don't always feel the need to be derivative.

And it's "Resister, not "Refuser".

Grand Lodge

Arcanemuses wrote:
LazarX wrote:
Arcanemuses wrote:


LazarX wrote:


The main issue I have with this class is quite frankly...it's so narrow focused that's a bore to read. There's nothing about it that sings to me. or stirs my soul. It's just a package of game mechanics with no poetry behind it.

Ah. Well that's a whole new issue entirely. Thank you for your opinion. This is just a rough draft.

When the time comes I will take the constructive feedback given on this thread and post something more defined and flavorful. Peace.

Here's what I mean. When you think Ranger, you think Aragorn with his skills and somewhat magical talents. When you think Inquisitor you conjure up the modern Van Helsing movie and several other very colorful characters. with a lot of active qualities to them. But the mechanics of the "Refuser, they're practically all passive. It's like a whole character concept built on passive voice. (Look up that term in literature, it'll be very educational)

I am aware of the literary term. As for creating a class based on a movie character, why should I need to? I was going for something original that hasn't been seen in films. I don't always feel the need to be derivative.

And it's "Resister, not "Refuser".

You're missing my point. It's not about classes being based on movies. It's about how most classes have active qualities to them whereas your class is all about passive defense. It's the "passive voice" of character design.


One small side note, "anti-somatic movements" sounds like "anti-Semitic movements" in my head and I first read it as such. It might be worth rewording that ability. It's not an issue when reading it, really, but when saying it out loud it can cause some confusion issues.

I agree he needs active and offensive abilities. If all of the classes abilities equate to additional +1 on various rolls, every fight with this character is just a slugfest of roll attack, roll damage for the person playing it and whoever or whatever he is fighting against.

I also agree with LazarX to an extent. What is this class accomplishing that is so distinct from the rest that it needs to be a base class rather than an archetype? There isn't very much flavor or fun to it, its essentially just:

1. Choose X number of spellcasting classes to be extra good against.
2. You get +1/your opponents get -1 on all attempts to use magic against you.

I can't say I know exactly what this needs, but it needs something to make it more fun. The problem is there are very few ways of adding non-magical or quasi-magical abilities to make a class interesting that haven't already been given to others, such as the Inquisitor's monster lore or the Monk's various ki-related abilities. The only class with absolutely no quasi-magical or somewhat-supernatural abilities really are the Fighter and Cavalier (I would say the barbarian rage is quasi-supernatural).


i personally would to see a page taken from legend of zelda to ready an attack action to return a spell back against it's caster, maybe adding your weapon damage to it's intended effect.

Silver Crusade

I personally like the idea. Look I had this idea for awhile. I thought of someone who has trained his body to fight against the magic being used in the world. This could be because a lich destroyed village or it was a sect of people who were training against the runelord. I see someone who studies magic to negate it arcane and divine. The abilities can either be based on INT or WIS. I see it being a skills like above it must have Knowledge Arcane, religion, and planes.

I always hated the counter-spell systems that Pathfinder and 3.0 had it seemed clunky. I personally have never seen anyone ever use it. So I thought a class would be better than that of a Prestige class. I can't see a full bab because he would be putting alot of time into studing magic. The use of simple weapons with addition of other weapons like that of the Inquistor and rogue.

Abilities would be SR, And I like the Modus Operandi idea. I like spell reflection as idea, plus an ability to increase his dispel at different levels. Maybe an ability like selective channel were you can have area of dispel magic in in certain squares per level or reduce damage in those areas like channel except damage reduction for magic.

Arcanemuses: Thank you for the hard work and taking some heat for my idea.


+5 Toaster wrote:
i personally would to see a page taken from legend of zelda to ready an attack action to return a spell back against it's caster, maybe adding your weapon damage to it's intended effect.

But how could this be doen without counterspelling magic or a specifically design magic item? Can he just swing any old sword to knock back an Acid Dart? And what sort of skills or rolls would this require?

It makes sense for spells that have physical, solid objects as projectiles but against things like fire or acid it won't make sense unless it is a magical ability.


why can't he have a supernatural ability? just say they use their spiritual energy instead of normal magic. i don't consider the monks magical despite the fact they have several supernatural abilities. in fact you even base this classes fluff on the idea that they believe in using their own spirits rather than relying on arcane or divine power. i would include a clause where there supernatural abilities function in an AM field.


Thank you all for you comments and suggestions. I plan on rebuilding this someday. Until then, anyone is welcome to cherry-pick any ideas they find useful for their own homebrews. The main them of this class is Mystical/Supernatural Self Defense Against Magic.

Community / Forums / Pathfinder / Pathfinder First Edition / Homebrew and House Rules / This is my Anti-Magic Base Class. All Messageboards

Want to post a reply? Sign in.
Recent threads in Homebrew and House Rules