Spellbane (3.5e Class)

Summary:: A lightly-armored warrior-scholar who specializes in combating spell casters

Spellbane
The Spellbane focuses on engaging and neutralizing enemy spell casters -- killing them if he can, but at the very least rendering them ineffective during combat.

Making a Spellbane
INT is probably the most important ability for any Spellbane, followed by some combination of DEX, STR and CON, depending on the build. WIS and CHA are not important. While the Spellbane is not a weakling, he is not a front-line fighter. He operates best within a party whose make up leaves him free to focus on spell casters, rather than trying to hold the line or guard weaker members of the party.

Races: Any

Alignment: Any

Starting Gold: As a fighter.

Class Features
All of the following are class features of the Spellbane.

Weapon and Armor Proficiency: A Spellbane is proficient with all simple and martial weapons. He is limited to light armor and all shields (except tower shields). He loses his extraordinary abilities when wearing medium or heavy armor.



 : At 1st level a Spellbane gains the ability to cast detect magic at will as an extraordinary ability. His caster level is equal to his Spellbane level.

 : The training that Spellbanes undergo can vary, based on the individual. At 1st level, then at every even level, a Spellbane may chose one option from the Further Training list below, advancing his training in a way that makes sense for his particular style, current task, etc. Beginning at 10th level, a Spellbane may choose from the advanced further training list, instead, though he does not have to.

FURTHER TRAINING:

--Careful Tread: A Spellbane gains Trapfinding as a Rogue, and gains Disable Device as a class skill

--Hit the Books: A Spellbane can add +1 to all knowledge checks (can be taken multiple times)

--Live and Learn: When an opponents hits him, a Spellbane can immediately make a knowledge check appropriate to that opponent as a free action. If a Spellbane succeeds on a DC of 10+ Creature's HD, he gains a +1 dodge bonus to AC against any future attacks from that particular type of opponent. This is a permanent bonus against that particular creature type; however, a Spellbane cannot use the Live and Learn ability against this type of creature in the future to increase his dodge bonus.

--Magic Dabbler: A Spellbane gains the ability to recreate the effects one 1st level spell from the wizard/sorcerer spell list (or any spell list approved by the DM) once a day each as an extraordinary ability. Caster level equals Spellbane level. (can be taken twice)

--Mind Over Magic: A Spellbane may add his INT modifier as a permanent bonus to one skill (can be taken multiple times)

--Nimble: A Spellbane gains Uncanny dodge as a Barbarian

--Quick Thinker: A Spellbane may add his INT modifier to Initiative rolls (in addition to DEX)

--Relentless Pursuit: A Spellbane gains Track as a bonus feat, and gains Survival as a class skill

--Resistant: A Spellbane gains a +1 bonus to all saves (can be taken up to three times)

ADVANCED FURTHER TRAINING

--Burn the Midnight Oil: A Spellbane's constant studying means that he can take 10 on any knowledge check. (must have taken Hit the Books at least once)

--Eyes in the Back of My Head: A Spellbane gains Improved Uncanny Dodge as a Barbarian (must have taken Nimble)

--Fits Like a Glove: A Spellbane suffers no movement penalties associated with wearing medium armor (must have taken Martial Studies)

--Know Your Foe: A Spellbane has studied the art of fighting spell casters to such a degree, that he often sees weaknesses in the midst of the battle that others miss. A Spellbane can perform critical hits on any enemy spell caster or enemy with spell-like abilities, even if their type would normally not allow this (e.g. undead, construct, etc)

--Magic Adept: A Spellbane gains the ability to recreate the effects of one 3rd level spell from the wizard/sorcerer spell list (or any spell list approved by the DM) once a day each as an extraordinary ability. Caster level equals Spellbane level. (must have chosen Magic Novice at least once; can be taken up to two times, once for each time Magic Novice was chosen)

--Magic Novice: A Spellbane gains the ability to recreate the effects of one 2nd level spell from the wizard/sorcerer spell list (or any spell list approved by the DM) once a day each as an extraordinary ability. Caster level equals Spellbane level. (must have chosen Magic Dabbler at least once; can be taken up to two times, once for each time Magic Dabbler was chosen)

--Martial Studies: A Spellbane gains medium armor proficiency, and may use his extraordinary abilities while wearing medium armor.

--Single-minded: As long as he is attempting to engage the nearest enemy spell caster or enemy with spell-like abilities, the Spellbane may add his INT mod to his tumble check. In addition, he may tumble at full speed without incurring the additional -10 penalty.

--Tit for Tat: A Spellbane gains the Spell Reflection class ability (Complete Mage)

--Well-Studied: A Spellbane may make any skill check untrained (must have taken Burn the Midnight Oil)

He does not have to meet the prerequisites.

 : The hardest part of stopping spell casters can be reaching them! At 3rd level, a Spellbane gains fast movement as a barbarian.



 : Starting at 4th level, a Spellbane begins keeping a spell book much like a wizard, but with a different purpose. If certain conditions are met, whenever a spell is cast within visual range of the Spellbane, he gets a free Spellcraft check (DC 15 + spell level) as an immediate action to identify the spell. If he is successful, he writes the spell in his book so that he can meditate upon it later. As long as he spends one hour a night meditating on the spells he has encountered, any spell cast within the area a Spellbane threatens that is documented in his spell book gains a failure percent chance -- 10% at level 4, all the way to 30% at level 20. This percent failure stacks with other sources, such as spell failure from armor.

For a Spellbane to write a spell in his spell book (for use with the Seen That Spell ability), he must see it succeed in its intent, so that he can study its effects. This means that the spell caster must succeed in casting the spell, but also that the spell must affect at least one intended target or intended area. For example, if a wizard successfully cast a spell against the party, but each party member succeeds on a save roll against the spell, then the Spellbane would not have an opportunity to study its effects.

 : At 5th level, and every five levels thereafter, a Spellbane gains a bonus feat. He must meet the prerequisites of the feat he chooses.

 : At 5th level, whenever a Spellbane successfully hits an enemy spell caster, he may choose to forego any damage dealt by the attack, and instead subject the target to the effects of a greater dispel spell. The dispel check is 1d20+Spellbane level.

 : At 6th level, If a Spellbane makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the Spellbane is wearing light armor or no armor. A helpless Spellbane (such as one who is unconscious or paralyzed) does not gain the benefit of evasion.

 : Once per day starting at 7th level, a Spellbane may reproduce the effects of a Freedom of Movement spell on himself as an extraordinary ability. At 13th level he can do this one additional time per day.

 : At 7th level, the area a Spellbane threatens increases by five feet, but only in relation to enemy spell casters or enemies with spell-like abilities. Enemies with no spells or spell-like abilities are not affected. This increases by another five feet at 15th level.

 : At 8th level, a Spellbane gains Spell Resistance 15. This increases to 25 at 17th level.

 : At 9th level, a Spellbane gains Resistance 10 against all forms of energy. This increases to 20 at 18th level.

 : Starting at 9th level, when a Spellbane confirms a critical strike, he may chose to forego all damage from the attack, and instead create the effects of an anti-magic field centered on the target. He may use the ability a number of times per day equal to his INT modifier.

 : At 11th level, a Spellbane gains the effects of a permanent True Seeing spell as an extraordinary ability.

 : If the Spellbane makes a successful Will or Fortitude saving throw that would normally reduce (rather than negate) a spell or other magical effect, the magic has no effect at all.

 : This ability works like evasion, except that the Spellbane only takes half damage on failed reflex saves. A helpless Spellbane (such as one who is unconscious or paralyzed) does not gain the benefit of improved evasion.

 : At 14th level, a Spellbane gains the effect of a Fly spell as an extraordinary ability. He can use this ability once per day, then a second time per day at 19th level.

 : At 17th level, a Spellbane gains the effects of a permanent Mind Blank spell as an extraordinary ability.

 : At 19th level, a Spellbane comes under the effects of a permanent Death Ward spell as an extraordinary ability.