User:Cedges/Spellbender (3.5e Class)

Spellbender
A master of metamagic, the spellbender sculpts the flow of magic around her to her own will.

Making a Spellbender
By themselves, spellbenders are the bane of enemy mages, but are easily defeated by mundane means. When accompanying arcane or divine magic users, the spellbender becomes as powerful as her most powerful ally.

Abilities: The spellbender depends most of all on her charisma, as it determines her ability to shape the magic flowing around her to suit her desires. She needs willpower and thus wisdom to overpower her magic-wielding foes. Constitution and dexterity govern her ability to act unhindered in combat.

Races: Spellbenders come from all races, but are most prevalent in those with magical origins or heritages. A spellbender does not acquire her powers through study or practice, instead she develops and learns to understand her innate abilities.

Alignment: Any.

Starting Gold: 3d4&times;10 gp (75 gp).

Starting Age: As rogue

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

Weapon and Armor Proficiency: Spellbenders are proficient with simple and martial weapons, but are not proficient with armor. Additionally, a spellbender's spellbending abilities suffer from arcane spell failure chance when wearing any armor.

Her base daily allotment of bending points is given on Table: The Spellbender. In addition, she receives bonus bending points per day if she has a high charisma score. She receives bonus bending points based on the bonus spells she would receive if she received bonus spells related to charisma. She receives 4 points per spell level for each bonus spell slot. She does not receive bonus points for spell slots higher than her maximum bent spell level. The spellbender's bending points are replenished to her bending points/day after 8 hours of uninterrupted sleep or rest, with an additional hour of rest required each time her rest is interrupted.



 (Su): A spellbender may direct her attentions towards dominating magic and become focused. Obtaining focus is a standard action that provokes attacks of opportunity and requires concentration. She loses her focus if distracted or if she takes a standard or full-round action which she doesn't spend her focus modifying.

A spellbender who is focused may direct her focus into bending spells near her by modifying them in various ways. Directing her focus into bending a spell is an immediate action that exhausts her focus so that she is no longer focused. A spellbender may bend a spell being cast, even if it is cast from a magical item, if all of the following are met: If she attempts to bend a spell of higher level than her maximum bent spell level, the attempt to bend the spell fails and the spellbender loses bending points as if she had bent a spell of her maximum bent spell level. If she attempts to bend a spell in a manner that requires more bending points than she has remaining, the bend fails and she loses all her remaining bending points. Spellbending can be negated with a will save. The DC is equal to 10 + the spellbender's maximum bent spell level + her wisdom modifier.
 * She must be within 30 feet of and have line of effect to one of the spell's casters, targets, or a line of effect between them to bend the spell.
 * A spellbender must have a charisma of at least 10 + the spell's level.
 * The spell being bent must be no more than her maximum bent spell level. Do not count the spell slot adjustments from metamagic feats when determining the spell's level. Some metamagic feats, such as heighten spell, change the actual level of the modified spell rather than simply requiring a higher spell slot be spent in preparing and casting it.
 * Spellbending abilities have a somatic component and are subject to arcane spell failure from wearing armor.

Treat level 0 spells as if they were 1/2 level when calculating the bending point costs of bending 0 level spells. Bending point costs are rounded up. Many bends have prices that are per spell level. The price of the bend can be calculated by multiplying the target spell's level by the price per level.

If a spellbender has a high charisma, she may combine multiple bends into a single act of bending. She may combine a number of bends equal to 1 + her charisma modifier. The bends combined must have point prices per spell level. The total price for the combined bend is the total price per level of the individual bends times the spell's level. The total of the spell's level and the prices/level must be no more than four more than her maximum bent spell level. If any component bend does not have a saving throw it succeeds even if the combined bend is saved.

Her spell resistance gained in this way is never more than twice her level.

These feats must be selected from the spellbender bonus feat list, and she must meet the prerequisites for the feat.

Spellbender Bonus Feat List: Any metamagic feat, any spellbender feat (Alternative Bend, Evasion, Improved Evasion), Alertness, Agile, Improved Initiative, Improved Spell Resistance, Persuasive, Skill Focus (Any class skill)

 (Su): At 10th level the spellbender learns how to bend spell-like abilities as if they were spells.

 (Su): Beginning at 12th level a spellbender can imbue magical items with the powers of metamagic. She may permanently replace the spells in a magical item with metamagically improved versions of those spells. The enhanced spells must be able to be cast by a spell caster of her level. The value of the item increases as if the caster level of the improved spells was increased to the minimum caster level at which the enhanced spells could normally be cast. The spellbender must spend bending points as if she had applied the feats to a single instance of that spell with her Modify Spell ability. Imbuing metamagic costs 80 XP per 1000 gold pieces in the difference between the cost of the original magical item and the enhanced one. Imbuing metamagic requires uninterrupted concentration and takes one hour per 1000 gold pieces of metamagical enhancement. Imbuing may be done in one-hour increments. If interrupted a spellbender loses all progress in enhancing the magical item.

The new item must be mundane and must have the same slot restrictions as the original item. Transferring magic from one item to another takes the spellbender one hour and requires concentration. If interrupted, the magical properties are lost, and both items are reduced to being mundane.

Instead the maximum spell level she may bend is decreased by the spell's level until she restores it to her maximum bent spell level by becoming focused again.

 (Su): At 20th level a spellbender may use her bends to modify an ongoing spell.

Bends
The price per level is the spell slot adjustment of the metamagic feat. Treat metamagic feats with no spell slot adjustment as if the adjustment were 1/2.
 * The target spell level plus the spell slot adjustment from the metamagic feat she is applying must be no more than four more than her maximum bent spell level.
 * The spellbender must know the metamagic feats and any requirements or restrictions of the feats must be met.

The price per level of countering a metamagic feat is equal to the spell slot adjustment from the metamagic feat she is removing. Treat metamagic feats with no spell slot adjustment as if the adjustment were 1/2. Unlike other bends, counter metamagic does not grant a saving throw.

Admitting a spell does not cost any bending points, but does use up the spellbender's focus. 0/level.

She must spend bending points equal to three times the spell's level to negate it. 3/level.

The new spell is not affected by any metamagic applied to the original spell. The new targets must be legal targets from the point of view of the spellbender. She may not clone a spell with XP or costly material components. She must spend bending points equal to four times a spell's level to clone it. 4/level.

She must spend bending points equal to four times the spell's level to redirect it. The new target must be a legal target both from the point of view of the original spell caster and from that of the spellbender. 4/level.

Casting the free spell does not consume a spell slot, charge, or use per day. If the spell was cast from a prepared spell slot the prepared spell is still prepared and ready to be cast again. If it was cast using a spontaneous spell slot, that slot is still available to cast a spell with. If the spell was cast using charges from an item the item retains the charges that would have been spent to cast it. If the spell originates from a source with limited uses per day it is cast without reducing the remaining uses/day. Free spell can not be used to modify a spell that comes from a source with uses that are renewed less frequently than daily.

Alternative Bend
Spellbenders who know certain metamagical feats may acquire one of the following bends via the Alternative Bend feat.

As extend spell, but instead reduces the duration of a spell by half. Must spend one bending point per spell level. 1/level.

As heighten spell, but instead lowers level of spell by one or more levels. Must spend 2 bending points per spell level removed. May be treated as having a cost per level if all spell levels are removed. 2.

As lower spell, except the cost per level removed is 4, and it does not allow a saving throw.

As maximize spell, but instead reduces any variable, numeric effects to their minimum. 2 points/spell level. 2/level.

As widen spell, but instead reduces area by half. 1 bending point/spell level. 1/level.

Increases the casting time of a spell with a casting time of one standard action to be a full round action, or increases the casting time of a spell measured in rounds by one round. 2 bending points/spell level. 2/level.

As empower spell, but instead the spell's variable, numeric effects are reduced by one half. 1 bending point/spell level. 1/level.

Alternative Bend may be taken multiple times. Each time it grants a different new spellbending ability.

Evasion
A spellbender with a dexterity of at least 13 can gain the evasion extraordinary ability as a bonus feat.

Improved Evasion
Beginning at 10th level, a spellbender with the evasion extraordinary ability can gain the improved evasion extraordinary ability as a bonus feat.

<-Sample race of your choice-> <-class name-> Starting Package
Weapons: <-Weapon selection for starting at 1st level with this class.->.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.