I figure what the heck, I'll suggest a prc I've had in mind for a while.
Spellbreaker
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Prerequisites:
-+5 base attack
-Feats: Magic Attuned, Godsbane, Weapon Focus: (any melee)
-Knowledge: Arcana 2 ranks, Knowledge: Religion 2 ranks, Spellcraft 4 ranks
-You cannot have any levels in the following classes: Bard, Cleric, Druid, Favored Soul, Paladin, Ranger, Sorcerer, Spirit Shaman, Warlock, Wizard (taking any of these classes will cause you to lose all abilities as a Spellbreaker)
Stats:
-HD: 8
-BAB: high
-skill points: 2 + INT modifier
-high saves: Fortitude and Will
-The Spellbreaker gains no new weapon or armor proficiencies.
Class Skills: Climb, Craft: Alchemy, Craft: Armorsmithing, Craft: Jewelcrafting, Craft: Tailoring and Leatherwork, Craft: Weaponsmithing, Decipher Script, Gather Information, Intimidate, Jump, Knowledge: Arcana, Knowledge: Religion, Knowledge: The Planes, Lore, Parry, Search, Sense Motive, Spellcraft, Taunt, Use Magic Device, Use Rope
Abilities:
-Spell Sense: starting at level 1, the Spellbreaker gains the ability to cast Detect Magic and Read Magic at will.
-Spellguard: starting at level 2, the Spellbreaker gains a +2 save bonus vs. spells. This increases to +4 at level 6 and +6 at level 8.
-Spell Devour: The Spellbreaker must succeed at a successful touch attack for this ability to take place. The Spellbreaker rolls a dispel check of 1d20+ his Spellbreaker's levels against 11+ the innate spell level of every spell effect on its target. For every spell effect dispelled, the Spellbreaker gains +1 health regeneration every round for 5 rounds. This ability can be used 1/day at level 4 and 2/day at level 9.
-Spell Resistance: starting at level 5, the Spellbreaker gains spell resistance equal to 22 + his Spellbreaker levels.
-Breach Blade: starting at level 6, whenever the Spellbreaker lands a successful melee attack upon their target, one random spell effect is dispelled. For every effect removed, the target recieves 1d6 + INT modifier damage in addition to whatever damage is done by the melee attack itself. This ability includes magical effects brought on by warlock invocations, but has no effect on buffs recieved from other sources, such as a Barbarian's Rage. At level 10, every successful melee attack removes two spell effects with the bonus damage being unchanged.
-Sever Chain: The Spellbreaker is able to create a minor dimensional rift outward from his body at a radius of 30 feet. All summoned creatures, be them friend or foe, caught in the rift are immediately unsummoned with no save allowed. This requires a standard action. This ability can be used 2/day at level 7 and 3/day at level 9.
This guy would get clobbered vs. a competent melee build but would be the unholy nightmare of anyone relying heavily on spell attacks, buffs, summons, or all of the above. It could be interesting as a Legion-only prc as well, giving them sort of the role of special trained forces meant to deal with magical threats to the nation.
Spellbreaker
--------------
Prerequisites:
-+5 base attack
-Feats: Magic Attuned, Godsbane, Weapon Focus: (any melee)
-Knowledge: Arcana 2 ranks, Knowledge: Religion 2 ranks, Spellcraft 4 ranks
-You cannot have any levels in the following classes: Bard, Cleric, Druid, Favored Soul, Paladin, Ranger, Sorcerer, Spirit Shaman, Warlock, Wizard (taking any of these classes will cause you to lose all abilities as a Spellbreaker)
Stats:
-HD: 8
-BAB: high
-skill points: 2 + INT modifier
-high saves: Fortitude and Will
-The Spellbreaker gains no new weapon or armor proficiencies.
Class Skills: Climb, Craft: Alchemy, Craft: Armorsmithing, Craft: Jewelcrafting, Craft: Tailoring and Leatherwork, Craft: Weaponsmithing, Decipher Script, Gather Information, Intimidate, Jump, Knowledge: Arcana, Knowledge: Religion, Knowledge: The Planes, Lore, Parry, Search, Sense Motive, Spellcraft, Taunt, Use Magic Device, Use Rope
Abilities:
-Spell Sense: starting at level 1, the Spellbreaker gains the ability to cast Detect Magic and Read Magic at will.
-Spellguard: starting at level 2, the Spellbreaker gains a +2 save bonus vs. spells. This increases to +4 at level 6 and +6 at level 8.
-Spell Devour: The Spellbreaker must succeed at a successful touch attack for this ability to take place. The Spellbreaker rolls a dispel check of 1d20+ his Spellbreaker's levels against 11+ the innate spell level of every spell effect on its target. For every spell effect dispelled, the Spellbreaker gains +1 health regeneration every round for 5 rounds. This ability can be used 1/day at level 4 and 2/day at level 9.
-Spell Resistance: starting at level 5, the Spellbreaker gains spell resistance equal to 22 + his Spellbreaker levels.
-Breach Blade: starting at level 6, whenever the Spellbreaker lands a successful melee attack upon their target, one random spell effect is dispelled. For every effect removed, the target recieves 1d6 + INT modifier damage in addition to whatever damage is done by the melee attack itself. This ability includes magical effects brought on by warlock invocations, but has no effect on buffs recieved from other sources, such as a Barbarian's Rage. At level 10, every successful melee attack removes two spell effects with the bonus damage being unchanged.
-Sever Chain: The Spellbreaker is able to create a minor dimensional rift outward from his body at a radius of 30 feet. All summoned creatures, be them friend or foe, caught in the rift are immediately unsummoned with no save allowed. This requires a standard action. This ability can be used 2/day at level 7 and 3/day at level 9.
This guy would get clobbered vs. a competent melee build but would be the unholy nightmare of anyone relying heavily on spell attacks, buffs, summons, or all of the above. It could be interesting as a Legion-only prc as well, giving them sort of the role of special trained forces meant to deal with magical threats to the nation.
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