Dont have an active faction character lol. Ill have to see what im missing.
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Mage Killer class
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True statement. At first I was shocked at how OP the gear was in the legion store, e.g. one extra spell slot per 1-6 cleric spells, +3 AC and +4 attribute for full plate at 10k rep?!Originally posted by Fezzik View PostJoin the legion... it ain't low magic anymore!
I no longer think the Legion Store is that OP since the changes to Blackwood's store. Eventhough there is no match for the Legion Store to date IMO.
Nevertheless, there is some really nice kit available in the factions if anyone is interested in getting the relevant reputation scores.
Now that PL put in some recent changes with the guard houses etc., it is actually possible to secure a decent amount of reputation points without DM intervention.
Well done!Cheers!
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Wizard slayer in BG2 was awesome but the restrictions on magical items alsu hurt. I think it could use magical weapons but was very restricted everywhere else. I think it was changed a bit in ToB so that you could wear at least magical armor but i am not sure about that. And what really hurt was that your clerics couldn't heal you. But the SR was too cool. Fireballs? Is it getting warm in here? Confusion? Why is every around me acting so weird? Finger of death? Hey, stop that! That tickles!
So a fight vs. wizards usually looked like this: let the party wait and stand right into the middle of the enemy wizards and laugh at them while they were casting they useless speels at my guy with 110% magical resistance. Once they were out of spells the rest of the party joined the fight.
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Now that I am home and able to read these again and respond.. I think having an on hit spell failure attack is a great idea. A x/day use that lasts for a few rounds maybe 10 like some of the new abilities), each successful hit stacking failure that lasts say... 2-3 rounds. If the max were 10% each hit a player with 4 attacks per round could likely get a mage down with pretty hefty spell failure if he can get the drop on them. If they are ready for it, much lower chance of getting much stacked.
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Mage Hunter:
Skills: 2+INT
Hit Dice: d8
BAB: Medium
Saves: Fort, Will
Spell Progression: 5/10
Requirements:
Spells: 2nd level Divine or Arcane
Feats: Magic Attuned, Iron Will, Weapon Focus (any), Martial Weapon Proficiency
Skills: Spellcraft 8
Disruptive Strike- At first level a Mage Hunter can channel disruptive magics to his weapon for a number of rounds equal to 1/2 his Mage hunter levels (minimum 1) plus Charisma modifier rounds. At the first level each successful strike applies 5% spell failure for 2 rounds. At level 5 the duration increases to 3 rounds, and at 10th level the failure increases to 10%.
Weapon training- Martial training is important to a Mage Hunter as it is his main weapon against rogue mages. At the 3rd level Mage Hunters receive Weapon Specialization in their chosen weapon.
Spell Defense- Mage Hunters train and study endlessly to combat their foes magics. Due to this continued training Mage Hunters are more resistant to spells and gain +1 saves vs spells at levels 2,4,and 6.((Alternative is: Mage hunters receive a bonus to saves vs spells equal to their Charisma modifier at level 2))
Arcane resistance: Mage Hunters undergo a special ritual training that hardens them against the raw magics of the weave. They gain 5/- Resistance to magic at the 7th level.
Spell Resistance: At the pinnacle of their training, Mage Hunters perform a powerful ritual to further strengthen their resilience to spells. They receive spell resistance equal to 12+ their class levels. In addition to this Mage Hunters may boost this resistance by 10 for one minute per class level a number of times per day equal to their Charisma modifier +1.
Updated to something I think would be awesome. What do you all think?
Edit: Is there a way to boost the caster level of any dispel cast? I think adding some power to dispels cast by Mage Hunters would also be an awesome feature!!
Second Edit: added martial weapon proficiency as a pre-req
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Possible short class description:
Mage Hunters are a varied and mysterious group. They draw from secret Arcane and Divine rituals that allow them great advantages against magic wielding foes. While their abilities are all very similar, their reasons are much more diverse.
Some Mage Hunters are vicious crusaders that hate or distrust the users of magic and use their abilities to combat them for their own agenda. On the other hand many Mage Hunters use their abilities to enforce laws upon the magic wielding population.
In Sundren the Helmites boast more then a few Mage Hunters. These men, along with the Hands of Mundus, enforce responsible use of magic. They seek out and neutralize those that abuse these powers, or use them against the State.
The Black Hand has it's own Mage Hunters within their ranks. Their main task to seek out and eliminate members of the Legion's Scholli and Hands of Mundus. Mage Hunters, for whatever their cause, are to be feared by any Mage or Cleric that would make them a foe.
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I agree they need a boost, but dislike the idea of them getting SR (unless they are casters themselves, in which case thats fine), as SR itself is a magical ability. How are you going to RP being able to stand in a fireball/meteor swarm without getting even slightly singed, and still claim you aren't a spellcaster yourself?
At least with Monks you can argue that they have cultivated their force of will to project some sort of metaphysical aura that rejects magic. How are you gonna argue that for a Wis 8 Magekiller? :P
If they are going to get SR, perhaps make it 10 + class level + Wis modifier? For consistency, then only really high Wisdom Magekillers would have SR anywhere approaching that of a Monk.
Things like Slippery mind and Improved evasion also spring to mind as more appropriate as they are non-magical abilities.
The spell failure on hit is fine though. Aim for the fingers/tongue/groin ><
EDIT: Or if SR is impossible to calculate that way, make it feats that have a Wis prerequisite? The first gives SR 10 + class level and requires Wis 15, the second gives SR 15 + class level and requires Wis 17.UTC+8
Yes, I realise my RP writing sucks. Just be thankful I keep it short
Characters
Thalanis Moonshadow
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If you look up at the class, they are spellcasters, and do rituals to achieve these abilities. The proposed SR is 12+ Class level, with the ability to temporarily raise the SR by 10 for 1 minute per class level a number of times per day equal to their Charisma modifier.
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Ah ok...Yeah, I realise the current Magekillers are, I thought you were suggesting splitting it into one spellcasting and one non-spellcasting version?Originally posted by Seheren View PostIf you look up at the class, they are spellcasters, and do rituals to achieve these abilities. The proposed SR is 12+ Class level, with the ability to temporarily raise the SR by 10 for 1 minute per class level a number of times per day equal to their Charisma modifier.
To be honest, a non-spellcasting magekiller seems much more interesting and believable from an RP standpoint. Embittered after their family was killed by mages, or elite warriors of the church of Helm blah blah
EDIT: It seems I failed to read the entire third page of this thread before posting...stupid mobile phone! Anyway, the class as proposed by Seheren above seems a little over the top. I think they should get an edge on mages, not an auto-win. +3 bonus to all saves, spell resistance 22+class level and magic damage resistance 5/- seems like a bit much.
We still want people to play mages occasionally, right?UTC+8
Yes, I realise my RP writing sucks. Just be thankful I keep it short
Characters
Thalanis Moonshadow
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One class isn't going to stop people from playing their casters, just as casters weren't stopping people from playing melees.
EDIT: Plus, it's nice for them to have something to be worried about.But please, keep one thing in mind for me. What have you become when even nightmares fear you?
- NessaJulia Arvison (retired) - The Comrade's Song (Gabriel)
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