Hay guys! I'm just messing around a bit with some of the mechanics I enjoyed from Hexblade and the "Mage Slayer" feat from 3.5's complete arcane. This is a work in progress but it's geared to be a mage killer. It sacrifices the BAB progression for a bit of a tailored feel to it. I don't know what I'll give to it spell-wise but because I made "Improved Counterspell" one of the requirements- it doesn't have to be a large list. I might even conciser just breaking it down into schools that it can learn to countersepell instead of a set spell list. I am gonna add a requirement that they never cast magic and shun it's effects. (Like trying not to use magic equipment and destroying magic when it's present) This might end up having to be a campaign specific class because it does a FANTASTIC job of dropping mages. The capstone alone pretty much invalidates all but some of the most imposing spellcasters in the game. (Then again- you'd need to be level 20 minimum for it) I might shorten this up to a 5 level prestige class- I don't know. It also has some really random requirements for a fighter to take. Anyway- here's the spellbreaker work in progress:
Hit Dice: d10
Weapon Proficiency: Must be proficient with all martial weapons.
Skills: Knowledge (Arcana) 4 ranks, Spellcraft 4 ranks
Feats: Disruptive, Spellbreaker, Improved Counterspell
Climb (Str), Knowledge (arcana) (Int), Knowledge (nobility and royalty) (Int), Linguistics (Int), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), and Swim (Str).
Skill Points Per Level: 2 + Int modifier
Weapon and Armor Proficiency: Spellbreakers gain no proficiency with any weapon or armor.
Spell Bane: When attempting to counterspell a spell your class levels count as your caster levels.
Hatred: You deal an extra 1d6 damage to a target who cast as spell last turn. This bonus increase by 1d6 every 3 levels.
Arcane Disruption: +2 to rolls to counterspell. This bonus increases by +1 ever even level to a maximum of +8 at 10th-level.
Arcane Immunity: You get +2 to saves against spells cast on you. This bonus increases by +1 ever odd level to a maximum of +6 at 10th-level.
Mage Slayer: Targets you threaten can't cast defensively.
Arcane Nullification: A successful save against a spell or spell-like ability with a partial effect is instead negated.
Spells: A spellbreaker must know what it hunts. Though study it gains the knowledge of the workings of a number of arcane spells which are drawn from the spellbreaker spell list at the end of this entry. However, they may never cast these spells. They may only “cast” them to conterspell a target. If the spellbreaker has the ability to cast any arcane spells from a prior class- he may not cast those spells but they are added to the list of spells he may counterspell.
He may cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a spellbreaker must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a
saving throw against a spellbreaker’s spell is 10 + the spell level + the spellbreaker’s Charisma modifier.
Like other spellcasters, a spellbreaker can cast only a certain number of spells of each spell level per day (even if it is only to counterspell them). His base daily spell allotment is the same as a Paladin's. (Page 17 of the Pathfinder Core Rulebook) In addition, he receives bonus spells per day if he has a high Charisma score.
L1- Spell Bane, Hated +1d6
L2- Arcane Disruption +2, Disruptive Blow
L3- Arcane Immunity +2
L4- Hated +2d6, Arcane Disruption +3
L5- Arcane Immunity +3, Mage Slayer
L6- Arcane Disruption +4
L7- Hated +3d6, Arcane Immunity +4
L8- Arcane Disruption +6
L9- Arcane Immunity +5
L10- Hated +4d6, Arcane Disruption +8, Arcane Nullification
BAB = Medium Progression
Saves = Will good