Sarkrith SpelleaterHD:d8
Level | Bab | Fort | Ref | Will | Feature |
1 | +1 | +2 | +2 | +0 | Sarkrith Body, Scent, Mask Scent, Vow of Magic Hate, Sarkith Reputation, Cold and Calm |
2 | +2 | +3 | +3 | +0 | Spell Absorption, Sharp Scent, +1 Str, +1 Con |
3 | +3 | +3 | +3 | +1 | Dispelling Ray, +1 Str, +1 Con |
4 | +4 | +4 | +4 | +1 | Greater Spell Absorption, Cold Sniper, +1 Str, +1 Con |
5 | +5 | +4 | +4 | +1 | Dispelling Blast, Growth, Outsmart the Witch, +1 Str, +1 Con |
6 | +6 | +5 | +5 | +2 | Bonus Feat, +1 Str, +1 Con |
7 | +7 | +5 | +5 | +2 | Fast Dispelling Ray, +1 Str, +1 Con |
8 | +8 | +6 | +6 | +2 | Outsmart the Witch, +1 Str, +1 Con |
9 | +9 | +6 | +6 | +3 | Mask Presence, Tactical Focus, +1 Str, +1 Con |
10 | +10 | +7 | +7 | +3 | Spell Devour, +1 Str, +1 Con |
11 | +11 | +7 | +7 | +3 | Dispelling Volley, Outsmart the Witch, +1 Str, +1 Con |
12 | +12 | +8 | +8 | +4 | Spell Feast, Bonus Feat, +1 Str, +1 Con |
13 | +13 | +8 | +8 | +4 | Sarkith Diplomat, +1 Str, +1 Con |
Skills: 8+int modifier, quadruple at 1st level. The Sarkrith Spelleater’s class skills (and the key ability for each skills) are Apraise(Int), Balance(Dex), Bluff(Cha), Climb(Str), Craft (Int), Diplomacy(Cha), Disguise (Cha), Gather Information(Cha) Jump(Str), Knowledge (any, Int), Intimidate(Cha), Listen(Wis), Profession (Wis), Survival (Wis) and Spot (Wis).
Proficiencies:Simple and martial weapons, light, armor and all shields, except tower shields
FeaturesSarkrith Body:At 1st level a Sarkrith Spelleater loses all racial bonus he had before and gains Monstrous humanoid traits (basically dark vision 60 feets). He's a medium sized Monstrous humanoid with base speed 40 feet.
In addition the Sarkrith Spelleater gains a bonus to Nat Armor equal to his Con modifier and is immune to the Blindness and scent-nullification of
Pure Silver artifactwork armor. All of its abilities are Ex.
Scent: The Sarkrith Spelleater has the Scent basic ability
Mask Scent: Once per day as an immediate action, the Sarkrith Spelleater can mask its scent, which prevents it from being detected with the scent ability. This ability lasts for 1 hour. At 5 HD and every 5 HD after that, you gain an extra use of this ability.
Vow of Magic Hate: The Sarkrith wage a war that few understand. Beings of logic and cold calculation, sarkriths cannot abide the unpredictable altough undeniably powerful forces of magic. To the Sarkrith, peace means control, and magic in the hands of anyone is a symbol that the Sarkrith do not have control.
The Sarkrith can never willingly use spells/powers/SLAs/PLAs or similar, use magic/psionic/similar items (alchemical are still ok) or fail its saves against spells,even harmless ones. Not even magic compulsion/control/mindrape/similar can
force the Sarkrith to perform those actions. The Sarkrith Spelleater can use Survival instead of Spellcraft to identify magics and qualify for feats.
In addition, anyone trying to polymorph/metamorphosis/alter self/shapechange into a Sarkrith or steal/copy its abilities automatically gains the Vow of Magic Hate ability, which then can't be removed by any means, since it is an inherent part of its very being.
Sarkith Reputation: Despite their own bodies having strong anti-magic properties, Sakriths aren't delusional enough to think they can purge magic of the world with their bare hands, and have thus greatly refined the art of nonmagic craft. The Sarkrith gains
Common Reputation as a bonus feat if he invested at least 4 ranks in a charisma-based skill, and can activate Renown options that would norally take more than one hour in half the time. It may even perform them in just ¼ the time, altough that leaves them fatigued. It may acelerate even more to crafting them in just 1/10, but that'll leave them Exhausted. A Sarkrith cannot use this option while fatigued or exhausted.
Cold and Calm: Sarkrith Spelleaters are the smart arm of the Sarkrith, tasked with guarding its important members and taking the fight to the enemy. Sarkrith Spelleater levels count as and stack with Fighter levels for purpose of qualifying for bonus feats. In addition the Sarkrith Spelleater gains an enanchment bonus to Dex and Int equal to 1/3 HD (minimum +1) and SR equal to 11+HD. Int gained from this ability retroactively grants Skill Points to the Sarkrith Spelleater, and it may use Int instead of Cha for Bluff, Diplomacy, Gather Information and Intimidate.
Ability Score Increase:The Sarkrith Spelleater gains +1 Str and +1 Con at every level but first, for a total of +12 Str and +12 Con at 13th level.
Spell Absorption: At 2nd level any time a sepll fails to beat a Spelleater's Spell Resistance, the Spelleater gains Hit Points equal to the level of the spell. These hit points first heal damage that the spelleater has taken. Extra hit points are treated as temporary hit points, and expire after 1 minute
Sharp Scent: At 2nd level the Sarkrith Spelleater ignores all cover (but not total cover) and concealment(including all forms of invisibility and total concealment) from enemies inside its Scent range.
Dispelling Ray: At 3rd level the Sarkrith Spelleater can generate a ray as a standard action that cancels magical effects on anything it touches at will. It has infinite range and and hits as a ranged touch attack, producing a targeted Greater Dispel Magic with CL=HD+Int mod, no limit.
Greater Spell Absorption: At 4th level the Sarkrith Spelleater heals double HP from spells that fail to penetrate its spell resistance, plus whenver this happens, it heals one ill condition with a duration other than instanteous or permanent on itself.
Cold Sniper:At 4th level as a swift action the Sarkrith Spelleater for 1 round can ignore adverse wind conditions when using a bow, even magic ones such as wind wall, plus it adds its Int mod to bow damage rolls.
Dispelling Blast: Such is the hate of magic of a Sarkrith Spelleater that it can shut magic down anywhere it can see with its sheer force of will. At 5th level once per hour per 5 HD, a Sarkrith Spelleater can produce an area Greater Dispel Magic with CL=HD+Int mod as a move or swift action, no level cap.
Growth: At 5th level the Sarkrith Spelleater grows a size category. In addition it can now craft Pure Metal gear for itself at the same cost as if it was still medium sized, but such customized gear is only good for its own body.
Outsmart the Witch: Altough they specialize in tactics, Sarkrith Spelleaters know well that casters pose a significant threat and learn special tecniques to counter them. At 5th, 8th and 11th level pick one of the following abilities.
Ignite the Witch-Mundane Fire can provide the ultimate cleansing tool. The Sarkrith Spelleater can lit up an arrow on fire as a move action before firing it in the same round. In that case it ignores any magic defenses when fired and deals an extra 1d12 fire damage on a hit. Plus a number of times per day equal to its Con mod, as a free action it may affect the enemy struck by such an arrow as if affected by his Dispelling Ray. If it has 15 HD or more, it may instead produce a disjuction on the target when it hits with such an arrow, or produce an area disjuction centered on the target, spending double the uses of the area dispel, save DC being 10+Bab.
Stop the Witch-If the Sarkrith Spelleater is equiped with a bow, whenever an enemy whitin their view attempts to use a spell/power/SLA/PLA/similar, the Sarkrith Spelleater may shoot an arrow at them as a free action, forcing a concentration check as normal.
Predict the Witch-As an immediate action, the Sarkrith Spelleater can instantly nullify any activated spells/powers/SLAs/PLAs/similar used whitin its Scent Range, including contigencies and the like. It may use this ability even if flatfooted. Double the Sakrith Spelleater's scent range.
Bonus Feat: At 6th and 12th level the Sarkrith Spelleater gains a bonus feat it qualifies for as a fighter.
Fast Dispelling Ray: At 7th level the Sarkrith Spelleater can use Dispelling Ray as a move action.
Mask Presence: Thanks to their cold blood and logic, a veteran Sarkrith Spelleater knows how to evade senses that have been “automatized” by magic. At 9th level 1/day per 3 HD as an immediate action the Sarkrith Spelleater can render itself completely undetectable to creatures whitout Int score, under any kind of charm/dominate/command or/and summoned/called creatures. In addition it doesn't trigger magic traps, Alarm/Symbol spells and similar while this is active. This lasts for 1 hour.
Tactical Focus: When a Sarkrith Spelleater engages a target in any kind of activity, it gains a cumulative +2 to Skill checks and ability score checks against that same target for each extra round engaged with it. When it chooses to focus on another target it automatically loses this bonus. But it can spend any amount of time between two engagements while retaining Tactical Focus, as long as both engagements are against the same target.
Last Word: Sarkith Spelleaters have connections everywhere and plan multiple steps ahead. At 10th level once per hour the Sarkrith Spelleater may use a Pure Reputation ability that normally would take more than one round as a fullround action regardless of the place where they are. In addition if the Sarkith Spelleater would be killed or rendered unable to act but had an use of this ability left, he may activate this ability as a free action, but after that he cannot use it again for 24 hours.
Dispelling Volley: At 11th level the Sarkrith Spelleater can use Dispelling Ray as an iterative attack, including mixing it with other ranged attacks. It may choose to first fire the one with bigger penalty first as well, so for example if the Sarkrith Spelleater has 11 Bab and +5 Dex bonus, it may fire a Dispelling Ray with a +6 attack bonus followed by two arrows with +16 and +11 attack bonus.
Spell Feast:At 12th level the Sarkrith Spelleater now gains four times as much HP from spell Devour, and it still gains double even if a spell beats or outright ignores its SR. It also now heals two ill condition with a duration other than instanteous or permanent on itself, or one if the spell beats or outright ignores its SR.
Sarkith Diplomat: At 13th level pick one of the following options. Neither can be replicated/copied/stolen by any other class ability, magic or other effect.
Spelleater Commander- You gain Leadership as a bonus feat, except you may use Int instead of Cha, you don't lose your Pure Reputation feat, and all your followers and Cohort must be
Sakith Thanes. You never take penalties for losing such minions, they all gain an insight bonus to attack rolls and saves equal to your Int mod, and you automatically recover losses every 24 hours.
Spelleater Sage- You specialize in more fancy tecniques to crush your foes. Choose a Martial school. Sarkrith Spelleater levels now grant full IL to all purposes related to that school, and you may use Int and any Cha-based skill other than Use Magic Device instead of the usual school's associated ability score and skill. Any Su maneuvers from that school become Ex when performed by you. You also learn two maneuvers and one stance from that school you qualify for, up to 7th level, which you can use 1/minute and may also be recharged by any other maneuver recharging method you learn (the stance works as a regular Stance tough).
Spelleater Sceptic- Magic is a lie. A dangerous lie, but still a lie, and you are above lies. You can now instantly detect with a glance if anything was created by instantaneous magic. Your Dispelling Ray can now erase Force effects, as well as other effects that are normally undispellable, including Walls of Stone and Walls of Iron. Summoned and called creatures can never harm or hinder you in any way. Finally if somebody engages you in Astral Form or similar, you can destroy their silver cord or equivalent with your Dispelling Ray.
Spelleater Radical-Your hate of magic is still as strong as ever, but now you ask yourself why not use the weapons of the enemy against them? You can now use magic items and accept benefical spells from others, as well as drop or rise your SR at any time as a free action. In addition you gain fast healing equal to the amount of equiped magic items you currently have, as you constantlyy absorb their essence.
CommentsFollowing on the Thane, I finally finished the Spelleater. The main reason for the delay was because I wanted to make another nonmagic utility subsystem, and Pure Reputation was the result.
Anyway, the original Spelleater seems to be more focused on ranged combat, shooting dispelling rays or arrows. And then he heals some minor HP when a spell fails to penetrate his SR, and...That's it. Lame.
Thus I focused on buffing up those two abilities, added in some of the custom abilities I had made for the Thane, enanchment buffs to Dex Int and instead of Str and Con, and done!
So if you want to play a lizard lord inquisitor, the Sarkrith's Spelleater's for you!