Gruul Spellbreaker"Not Gruul? Then die!"- Borborygmos, Gruul Spellbreaker
Making a Gruul SpellbreakerAbilities: Strength, Constitution.
Races: Any
Alignment: Gruul Spellbreaker are non-lawful.
Table 1: The Gruul Spellbreaker
Level BAB Ref Fort Will Abilities Maneuvers Known Readied Stances Known
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1 +1 +2 +2 +0 Bloodlust (+1, 0d6), Improved Sunder, Mind and Body 3 3 1
2 +2 +3 +3 +1 Riot, Bloodrush 4 3 1
3 +3 +3 +3 +1 Bloodlust (+1, 1d6) 5 3 1
4 +4 +4 +4 +2 Spellbreaker 5 4 2
5 +5 +4 +4 +2 Bloodlust (+2, 1d6) 6 4 2
6 +6 +5 +5 +3 Riot 6 4 2
7 +7 +5 +5 +3 Bloodlust (+2, 2d6) 7 4 2
8 +8 +6 +6 +2 Sunder Magic 7 4 2
9 +9 +6 +6 +3 Bloodlust (+3, 2d6) 8 4 2
10 +10 +7 +7 +3 Riot 8 5 3
11 +11 +7 +7 +3 Bloodlust (+3, 3d6) 9 5 3
12 +12 +8 +8 +4 Backlash 9 5 3
13 +13 +8 +8 +4 Bloodlust (+4, 3d6) 10 5 3
14 +14 +9 +9 +4 Riot 10 5 3
15 +15 +9 +9 +5 Bloodlust (+4, 4d6) 11 6 3
16 +16 +10 +10 +5 Enrage 11 6 4
17 +17 +10 +10 +5 Bloodlust (+5, 4d6) 12 6 4
18 +18 +11 +11 +6 Riot 12 6 4
19 +19 +11 +11 +6 Bloodlust (+5, 5d6) 13 6 4
20 +20 +12 +12 +6 Rampage of the Clans 13 7 4[/font]
Game Rule InformationGruul Spellbreaker have the following game statistics.
Alignment: Any
Hit Die: d12
Starting Gold: 5d4 x 10 (125 gp)
Starting Age: As Barbarian
Class skills (4 + Int modifier): Climb, Gather Information, Hide, Intimidate, Jump, Knowledge (Architecture and engineering, History, Geography), Listen, Move Silently, Ride, Spot, Survival, Swim, Warcraft (if available)
Class FeaturesAll the following are class features of the Gruul Spellbreaker class.
- Weapon and Armour Proficiency: Gruul Spellbreakers are proficient with all simple and martial weapons, and light, medium and heavy armour, as well as shields.
- Maneuvers: A Gruul Spellbreaker uses maneuvers as the Warblade, except that he does not recover maneuvers as does a Warblade. He recovers one maneuver on his first attack of a round in which he either triggers Bloodlust or sunders an item, or via the generic means available to all classes. He knows Iron Heart, Stone Dragon, Tiger Claw, and White Raven as his disciplines.
- Improved Sunder: The Gruul Spellbreaker gains this as a bonus feat at first level, regardless of if he meets the requirements.
- Mind and Body (Ex): Any time a Spell, Spell-Like, or Supernatural ability allows for a saving throw, the Gruul Spellbreaker rolls twice and takes the better result.
- Bloodlust (Ex): A Gruul Spellbreaker loves a good fight, and it's even more fun to get stuck in when it's all sticky and bloody. A Gruul Spellbreaker deals additional damage and gains a bonus to attack rolls against any creature or object that has already been dealt damage this round. At 1st level, he gains a +1 bonus to attack rolls against creatures and objects that have been dealt damage this turn. At 3rd level this ability adds 1d6 damage to the Gruul Spellbreaker's attacks. For every four levels after 1st this ability grants a further +1 bonus to his attack rolls. For every four levels after 3rd this ability adds 1d6 additional damage to the Gruul Spellbreaker's attacks.
- Riot (Ex): At the beginning of each encounter, the Gruul Spellbreaker may choose one of the following - a +2 bonus to initiative (applies before rolling for that encounter) and a +5 ft bonus to all movement speeds, or 1d6 damage on all attacks. At 6th, 10th, 14th, and 18th, the bonuses increase, to a maximum of +10 to initiative and +25 ft to movement speed, or 5d6 damage on all attacks.
- Bloodrush (Ex): As part of making an attack or sunder action, the Gruul Spellbreaker may expend one readied maneuver. He gains a bonus to his attack roll equal to the level of the maneuver, and to his damage of 1d6 per level of the maneuver.
- Spellbreaker (Ex): Whenever the Gruul Spellbreaker would be affected by a spell, he may make an attack of opportunity against that spell. Make a dispel check using the result of that attack roll (a natural 1 is always considered a failure). If the dispel check succeeds the spell fails to affect the Spellbreaker, even if it is an ongoing spell (he treats its area of effect as if it did not exist). This does not affect the spell's outcome with other targets. If the Spellbreaker fails in his dispel attempt, he saves as per normal for the spell.
- Sunder Magic (Ex): On his first successful attack of each round, the Gruul Spellbreaker may make a free dispel attempt or sunder attempt against one spell or item affecting or held by the struck creature. Use his attack roll for his caster level, and his attack and damage roll for the sunder attempt. The dispel attempt automatically targets the highest level spell affecting the target. If there are multiple, choose randomly.
- Backlash (Ex): If the Gruul Spellbreaker successfully dispels a spell using Spellbreaker or Sunder Magic, the caster of that spell takes 1d6 damage per spell level.
- Enrage (Ex): If a spell cast by an enemy successfully affects the Gruul Spellbreaker, for the next round he deals Xd6 more damage, where X is the spell's level. This stacks with itself.
- Rampage of the Clans (Ex): Permanently driven forward, the Gruul Spellbreaker and his horde have the effect of Bloodlust even against undamaged creatures and objects. Every successful attack he makes triggers Sunder Magic.