Winner of the First Semiannual MinMax Award for Best Standalone Homebrew Base Class!NULLBLADE "Everything you do, I will undo. Everything you are, I will counter. Everything you will, I will end."-No Face
Nullblade's gonna take you down, take you down on the wrong side of town.
MAKING A NULLBLADE A nullblade has an answer for everything his opponents can throw at him.
Abilities: Wis > Con > Int = Dex > Str > Cha
Races: Humans are most likely to be nullblades, because they take perverse pleasure in nullifying their opponents.
Alignment: Any neutral.
Starting Gold: 5d4x10 (125 gp)
Starting Age: As monk.
Class SkillsThe Nullblade's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (all, taken individually) (Int), Listen (Wis), Martial Lore (Int), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Psicraft (Int), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
Skill Points at 1st Level: (6 + Int) x4
Skill Points at Each Additional Level: 6 + Int
Table: The Nullblade | HD: d10 |
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Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
| | | Base Attack Bonus | +0 | +1 | +2 | +3 | +3 | +4 | +5 | +6 | /+1 | +6 | /+1 | +7 | /+2 | +8 | /+3 | +9 | /+4 | +9 | /+4 | +10 | /+5 | +11 | /+6 | /+1 | +12 | /+7 | /+2 | +12 | /+7 | /+2 | +13 | /+8 | /+3 | +14 | /+9 | /+4 | +15 | /+10 | /+5 |
| | | Fort Save | +0 | +0 | +1 | +1 | +1 | +2 | +2 | +2 | +3 | +3 | +3 | +4 | +4 | +4 | +5 | +5 | +5 | +6 | +6 | +6 |
| | | Ref Save | +0 | +0 | +1 | +1 | +1 | +2 | +2 | +2 | +3 | +3 | +3 | +4 | +4 | +4 | +5 | +5 | +5 | +6 | +6 | +6 |
| | | Will Save | +2 | +3 | +3 | +4 | +4 | +5 | +5 | +6 | +6 | +7 | +7 | +8 | +8 | +9 | +9 | +10 | +10 | +11 | +11 | +12 |
| | | Nullify Spell Level | 1st | 1st | 2nd | 2nd | 3rd | 3rd | 4th | 4th | 5th | 5th | 6th | 6th | 7th | 7th | 8th | 8th | 9th | 9th | 9th | 9th |
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Special | Least invocations, nullify (spell), voidstrike | Nullify (tactic), will of the void | Evasion | Null body, terminate (spell) | Mettle | Lesser invocations, nullify (attack) | Touch of the void | Void infusion | Improved voidstrike | Improved null body, nullify (ability) | Greater invocations, null zone, terminate (essence) | Become the void | Improved evasion | Enter the void, nullify (distance) | Improved mettle | Greater null body, void invocations | Greater voidstrike | Terminate (life) | Consume the void | Greater null zone |
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Invocations | 1 | 1 | 2 | 2 | 2 | 3 | 3 | 4 | 4 | 4 | 5 | 5 | 6 | 6 | 6 | 7 | 7 | 8 | 8 | 8 |
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Weapon and Armor Proficiencies: A nullblade is proficient with simple weapons, light and medium armor, and shields (but not tower shields).
Invocations: A nullblade has a repertoire of attacks, defenses, and other abilities known as null invocations, which allow him to focus the energy of the Void all around him. A nullblade can use any invocation he knows at will. A nullblade's invocations are spell-like abilities; using an invocation is therefore a standard action that provokes attacks of opportunity. To avoid provoking such attacks, a nullblade can use an invocation defensively by making a successful Concentration check. An invocation can be disrupted, just as a spell can be ruined during casting. If a nullblade is hit by an attack while invoking, he is entitled to a Concentration check to successfully use the invocation, just as a spellcaster would be. His invocations are subject to spell resistance unless an invocation's description specifically states otherwise. A nullblade's caster level with his invocations is equal to his class level. He can dismiss any invocation as a standard action, just as a wizard can dismiss a spell.
If an invocation allows a saving throw, its DC is 10 + the equivalent spell level + the nullblade's Wis modifier. Since spell-like abilities are not spells, a nullblade cannot benefit from the Spell Focus feat or from feats that let him convert or spend an arcane spell slot to produce some other effect. He can, however, benefit from the Ability Focus feat (MM 303), as well as from feats that emulate metamagic effects for spell-like abilities.
The four grades of null invocations, in order of their relative power, are least, lesser, greater, and void. A 1st-level nullblade begins with knowledge of one least invocation, gaining access to more invocations and higher grades as he attains levels. At any level when a nullblade learns a new invocation, he can also replace an invocation he already knows with another invocation of the same or lower grade. See Null Invocations, below, for a list of available invocations.
Finally, just like warlocks (see Complete Arcane), nullblades can qualify for some prestige classes usually intended for spellcasters. In particular, a nullblade can use invocations to qualify for the Void Disciple prestige class; see Nullblades and Prestige Classes, below.
Nullify (Ex): A nullblade can attempt to counter a variety of different things that an opponent could do to him. The nullblade can use this ability once per nullblade level for each encounter, to a maximum number of times per encounter equal to his Wisdom modifier. Using this ability is an immediate action that does not provoke attacks of opportunity, which requires making a Nullify check, a d20 roll modified by the nullblade's class level and Wisdom modifier. This ability may not be used while the nullblade is flatfooted or helpless, and the nullblade must be aware of whatever he is attempting to nullify.
Nullify spell: A nullblade may attempt to nullify a spell of 1st level or lower that he can see being cast, and can identify with a Spellcraft check. To do so, he rolls a Nullify check, opposed by the spellcaster's Caster Level check (with any modifiers that would prevent a spell from being dispelled or countered). If he succeeds, the nullblade counters the spell. At every odd level, the maximum level of spell he may attempt to nullify increases by 1 (to 2nd level at 3rd, 3rd level at 5th, and so on), as shown on the table above. The nullblade may also use this ability to counter martial maneuvers and psionic powers as well (identified with Martial Lore and Psicraft, and opposed by an Initiator Level or Manifester Level check, respectively), subject to the same limitations as spells.
Nullify tactic: At 2nd level, a nullblade may attempt to nullify combat maneuvers such as grappling, disarming, tripping, etc. that are used against him. Whenever such a maneuver is performed against him, the nullblade makes a Nullify check opposed by the opponent's attack roll (with whatever modifiers were used for the attack or touch attack that began the combat maneuver). If the nullblade succeeds, the combat maneuver ends with no effect; if he fails, then the maneuver attempt proceeds as normal.
Nullify attack: Beginning at 6th level, a nullblade can attempt to nullify a melee or ranged attack made against him. Whenever an opponent makes an attack roll against him, the nullblade can substitute the result of a Nullify check for his Armor Class (including touch AC) against that attack. He must choose whether or not to do so before he knows either the result of his opponent's roll or the Nullify check.
Nullify ability: Upon reaching 10th level, a nullblade learns to nullify the special abilities of creatures he faces. Whenever an opponent within 60 feet (that he has identified with the appropriate Knowledge skill) uses an extraordinary, psi-like, supernatural, or spell-like ability, the nullblade may make a Nullify check to prevent that ability from being used; the attempt still counts as a daily use of the ability, if the opponent's ability is limited by uses per encounter or day. The nullblade's Nullify check is opposed by the opponent's Caster or Manifester Level check (in the case of a supernatural, spell-like, or psi-like ability that has a caster or manifester level), or a d20 roll modified by the opponent's Hit Dice in the case of an ability which does not have a caster or manifester level.
Nullify at a distance: A nullblade of 14th level or higher can protect his allies with nullification. Whenever an ally within 60 feet is subject to a tactic or attack that a nullblade would be able to nullify (as described in the Nullify Tactic and Nullify Attack abilities above), the nullblade can use his Nullify ability to counter it as if it were used against himself.
Voidstrike (Ex): A nullblade may damage an opponent with a successful melee touch attack, which does 1d4 points of untyped damage per nullblade level as the nullblade cancels portions of the target's body. This damage is not affected by the nullblade's strength bonus or feats which increase melee weapon damage (such as Power Attack or Weapon Specialization). This ability is used in place of a normal attack. Voidstrike can be used against inanimate objects, which receive a Fortitude save (DC 10 + 1/2 nullblade level + Wis mod) for half damage (creatures of the Construct or Undead type do not receive a Fortitude save).
Will of the void (Ex): Beginning at 2nd level, a nullblade begins to tap into the emptiness and nothingness that permeates all things, drawing strength and agility from it when necessary. He uses his Wisdom modifier in place of his Constitution and Dexterity modifiers for Fortitude and Reflex saves, respectively, if it would be higher.
Evasion (Ex): At 3rd level and higher, a nullblade can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion cannot be used if the nullblade is wearing heavy armor. A helpless nullblade does not gain the benefit of evasion.
Null body (Ex): Beginning at 4th level, a nullblade's body begins to develop an immunity to things which would otherwise have hurt him. He gains damage reduction 2/–, which doesn't stack with other forms of damage reduction; he also gains a 25% chance to negate critical hits and precision damage. In addition, the nullblade gains resistance 5 against acid, cold, electricity, fire, and sonic damage.
Terminate (Ex): Upon reaching 4th level, a nullblade learns how to end ongoing effects the same way he nullifies actions. He can spend two uses of his Nullify ability as a standard action to end the effect caused by a spell, power, martial maneuver, spell-like ability, psi-like ability, or supernatural ability with a remaining duration of at least 1 round, and at a distance no greater than 25 feet + 5 feet per two Nullblade levels (rounded down). He must succeed on a Nullify check (DC equal to 11 + the Caster, Manifester, or Initator Level of the effect) to terminate the effect.
Beginning at 11th level, the nullblade can attempt to terminate the essence which animates a non-living creature. To do so, he must spend three uses of his Nullify ability as a standard action and make a Nullify check opposed by the Fortitude or Will save (whichever is better) of a target creature which has no Constitution score. The creature must be no further than 5 feet + 5 feet per two Nullblade levels (rounded down). If the Nullify check succeeds, the creature is immediately reduced to 0 hit points and destroyed.
Starting at 18th level, the nullblade can spend four uses of his Nullify ability as a standard action to terminate a living creature (i.e., one that has a Constitution score) in the same way; if he succeeds on the Nullify check, the target creature immediately dies. The creature must be no further than 5 feet + 5 feet per two Nullblade levels (rounded down).
Mettle (Ex): A nullblade of 5th level or higher can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping nullblade does not gain the benefit of this ability.
Touch of the void (Ex): Upon reaching 7th level, a nullblade can make more than one immediate action in a round. For each immediate action he makes after the first, he must make a Will save (DC 15 + 2 times the total number of immediate actions he's taken in the round) or lose his standard and move actions in the following round. Once he fails such a Will save, he can take no more immediate actions in the round. Touch of the void can only be used to perform abilities granted by the Nullblade class; this allows a nullblade to use his Nullify ability more than once a round, up to the maximum number of uses in a given encounter.
Void infusion (Ex): At 8th level, the nullblade can draw upon the Void for strength when necessary. He no longer automatically fails a saving throw when he rolls a 1, and a natural 1 on an attack roll is no longer considered an automatic miss.
Improved voidstrike (Ex): Whenever a nullblade of 9th level or higher successfully damages a creature more than once with his voidstrike attack in the same round, the creature must make a Fortitude save (DC 10 + 1/2 nullblade level + Wisdom mod) for the second and each subsequent attack or take 1d6 Constitution drain as the creature's substance is permanently disrupted. Because it is disruption of their physical substance, and not a magical effect, this ability even affects creatures who are immune to ability damage due to their type (such as undead and constructs), though creatures with immunity from other sources, such as class features or spells, are not affected. Creatures which do not have a Constitution score (such as those of the Construct or Undead type) instead take Strength damage. Creatures with neither a Constitution score or a Strength score (such as incorporeal undead) are not affected by this ability.
Improved null body (Ex): Beginning at 10th level, a nullblade's body becomes even hardier. His damage reduction increases to 5/–, his energy resistances improve to 10, and he has a 50% chance to negate critical hits and precision damage. In addition, he becomes immune to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects.
Null zone (Ex): At 11th level, a nullblade can suppress all magic around him, overwhelming the Weave with pure Void. The nullblade can activate this ability once per day as a swift action that does not provoke attacks of opportunity; when he does so, all magic and psionics in a 30 foot radius are suppressed as if inside an
antimagic field or
null psionics field. This effect lasts for a number of rounds equal to the nullblade's Wisdom modifier.
Become the void (Ex): Upon reaching 12th level, a nullblade's connection with negative space is complete. He gains the
void subtype (reproduced here for reference).
Void creatures are made of the same empty space that comprises the Void. Normal creatures (that is, creatures without the void subtype) cannot see them unless the void creature makes its presence known, either by an act of will (a free action) or by attacking. A void creature has total concealment (50% miss chance) unless it reveals itself. See invisibility and invisibility purge don't reveal void creatures, but true seeing does. Blindsight and blindsense don't reveal void creatures. Members of the void disciple class can see void creatures. Once it reveals itself, a void creature remains visible until it uses a free action to conceal itself again.
Improved evasion (Ex): This ability, gained at 13th level, works like evasion, except that while the nullblade still takes no damage on a successful Reflex saving throw against attacks, henceforth he takes only half damage on a failed save. A helpless nullblade does not gain the benefit of improved evasion.
Enter the void (Ex): Upon reaching 14th level, a nullblade's connection to anti-essence has increased such that he can use the negative space between atoms to travel quickly to other places, sometimes even other planes. This ability functions identically to the
shadow walk spell as cast by a wizard of the nullblade's class level, except that it is an extraordinary ability and can be used at will.
Improved mettle (Ex): Whenever a nullblade of 15th level or higher fails a Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead suffers the reduced effect. An unconscious or sleeping nullblade does not gain the benefit of this ability.
Greater null body (Ex): Beginning at 16th level, a nullblade is immune to nearly everything which could hurt him. His damage reduction increases to 10/–, his energy resistances improve to 20, and he is immune to critical hits and precision damage. In addition, he becomes immune to mind-affecting effects, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, energy drain, dazing, blindness, deafness, and the nauseated and sickened conditions.
Greater voidstrike (Ex): Whenever a nullblade of 17th level or higher confirms a critical hit against a creature with a voidstrike, the creature gains 1d6 negative levels as its essence is severely disrupted. This ability is not an energy drain effect, and as such can even be used on creatures normally immune to energy drain (such as constructs or undead). There is no saving throw to avoid gaining the negative levels, but 24 hours after gaining them, the subject must make a Fortitude saving throw (DC 10 + 1/2 nullblade level + Wisdom mod) for each negative level. If the save succeeds, that negative level is removed. If it fails, the negative level also goes away, but one of the subject’s Hit Dice (or character levels, as appropriate) is permanently drained.
Consume the void (Ex): At 19th level, a nullblade learns to draw sustenance directly from the Void, freeing him from the needs of his physical body. He no longer needs to eat, drink, breathe, or sleep, and gains fast healing 5; in addition,
true seeing no longer reveals the nullblade when he wishes to remain hidden.
Greater null zone (Ex): Upon reaching 20th level, whenever a nullblade uses his Null Zone ability, he may choose to make the duration instantaneous, turning the area permanently into a dead magic zone (psionics are also suppressed in such an area).
PLAYING A NULLBLADE Brief description on how to play the class you are designing.
Combat: Here's a section where you will describe common combat methods for your class. Remember to include information on how your class will use his powers in combat.
Advancement: This is a section on different options and paths that the class can go down when they advance in power.
Resources: What resources might a member of this PrC be able to draw on..
NULLBLADE IN THE WORLD"A quote of somebody else talking about your class!"-name of quote originator
A brief description of how your class is persevered in the world and how he interacts with the world.
Daily Life: Some general information about the typical day in the life of your class.
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NPC Reaction This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.
NULLBLADE IN THE GAME This is a good place to provide a quick note on how your class will effect game play statistically.
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EPIC NULLBLADE Hit Die: dx
Skills Points at Each Level : x + int
Class Ability Class Ability.
Bonus Feats: The Epic Class Name gains a Bonus Feat every x levels higher than 20th