Converting A Video Game Character Into A D20 PrC [Archive] - Wizards Community

Post/Author/DateTimePost
MFLabias

12-12-07, 03:19 AM
Anti-Mage

Origin: http://www.dota-allstars.com/hero/1856/index.html

http://www.battle.net/war3/images/nightelf/units/animations/demonhunter.gif

The Anti-Mage is driven to confront any arcane or divine spellcaster who crosses his path. Anti-Mages believe that mortals are too irresponsible to wield magic, and that those who dare to do so must be slain. Spellcasters who become Anti-Mages are considered to have seen the error of their ways--although they may still cast spells, they rely primarily on their battle prowess and their ability to resist magical effects to defeat their enemies.

The Anti-Mage comes into his own abilities through exhaustive training. Every regimen he performs is an exercise that refines his anger against spellcasters into martial skill. Each Anti-Mage forms a preternatural bond with his weapon which serves as his instrument of vengeance.

The prestige class is ideal for individuals who have been victimized by spellcasters and seek acceptable ways to oppose them. Most Anti-Mages begin their careers as fighters, barbarians, and sometimes even rangers.

ENTRY REQUIREMENTS
To qualify to become an Anti-Mage, a character must fulfill all the following criteria:
Base Attack Bonus: +5
Skills: Spellcraft 3, Listen 5, Knowledge Arcana 3
Feats: Blind Fight, Mage Slayer
Alignment: Any Good
Weapon Proficiency: Profiency with at least one martial weapon
Special: Must have spent the entire previous 24 hours attempting to function normally while blind-folded or without sight.


Class Skills
Anti-Mage’s class skills are: Tumble, Jump, Spellcraft, Knowledge (Arcana), Listen, Climb, Balance, Escape Artist, Move Silently, Swim
Skills Points at Each Level : 2 + Int.

Hit Dice: d8

Level..BAB..Fort..Ref..Will..Abilities
1........+1.....+0.....+2....+2....Presc ient Sight (60ft.), Blink, Spell Shield
2........+2.....+0.....+3....+3....Mana Break +1D6
3........+3.....+1.....+3....+3....Canny Defense
4........+4.....+1.....+4....+4....
5........+5.....+1.....+4....+4....Mana Break +2D6
6........+6.....+2.....+5....+5....Blink Cancel
7........+7.....+2.....+5....+5....
8........+8.....+2.....+6....+6....Mana Break +3D6
9........+9.....+3.....+6....+6....
10......+10....+3.....+7....+7...Mana Void

Prescient Sight (Su.): Through battles with spellcasters, the Anti-Mage has come to dislike and distrust relying on his visual sight and has trained himself to use alternative means of detection. An Anti-Mage acquires a heightened form of eyesight that spans up to 60 ft. The Anti-Mage is to be treated as if he were the subject of the True Seeing spell but only affects sight within 60 ft.

Blink (Su.): The Anti-Mage's overexposure to magic has bestowed upon him the unique ability move faster than light itself. As a swift action, Anti-Mages seemingly teleports a distance up to their base land speed. An Anti-Mage can do this every 1D4 rounds.

Spell Shield (Su.): An Anti-Mage shows a great resilience to magical attacks and can shrug off magic that might normally affect him. He adds his Intelligence modifier (if any) to his saving throws against spells and spell-like abilities up to 1/2 his Anti-Mage class levels. So a character with 8 levels in Anti-Mage with a 20 Intelligence would have +4 to his saves against spells and spell-like abilities.

Mana Break (Su.): An Anti-Mage's supernatural affinity for and knowledge of the inner workings of magic grants an Anti-Mage the ability to strike spell casters in a way that turns their magical essence against themselves. Beginning at level 2, when a successful melee strike is performed against an opponent with spells or spell-like abilities, an Anti-Mage deals an extra 1D6 damage. The bonus to damage increases to +2D6 at 5th level, and +3D6 at 8th level.

A character that no longer has any prepared spells memorized or can no longer use spell-like abilities due to its having already used all of it's daily alotments does not recieve the extra damage from Mana Break.

Canny Defense (Ex.): Tapping into his newly acquired ability to intuitively detect velocity, an Anti-Mage pairs his prescient sense of movement with his lightning-fast alacrity for a greater ability to dodge incoming blows. When wearing light or no armor, an Anti-Mage gains a Dodge bonus to AC equal to his Intelligence bonus.

Blink Cancel (Su.): By momentarily exiting the material plane, the Anti-Mage can dodge attacks and spells of which, he's aware that he's the target or in the area of effect of. At 6th level an Anti-Mage can use his Blink in an attempt to cancel a spell, spell-like ability, or attack that would normally affect or damage him. Using Blink Cancel is an immediate action and the Anti-Mage must be aware of the action taken against them. The spell or attack still goes off, however, it has an 50% chance to miss him. This is on the same time limits as Blink and can only be used every 1D4 rounds.

Blink Cancel only applies to one attack out of a multiple attack action and to only one strike out of a series of strikes. Also, Blink Cancel only affects spells that do not require a Will or Fortitude saving throw (so it would not affect spells such as Charm Person, Sleep, Finger of Death, etc.) and spells that require an attack roll.

Mana Void (Su.): Once per day, an Anti-Mage of 10th level or higher can force his enemy to awaken the void within and spontaneously implode. This attack deals a number of D6 equal to the character's Anti-Mage class levels + the Anti-Mage's Int. Modifier. There is also a chance to stun the target for 2 rounds (fortitude save negates 10 + AM Level + Int Modifier). Mana Void has a 40 ft. range and takes a standard action to use.







Wow, thanks for reading this far.
Any Suggestions are more than welcome. If something seems overpowered, underpowered, or poorly done, PLEASE let me know. I'd like to fine-tune this as much as I can before presenting it to my DM as what I'd like to make my character into.
Farodin

12-12-07, 05:55 AM
You might want to separate requirements and hd and skill information.

Requirements: Teleport as the spell or Any spell or ability with the [Teleport] descriptor?

Blindsight: Specify the range.

Blink: This is definitely at a Supernatural ability.

Spell Shield: define damage. Ability damage? Is it intended that the effect is almost negligible for normal damage? If not just replace it with Spell Resistance; It comes much closer to the ability than anything else in DnD. 15+Anti-Mage level seems like an appropriate amount.

Mana Break: This ability is supposed to make life very difficult for spellcasters if you can attack them in melee. Mana is a short term resource. Spell slots a long term resource. Burning spell slots would be the most direct "translation" into DnD, but it just doesn't work. It doesn't hinder the caster directly in DnD, only towards the end of the day it get's bad for him. I suggest an ability similar to Momentary Disjunction of the Witch Slayer (Tome of Magic), but triggered by melee attacks. It hits the caster (not any items) with a short term antimagic field, meaning he can't cast spells, any spells working on him are suppressed, but his items work normally. This really comes much closer to the draining of arcane energy with each melee hit. Be carefull about not making it too powerfull though (duration only 1 round, allow a will save and not being able to do it all the time. Look at the Witch slayer to get an idea of what's ok.) Also, this should be a supernatural ability.

Blink Cancel: Make it an immediate action to restrict it to once per round. Even then it's a really powerfull ability. I would limit the amount of uses more, but let it work against any attack. It doesn't make sense to not be able to dodge a Beholder's eye ray. Spells are the most powerful attack anyway. Again, definitely at a Supernatural ability.

Mana Void: Again, Mana really doesn't translate well to spell slots in DnD. If this were an encounter, characters should not be penalized for it being the last one of the day, or have a really easy time just because it's the first. You could make this an attack option you can use after an enemy mage has been target of your Momentary Disjunction for 3 rounds or so, with damage based on your Anti-Mage level and maybe on up to what spell level was suppressed (so it does more damage against stuff with more caster levels, and no damage against barbarians who got a buff spell from the wizard or something). Again, this should really be a Supernatural ability.
MFLabias

12-12-07, 07:16 AM
Sweet, feedback ;)

Requirements: Teleport as the spell or Any spell or ability with the [Teleport] descriptor?

I was thinking any form of teleportation. Ghost Step, Abrupt Jaunt, Teleportation the spell, etc.

Blink: This is definitely at a Supernatural ability

I didn't think to denote that, but I should eh?

Spell Shield: define damage. Ability damage? Is it intended that the effect is almost negligible for normal damage? If not just replace it with Spell Resistance; It comes much closer to the ability than anything else in DnD. 15+Anti-Mage level seems like an appropriate amount.

My DM has the tendency to think that Spell Resistance is broken, but perhaps I could make it a miss chance like Swift Blade, but slightly toned down?

Mana Break: This ability is supposed to make life very difficult for spellcasters if you can attack them in melee. Mana is a short term resource. Spell slots a long term resource. Burning spell slots would be the most direct "translation" into DnD, but it just doesn't work. It doesn't hinder the caster directly in DnD, only towards the end of the day it get's bad for him. I suggest an ability similar to Momentary Disjunction of the Witch Slayer (Tome of Magic), but triggered by melee attacks. It hits the caster (not any items) with a short term antimagic field, meaning he can't cast spells, any spells working on him are suppressed, but his items work normally. This really comes much closer to the draining of arcane energy with each melee hit. Be carefull about not making it too powerfull though (duration only 1 round, allow a will save and not being able to do it all the time. Look at the Witch slayer to get an idea of what's ok.) Also, this should be a supernatural ability.

Hmm, but then I have the extra damage to deal with, I'll be editing the original post after hearing your review and we can go from there.

Blink Cancel: Make it an immediate action to restrict it to once per round. Even then it's a really powerfull ability. I would limit the amount of uses more, but let it work against any attack. It doesn't make sense to not be able to dodge a Beholder's eye ray. Spells are the most powerful attack anyway. Again, definitely at a Supernatural ability.

If you're blind you're immune to gaze attacks :D True, though, it could work toward any attack. But too many times per day? I don't think so since this character will probably be Blinking up to people a lot for tactical advantages. He'll lose a lot of Blink Cancels due to that.


Mana Void: Again, Mana really doesn't translate well to spell slots in DnD. If this were an encounter, characters should not be penalized for it being the last one of the day, or have a really easy time just because it's the first. You could make this an attack option you can use after an enemy mage has been target of your Momentary Disjunction for 3 rounds or so, with damage based on your Anti-Mage level and maybe on up to what spell level was suppressed (so it does more damage against stuff with more caster levels, and no damage against barbarians who got a buff spell from the wizard or something). Again, this should really be a Supernatural ability.

Yeah, I'm thinking about just putting this up to be some huge dice thing. Like, once per day, deal a number of D10's equal to someone's CL?
Risada

12-12-07, 12:59 PM
Yeah, I'm thinking about just putting this up to be some huge dice thing. Like, once per day, deal a number of D10's equal to someone's CL?

You could add in your own CL to it, and reduce it to d6, and cap it at 25d6 or 30d6 maybe....
(well.... Mana Void like this seems broken a lot, but anyway....)

Oh, and nice job with your Anti-Mage.....
(seeing you creating a D&D version of Anti-Mage makes me create one too :D)....
Mindolin

12-12-07, 01:12 PM
Another idea for Mana Void is to treat it similar to Recipricol Gyre, where they take damage based on the spells they currently have affecting them, it's not a perfect approximation, but it will work.
Farodin

12-12-07, 03:32 PM
Funny; I only played Warcraft III once in my life, and I used and liked this hero most of all. And I only recognize him now, now you've included those pictures. ;)

Probably good you toned it down a bit. I hadn't really looked at the power level of the class as a whole, only at it's individual abilities.

Now you've removed spellcasting, the Mageslayer feat (Complete Arcane) fits perfectly as a prerequisite. You sort of want that feat line anyway with this class.
Yawar

12-12-07, 03:55 PM
I think this prestige is best suted for the spell points system of the Unearthed Arcana.

I think the blink ability should be a swift action, an extraordinary ability and have a range equal to its land speed with and decreasing coldown over the advancment of the prestige (1st 4d4 turns 4th 3d4 7th 2d4 10 1d4). And i see it more as a prestige class for a monk with two weapon fighting.

And blind sense 80ft is alot for 1st lvl.
MFLabias

12-12-07, 04:38 PM
The blink being based on landspeed doesn't really work for me. It's kind of like NightCrawler from the X-Men in my mind, where he only had to imagine his location. Well, this guy can't sense his surroundings very far away from him and is unused to being blind so he starts out with a limited capability of where he can imagine and then hones that skill as he progresses in this PrC. That's the way that I imagine it anyway. Keep in mind that a lot of these class abilities will be subject to my logic, though I am pretty openminded.
Farodin

12-12-07, 05:03 PM
I think the blink ability should be a swift action, an extraordinary ability and have a range equal to its land speed with and decreasing coldown over the advancment of the prestige (1st 4d4 turns 4th 3d4 7th 2d4 10 1d4). And i see it more as a prestige class for a monk with two weapon fighting.

And blind sense 80ft is alot for 1st lvl.

Consider the following: Is teleporting a truly amazing nonmagical ability? Or something that can only be achieved through some form of magic? Also compare it with similar existing abilities: a Blink Dog's Dimension Door, a Shadowdancer's Shadow jump, and the Tome of Battle shadow teleport abilities. All [Teleport] abilities for noncasters, and all Supernatural.

80 ft Blindsight is indeed a lot for a one level dip, if there's no drawback like losing normal sight. It might be better to include some clause to only let the blindsight work if you wear your blindfold. I have no idea how to explain you loose blindsight because you open your eyes from a roleplaying point of view though. At least not withouth self mutilation, which I wouldn't want my character to do.
Mindolin

12-13-07, 12:18 AM
Well, put the clause about the blindfold in and say that with your eyes open, the sensory overload is too great. Not a fantastic idea, but it could work.
royinator

12-19-07, 03:39 PM
Isn't that the Demon Hunter?
Silverthumb

12-19-07, 03:45 PM
There actually was a PrC made for this in the Warcraft d20 game. You might want to look at it. It might be good enough to use, or at least, give you some good ideas.
IdleAltruism

12-19-07, 05:03 PM
When you hit someone, if you've taken levels in Mana Break, you reduce the Mana in their Mana Pool and deal extra damage equal to the amount of Mana you reduce. Also, Mana is what's used in the game to cast spells, so I will need to somehow translate this into D20.

This sort of thing is very very campaign specific. You should be making this with your DM. My suggestion is don't use magic. Use psionics, they already have a powerpoint system and some abilities that can drain powerpoint(I believe there is already a weapon that does this).

Also psionics fit the WC theme a little better with the limiting of powers.

It's a short distance teleportation. As you level this skill, it reduces its recharge time (or in D20, probably increases the number of times per day you can use it) and Mana cost. If you're skilled enough at using Blink, you can time it just right to 'cancel' or negate a targeted spell or attack directed toward you.

Again using psionics would be a great start here, using things like psionic dimension door etc. The special affect you're looking for his holding your action then using it to react to something.

Requirements
Alignment: Any Good
Base Attack Bonus: +5
Skills: Knowledge (Arcana) 5 ranks, Listen 5 ranks, Spellcraft 5 ranks
Feats: Mage Slayer, Blind Fight
Special: Proficiency with at least one Martial Weapon. Must have spent the entire previous 24 hours attempting to function normally while blind-folded or without sight.

The blindfold thing is from illidan, the WC hero model used for magina. It really doesn't make sense to have it here.

When making a PrC based off a person take out their personal effects. His weapons etc shouldn't be taken literally as part of the class. Try to think about the class as your class, and the ones you're basing it off of are example NPCs. They are unique, but they aren't the class themselves.

In short, you must justify the class by itself. When making you should try and make it work for a general game. Then you could make the blind NPC magina who uses two awkward exotic weapons, using the class.

I would make the requirements more along the lines of Psychic warrior myself.


Skill Points: 4 + Int Modifier

Skills?

Blind Sight (Ex.): Through battles with spellcasters, the Anti-Mage has come to dislike and distrust his visual sight and has trained himself to use alternative means of detection. An Anti-Mage gains Blind Sight and can 'see' without eyesight up to 60 ft.(DMG pg. 290). This bonus increases to 70 ft. at level 6 and 80 ft. at level 10. This trait is permanent and irreversable.

This makes the character effectively blind?(It looks like you intended them to be blind because of the last sentence) If so, it is the worst anti-mage in D&D history. Any mage that happens to be decently intelligent will fly away and he can do nothing about it. How can you chase a flying opponent when blind? Even if you have the ability to fly, you're in the dark. Also any opponent more then 80 ft away is effectively not there.

This is a roleplaying theme, not something for a class.

Blink (Su.): The Anti-Mage's overexposure to magic has bestowed upon him the unique ability move faster than light itself. As a swift action, Anti-Mages can teleport up to 10ft. a number of times per day equal to their Anti-Mage class level + their Intelligence bonus. The distance increases by 10ft. at every odd level after 1st.

This seems more like a power to me(psionic dimension door comes to mind, or dimensional hop). If you want it to be an ability I suggest modeling it after the Shadow Dancers shadow jump.

Spell Shield (Su.): An Anti-Mage show a great resilience to magical attacks and can shrug off magic that might normally affect him. He adds his Intelligence modifier (if any) to his saving throws against spells and spell-like abilities.

This ability is to potent with those low requirements, I see warblade/swash buckler/rogue abuse.

Mana Break (Su.): An Anti-Mage's supernatural affinity for and knowledge of the inner workings of magic grants an Anti-Mage the ability to strike spell casters in a way that turns their magical essence against themselves. Beginning at level 2, when a successful melee strike is performed against an opponent with spells or spell-like abilities, an Anti-Mage deals an extra 1D6 damage. The bonus to damage increases to +2D6 at 5th level, and +3D6 at 8th level.

This doesn't really accurately reflect the anti-mages ability(which is perfectly OK, its your class). As I said before, draining power points seems like a more viable option. If you want to keep it this way I suggest using the ranger favored enemy system. I believe in the Complete Mage there is a ranger alternative class feature that does something to the effect of favored enemy spellcaster.

A character that no longer has any prepared spells memorized or can no longer use spell-like abilities due to its having already used all of it's daily alotments of them does not recieve the extra damage from Mana Break.

Not likely to ever happen


Canny Defense (Ex.): Tapping into his newly acquired ability to intuitively detect velocity, an Anti-Mage pairs his prescient sense of movement with his lightning-fast alacrity for a greater ability to dodge incoming blows. When wearing light or no armor, an Anti-Mage gains a Dodge bonus to AC equal to his Intelligence bonus.

Again I can see some abuse coming from the warblade/swash/rogue from this.
Even some gishes might benefit a little to much from this(although feat starved gishes would most likely be able to get into this class).

Combat Style (Ex.): At 4th level, an Anti-Mage has trained in the arts of wielding two weapons to dispatch his foes as quickly as possible. An Anti-Mage gains Two Weapon Fighting as a feat (PH pg. 102). If the Anti-Mage already has Two Weapon Fighting, then he recieves Improved Two Weapon Fighting instead (PH pg. 96), even if he/she does not meet the requirements.

This doesn't really fit with the theme of the class. Why do anti-mages suddenly develop the ability to wield two weapons?

Blink Cancel (Su.): By momentarily exiting the material plane, the Anti-Mage can dodge attacks and spells of which, he's aware that he's the target or in the area of effect of. At 6th level an Anti-Mage can, once per round, spend one of its daily uses of Blink in an attempt to cancel a spell, spell-like ability, or attack that would normally affect or damage him. Using Blink Cancel is an immediate action and the Anti-Mage must be aware of the action taken against them. The spell or attack still goes off, however, it has an 80% chance to miss him.

This doesn't fit very well mechanically in D&D. If this ability allows him to use his blink as an immediate action he might be able to blink far enough to get out of range. 80% is just a strange number and usually you don't want to put exact % in 3.5.

Also, Blink Cancel only affects spells that do not require a Will or Fortitude saving throw (Charm Person, Sleep, Finger of Death, etc.).

This is kind of strange, what about AoE damaging spells that force a fort/will save? Or an orb spell that forces a fort save when it hits?

Mana Void (Su.): Once per day, an Anti-Mage of 10th level or higher can force his enemy to awaken to the void within and spontaneously implode. Casting Mana Void is a full round action, may only affect characters hit by Mana Break in the 5 minutes prior to its casting, and has a range of 60ft. It deals 2D6 damage for each number of times the target has taken damage from Mana Break and leaves the target Stunned for 1 round. A successful Fortitude saving throw halves the damage taken and negates the stun effect (DC = 10 + Anti-Mage Level + Int Modifier).

So if something were to be dealt Mana Burn damage 6 times in a span of 5 minutes, when Mana Void is cast on them, it will deal 12D6 damage.

I don't like this ability, mostly because they should be dead. If an enemy lives 5 rounds at this high of a level.....It seems very likely that this ability will never see use.

If you do decide to use PP and psionics I would recommend having a PP pool for the anti-mage. Something like the energy he steals can be used in various ways(maybe that could fuel his blink) and however many points he has in his pool can determine the damage for mana void(just throwing ideas out there)

Something like this would be very campaign specific if you used powerpoints. As it is now it needs alot of fine tuning. It has some powerful aspects(its really front-loaded and as it is its really just a level 1 dip class), but all together it doesn't fit well. Without making a very specific build this class will be pretty worthless. Right now it looks to be a swashbucklers godsend.
MFLabias

02-13-08, 04:43 AM
FF

Yeah, I suppose it needs a lot of work. Can anyone link me to the Anti-Mage that came out for the WCIII D20? Or a version that someone made. Actually I'm interested in the WCD20 alltogether.
Webster

02-13-08, 06:44 AM
There's actually a whole forum for this sort of thing. :)

http://forums.gleemax.com/forumdisplay.php?f=449
DonThelonious

02-15-08, 07:01 AM
Hey check out my sig for a nifty PrC cheat sheet. Use the second one. It will clean up your tables and give you a good spring board for the fluff.



Nice class BTW;)
MFLabias

03-23-08, 01:25 AM
I did some tweaking. Look any better?
DonThelonious

03-23-08, 04:06 AM
Looks good but your table still needs work.

And fluff!

Fluff is the thick layer of pillowy frosting goodness that makes a class really shine. And it makes the crunch easier to chew on...
ramzca

03-27-08, 09:29 AM
Isn't that the Demon Hunter?

The picture/animation for it is.
MFLabias

04-12-08, 08:31 PM
buuump anything else?
Risada

04-13-08, 03:05 PM
I guess the save for Mana Void could be 10 + cllass level + INT mod, and Spell Shield could be 1/2 INT mod to saves, or INT mod capped at 1/2 class levels...

Other than that, nice Anti-Mage you have there! :D
PhantomOfTime

04-13-08, 07:42 PM
Blink Cancel only affects spells that do not require a Will or Fortitude saving throw (so it would not affect spells such as Charm Person, Sleep, Finger of Death, etc.).


This feels a little bit unclear. My current understanding of it would be 'any spell requiring an attack roll or any other spell that doesn't require a fortitude or will saving throw'. Correct me if I'm wrong? I'd like to know this as I'd like to use this class against the PCs in my campaign :D.

Also, on a purely esthetic standpoint, you may want to arrange your skills in alphabetical order and place the information regarding BAB, saves, etc into a table.

Overall, aside from the aforementioned, I really like this class.
MFLabias

04-14-08, 06:56 PM
I'm flattered that you'd torture your PC's like that and thanks for the "attack roll" wording on Blink Cancel. Try building your NPC with 1 level of Monk and then Sun School tactical feat from Complete Warrior.