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OgreWattage

OgreWattage

|W|I|P|

"you can't judge something when it's not done "

Some guy probably

Antimage


Some mages focus on creating spells weaving threads of magic into each other, knitting incantations and realty, pulling energy together to throw fireballs and beams of ice. While warriors use their strength and force of will to drive threw ranks of enemies sending foes scattering in various directions, creating waves of carnage. An Antimage is some what in between these two images, using steel to swat fire and magic away, and using their own power to rip apart the careful creations of mages, using the left over magical fuel to wrap their weapons in cracking energy, or themselves in armor of runes, or enhancing their body to leap over the choas of the battle field. Sometimes confuse them with madmen, others monk, while master's of the arcane craft often describe what magic they can use as primitive knowing just enough to steal it from others and aim it somewhere else.

Antimages are where martial ability, and all practices of magic converge, as being a utilitarian. taking what they needed from multiple practices as the role was created, The antimagic abilities come from strange inheritance like a sorcerer, while using the left over magic of other spells is closer to a wizard's abilities as it requires study and training, and finally they commune with ancestors and the spiritual world like mediums to gain access to martial apex weapons, while the serenity comes from becoming one with their environment like druids. This makes antimage's sometimes respected, other times distrusted as they have thier finger in nearly all magical disciplines.

Role: the Antimage is a versatile class specializing in countering, reflecting, and suppressing magic through the use of Anti-magic charges. They serve as front-line combatants, taking on roles such as a resilient magic tank, a potent martial damage dealer, and an enigmatic presence in social settings. Their Anti-magic abilities enable them to create protective fields, reflect enemy spells, and empower their attacks with nullifying energy, making them formidable adversaries against magic-wielding foes. While their unsettling aura may deter some mages, the Antimage's unique blend of defensive and offensive magical talents makes them invaluable assets to any adventuring party.

Alignment: Can not be Neutral on the chaos/lawful axis

Hit Die: 1d10

Starting Wealth: 4d6 × 10 gp (average 140 gp.) In addition, each character begins play with an outfit worth 10 gp or less.


Class Skills

Skill Ranks per Level: 4 + Int modifier.

The Antimage's class skills are Acrobatics (Dex),  Bluff (Cha),Diplomacy Craft (Int), Fly (Dex),  Knowledge (arcana) (Int), Linguistics(int), Perception (Wis), Perform (Cha), Profession (Wis),Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), and Use Magic Device (Cha).

Level BAB Fort save Ref save Will save Special Anticharges
0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +1 +0 +2 +2 Hatefulcraft, Dispelling strike, Shield of Ego, 3 1 ──  ──   ──   ──   ──   ──   ──   ── 
2nd +2 +0 +3 +3   4 2 ──  ──   ──   ──   ──   ──   ──   ── 
3rd +3 +1 +3 +3 Martial Apex 4 2 1  ──   ──   ──   ──   ──   ──   ── 
4th +4 +1 +4 +4 Edge of Ego 4 3 2  ──   ──   ──   ──   ──   ──   ── 
5th +5 +1 +4 +4 Perfect strike, 4 3 2 1  ──   ──   ──   ──   ──   ── 
6th +6/+1 +2 +5 +5 Tools of the Trade, Martial Apex +1 4 3 3 2  ──   ──   ──   ──   ──   ── 
7th +7/+2 +2 +5 +5 Anticharged Resistance 4 4 3 2 1  ──   ──   ──   ──   ── 
8th +8/+3 +2 +6 +6 New secondary school 4 4 3 3 2  ──   ──   ──   ──   ── 
9th +9/+4 +3 +6 +6 Martial Apex +1 4 4 4 3 2 1  ──   ──   ──   ── 
10th +10/+5 +3 +7 +7 Powerful Dissipation 4 4 4 3 3 2  ──   ──   ──   ── 
11th +11/+6/+1 +3 +7 +7 Tools of the trade 4 4 4 4 3 2 1  ──   ──   ── 
12th +12/+7/+2 +4 +8 +8 Martial Apex +1 4 4 4 4 3 3 2  ──   ──   ── 
13th +13/+8/+3 +4 +8 +8 Tools of the Trade, 4 4 4 4 4 3 2 1  ──   ── 
14th +14/+9/+4 +4 +9 +9   4 4 4 4 4 3 3 2  ──   ── 
15th +15/+10/+5 +5 +9 +9 New Primary school, Martial Apex +1 4 4 4 4 4 4 3 2 1  ── 
16th +16/+11/+6/+1 +5 +10 +10   4 4 4 4 4 4 3 3 2  ── 
17th +17/+12/+7/+2 +5 +10 +10   4 4 4 4 4 4 4 3 2 1
18th +18/+13/+8/+3 +6 +11 +11 Martial Apex +1 4 4 4 4 4 4 4 3 3 2
19th +19/+14/+9/+4 +6 +11 +11   4 4 4 4 4 4 4 4 3 3
20th +20/+15/+10/+5 +6 +12 +12 S 4 4 4 4 4 4 4 4 4 4

Weapon and Armor Proficiency


Antimage's are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor. An Antimage is proficient with shields, but not tower shields. as the weight can cause counters to miss their marks. Armor interferes with a Anti-mage's movements, which can cause him to loose his AC bonus.


Shield of Ego: as long as the Antimage is of light burden he gains half his charisma modifier, and half his Intellect modifier to his AC, In addition at level 5, and every 5 levels after that he receives a +1 bonus to his ac to a max of +4. Armor interferes with a Anti-mage's movements, which can cause him to loose his AC bonus.

Martial Apex: The Antimage, to reflect the martial flexibility and variety at first level chooses 5 weapons from a single fighter weapon group. He gains proficiencies with the chosen weapons. At level 3, and every 3rd level after he can choose one additional weapon from a fighter weapon group, he can not choose any weapon from the same fighter weapon group consecutively When an antimage levels he may choose to trade 1 weapon for another weapon.

Edge of Ego: At level 4 The Antimage gains half of his intelligence modifier added to his hit, and half his charisma modifier to his damage. This applies to the touch attack required for the antimage to counter non ranged touch attack spells, or self targeting spells. This ability only applies to apex weapons chosen by the antimage.


Arcane Defuser: The weapons an antimage uses is considered his Arcane Defuser and is used to preform dispelling counter.

Anticharged Resistance: At level 7 The Antimage gains spell resistance due to the magic disrupting that he is infused with, the spell resistance is equal to his antimage level + cha mod. At the beginning of his day the Antimage much select who(if any) can ignore his spell resistance, and once chosen this can not change until his next 8 hour rest. He can not lower his spell resitance as a swift action,

Hatefulcraft:  At 1st level a Antimage receives half his antimage level +3 to his spellcraft when identifying a spell. At level 3 he can add this bonus when identifying a magic item.


Antimagic


an antimage receives a number of Anticharges per day, these anticharges are of various level, not unlike spells. In the sense of that the charges have particular levels. Similar to the spell casting ability of other classes, they can receive a bonus number of these charges from having a high intelligence. These are not considered spell slots despite the similarities. These anti charges are considered all spells of equal level, at all times for the purpose of countering spells. The dispelling strike replaces the counterspell mechanic.

At beginning of a day a Antimage can choose two schools of magic that he is always considered ready for the purpose of preforming a counterspell/dispelling strike against. One of these selected schools has offended the Antimage more so then most, and is his primary Anthesis, while the other school is considered his Secondary Anthesis. The antimage can counter a number of spells in a round equal to his Intelligence modifier. This ability counts as "Combat reflexes" for the purpose of qualifying or feats, but does not grant the feat . At 3rd level the Antimage's Anthesis schools when countered grant him the matching Taste of knowledge. The antimage in order to recharge his anticharges needs to rest or a full 8 hours uninterrupted rest.

However The Antimage sometimes have to hunt mages over great distances, and sometimes there is not enough time for sleep, and instead of resting for 8 hours an antimage can rest for 1 hour to gain half of all anticharges 4th level and lower, during this he cannot change any other selection of other skills., and once the antimage does this, they can not rest again for another 24 hours. ie: cant choose new people to bypass his Magic resistance, nor designate new schools for his primary or secondary schools,.

Taste of Knowledge: when ever the Antimage counters a spell of a particular school he gets said effects. All spells assume caster level of the enemy caster for effects that specify such including their DCs for it.

Abjuration: Gains acid, cold, fire, electricity, or sonic resistance equal to 2 per spell level, plus his cha modifier 
Conjuration: Gains a deflection bonus to AC equal to +1 for half of the spell level plus the anti magi's charisma modifier 
Divination: Gains the effects of detect chaos/evil/good/law/magic 
Enchantment: Grants the effects of the spell heroism for a number of rounds equal to spell level + cha modifier 
Evocation: Inflicts an amount of damage equal to the spell’s level and the Antimage's charisma modifier upon the spell’s caster.
Illusion: Grants the effects of invisibility, for a number of rounds equal to spell level plus the cha modifier  This effect ends as per the spell.
Necromancy: The spell's caster goes under the effect of steal voice number of rounds equal to spell level plus charisma modifier 
Transmutation: Gains an enhancement bonus on + 2 to str for every 2 level of the spell with charisma mod with a minimum of +2

At level 8 the antimage can choose one more secondary school for his schools of Anthesis

At level 15, the Antimage may choose one more primary school per day, for a total of four schools.

Tools of the trade: The antimage will not be denied his prey, and because of this he can apply a set of magical weapon abilities to assist him in the hunt. He can ignore the +1 requirement to add the following abilities by sacrificing an anticharge of the as a swift action, the abilities applied last 1 minute per charge + Charisma modifier. the first set of abilities are Called, Dispelling, Glamered, Planar, Mimetic, Unaligned, and Ghost touch, At level 11 they gain the following abilities to the list of abilities they can add Anchoring, Dispelling burst, Phase locking, and Negating.

At level 13 they can add Spell stealing, and Transformative

 

 

 


Anticharged Counters


Dispelling swipe: The Antimage when a attack spell is cast by a foe, if the Antimage has an Anticharge in the pool, and the target/square area of effect of the spell is within half of the Antimage's movement speed + 5ft for every level of Antimage he possesses, then he can attempt a dispelling swipe. The Antimage moves to any square between the caster and the target of the spell, and make a attack against the spell, it's DC plus spell level being the AC of the spell and if the Antimage hits the spell. He can only attempt this against attack spells with range.

If the antimage misses the strike, the antimage then becomes the target of the spell, the spell looses 1 caster level and the caster can choose a new target for the spell.

Example 

Example original spell had 2 target squares, so the caster chooses 3 squares, each square gets 1-33,34-66, 67-99, with the antimage being 100.

 

Perfect strike: At level 5 if the Antimage preforms a successful dissipating strike he may reflect the spell back on its caster, the spell would only effect the caster.

Powerful Dissipation: At level 10, the Antimage gains one metamagic feat, and he can apply a metamagic feat that increases the level of the spell by 1, when doing so he must apply a antimagic charge to the strike that is equal in level to metamagic feat level increase. The level of metamagic feat that can be applied goes up by 1 every 3 levels. However this does not grant them a extra meta magic feat, instead he antimage may trade a metamagic feat they know for a diffrent one at these levels.


Mage Hunt


If a spell is cast with in sight of the antimage the antimage can start a mage hunt, giving him various bonuses towards the caster, when attacking the caster, he gets his full intelligence modifier on his attack and his full charisma modifier applied his weapon for damage when attacking the caster., and when being attacked by the target of the mage hunt, his gains his full modifiers instead of half for shield of ego. the antimage gains Evasion like the rogue ability of the same name, for spells only. At 4th level and every 4 levels after the antimage can do this one more time a day.

This lasts until the Antimage rests again, falls unconscious or kills the caster. If a mage dies this way, the antimage can replace a spell with the matching school in taste of knowledge as long as spell is Target self, or can be applied this way, and was in the dead mage's spell book.

 


Dregs

The antimage as he grows in his skill he is able to perceive, absorb and manipulate the residue of magic., called Dregs, and he can learn how to always break a spell in that particular way, causing Dreg defects to form, and as he gets to a higher knoledge level he can gather even greater versions of these dregs. At 2nd level and every three levels there after Anti mages may choose 1 from the lesser dreg list, and starting at level 10 he can choose from from the major Dreg list as well. (2nd/1 | 5th/2 | 8th/3| 10/4/1 | 11/5/2 | 14/6/3 | and |17/7/4| |20/8/5|

Lesser Dregs

Dregs of Training: Gives the Antimage an improved CM of his choice with one of his apex weapons.

Dregs of combat: A antimage may choose 1 combat feat to learn, he must meet the requirements of the feat till.

Dregs of Stories: You make take a non-combat, non skill affecting feat. You must meet its prerequisite. You make take this Dreg more then once

Dregs of Lessons: You make take a skill related, non combat feat. You must meet its prerequisite. You make take this Dreg more then once .

Dregs of the familiar : The antimage must be level 6 to choose this. This allows the Antimage to gain a familiar Similar to the wizard's class feature, at 4 levels lower.

Dregs of Finesse: A antimage gains the feat "Weapon finesse" with one weapon from his apex list.

Dregs of Reduction: Replaces the energy resistance gained from countering an abjuration with DR changing the number he gets per spell level to 1. This must be decided before countering a spell. This uses two charges when countering

Dregs of Duality: give the anti mage Two weapon fighting.

Dregs of learning: Allows the Anti mage to choose a spell that if he were a Wizard, Druid, Cleric, or Kineticist of 2 casters levels lower with using charisma for the casting stat, to replace a school effect in the "Taste of knowledge " with another Spell from that school. The Antimage has to be Level 4 or higher to choose this Derg.

Dregs of ranged: The antimage looses edge of ego temporarily to gain 5 ft per +1 to hit lost, and if the spell comes from a hunted mage then the antimage receives 1/2 of edge of ego for hit with out effecting the bonus range. The antimge has to use 2 charges of the proper leveled anticharge,

Dregs of focus: Gives the antimage a +1 attack bonus vs spells of a particular school for the purpose of dispelling strike. This bonus is becomes 2 for a hunted mage, or a primary school. If both from a hunted mage, and a primary school, the bonus becomes +3

Dregs of Annex: Replace the DC of the spell he is reflecting with his own Class level and DC, this applies on all Taste of Knowledge bonuses and buffs applied, this make the counter cost two charges of the equal leveled charge.

Dregs of Movement; This allows the antimage to use a spell charge to enforce his body for Stressful activities, for every level of charge given he gets a +2 per charge level to the of these skills; Acrobatics. Climb, and swim for any 1 dice roll. .

Dregs of Reflection: This allows the antimage to use a spell charge to enforce his memory for Stressful activities, for every level of charge given he gets a +2 per charge level to the of these skills; Knowledge (arcana), Knowledge (history) Knowledge (geography) Knowledge (nobility) for any 1 dice roll.

Dreg of Thoughtful strike: The antimagi can use a 1st level anticharge to add intelligence modifer to his to hit for one attack for ach level over the first, can not be used with any other dreg that modifies the attack or damage

Dreg of thoughtful wound: The antimagi can use a 2nd level anticharge to add intelligence modifer to his to Damage for one strike, can repeat per level of charge over the 2. can not be used with any other dreg that modifies the attack or damage

Dreg of wounding smile: The antimagi can use a 2nd level anticharge to add charisma mod to his to damage, can attack as many times equal to each charge level above 2 can not be used with any other dreg that modifies the attack or damage

Dreg of Striking smile: The antimagi can use a 1st level anticharge to add charisma mod to his to hit, one attack per level of charge can not be used with any other dreg that modifies the attack or damage

Dreg of Lesser Replenishment: allows the antimage to use a charge to use cure spells on himself level 2 and lower. The anticharge must use two charges equal to the spells level to cast it prereq lvl 4

Dreg of Replenishment: Allows the antimage to use a charge to use cure spells on himself level 4 and lower. The anti charge must use two charges equal to the spells level to cast it. Prereq Dreg of Lesser Replenishment, level 8.

Dreg of stretch: The antmage can scrafice a 3rd level charge to gain 5 ft of reach. The antimage make take this more then one allowing him to sacrifice another 6th level charge for 10ft reach. The antimage can sacrifice level 9 charge to gain 15ft range.

Dregs of higher apex: This allows the antimage to give his weapon only if he already has a plus 1,: keen, impact or thundering. Has to take it multiple times to allow to grant more then one ability.

Major Dregs

Major Dregs of Movement: The antimage sacrifices three charges of the same level, and he gains an alternate movement speed from fly, climb, and burrow equal to 30 +5 per 5 levels, Fly speed is 30 with a better maneuverability from bad for every 5 levels.

Major Dregs of Transportation: The antimage can use his antimagic charges to cast the spell teleport, he must use at least charge level 5 to use this ability. he must sacrifice three charges of the same level. the caster level is equal to the charge level.

Dreg of Command: The antimage can sacrifice three charges of 5th level are higher to cast one of these three spells: Break Enchantment(5th), Dismissal(5th), Passwall (5th)

Dregs of Gorging: Antimage can sacrifice 3 5th level anticharges to cast any of these three;Siphon magic(5th), Covetous Aura(5th), Spell Steal(5th). has to take the derg for each spell he would like to cast.

Dreg of The Mage Hunter: the antimage to cast one of the listed spells must use three antimagic charges of level 5th or higher; trace teleport(5th), mind probe(5th), locate gate(5th) has to take it the derg per spell he wants acsess to

Dreg of Major Replenishment: Allows the antimage to use charges to on himself to cast breath of life, (5th) heal (6th) and regenerate (7th) level 7 and lower. The anti charge must use two charges equal to the spells level to cast it. Prereq Dreg of Lesser Replenishment, Dreg of Replenishment, level 16.

Dregs of Energetic Retort: at level 12 an antimage can grant his weapon 1 of the following abilities, only if he already has a +1: flame burst, acid burst, frost burst,. Th antimage must scrafice 2 level 4 charges to gain access, and to gain access to more then one must take this mutiple times.

Dregs of Meta reflection: This dreg grants the antimage a metamagic feat of 1 level improvement, he must take it again and trade in a mmeta magic feat to get a second level meta magic

Major Dregs of the hound hunter: mage's faithful hound, release the hound: the antimage has to use three 5th level charges to cast one of these, the antimage has to take the dreg twice to cast each spell


Effortless Antimagic: The Antimage at level 20, uses no charges for dissipating strike and all Metamagic requirements are lowered by 1 level, and he may apply meta magic feats to the spells stored by antibrand when casting them

 

Knowledge Glutton: When he counters a spell, all schools in taste of knowledge trigger,

(alternate capstone skill)

OgreWattage

OgreWattage

|W|I|P|

"you can't judge something when it's not done "

Some guy probably

Antimage


Some mages focus on creating spells weaving threads of magic into each other, knitting incantations and realty, pulling energy together to throw fireballs and beams of ice. While warriors use their strength and force of will to drive threw ranks of enemies sending foes scattering in various directions, creating waves of carnage. An Antimage is some what in between these two images, using steel to swat fire and magic away, and using their own power to rip apart the careful creations of mages, using the left over magical fuel to wrap their weapons in cracking energy, or themselves in armor of runes, or enhancing their body to leap over the choas of the battle field. Sometimes confuse them with madmen, others monk, while master's of the arcane craft often describe what magic they can use as primitive knowing just enough to steal it from others and aim it somewhere else.

Antimages are where martial ability, and all practices of magic converge, as being a utilitarian. taking what they needed from multiple practices as the role was created, The antimagic abilities come from strange inheritance like a sorcerer, while using the left over magic of other spells is closer to a wizard's abilities as it requires study and training, and finally they commune with ancestors and the spiritual world like mediums to gain access to martial apex weapons, while the serenity comes from becoming one with their environment like druids. This makes antimage's sometimes respected, other times distrusted as they have thier finger in nearly all magical disciplines.

Role: the Antimage is a versatile class specializing in countering, reflecting, and suppressing magic through the use of Anti-magic charges. They serve as front-line combatants, taking on roles such as a resilient magic tank, a potent martial damage dealer, and an enigmatic presence in social settings. Their Anti-magic abilities enable them to create protective fields, reflect enemy spells, and empower their attacks with nullifying energy, making them formidable adversaries against magic-wielding foes. While their unsettling aura may deter some mages, the Antimage's unique blend of defensive and offensive magical talents makes them invaluable assets to any adventuring party.

Alignment: Can not be Neutral on the chaos/lawful axis

Hit Die: 1d10

Starting Wealth: 4d6 × 10 gp (average 140 gp.) In addition, each character begins play with an outfit worth 10 gp or less.


Class Skills

Skill Ranks per Level: 4 + Int modifier.

The Antimage's class skills are Acrobatics (Dex),  Bluff (Cha),Diplomacy Craft (Int), Fly (Dex),  Knowledge (arcana) (Int), Linguistics(int), Perception (Wis), Perform (Cha), Profession (Wis),Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), and Use Magic Device (Cha).

Level BAB Fort save Ref save Will save Special Anticharges
0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +1 +0 +2 +2 Hatefulcraft, Dispelling strike, Shield of Ego, 3 1 ──  ──   ──   ──   ──   ──   ──   ── 
2nd +2 +0 +3 +3   4 2 ──  ──   ──   ──   ──   ──   ──   ── 
3rd +3 +1 +3 +3 Martial Apex 4 2 1  ──   ──   ──   ──   ──   ──   ── 
4th +4 +1 +4 +4 Edge of Ego 4 3 2  ──   ──   ──   ──   ──   ──   ── 
5th +5 +1 +4 +4 Perfect strike, 4 3 2 1  ──   ──   ──   ──   ──   ── 
6th +6/+1 +2 +5 +5 Tools of the Trade, Martial Apex +1 4 3 3 2  ──   ──   ──   ──   ──   ── 
7th +7/+2 +2 +5 +5 Anticharged Resistance 4 4 3 2 1  ──   ──   ──   ──   ── 
8th +8/+3 +2 +6 +6 New secondary school 4 4 3 3 2  ──   ──   ──   ──   ── 
9th +9/+4 +3 +6 +6 Martial Apex +1 4 4 4 3 2 1  ──   ──   ──   ── 
10th +10/+5 +3 +7 +7 Powerful Dissipation 4 4 4 3 3 2  ──   ──   ──   ── 
11th +11/+6/+1 +3 +7 +7 Tools of the trade 4 4 4 4 3 2 1  ──   ──   ── 
12th +12/+7/+2 +4 +8 +8 Martial Apex +1 4 4 4 4 3 3 2  ──   ──   ── 
13th +13/+8/+3 +4 +8 +8 Tools of the Trade, 4 4 4 4 4 3 2 1  ──   ── 
14th +14/+9/+4 +4 +9 +9   4 4 4 4 4 3 3 2  ──   ── 
15th +15/+10/+5 +5 +9 +9 New Primary school, Martial Apex +1 4 4 4 4 4 4 3 2 1  ── 
16th +16/+11/+6/+1 +5 +10 +10   4 4 4 4 4 4 3 3 2  ── 
17th +17/+12/+7/+2 +5 +10 +10   4 4 4 4 4 4 4 3 2 1
18th +18/+13/+8/+3 +6 +11 +11 Martial Apex +1 4 4 4 4 4 4 4 3 3 2
19th +19/+14/+9/+4 +6 +11 +11   4 4 4 4 4 4 4 4 3 3
20th +20/+15/+10/+5 +6 +12 +12 S 4 4 4 4 4 4 4 4 4 4

Weapon and Armor Proficiency


Antimage's are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor. An Antimage is proficient with shields, but not tower shields. as the weight can cause counters to miss their marks. Armor interferes with a Anti-mage's movements, which can cause him to loose his AC bonus.


Shield of Ego: as long as the Antimage is of light burden he gains half his charisma modifier, and half his Intellect modifier to his AC, In addition at level 5, and every 5 levels after that he receives a +1 bonus to his ac to a max of +4. Armor interferes with a Anti-mage's movements, which can cause him to loose his AC bonus.

Martial Apex: The Antimage, to reflect the martial flexibility and variety at first level chooses 5 weapons from a single fighter weapon group. He gains proficiencies with the chosen weapons. At level 3, and every 3rd level after he can choose one additional weapon from a fighter weapon group, he can not choose any weapon from the same fighter weapon group consecutively When an antimage levels he may choose to trade 1 weapon for another weapon.

Edge of Ego: At level 4 The Antimage gains half of his intelligence modifier added to his hit, and half his charisma modifier to his damage. This applies to the touch attack required for the antimage to counter non ranged touch attack spells, or self targeting spells. This ability only applies to apex weapons chosen by the antimage.


Arcane Defuser: The weapons an antimage uses is considered his Arcane Defuser and is used to preform dispelling counter.

Anticharged Resistance: At level 7 The Antimage gains spell resistance due to the magic disrupting that he is infused with, the spell resistance is equal to his antimage level + cha mod. At the beginning of his day the Antimage much select who(if any) can ignore his spell resistance, and once chosen this can not change until his next 8 hour rest. He can not lower his spell resitance as a swift action,

Hatefulcraft:  At 1st level a Antimage receives half his antimage level +3 to his spellcraft when identifying a spell. At level 3 he can add this bonus when identifying a magic item.


Antimagic


an antimage receives a number of Anticharges per day, these anticharges are of various level, not unlike spells. In the sense of that the charges have particular levels. Similar to the spell casting ability of other classes, they can receive a bonus number of these charges from having a high intelligence. These are not considered spell slots despite the similarities. These anti charges are considered all spells of equal level, at all times for the purpose of countering spells. The dispelling strike replaces the counterspell mechanic.

At beginning of a day a Antimage can choose two schools of magic that he is always considered ready for the purpose of preforming a counterspell/dispelling strike against. One of these selected schools has offended the Antimage more so then most, and is his primary Anthesis, while the other school is considered his Secondary Anthesis. The antimage can counter a number of spells in a round equal to his Intelligence modifier. This ability counts as "Combat reflexes" for the purpose of qualifying or feats, but does not grant the feat . At 3rd level the Antimage's Anthesis schools when countered grant him the matching Taste of knowledge. The antimage in order to recharge his anticharges needs to rest or a full 8 hours uninterrupted rest.

However The Antimage sometimes have to hunt mages over great distances, and sometimes there is not enough time for sleep, and instead of resting for 8 hours an antimage can rest for 1 hour to gain half of all anticharges 4th level and lower, during this he cannot change any other selection of other skills., and once the antimage does this, they can not rest again for another 24 hours. ie: cant choose new people to bypass his Magic resistance, nor designate new schools for his primary or secondary schools,.

Taste of Knowledge: when ever the Antimage counters a spell of a particular school he gets said effects. All spells assume caster level of the enemy caster for effects that specify such including their DCs for it.

Abjuration: Gains acid, cold, fire, electricity, or sonic resistance equal to 2 per spell level, plus his cha modifier 
Conjuration: Gains a deflection bonus to AC equal to +1 for half of the spell level plus the anti magi's charisma modifier 
Divination: Gains the effects of detect chaos/evil/good/law/magic 
Enchantment: Grants the effects of the spell heroism for a number of rounds equal to spell level + cha modifier 
Evocation: Inflicts an amount of damage equal to the spell’s level and the Antimage's charisma modifier upon the spell’s caster.
Illusion: Grants the effects of invisibility, for a number of rounds equal to spell level plus the cha modifier  This effect ends as per the spell.
Necromancy: The spell's caster goes under the effect of steal voice number of rounds equal to spell level plus charisma modifier 
Transmutation: Gains an enhancement bonus on + 2 to str for every 2 level of the spell with charisma mod with a minimum of +2

At level 8 the antimage can choose one more secondary school for his schools of Anthesis

At level 15, the Antimage may choose one more primary school per day, for a total of four schools.

Tools of the trade: The antimage will not be denied his prey, and because of this he can apply a set of magical weapon abilities to assist him in the hunt. He can ignore the +1 requirement to add the following abilities by sacrificing an anticharge of the as a swift action, the abilities applied last 1 minute per charge + Charisma modifier. the first set of abilities are Called, Dispelling, Glamered, Planar, Mimetic, Unaligned, and Ghost touch, At level 11 they gain the following abilities to the list of abilities they can add Anchoring, Dispelling burst, Phase locking, and Negating.

At level 13 they can add Spell stealing, and Transformative

 

 

 


Anticharged Counters


Dispelling swipe: The Antimage when a attack spell is cast by a foe, if the Antimage has an Anticharge in the pool, and the target/square area of effect of the spell is within half of the Antimage's movement speed + 5ft for every level of Antimage he possesses, then he can attempt a dispelling swipe. The Antimage moves to any square between the caster and the target of the spell, and make a attack against the spell, it's DC plus spell level being the AC of the spell and if the Antimage hits the spell. He can only attempt this against attack spells with range.

If the antimage misses the strike, the antimage then becomes the target of the spell, the spell looses 1 caster level and the caster can choose a new target for the spell.

Example 

Example original spell had 2 target squares, so the caster chooses 3 squares, each square gets 1-33,34-66, 67-99, with the antimage being 100.

 

Perfect strike: At level 5 if the Antimage preforms a successful dissipating strike he may reflect the spell back on its caster, the spell would only effect the caster.

Powerful Dissipation: At level 10, the Antimage gains one metamagic feat, and he can apply a metamagic feat that increases the level of the spell by 1, when doing so he must apply a antimagic charge to the strike that is equal in level to metamagic feat level increase. The level of metamagic feat that can be applied goes up by 1 every 3 levels. However this does not grant them a extra meta magic feat, instead he antimage may trade a metamagic feat they know for a diffrent one at these levels.


Mage Hunt


If a spell is cast with in sight of the antimage the antimage can start a mage hunt, giving him various bonuses towards the caster, when attacking the caster, he gets his full intelligence modifier on his attack and his full charisma modifier applied his weapon for damage when attacking the caster., and when being attacked by the target of the mage hunt, his gains his full modifiers instead of half for shield of ego. the antimage gains Evasion like the rogue ability of the same name, for spells only. At 4th level and every 4 levels after the antimage can do this one more time a day.

This lasts until the Antimage rests again, falls unconscious or kills the caster. If a mage dies this way, the antimage can replace a spell with the matching school in taste of knowledge as long as spell is Target self, or can be applied this way, and was in the dead mage's spell book.

 


Dregs

The antimage as he grows in his skill he is able to perceive, absorb and manipulate the residue of magic., called Dregs, and he can learn how to always break a spell in that particular way, causing Dreg defects to form, and as he gets to a higher knoledge level he can gather even greater versions of these dregs. At 2nd level and every three levels there after Anti mages may choose 1 from the lesser dreg list, and starting at level 10 he can choose from from the major Dreg list as well. (2nd/1 | 5th/2 | 8th/3| 10/4/1 | 11/5/2 | 14/6/3 | and |17/7/4| |20/8/5|

Lesser Dregs

Dregs of Training: Gives the Antimage an improved CM of his choice with one of his apex weapons.

Dregs of combat: A antimage may choose 1 combat feat to learn, he must meet the requirements of the feat till.

Dregs of Stories: You make take a non-combat, non skill affecting feat. You must meet its prerequisite. You make take this Dreg more then once

Dregs of Lessons: You make take a skill related, non combat feat. You must meet its prerequisite. You make take this Dreg more then once .

Dregs of the familiar : The antimage must be level 6 to choose this. This allows the Antimage to gain a familiar Similar to the wizard's class feature, at 4 levels lower.

Dregs of Finesse: A antimage gains the feat "Weapon finesse" with one weapon from his apex list.

Dregs of Reduction: Replaces the energy resistance gained from countering an abjuration with DR changing the number he gets per spell level to 1. This must be decided before countering a spell. This uses two charges when countering

Dregs of Duality: give the anti mage Two weapon fighting.

Dregs of learning: Allows the Anti mage to choose a spell that if he were a Wizard, Druid, Cleric, or Kineticist of 2 casters levels lower with using charisma for the casting stat, to replace a school effect in the "Taste of knowledge " with another Spell from that school. The Antimage has to be Level 4 or higher to choose this Derg.

Dregs of ranged: The antimage looses edge of ego temporarily to gain 5 ft per +1 to hit lost, and if the spell comes from a hunted mage then the antimage receives 1/2 of edge of ego for hit with out effecting the bonus range. The antimge has to use 2 charges of the proper leveled anticharge,

Dregs of focus: Gives the antimage a +1 attack bonus vs spells of a particular school for the purpose of dispelling strike. This bonus is becomes 2 for a hunted mage, or a primary school. If both from a hunted mage, and a primary school, the bonus becomes +3

Dregs of Annex: Replace the DC of the spell he is reflecting with his own Class level and DC, this applies on all Taste of Knowledge bonuses and buffs applied, this make the counter cost two charges of the equal leveled charge.

Dregs of Movement; This allows the antimage to use a spell charge to enforce his body for Stressful activities, for every level of charge given he gets a +2 per charge level to the of these skills; Acrobatics. Climb, and swim for any 1 dice roll. .

Dregs of Reflection: This allows the antimage to use a spell charge to enforce his memory for Stressful activities, for every level of charge given he gets a +2 per charge level to the of these skills; Knowledge (arcana), Knowledge (history) Knowledge (geography) Knowledge (nobility) for any 1 dice roll.

Dreg of Thoughtful strike: The antimagi can use a 1st level anticharge to add intelligence modifer to his to hit for one attack for ach level over the first, can not be used with any other dreg that modifies the attack or damage

Dreg of thoughtful wound: The antimagi can use a 2nd level anticharge to add intelligence modifer to his to Damage for one strike, can repeat per level of charge over the 2. can not be used with any other dreg that modifies the attack or damage

Dreg of wounding smile: The antimagi can use a 2nd level anticharge to add charisma mod to his to damage, can attack as many times equal to each charge level above 2 can not be used with any other dreg that modifies the attack or damage

Dreg of Striking smile: The antimagi can use a 1st level anticharge to add charisma mod to his to hit, one attack per level of charge can not be used with any other dreg that modifies the attack or damage

Dreg of Lesser Replenishment: Allows the antimage to use a countered spell as fuel for his anticharge. Allows the Antimagi to get 1 charge back equal to 2 level lower then the spell countered.

Dreg of Replenishment: Allows the antimage to use aa charge to use cure wounds on himself level 2 and lower. Th anti charge must use two charges of the spel level to cast it. Prereq Dreg of Lesser Replenishment:

 

Major Dregs

Major Dregs of Movement: The antimage sacrifices three charges of the same level, and he gains an alternate movement speed from fly, climb, and burrow equal to 30 +5 per 5 levels, Fly speed is 30 with a better maneuverability from bad for every 5 levels.

Major Dregs of Transportation: The antimage can use his antimagic charges to cast the spell teleport, he must use at least charge level 5 to use this ability. he must sacrifice three charges of the same level. the caster level is equal to the charge level.

Dreg of Empower:

Dregs of Gorging:

Dreg of Hunter's Choice:

Dreg of Major Replenishment:


Effortless Antimagic: The Antimage at level 20, uses no charges for dissipating strike and all Metamagic requirements are lowered by 1 level, and he may apply meta magic feats to the spells stored by antibrand when casting them

 

Knowledge Glutton: When he counters a spell, all schools in taste of knowledge trigger,

(alternate capstone skill)

OgreWattage

OgreWattage

|W|I|P|

"you can't judge something when it's not done "

Some guy probably

Antimage


Some mages focus on creating spells weaving threads of magic into each other, knitting incantations and realty, pulling energy together to throw fireballs and beams of ice. While warriors use their strength and force of will to drive threw ranks of enemies sending foes scattering in various directions, creating waves of carnage. An Antimage is some what in between these two images, using steel to swat fire and magic away, and using their own power to rip apart the careful creations of mages, using the left over magical fuel to wrap their weapons in cracking energy, or themselves in armor of runes, or enhancing their body to leap over the choas of the battle field. Sometimes confuse them with madmen, others monk, while master's of the arcane craft often describe what magic they can use as primitive knowing just enough to steal it from others and aim it somewhere else.

Antimages are where martial ability, and all practices of magic converge, as being a utilitarian. taking what they needed from multiple practices as the role was created, The antimagic abilities come from strange inheritance like a sorcerer, while using the left over magic of other spells is closer to a wizard's abilities as it requires study and training, and finally they commune with ancestors and the spiritual world like mediums to gain access to martial apex weapons, while the serenity comes from becoming one with their environment like druids. This makes antimage's sometimes respected, other times distrusted as they have thier finger in nearly all magical disciplines.

Role: the Antimage is a versatile class specializing in countering, reflecting, and suppressing magic through the use of Anti-magic charges. They serve as front-line combatants, taking on roles such as a resilient magic tank, a potent martial damage dealer, and an enigmatic presence in social settings. Their Anti-magic abilities enable them to create protective fields, reflect enemy spells, and empower their attacks with nullifying energy, making them formidable adversaries against magic-wielding foes. While their unsettling aura may deter some mages, the Antimage's unique blend of defensive and offensive magical talents makes them invaluable assets to any adventuring party.

Alignment: Can not be Neutral on the chaos/lawful axis

Hit Die: 1d10

Starting Wealth: 4d6 × 10 gp (average 140 gp.) In addition, each character begins play with an outfit worth 10 gp or less.


Class Skills

Skill Ranks per Level: 4 + Int modifier.

The Antimage's class skills are Acrobatics (Dex),  Bluff (Cha),Diplomacy Craft (Int), Fly (Dex),  Knowledge (arcana) (Int), Linguistics(int), Perception (Wis), Perform (Cha), Profession (Wis),Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), and Use Magic Device (Cha).

Level BAB Fort save Ref save Will save Special Anticharges
0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +1 +0 +2 +2 Hatefulcraft, Dispelling strike, Shield of Ego 3 1 ──  ──   ──   ──   ──   ──   ──   ── 
2nd +2 +0 +3 +3   4 2 ──  ──   ──   ──   ──   ──   ──   ── 
3rd +3 +1 +3 +3   4 2 1  ──   ──   ──   ──   ──   ──   ── 
4th +4 +1 +4 +4 Edge of Ego 4 3 2  ──   ──   ──   ──   ──   ──   ── 
5th +5 +1 +4 +4   4 3 2 1  ──   ──   ──   ──   ──   ── 
6th +6/+1 +2 +5 +5 Antibrand, Tools of the Trade, 4 3 3 2  ──   ──   ──   ──   ──   ── 
7th +7/+2 +2 +5 +5   4 4 3 2 1  ──   ──   ──   ──   ── 
8th +8/+3 +2 +6 +6   4 4 3 3 2  ──   ──   ──   ──   ── 
9th +9/+4 +3 +6 +6   4 4 4 3 2 1  ──   ──   ──   ── 
10th +10/+5 +3 +7 +7   4 4 4 3 3 2  ──   ──   ──   ── 
11th +11/+6/+1 +3 +7 +7 Tools of the trade 4 4 4 4 3 2 1  ──   ──   ── 
12th +12/+7/+2 +4 +8 +8   4 4 4 4 3 3 2  ──   ──   ── 
13th +13/+8/+3 +4 +8 +8   4 4 4 4 4 3 2 1  ──   ── 
14th +14/+9/+4 +4 +9 +9   4 4 4 4 4 3 3 2  ──   ── 
15th +15/+10/+5 +5 +9 +9   4 4 4 4 4 4 3 2 1  ── 
16th +16/+11/+6/+1 +5 +10 +10   4 4 4 4 4 4 3 3 2  ── 
17th +17/+12/+7/+2 +5 +10 +10   4 4 4 4 4 4 4 3 2 1
18th +18/+13/+8/+3 +6 +11 +11   4 4 4 4 4 4 4 3 3 2
19th +19/+14/+9/+4 +6 +11 +11   4 4 4 4 4 4 4 4 3 3
20th +20/+15/+10/+5 +6 +12 +12 S 4 4 4 4 4 4 4 4 4 4

Weapon and Armor Proficiency


Antimage's are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor. An Antimage is proficient with shields, but not tower shields. as the weight can cause counters to miss their marks. Armor interferes with a Anti-mage's movements, which can cause him to loose his AC bonus.


Shield of Ego: as long as the Antimage is of light burden he gains half his charisma modifier, and half his Intellect modifier to his AC, In addition at level 5, and every 5 levels after that he receives a +1 bonus to his ac to a max of +4. Armor interferes with a Anti-mage's movements, which can cause him to loose his AC bonus.

Martial Apex: The Antimage, to reflect the martial flexibility and variety at first level chooses 5 weapons from a single fighter weapon group. He gains proficiencies with the chosen weapons. At level 3, and every 3rd level after he can choose one additional weapon from a fighter weapon group, he can not choose any weapon from the same fighter weapon group consecutively When an antimage levels he may choose to trade 1 weapon for another weapon.

Edge of Ego: At level 4 The Antimage gains half of his intelligence modifier added to his hit, and half his charisma modifier to his damage. This applies to the touch attack required for the antimage to counter non ranged touch attack spells, or self targeting spells. This ability only applies to apex weapons chosen by the antimage.


Arcane Defuser: The weapons an antimage uses is considered his Arcane Defuser and is used to preform dispelling counter.

Anticharged Resistance: The Antimage gains spell resistance due to the magic disrupting that he is infused with, the spell resistance is equal to his antimage level + cha mod. At the beginning of his day the Antimage much select who(if any) can ignore his spell resistance, and once chosen this can not change until his next 8 hour rest.

Hatefulcraft:  At 1st level a Antimage receives half his antimage level +3 to his spellcraft when identifying a spell. At level 3 he can add this bonus when identifying a magic item.


Antimagic


an antimage receives a number of Anticharges per day, these anticharges are of various level, not unlike spells. In the sense of that the charges have particular levels. Similar to the spell casting ability of other classes, they can receive a bonus number of these charges from having a high intelligence. These are not considered spell slots despite the similarities. These anti charges are considered all spells of equal level, at all times for the purpose of countering spells. The dispelling strike replaces the counterspell mechanic.

At beginning of a day a Antimage can choose two schools of magic that he is always considered ready for the purpose of preforming a counterspell/dispelling strike against. One of these selected schools has offended the Antimage more so then most, and is his primary Anthesis, while the other school is considered his Secondary Anthesis. The antimage can counter a number of spells in a round equal to his Intelligence modifier. This ability counts as "Combat reflexes" for the purpose of qualifying or feats, but does not grant the feat . At 3rd level the Antimage's Anthesis schools when countered grant him the matching Taste of knowledge. The antimage in order to recharge his anticharges needs to rest or a full 8 hours uninterrupted rest.

However The Antimage sometimes have to hunt mages over great distances, and sometimes there is not enough time for sleep, and instead of resting for 8 hours an antimage can rest for 1 hour to gain half of all anticharges 4th level and lower, during this he cannot change any other selection of other skills., and once the antimage does this, they can not rest again for another 24 hours. ie: cant choose new people to bypass his Magic resistance, nor designate new schools for his primary or secondary schools,.

Taste of Knowledge: when ever the Antimage counters a spell of a particular school he gets said effects. All spells assume caster level of the enemy caster for effects that specify such including their DCs for it.

Abjuration: Gains acid, cold, fire, electricity, or sonic resistance equal to 2 per spell level, plus his cha modifier 
Conjuration: Gains a deflection bonus to AC equal to +1 for half of the spell level plus the anti magi's charisma modifier 
Divination: Gains the effects of detect chaos/evil/good/law/magic 
Enchantment: Grants the effects of the spell heroism for a number of rounds equal to spell level + cha modifier 
Evocation: Inflicts an amount of damage equal to the spell’s level and the Antimage's charisma modifier upon the spell’s caster.
Illusion: Grants the effects of invisibility, for a number of rounds equal to spell level plus the cha modifier  This effect ends as per the spell.
Necromancy: The spell's caster goes under the effect of steal voice number of rounds equal to spell level plus charisma modifier 
Transmutation: Gains an enhancement bonus on + 2 to str for every 2 level of the spell with charisma mod with a minimum of +2

At level 8 the antimage can choose one more secondary school for his schools of Anthesis

At level 15, the Antimage may choose one more primary school per day, for a total of four schools.

Tools of the trade: The antimage will not be denied his prey, and because of this he can apply a set of magical weapon abilities to assist him in the hunt. He can ignore the +1 requirement to add the following abilities by sacrificing an anticharge of the as a swift action, the abilities applied last 1 minute per charge + Charisma modifier. the first set of abilities are Called, Dispelling, Glamered, Planar, Mimetic, Unaligned, and Ghost touch, At level 11 they gain the following abilities to the list of abilities they can add Anchoring, Dispelling burst, Phase locking, and Negating.

At level 13 they can add Spell stealing, and Transformative

 

 

 


Anticharged Counters


Dispelling swipe: The Antimage when a attack spell is cast by a foe, if the Antimage has an Anticharge in the pool, and the target/square area of effect of the spell is within half of the Antimage's movement speed + 5ft for every level of Antimage he possesses, then he can attempt a dispelling swipe. The Antimage moves to any square between the caster and the target of the spell, and make a attack against the spell, it's DC plus spell level being the AC of the spell and if the Antimage hits the spell. He can only attempt this against attack spells with range.

If the antimage misses the strike, the antimage then becomes the target of the spell, the spell looses 1 caster level and the caster can choose a new target for the spell.

Example 

Example original spell had 2 target squares, so the caster chooses 3 squares, each square gets 1-33,34-66, 67-99, with the antimage being 100.

 

Perfect strike: At level 5 if the Antimage preforms a successful dissipating strike he may reflect the spell back on its caster, the spell would only effect the caster.

Powerful Dissipation: At level 10, the Antimage gains one metamagic feat, and he can apply a metamagic feat that increases the level of the spell by 1, when doing so he must apply a antimagic charge to the strike that is equal in level to metamagic feat level increase. The level of metamagic feat that can be applied goes up by 1 every 3 levels. However this does not grant them a extra meta magic feat, instead he antimage may trade a metamagic feat they know for a diffrent one at these levels.


Mage Hunt


If a spell is cast with in sight of the antimage the antimage can start a mage hunt, giving him various bonuses towards the caster, when attacking the caster, he gets his full intelligence modifier on his attack and his full charisma modifier applied his weapon for damage when attacking the caster., and when being attacked by the target of the mage hunt, his gains his full modifiers instead of half for shield of ego. the antimage gains Evasion like the rogue ability of the same name, for spells only. At 4th level and every 4 levels after the antimage can do this one more time a day.

This lasts until the Antimage rests again, falls unconscious or kills the caster. If a mage dies this way, the antimage can replace a spell with the matching school in taste of knowledge as long as spell is Target self, or can be applied this way, and was in the dead mage's spell book.

 


Dregs

The antimage as he grows in his skill he is able to perceive, absorb and manipulate the residue of magic., called Dregs, and he can learn how to always break a spell in that particular way, causing Dreg defects to form, and as he gets to a higher knoledge level he can gather even greater versions of these dregs. At 1st level and every three levels there after Anti mages may choose 1 from the lesser dreg list, and starting at level 10 he can choose from from the major Dreg list as well. (1st/1 | 4th/2 | 7th/3| 10/4/1 | 13/5/2 | 16/6/3 | and |19/7/4|

Lesser Dregs

Dregs of Training: Gives the Antimage an improved CM of his choice with one of his apex weapons.

Dregs of combat: A antimage may choose 1 combat feat to learn, he must meet the requirements of the feat till.

Dregs of Stories: You make take a non-combat, non skill affecting feat. You must meet its prerequisite. You make take this Dreg more then once

Dregs of Lessons: You make take a skill related, non combat feat. You must meet its prerequisite. You make take this Dreg more then once .

Dregs of the familiar : The antimage must be level 6 to choose this. This allows the Antimage to gain a familiar Similar to the wizard's class feature, at 4 levels lower.

Dregs of Finesse: A antimage gains the feat "Weapon finesse" with one weapon from his apex list.

Dregs of Reduction: Replaces the energy resistance gained from countering an abjuration with DR changing the number he gets per spell level to 1. This must be decided before countering a spell. This uses two charges when countering

Dregs of Duality: give the anti mage Two weapon fighting.

Dregs of learning: Allows the Anti mage to choose a spell that if he were a Wizard, Druid, Cleric, or Kineticist of 2 casters levels lower with using charisma for the casting stat, to replace a school effect in the "Taste of knowledge " with another Spell from that school. The Antimage has to be Level 4 or higher to choose this Derg.

Dregs of ranged: The antimage looses edge of ego temporarily to gain 5 ft per +1 to hit lost, and if the spell comes from a hunted mage then the antimage receives 1/2 of edge of ego for hit with out effecting the bonus range. The antimge has to use 2 charges of the proper leveled anticharge,

Dregs of focus: Gives the antimage a +1 attack bonus vs spells of a particular school for the purpose of dispelling strike. This bonus is becomes 2 for a hunted mage, or a primary school. If both from a hunted mage, and a primary school, the bonus becomes +3

Dregs of Annex: Replace the DC of the spell he is reflecting with his own Class level and DC, this applies on all Taste of Knowledge bonuses and buffs applied, this make the counter cost two charges of the equal leveled charge.

Dregs of Movement; This allows the antimage to use a spell charge to enforce his body for Stressful activities, for every level of charge given he gets a +2 per charge level to the of these skills; Acrobatics. Climb, and swim for any 1 dice roll. .

Dregs of Reflection: This allows the antimage to use a spell charge to enforce his memory for Stressful activities, for every level of charge given he gets a +2 per charge level to the of these skills; Knowledge (arcana), Knowledge (history) Knowledge (geography) Knowledge (nobility) for any 1 dice roll.

Dreg of Thoughtful strike: The antimagi can use a 1st level anticharge to add intelligence modifer to his to hit for one attack for ach level over the first, can not be used with any other dreg that modifies the attack or damage

Dreg of thoughtful wound: The antimagi can use a 2nd level anticharge to add intelligence modifer to his to Damage for one strike, can repeat per level of charge over the 2. can not be used with any other dreg that modifies the attack or damage

Dreg of wounding smile: The antimagi can use a 2nd level anticharge to add charisma mod to his to damage, can attack as many times equal to each charge level above 2 can not be used with any other dreg that modifies the attack or damage

Dreg of Striking smile: The antimagi can use a 1st level anticharge to add charisma mod to his to hit, one attack per level of charge can not be used with any other dreg that modifies the attack or damage

Dreg of Lesser Replenishment: Allows the antimage to use a countered spell as fuel for his anticharge. Allows the Antimagi to get 1 charge back equal to 2 level lower then the spell countered.

Dreg of Replenishment: Allows the antimage to use aa charge to use cure wounds on himself level 2 and lower. Th anti charge must use two charges of the spel level to cast it. Prereq Dreg of Lesser Replenishment:

 

Major Dregs

Dregs of blade turning aura: This adds AC equal to half the Antimages spell resistance to his bonus from Armor of thought class feature 2 rounds for every level of any spell countered.

Dregs of chase: After a successful spellcounter, a number of times equal to half the Antimages Class level they can choose to teleport to a point with in melee range of the caster only if they are with in 30 feet+5 per class level +Cha modifer and make a attack of opportunity at full base attack bonus.

Dreg of Empower: He can empower any one of his apex weapons with magical enchantments for the day. The Antimage must scraficring 2 Antimagic charges of the same level to give his apex weapon an enchantment, where the matching charge level is the enchantment level or ew he gets from the effect. He sacrifices two lvl 3 charges and will get a lvl 3 enchantment. This has to be declared at the beginning of the day.

Dregs of Gorging: He may scrafice a charge of two level higher to pull the spell into his weapon giving it a random magic weapon effect, for every 2 spell levels gives one enhancement point

Dreg of Hunter's Choice: A antimage can choose 1 school of magic and treat all spells of that type as a another chosen school. This can only be choosen 1 time for every 5 levels above 10.

Dreg of Major Replenishment: Allows the antimage to use a anti charge to cast a cure /cuase wound spell on himself 4th level and lower, and he has t two 2 charges at 4h level . prereq: Dreg of Replenishment


Effortless Antimagic: The Antimage at level 20, uses no charges for dissipating strike and all Metamagic requirements are lowered by 1 level, and he may apply meta magic feats to the spells stored by antibrand when casting them

 

Knowledge Glutton: When he counters a spell, all schools in taste of knowledge trigger,

(alternate capstone skill)

OgreWattage

OgreWattage

|W|I|P|

"you can't judge something when it's not done "

Some guy probably

Antimage


Some mages focus on creating spells weaving threads of magic into each other, knitting incantations and realty, pulling energy together to throw fireballs and beams of ice. While warriors use their strength and force of will to drive threw ranks of enemies sending foes scattering in various directions, creating waves of carnage. An Antimage is some what in between these two images, using steel to swat fire and magic away, and using their own power to rip apart the careful creations of mages, using the left over magical fuel to wrap their weapons in cracking energy, or themselves in armor of runes, or enhancing their body to leap over the choas of the battle field. Sometimes confuse them with madmen, others monk, while master's of the arcane craft often describe what magic they can use as primitive knowing just enough to steal it from others and aim it somewhere else.

Antimages are where martial ability, and all practices of magic converge, as being a utilitarian. taking what they needed from multiple practices as the role was created, The antimagic abilities come from strange inheritance like a sorcerer, while using the left over magic of other spells is closer to a wizard's abilities as it requires study and training, and finally they commune with ancestors and the spiritual world like mediums to gain access to martial apex weapons, while the serenity comes from becoming one with their environment like druids. This makes antimage's sometimes respected, other times distrusted as they have thier finger in nearly all magical disciplines.

Role: the Antimage is a versatile class specializing in countering, reflecting, and suppressing magic through the use of Anti-magic charges. They serve as front-line combatants, taking on roles such as a resilient magic tank, a potent martial damage dealer, and an enigmatic presence in social settings. Their Anti-magic abilities enable them to create protective fields, reflect enemy spells, and empower their attacks with nullifying energy, making them formidable adversaries against magic-wielding foes. While their unsettling aura may deter some mages, the Antimage's unique blend of defensive and offensive magical talents makes them invaluable assets to any adventuring party.

Alignment: Can not be Neutral on the chaos/lawful axis

Hit Die: 1d10

Starting Wealth: 4d6 × 10 gp (average 140 gp.) In addition, each character begins play with an outfit worth 10 gp or less.


Class Skills

Skill Ranks per Level: 4 + Int modifier.

The Antimage's class skills are Acrobatics (Dex),  Bluff (Cha),Diplomacy Craft (Int), Fly (Dex),  Knowledge (arcana) (Int), Linguistics(int), Perception (Wis), Perform (Cha), Profession (Wis),Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), and Use Magic Device (Cha).

Level BAB Fort save Ref save Will save Special Anticharges
0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +1 +0 +2 +2 Hatefulcraft, Dispelling strike, Shield of Ego 3 1 ──  ──   ──   ──   ──   ──   ──   ── 
2nd +2 +0 +3 +3   4 2 ──  ──   ──   ──   ──   ──   ──   ── 
3rd +3 +1 +3 +3   4 2 1  ──   ──   ──   ──   ──   ──   ── 
4th +4 +1 +4 +4 Edge of Ego 4 3 2  ──   ──   ──   ──   ──   ──   ── 
5th +5 +1 +4 +4   4 3 2 1  ──   ──   ──   ──   ──   ── 
6th +6/+1 +2 +5 +5 Antibrand, Tools of the Trade, 4 3 3 2  ──   ──   ──   ──   ──   ── 
7th +7/+2 +2 +5 +5   4 4 3 2 1  ──   ──   ──   ──   ── 
8th +8/+3 +2 +6 +6   4 4 3 3 2  ──   ──   ──   ──   ── 
9th +9/+4 +3 +6 +6   4 4 4 3 2 1  ──   ──   ──   ── 
10th +10/+5 +3 +7 +7   4 4 4 3 3 2  ──   ──   ──   ── 
11th +11/+6/+1 +3 +7 +7 Tools of the trade 4 4 4 4 3 2 1  ──   ──   ── 
12th +12/+7/+2 +4 +8 +8   4 4 4 4 3 3 2  ──   ──   ── 
13th +13/+8/+3 +4 +8 +8   4 4 4 4 4 3 2 1  ──   ── 
14th +14/+9/+4 +4 +9 +9   4 4 4 4 4 3 3 2  ──   ── 
15th +15/+10/+5 +5 +9 +9   4 4 4 4 4 4 3 2 1  ── 
16th +16/+11/+6/+1 +5 +10 +10   4 4 4 4 4 4 3 3 2  ── 
17th +17/+12/+7/+2 +5 +10 +10   4 4 4 4 4 4 4 3 2 1
18th +18/+13/+8/+3 +6 +11 +11   4 4 4 4 4 4 4 3 3 2
19th +19/+14/+9/+4 +6 +11 +11   4 4 4 4 4 4 4 4 3 3
20th +20/+15/+10/+5 +6 +12 +12 S 4 4 4 4 4 4 4 4 4 4

Weapon and Armor Proficiency


Antimage's are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor. An Antimage is proficient with shields, but not tower shields. as the weight can cause counters to miss their marks. Armor interferes with a Anti-mage's movements, which can cause him to loose his AC bonus.


Shield of Ego: as long as the Antimage is of light burden he gains half his charisma modifier, and half his Intellect modifier to his AC, In addition at level 5, and every 5 levels after that he receives a +1 bonus to his ac to a max of +4. Armor interferes with a Anti-mage's movements, which can cause him to loose his AC bonus.

Martial Apex: The Antimage, to reflect the martial flexibility and variety at first level chooses 5 weapons from a single fighter weapon group. He gains proficiencies with the chosen weapons. At level 3, and every 3rd level after he can choose one additional weapon from a fighter weapon group, he can not choose any weapon from the same fighter weapon group consecutively When an antimage levels he may choose to trade 1 weapon for another weapon.

Edge of Ego: At level 4 The Antimage gains half of his intelligence modifier added to his hit, and half his charisma modifier to his damage. This applies to the touch attack required for the antimage to counter non ranged touch attack spells, or self targeting spells. This ability only applies to apex weapons chosen by the antimage.


Arcane Defuser: The weapons an antimage uses is considered his Arcane Defuser and is used to preform dispelling counter.

Anticharged Resistance: The Antimage gains spell resistance due to the magic disrupting that he is infused with, the spell resistance is equal to his antimage level + cha mod. At the beginning of his day the Antimage much select who(if any) can ignore his spell resistance, and once chosen this can not change until his next 8 hour rest.

Hatefulcraft:  At 1st level a Antimage receives half his antimage level +3 to his spellcraft when identifying a spell. At level 3 he can add this bonus when identifying a magic item.


Antimagic


an antimage receives a number of Anticharges per day, these anticharges are of various level, not unlike spells. In the sense of that the charges have particular levels. Similar to the spell casting ability of other classes, they can receive a bonus number of these charges from having a high intelligence. These are not considered spell slots despite the similarities. These anti charges are considered all spells of equal level, at all times for the purpose of countering spells. The dispelling strike replaces the counterspell mechanic.

At beginning of a day a Antimage can choose two schools of magic that he is always considered ready for the purpose of preforming a counterspell/dispelling strike against. One of these selected schools has offended the Antimage more so then most, and is his primary Anthesis, while the other school is considered his Secondary Anthesis. The antimage can counter a number of spells in a round equal to his Intelligence modifier. This ability counts as "Combat reflexes" for the purpose of qualifying or feats, but does not grant the feat . At 3rd level the Antimage's Anthesis schools when countered grant him the matching Taste of knowledge. The antimage in order to recharge his anticharges needs to rest or a full 8 hours uninterrupted rest.

However The Antimage sometimes have to hunt mages over great distances, and sometimes there is not enough time for sleep, and instead of resting for 8 hours an antimage can rest for 1 hour to gain half of all anticharges 4th level and lower, during this he cannot change any other selection of other skills., and once the antimage does this, they can not rest again for another 24 hours. ie: cant choose new people to bypass his Magic resistance, nor designate new schools for his primary or secondary schools,.

Taste of Knowledge: when ever the Antimage counters a spell of a particular school he gets said effects. All spells assume caster level of the enemy caster for effects that specify such including their DCs for it.

Abjuration: Gains acid, cold, fire, electricity, or sonic resistance equal to 2 per spell level, plus his cha modifier 
Conjuration: Gains a deflection bonus to AC equal to +1 for half of the spell level plus the anti magi's charisma modifier 
Divination: Gains the effects of detect chaos/evil/good/law/magic 
Enchantment: Grants the effects of the spell heroism for a number of rounds equal to spell level + cha modifier 
Evocation: Inflicts an amount of damage equal to the spell’s level and the Antimage's charisma modifier upon the spell’s caster.
Illusion: Grants the effects of invisibility, for a number of rounds equal to spell level plus the cha modifier  This effect ends as per the spell.
Necromancy: The spell's caster goes under the effect of steal voice number of rounds equal to spell level plus charisma modifier 
Transmutation: Gains an enhancement bonus on + 2 to str for every 2 level of the spell with charisma mod with a minimum of +2

At level 8 the antimage can choose one more secondary school for his schools of Anthesis

At level 15, the Antimage may choose one more primary school per day, for a total of four schools.

Tools of the trade: The antimage will not be denied his prey, and because of this he can apply a set of magical weapon abilities to assist him in the hunt. He can ignore the +1 requirement to add the following abilities by sacrificing an anticharge as a swift action, the abilities applied last 1 minute per charge + Charisma modifier. the first set of abilities are Dispelling, Glamered, Planar, Mimetic, Unaligned, and Ghost touch, At level 11 they gain the following abilities to the list of abilities they can add Anchoring, Dispelling burst, Phase locking, and Negating.

 

 

 


Anticharged Counters


Dispelling swipe: The Antimage when a attack spell is cast by a foe, if the Antimage has an Anticharge in the pool, and the target/square area of effect of the spell is within half of the Antimage's movement speed + 5ft for every level of Antimage he possesses, then he can attempt a dispelling swipe. The Antimage moves to any square between the caster and the target of the spell, and make a attack against the spell, it's DC plus spell level being the AC of the spell and if the Antimage hits the spell. He can only attempt this against attack spells with range.

If the antimage misses the strike, the antimage then becomes the target of the spell, the spell looses 1 caster level and the caster can choose a new target for the spell.

Example 

Example original spell had 2 target squares, so the caster chooses 3 squares, each square gets 1-33,34-66, 67-99, with the antimage being 100.

 

Perfect strike: At level 5 if the Antimage preforms a successful dissipating strike he may reflect the spell back on its caster, the spell would only effect the caster.

Powerful Dissipation: At level 10, the Antimage gains one metamagic feat, and he can apply a metamagic feat that increases the level of the spell by 1, when doing so he must apply a antimagic charge to the strike that is equal in level to metamagic feat level increase. The level of metamagic feat that can be applied goes up by 1 every 3 levels. However this does not grant them a extra meta magic feat, instead he antimage may trade a metamagic feat they know for a diffrent one at these levels.


Mage Hunt


If a spell is cast with in sight of the antimage the antimage can start a mage hunt, giving him various bonuses towards the caster, when attacking the caster, he gets his full intelligence modifier on his attack and his full charisma modifier applied his weapon for damage when attacking the caster., and when being attacked by the target of the mage hunt, his gains his full modifiers instead of half for shield of ego. the antimage gains Evasion like the rogue ability of the same name, for spells only. At 4th level and every 4 levels after the antimage can do this one more time a day.

This lasts until the Antimage rests again, falls unconscious or kills the caster. If a mage dies this way, the antimage can replace a spell with the matching school in taste of knowledge as long as spell is Target self, or can be applied this way, and was in the dead mage's spell book.

 


Dregs

The antimage as he grows in his skill he is able to perceive, absorb and manipulate the residue of magic., called Dregs, and he can learn how to always break a spell in that particular way, causing Dreg defects to form, and as he gets to a higher knoledge level he can gather even greater versions of these dregs. At 1st level and every three levels there after Anti mages may choose 1 from the lesser dreg list, and starting at level 10 he can choose from from the major Dreg list as well. (1st/1 | 4th/2 | 7th/3| 10/4/1 | 13/5/2 | 16/6/3 | and |19/7/4|

Lesser Dregs

Dregs of Training: Gives the Antimage an improved CM of his choice with one of his apex weapons.

Dregs of combat: A antimage may choose 1 combat feat to learn, he must meet the requirements of the feat till.

Dregs of Stories: You make take a non-combat, non skill affecting feat. You must meet its prerequisite. You make take this Dreg more then once

Dregs of Lessons: You make take a skill related, non combat feat. You must meet its prerequisite. You make take this Dreg more then once .

Dregs of the familiar : The antimage must be level 6 to choose this. This allows the Antimage to gain a familiar Similar to the wizard's class feature, at 4 levels lower.

Dregs of Finesse: A antimage gains the feat "Weapon finesse" with one weapon from his apex list.

Dregs of Reduction: Replaces the energy resistance gained from countering an abjuration with DR changing the number he gets per spell level to 1. This must be decided before countering a spell. This uses two charges when countering

Dregs of Duality: give the anti mage Two weapon fighting.

Dregs of learning: Allows the Anti mage to choose a spell that if he were a Wizard, Druid, Cleric, or Kineticist of 2 casters levels lower with using charisma for the casting stat, to replace a school effect in the "Taste of knowledge " with another Spell from that school. The Antimage has to be Level 4 or higher to choose this Derg.

Dregs of ranged: The antimage looses edge of ego temporarily to gain 5 ft per +1 to hit lost, and if the spell comes from a hunted mage then the antimage receives 1/2 of edge of ego for hit with out effecting the bonus range. The antimge has to use 2 charges of the proper leveled anticharge,

Dregs of focus: Gives the antimage a +1 attack bonus vs spells of a particular school for the purpose of dispelling strike. This bonus is becomes 2 for a hunted mage, or a primary school. If both from a hunted mage, and a primary school, the bonus becomes +3

Dregs of Annex: Replace the DC of the spell he is reflecting with his own Class level and DC, this applies on all Taste of Knowledge bonuses and buffs applied, this make the counter cost two charges of the equal leveled charge.

Dregs of Movement; This allows the antimage to use a spell charge to enforce his body for Stressful activities, for every level of charge given he gets a +2 per charge level to the of these skills; Acrobatics. Climb, and swim for any 1 dice roll. .

Dregs of Reflection: This allows the antimage to use a spell charge to enforce his memory for Stressful activities, for every level of charge given he gets a +2 per charge level to the of these skills; Knowledge (arcana), Knowledge (history) Knowledge (geography) Knowledge (nobility) for any 1 dice roll.

Dreg of Thoughtful strike: The antimagi can use a 1st level anticharge to add intelligence modifer to his to hit for one attack for ach level over the first, can not be used with any other dreg that modifies the attack or damage

Dreg of thoughtful wound: The antimagi can use a 2nd level anticharge to add intelligence modifer to his to Damage for one strike, can repeat per level of charge over the 2. can not be used with any other dreg that modifies the attack or damage

Dreg of wounding smile: The antimagi can use a 2nd level anticharge to add charisma mod to his to damage, can attack as many times equal to each charge level above 2 can not be used with any other dreg that modifies the attack or damage

Dreg of Striking smile: The antimagi can use a 1st level anticharge to add charisma mod to his to hit, one attack per level of charge can not be used with any other dreg that modifies the attack or damage

Dreg of Lesser Replenishment: Allows the antimage to use a countered spell as fuel for his anticharge. Allows the Antimagi to get 1 charge back equal to 2 level lower then the spell countered.

Dreg of Replenishment: Allows the antimage to use aa charge to use cure wounds on himself level 2 and lower. Th anti charge must use two charges of the spel level to cast it. Prereq Dreg of Lesser Replenishment:

 

Major Dregs

Dregs of blade turning aura: This adds AC equal to half the Antimages spell resistance to his bonus from Armor of thought class feature 2 rounds for every level of any spell countered.

Dregs of chase: After a successful spellcounter, a number of times equal to half the Antimages Class level they can choose to teleport to a point with in melee range of the caster only if they are with in 30 feet+5 per class level +Cha modifer and make a attack of opportunity at full base attack bonus.

Dreg of Empower: He can empower any one of his apex weapons with magical enchantments for the day. The Antimage must scraficring 2 Antimagic charges of the same level to give his apex weapon an enchantment, where the matching charge level is the enchantment level or ew he gets from the effect. He sacrifices two lvl 3 charges and will get a lvl 3 enchantment. This has to be declared at the beginning of the day.

Dregs of Gorging: He may scrafice a charge of two level higher to pull the spell into his weapon giving it a random magic weapon effect, for every 2 spell levels gives one enhancement point

Dreg of Hunter's Choice: A antimage can choose 1 school of magic and treat all spells of that type as a another chosen school. This can only be choosen 1 time for every 5 levels above 10.

Dreg of Major Replenishment: Allows the antimage to use a anti charge to cast a cure /cuase wound spell on himself 4th level and lower, and he has t two 2 charges at 4h level . prereq: Dreg of Replenishment


Effortless Antimagic: The Antimage at level 20, uses no charges for dissipating strike and all Metamagic requirements are lowered by 1 level, and he may apply meta magic feats to the spells stored by antibrand when casting them

 

Knowledge Glutton: When he counters a spell, all schools in taste of knowledge trigger,

(alternate capstone skill)

OgreWattage

OgreWattage

|W|I|P|

"you can't judge something when it's not done "

Some guy probably

Antimage


Some mages focus on creating spells weaving threads of magic into each other, knitting incantations and realty, pulling energy together to throw fireballs and beams of ice. While warriors use their strength and force of will to drive threw ranks of enemies sending foes scattering in various directions, creating waves of carnage. An Antimage is some what in between these two images, using steel to swat fire and magic away, and using their own power to rip apart the careful creations of mages, using the left over magical fuel to wrap their weapons in cracking energy, or themselves in armor of runes, or enhancing their body to leap over the choas of the battle field. Sometimes confuse them with madmen, others monk, while master's of the arcane craft often describe what magic they can use as primitive knowing just enough to steal it from others and aim it somewhere else.

Antimages are where martial ability, and all practices of magic converge, as being a utilitarian. taking what they needed from multiple practices as the role was created, The antimagic abilities come from strange inheritance like a sorcerer, while using the left over magic of other spells is closer to a wizard's abilities as it requires study and training, and finally they commune with ancestors and the spiritual world like mediums to gain access to martial apex weapons, while the serenity comes from becoming one with their environment like druids. This makes antimage's sometimes respected, other times distrusted as they have thier finger in nearly all magical disciplines.

Role: the Antimage is a versatile class specializing in countering, reflecting, and suppressing magic through the use of Anti-magic charges. They serve as front-line combatants, taking on roles such as a resilient magic tank, a potent martial damage dealer, and an enigmatic presence in social settings. Their Anti-magic abilities enable them to create protective fields, reflect enemy spells, and empower their attacks with nullifying energy, making them formidable adversaries against magic-wielding foes. While their unsettling aura may deter some mages, the Antimage's unique blend of defensive and offensive magical talents makes them invaluable assets to any adventuring party.

Alignment: Can not be Neutral on the chaos/lawful axis

Hit Die: 1d10

Starting Wealth: 4d6 × 10 gp (average 140 gp.) In addition, each character begins play with an outfit worth 10 gp or less.


Class Skills

Skill Ranks per Level: 4 + Int modifier.

The Antimage's class skills are Acrobatics (Dex),  Bluff (Cha),Diplomacy Craft (Int), Fly (Dex),  Knowledge (arcana) (Int), Linguistics(int), Perception (Wis), Perform (Cha), Profession (Wis),Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), and Use Magic Device (Cha).

Level BAB Fort save Ref save Will save Special Anticharges
0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +1 +0 +2 +2 Hatefulcraft, Dispelling strike, Shield of Ego 3 1 ──  ──   ──   ──   ──   ──   ──   ── 
2nd +2 +0 +3 +3   4 2 ──  ──   ──   ──   ──   ──   ──   ── 
3rd +3 +1 +3 +3   4 2 1  ──   ──   ──   ──   ──   ──   ── 
4th +4 +1 +4 +4 Edge of Ego 4 3 2  ──   ──   ──   ──   ──   ──   ── 
5th +5 +1 +4 +4   4 3 2 1  ──   ──   ──   ──   ──   ── 
6th +6/+1 +2 +5 +5 Antibrand, Tools of the Trade, 4 3 3 2  ──   ──   ──   ──   ──   ── 
7th +7/+2 +2 +5 +5   4 4 3 2 1  ──   ──   ──   ──   ── 
8th +8/+3 +2 +6 +6   4 4 3 3 2  ──   ──   ──   ──   ── 
9th +9/+4 +3 +6 +6   4 4 4 3 2 1  ──   ──   ──   ── 
10th +10/+5 +3 +7 +7   4 4 4 3 3 2  ──   ──   ──   ── 
11th +11/+6/+1 +3 +7 +7 Tools of the trade 4 4 4 4 3 2 1  ──   ──   ── 
12th +12/+7/+2 +4 +8 +8   4 4 4 4 3 3 2  ──   ──   ── 
13th +13/+8/+3 +4 +8 +8   4 4 4 4 4 3 2 1  ──   ── 
14th +14/+9/+4 +4 +9 +9   4 4 4 4 4 3 3 2  ──   ── 
15th +15/+10/+5 +5 +9 +9   4 4 4 4 4 4 3 2 1  ── 
16th +16/+11/+6/+1 +5 +10 +10   4 4 4 4 4 4 3 3 2  ── 
17th +17/+12/+7/+2 +5 +10 +10   4 4 4 4 4 4 4 3 2 1
18th +18/+13/+8/+3 +6 +11 +11   4 4 4 4 4 4 4 3 3 2
19th +19/+14/+9/+4 +6 +11 +11   4 4 4 4 4 4 4 4 3 3
20th +20/+15/+10/+5 +6 +12 +12 S 4 4 4 4 4 4 4 4 4 4

Weapon and Armor Proficiency


Antimage's are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor. An Antimage is proficient with shields, but not tower shields. as the weight can cause counters to miss their marks. Armor interferes with a Anti-mage's movements, which can cause him to loose his AC bonus.


Shield of Ego: as long as the Antimage is of light burden he gains half his charisma modifier, and half his Intellect modifier to his AC, In addition at level 5, and every 5 levels after that he receives a +1 bonus to his ac to a max of +4. Armor interferes with a Anti-mage's movements, which can cause him to loose his AC bonus.

Martial Apex: The Antimage, to reflect the martial flexibility and variety at first level chooses 5 weapons from a single fighter weapon group. He gains proficiencies with the chosen weapons. At level 3, and every 3rd level after he can choose one additional weapon from a fighter weapon group, he can not choose any weapon from the same fighter weapon group consecutively When an antimage levels he may choose to trade 1 weapon for another weapon.

Edge of Ego: At level 4 The Antimage gains half of his intelligence modifier added to his hit, and half his charisma modifier to his damage. This applies to the touch attack required for the antimage to counter non ranged touch attack spells, or self targeting spells. This ability only applies to apex weapons chosen by the antimage.


Arcane Defuser: The weapons an antimage uses is considered his Arcane Defuser and is used to preform dispelling counter.

Anticharged Resistance: The Antimage gains spell resistance due to the magic disrupting that he is infused with, the spell resistance is equal to his antimage level + cha mod. At the beginning of his day the Antimage much select who(if any) can ignore his spell resistance, and once chosen this can not change until his next 8 hour rest.

Hatefulcraft:  At 1st level a Antimage receives half his antimage level +3 to his spellcraft when identifying a spell. At level 3 he can add this bonus when identifying a magic item.


Antimagic


an antimage receives a number of Anticharges per day, these anticharges are of various level, not unlike spells. In the sense of that the charges have particular levels. Similar to the spell casting ability of other classes, they can receive a bonus number of these charges from having a high intelligence. These are not considered spell slots despite the similarities. These anti charges are considered all spells of equal level, at all times for the purpose of countering spells. The dispelling strike replaces the counterspell mechanic.

At beginning of a day a Antimage can choose two schools of magic that he is always considered ready for the purpose of preforming a counterspell/dispelling strike against. One of these selected schools has offended the Antimage more so then most, and is his primary Anthesis, while the other school is considered his Secondary Anthesis. The antimage can counter a number of spells in a round equal to his Intelligence modifier. This ability counts as "Combat reflexes" for the purpose of qualifying or feats, but does not grant the feat . At 3rd level the Antimage's Anthesis schools when countered grant him the matching Taste of knowledge. The antimage in order to recharge his anticharges needs to rest or a full 8 hours uninterrupted rest.

However The Antimage sometimes have to hunt mages over great distances, and sometimes there is not enough time for sleep, and instead of resting for 8 hours an antimage can rest for 1 hour to gain half of all anticharges 4th level and lower, during this he cannot change any other selection of other skills., and once the antimage does this, they can not rest again for another 24 hours. ie: cant choose new people to bypass his Magic resistance, nor designate new schools for his primary or secondary schools,.

Taste of Knowledge: when ever the Antimage counters a spell of a particular school he gets said effects. All spells assume caster level of the enemy caster for effects that specify such including their DCs for it.

Abjuration: Gains acid, cold, fire, electricity, or sonic resistance equal to 2 per spell level, plus his cha modifier 
Conjuration: Gains a deflection bonus to AC equal to +1 for half of the spell level plus the anti magi's charisma modifier 
Divination: Gains the effects of detect chaos/evil/good/law/magic 
Enchantment: Grants the effects of the spell heroism for a number of rounds equal to spell level + cha modifier 
Evocation: Inflicts an amount of damage equal to the spell’s level and the Antimage's charisma modifier upon the spell’s caster.
Illusion: Grants the effects of invisibility, for a number of rounds equal to spell level plus the cha modifier  This effect ends as per the spell.
Necromancy: The spell's caster goes under the effect of steal voice number of rounds equal to spell level plus charisma modifier 
Transmutation: Gains an enhancement bonus on + 2 to str for every 2 level of the spell with charisma mod with a minimum of +2

At level 8 the antimage can choose one more secondary school for his schools of Anthesis

At level 15, the Antimage may choose one more primary school per day, for a total of four schools.

Tools of the trade: The antimage will not be denied his prey, and because of this he can apply a set of magical weapon abilities to assist him in the hunt. He can ignore the +1 requirement to add the following abilities by sacrificing an anticharge as a swift action, the abilities applied last 1 minute per charge + Charisma modifier. the first set of abilities are Dispelling, Glamered, Planar, Mimetic, Unaligned, and Ghost touch, At level 11 they gain the following abilities to the list of abilities they can add Anchoring, Dispelling burst, Phase locking, and Negating.

 

 

 


Anticharged Counters


Dispelling swipe: The Antimage when a attack spell is cast by a foe, if the Antimage has an Anticharge in the pool, and the target/square area of effect of the spell is within half of the Antimage's movement speed + 5ft for every level of Antimage he possesses, then he can attempt a dispelling swipe. The Antimage moves to any square between the caster and the target of the spell, and make a attack against the spell, it's DC plus spell level being the AC of the spell and if the Antimage hits the spell. He can only attempt this against attack spells with range.

If the antimage misses the strike, the antimage then becomes the target of the spell, the spell looses 1 caster level and the caster can choose a new target for the spell.

Example 

Example original spell had 2 target squares, so the caster chooses 3 squares, each square gets 1-33,34-66, 67-99, with the antimage being 100.

 

Perfect strike: At level 5 if the Antimage preforms a successful dissipating strike he may reflect the spell back on its caster, the spell would only effect the caster.

Powerful Dissipation: At level 10, the Antimage gains one metamagic feat, and he can apply a metamagic feat that increases the level of the spell by 1, when doing so he must apply a antimagic charge to the strike that is equal in level to metamagic feat level increase. The level of metamagic feat that can be applied goes up by 1 every 3 levels. However this does not grant them a extra meta magic feat, instead he antimage may trade a metamagic feat they know for a diffrent one at these levels.


Mage Hunt


If a spell is cast with in sight of the antimage the antimage can start a mage hunt, giving him various bonuses towards the caster, when attacking the caster, he gets his full intelligence modifier on his attack and his full charisma modifier applied his weapon for damage when attacking the caster., and when being attacked by the target of the mage hunt, his gains his full modifiers instead of half for shield of ego. the antimage gains Evasion like the rogue ability of the same name, for spells only. At 4th level and every 4 levels after the antimage can do this one more time a day.

This lasts until the Antimage rests again, falls unconscious or kills the caster. If a mage dies this way, the antimage can replace a spell with the matching school in taste of knowledge as long as spell is Target self, or can be applied this way, and was in the dead mage's spell book.

 


Dregs

The antimage as he grows in his skill he is able to perceive, absorb and manipulate the residue of magic., called Dregs, and he can learn how to always break a spell in that particular way, causing Dreg defects to form, and as he gets to a higher knoledge level he can gather even greater versions of these dregs. At 1st level and every three levels there after Anti mages may choose 1 from the lesser dreg list, and starting at level 10 he can choose from from the major Dreg list as well. (1st/1 | 4th/2 | 7th/3| 10/4/1 | 13/5/2 | 16/6/3 | and |19/7/4|

Lesser Dregs

Dregs of Training: Gives the Antimage weapon training with all his apex weapons.

Dregs of combat: A antimage may choose 1 combat feat to learn, me must meet the requirements of the feat till.

Dregs of Stories: You make take a non-combat, non skill affecting feat. You must meet its prerequisite. You make take this Dreg more then once

Dregs of Lessons: You make take a skill related, non combat feat. You must meet its prerequisite. You make take this Dreg more then once .

Dregs of the familiar : The antimage must be level 6 to choose this. This allows the Antimage to gain a familiar Similar to the wizard's class feature, at 4 levels lower.

Dregs of Finesse: A antimage gains the feat "Weapon finesse" with one weapon from his apex list.

Dregs of Reduction: Replaces the energy resistance gained from countering an abjuration with DR changing the number he gets per spell level to 1. This must be decided before countering a spell.

Dregs of Duality: give the anti mage Two weapon fighting.

Dregs of learning: Allows the Anti mage to choose a spell that if he were a Wizard, Druid, Cleric, or Kineticist of 2 casters levels lower with using charisma for the casting stat, to replace a school effect in the "Taste of knowledge " with another Spell from that school. The Antimage has to be Level 4 or higher to choose this Derg.

Dregs of ranged: Forgoing the bonuses of the apex weapon, this allows the antimage to counter a spell at double his normal range, but has to use a charge slot that is 2 levels higher than the counted spell, treat the attack as a ranged touch attack vs the dc of the spell.

Dregs of focus: Allows the antimage to take a feat of spell focus for a school, and the bonuses gained are applied to the attack roll veres that paticular kind of spell, For counter swipe. While under Void Null this bonus is doubled.

Dregs of Annex: Replace the DC of the spell he is countering with his own Class level and DC, this applies on all Taste of Knowledge bonuses and buffs applied

Dregs of Magic meta'd: Allows the anti mage to learn one Metamagic feat (As long as he meets the requirements for it, With half his class level counting for ranks in a skill, as well as Dregs of Focus counting for spell focus ) and to apply to his counters, the additional spell levels have to be fulfilled by another slot for the total to equal out the required spell level for the altered magic, a higher slot can not be used alone. Also as long as they have not taken this dreg again or learned any other meta magic feat they can change out the last meta magic feat the learned at any level. This can be taken more then once, the antimage must be level 10 to take this dreg. (IE a 5th level spell is cast, The antimage choose to apply maximise spell to counter spell. Therefore they must use a 5th and a 3rd level charge. )

Dregs of Hubris; This will cause Dregs to use the Antimages level as a caster level instead of the person he's counterig.

Dregs of Movement; This allows the antimage to use a spell charge to enforce his body for Stressful activities, for every level of charge given he gets a +2 per charge level to the of these skills; Acrobatics. Climb, and swim for any 1 dice roll. .

Dregs of Reflection: This allows the antimage to use a spell charge to enforce his memory for Stressful activities, for every level of charge given he gets a +2 per charge level to the of these skills; Knowledge (arcana), Knowledge (history) Knowledge (geography) Knowledge (nobility) for any 1 dice roll.

Dreg of Thoughtful strike: The antimagi can use a 1st level anticharge to add intelligence modifer to his to hit for one attack Can not be used with Dreg of striking smile

Dreg of thoughtful wound: The antimagi can use a 2nd level anticharge to add intelligence modifer to his to Damage Can not be used with Dreg of Wounding smile.

Dreg of wounding smile: The antimagi can use a 2nd level anticharge to add charisma mod to his to damage. Dreg of thoughtful wound

Dreg of Striking smile: The antimagi can use a 1st level anticharge to add charisma mod to his to hit. Cannot be used with Dreg of Thoughtful Strike

Dreg of Lesser Replenishment: Allows the antimage to use a countered spell as fuel for his anticharge. Allows the Antimagi to get 1 charge back equal to 2 level lower then the spell countered.

Dreg of Replenishment: Allows the antimage to use a countered spell as fuel for his anticharge. Allows the Antimagi to get 1 charge back equal to 1 level lower then the spell countered. Prereq Dreg of Lesser Replenishment:

 

Major Dregs

Dregs of blade turning aura: This adds AC equal to half the Antimages spell resistance to his bonus from Armor of thought class feature 2 rounds for every level of any spell countered.

Dregs of chase: After a successful spellcounter, a number of times equal to half the Antimages Class level they can choose to teleport to a point with in melee range of the caster only if they are with in 30 feet+5 per class level +Cha modifer and make a attack of opportunity at full base attack bonus.

Dreg of Empower: He can empower any one of his apex weapons with magical enchantments for the day. The Antimage must scraficring 2 Antimagic charges of the same level to give his apex weapon an enchantment, where the matching charge level is the enchantment level or ew he gets from the effect. He sacrifices two lvl 3 charges and will get a lvl 3 enchantment. This has to be declared at the beginning of the day.

Dregs of Gorging: He may scrafice a charge of two level higher to pull the spell into his weapon giving it a random magic weapon effect, for every 2 spell levels gives one enhancement point

Dreg of Hunter's Choice: A antimage can choose 1 school of magic and treat all spells of that type as a another chosen school. This can only be choosen 1 time for every 5 levels above 10.

Dreg of Major Replenishment: Allows the antimage to use a countered spell as fuel for his anticharge. Allows the Antimagi to get 1 charge back equal to the spell countered, or 2 spells 1 level lower, or 3, 2 levels lower, or 4, 3 levels lower. prereq: Dreg of Replenishment


Effortless Antimagic: The Antimage at level 20, uses no charges for dissipating strike and all Metamagic requirements are lowered by 1 level, and he may apply meta magic feats to the spells stored by antibrand when casting them

 

 

OgreWattage

OgreWattage

|W|I|P|

"you can't judge something when it's not done "

Some guy probably

Antimage


Some mages focus on creating spells weaving threads of magic into each other, knitting incantations and realty, pulling energy together to throw fireballs and beams of ice. While warriors use their strength and force of will to drive threw ranks of enemies sending foes scattering in various directions, creating waves of carnage. An Antimage is some what in between these two images, using steel to swat fire and magic away, and using their own power to rip apart the careful creations of mages, using the left over magical fuel to wrap their weapons in cracking energy, or themselves in armor of runes, or enhancing their body to leap over the choas of the battle field. Sometimes confuse them with madmen, others monk, while master's of the arcane craft often describe what magic they can use as primitive knowing just enough to steal it from others and aim it somewhere else.

Antimages are where martial ability, and all practices of magic converge, as being a utilitarian. taking what they needed from multiple practices as the role was created, The antimagic abilities come from strange inheritance like a sorcerer, while using the left over magic of other spells is closer to a wizard's abilities as it requires study and training, and finally they commune with ancestors and the spiritual world like mediums to gain access to martial apex weapons, while the serenity comes from becoming one with their environment like druids. This makes antimage's sometimes respected, other times distrusted as they have thier finger in nearly all magical disciplines.

Role: the Antimage is a versatile class specializing in countering, reflecting, and suppressing magic through the use of Anti-magic charges. They serve as front-line combatants, taking on roles such as a resilient magic tank, a potent martial damage dealer, and an enigmatic presence in social settings. Their Anti-magic abilities enable them to create protective fields, reflect enemy spells, and empower their attacks with nullifying energy, making them formidable adversaries against magic-wielding foes. While their unsettling aura may deter some mages, the Antimage's unique blend of defensive and offensive magical talents makes them invaluable assets to any adventuring party.

Alignment: Can not be Neutral on the chaos/lawful axis

Hit Die: 1d10

Starting Wealth: 4d6 × 10 gp (average 140 gp.) In addition, each character begins play with an outfit worth 10 gp or less.


Class Skills

Skill Ranks per Level: 4 + Int modifier.

The Antimage's class skills are Acrobatics (Dex),  Bluff (Cha),Diplomacy Craft (Int), Fly (Dex),  Knowledge (arcana) (Int), Linguistics(int), Perception (Wis), Perform (Cha), Profession (Wis),Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), and Use Magic Device (Cha).

Level BAB Fort save Ref save Will save Special Anticharges
0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +1 +0 +2 +2 Hatefulcraft, Dispelling strike, Shield of Ego 3 1 ──  ──   ──   ──   ──   ──   ──   ── 
2nd +2 +0 +3 +3   4 2 ──  ──   ──   ──   ──   ──   ──   ── 
3rd +3 +1 +3 +3   4 2 1  ──   ──   ──   ──   ──   ──   ── 
4th +4 +1 +4 +4 Edge of Ego 4 3 2  ──   ──   ──   ──   ──   ──   ── 
5th +5 +1 +4 +4   4 3 2 1  ──   ──   ──   ──   ──   ── 
6th +6/+1 +2 +5 +5 Antibrand, Tools of the Trade, 4 3 3 2  ──   ──   ──   ──   ──   ── 
7th +7/+2 +2 +5 +5   4 4 3 2 1  ──   ──   ──   ──   ── 
8th +8/+3 +2 +6 +6   4 4 3 3 2  ──   ──   ──   ──   ── 
9th +9/+4 +3 +6 +6   4 4 4 3 2 1  ──   ──   ──   ── 
10th +10/+5 +3 +7 +7   4 4 4 3 3 2  ──   ──   ──   ── 
11th +11/+6/+1 +3 +7 +7 Tools of the trade 4 4 4 4 3 2 1  ──   ──   ── 
12th +12/+7/+2 +4 +8 +8   4 4 4 4 3 3 2  ──   ──   ── 
13th +13/+8/+3 +4 +8 +8   4 4 4 4 4 3 2 1  ──   ── 
14th +14/+9/+4 +4 +9 +9   4 4 4 4 4 3 3 2  ──   ── 
15th +15/+10/+5 +5 +9 +9   4 4 4 4 4 4 3 2 1  ── 
16th +16/+11/+6/+1 +5 +10 +10   4 4 4 4 4 4 3 3 2  ── 
17th +17/+12/+7/+2 +5 +10 +10   4 4 4 4 4 4 4 3 2 1
18th +18/+13/+8/+3 +6 +11 +11   4 4 4 4 4 4 4 3 3 2
19th +19/+14/+9/+4 +6 +11 +11   4 4 4 4 4 4 4 4 3 3
20th +20/+15/+10/+5 +6 +12 +12 S 4 4 4 4 4 4 4 4 4 4

Weapon and Armor Proficiency


Antimage's are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor. An Antimage is proficient with shields, but not tower shields. as the weight can cause counters to miss their marks. Armor interferes with a Anti-mage's movements, which can cause him to loose his AC bonus.


Shield of Ego: as long as the Antimage is of light burden he gains half his charisma modifier, and half his Intellect modifier to his AC, In addition at level 5, and every 5 levels after that he receives a +1 bonus to his ac to a max of +4. Armor interferes with a Anti-mage's movements, which can cause him to loose his AC bonus.

Martial Apex: The Antimage, to reflect the martial flexibility and variety at first level chooses 5 weapons from a single fighter weapon group. He gains proficiencies with the chosen weapons. At level 3, and every 3rd level after he can choose one additional weapon from a fighter weapon group, he can not choose any weapon from the same fighter weapon group consecutively When an antimage levels he may choose to trade 1 weapon for another weapon.

Edge of Ego: At level 4 The Antimage gains half of his intelligence modifier added to his hit, and half his charisma modifier to his damage. This applies to the touch attack required for the antimage to counter non ranged touch attack spells, or self targeting spells. This ability only applies to apex weapons chosen by the antimage.


Arcane Defuser: The weapons an antimage uses is considered his Arcane Defuser and is used to preform dispelling counter.

Anticharged Resistance: The Antimage gains spell resistance due to the magic disrupting that he is infused with, the spell resistance is equal to his antimage level + cha mod. At the beginning of his day the Antimage much select who(if any) can ignore his spell resistance, and once chosen this can not change until his next 8 hour rest.

Hatefulcraft:  At 1st level a Antimage receives half his antimage level +3 to his spellcraft when identifying a spell. At level 3 he can add this bonus when identifying a magic item.


Antimagic


an antimage receives a number of Anticharges per day, these anticharges are of various level, not unlike spells. In the sense of that the charges have particular levels. Similar to the spell casting ability of other classes, they can receive a bonus number of these charges from having a high intelligence. These are not considered spell slots despite the similarities. These anti charges are considered all spells of equal level, at all times for the purpose of countering spells. The dispelling strike replaces the counterspell mechanic.

At beginning of a day a Antimage can choose two schools of magic that he is always considered ready for the purpose of preforming a counterspell/dispelling strike against. One of these selected schools has offended the Antimage more so then most, and is his primary Anthesis, while the other school is considered his Secondary Anthesis. The antimage can counter a number of spells in a round equal to his Intelligence modifier. This ability counts as "Combat reflexes" for the purpose of qualifying or feats, but does not grant the feat . At 3rd level the Antimage's Anthesis schools when countered grant him the matching Taste of knowledge. The antimage in order to recharge his anticharges needs to rest or a full 8 hours uninterrupted rest.

However The Antimage sometimes have to hunt mages over great distances, and sometimes there is not enough time for sleep, and instead of resting for 8 hours an antimage can rest for 1 hour to gain half of all anticharges 4th level and lower, during this he cannot change any other selection of other skills., and once the antimage does this, they can not rest again for another 24 hours. ie: cant choose new people to bypass his Magic resistance, nor designate new schools for his primary or secondary schools,.

Taste of Knowledge: when ever the Antimage counters a spell of a particular school he gets said effects. All spells assume caster level of the enemy caster for effects that specify such including their DCs for it.

Abjuration: Gains acid, cold, fire, electricity, or sonic resistance equal to 2 per spell level, plus his cha modifier 
Conjuration: Gains a deflection bonus to AC equal to +1 for half of the spell level plus the anti magi's charisma modifier 
Divination: Gains the effects of detect chaos/evil/good/law/magic 
Enchantment: Grants the effects of the spell heroism for a number of rounds equal to spell level + cha modifier 
Evocation: Inflicts an amount of damage equal to the spell’s level and the Antimage's charisma modifier upon the spell’s caster.
Illusion: Grants the effects of invisibility, for a number of rounds equal to spell level plus the cha modifier  This effect ends as per the spell.
Necromancy: The spell's caster goes under the effect of steal voice number of rounds equal to spell level plus charisma modifier 
Transmutation: Gains an enhancement bonus on + 2 to str for every 2 level of the spell with charisma mod with a minimum of +2

At level 8 the antimage can choose one more secondary school for his schools of Anthesis

At level 15, the Antimage may choose one more primary school per day, for a total of four schools.

Tools of the trade: The antimage will not be denied his prey, and because of this he can apply a set of magical weapon abilities to assist him in the hunt. He can ignore the +1 requirement to add the following abilities by sacrificing an anticharge as a swift action, the abilities applied last 1 minute per charge + Charisma modifier. the first set of abilities are Dispelling, Glamered, Planar, Mimetic, Unaligned, and Ghost touch, At level 11 they gain the following abilities to the list of abilities they can add Anchoring, Dispelling burst, Phase locking, and Negating.

 

 

 


Anticharged Counters


Dispelling swipe: The Antimage when a attack spell is cast by a foe, if the Antimage has an Anticharge in the pool, and the target/square area of effect of the spell is within half of the Antimage's movement speed + 5ft for every level of Antimage he possesses, then he can attempt a dispelling swipe. The Antimage moves to any square between the caster and the target of the spell, and make a attack against the spell, it's DC plus spell level being the AC of the spell and if the Antimage hits the spell. He can only attempt this against attack spells with range.

If the antimage misses the strike, the antimage then becomes the target of the spell, the spell looses 1 caster level and the caster can choose a new target for the spell.

Example 

Example original spell had 2 target squares, so the caster chooses 3 squares, each square gets 1-33,34-66, 67-99, with the antimage being 100.

 

Perfect strike: At level 5 if the Antimage preforms a successful dissipating strike he may reflect the spell back on its caster, the spell would only effect the caster.

Powerful Dissipation: At level 10, the Antimage gains one metamagic feat, and he can apply a metamagic feat that increases the level of the spell by 1, when doing so he must apply a antimagic charge to the strike that is equal in level to metamagic feat level increase. The level of metamagic feat that can be applied goes up by 1 every 3 levels. However this does not grant them a extra meta magic feat, instead he antimage may trade a metamagic feat they know for a diffrent one at these levels.


Mage Hunt


If a spell is cast with in sight of the antimage the antimage can start a mage hunt, giving him various bonuses towards the caster, when attacking the caster, he gets his full intelligence modifier on his attack and his full charisma modifier applied his weapon for damage when attacking the caster., and when being attacked by the target of the mage hunt, he gains his full intelligence, and full charisma modifier, the antimage gains Evasion like the rogue ability of the same name, for spells only. At 4th level and every 4 levels after the antimage can do this one more time a day.

 

 


Dregs

The antimage as he grows in his skill he is able to perceive, absorb and manipulate the residue of magic., called Dregs, and he can learn how to always break a spell in that particular way, causing Dreg defects to form, and as he gets to a higher knoledge level he can gather even greater versions of these dregs. At 1st level and every three levels there after Anti mages may choose 1 from the lesser dreg list, and starting at level 10 he can choose from from the major Dreg list as well. (1st/1 | 4th/2 | 7th/3| 10/4/1 | 13/5/2 | 16/6/3 | and |19/7/4|

Lesser Dregs

Dregs of Training: Gives the Antimage weapon training with all his apex weapons.

Dregs of combat: A antimage may choose 1 combat feat to learn, me must meet the requirements of the feat till.

Dregs of Stories: You make take a non-combat, non skill affecting feat. You must meet its prerequisite. You make take this Dreg more then once

Dregs of Lessons: You make take a skill related, non combat feat. You must meet its prerequisite. You make take this Dreg more then once .

Dregs of the familiar : The antimage must be level 6 to choose this. This allows the Antimage to gain a familiar Similar to the wizard's class feature, at 4 levels lower.

Dregs of Finesse: A antimage gains the feat "Weapon finesse" with one weapon from his apex list.

Dregs of Reduction: Replaces the energy resistance gained from countering an abjuration with DR changing the number he gets per spell level to 1. This must be decided before countering a spell.

Dregs of Duality: give the anti mage Two weapon fighting.

Dregs of learning: Allows the Anti mage to choose a spell that if he were a Wizard, Druid, Cleric, or Kineticist of 2 casters levels lower with using charisma for the casting stat, to replace a school effect in the "Taste of knowledge " with another Spell from that school. The Antimage has to be Level 4 or higher to choose this Derg.

Dregs of ranged: Forgoing the bonuses of the apex weapon, this allows the antimage to counter a spell at double his normal range, but has to use a charge slot that is 2 levels higher than the counted spell, treat the attack as a ranged touch attack vs the dc of the spell.

Dregs of focus: Allows the antimage to take a feat of spell focus for a school, and the bonuses gained are applied to the attack roll veres that paticular kind of spell, For counter swipe. While under Void Null this bonus is doubled.

Dregs of Annex: Replace the DC of the spell he is countering with his own Class level and DC, this applies on all Taste of Knowledge bonuses and buffs applied

Dregs of Magic meta'd: Allows the anti mage to learn one Metamagic feat (As long as he meets the requirements for it, With half his class level counting for ranks in a skill, as well as Dregs of Focus counting for spell focus ) and to apply to his counters, the additional spell levels have to be fulfilled by another slot for the total to equal out the required spell level for the altered magic, a higher slot can not be used alone. Also as long as they have not taken this dreg again or learned any other meta magic feat they can change out the last meta magic feat the learned at any level. This can be taken more then once, the antimage must be level 10 to take this dreg. (IE a 5th level spell is cast, The antimage choose to apply maximise spell to counter spell. Therefore they must use a 5th and a 3rd level charge. )

Dregs of Hubris; This will cause Dregs to use the Antimages level as a caster level instead of the person he's counterig.

Dregs of Movement; This allows the antimage to use a spell charge to enforce his body for Stressful activities, for every level of charge given he gets a +2 per charge level to the of these skills; Acrobatics. Climb, and swim for any 1 dice roll. .

Dregs of Reflection: This allows the antimage to use a spell charge to enforce his memory for Stressful activities, for every level of charge given he gets a +2 per charge level to the of these skills; Knowledge (arcana), Knowledge (history) Knowledge (geography) Knowledge (nobility) for any 1 dice roll.

Dreg of Thoughtful strike: The antimagi can use a 1st level anticharge to add intelligence modifer to his to hit for one attack Can not be used with Dreg of striking smile

Dreg of thoughtful wound: The antimagi can use a 2nd level anticharge to add intelligence modifer to his to Damage Can not be used with Dreg of Wounding smile.

Dreg of wounding smile: The antimagi can use a 2nd level anticharge to add charisma mod to his to damage. Dreg of thoughtful wound

Dreg of Striking smile: The antimagi can use a 1st level anticharge to add charisma mod to his to hit. Cannot be used with Dreg of Thoughtful Strike

Dreg of Lesser Replenishment: Allows the antimage to use a countered spell as fuel for his anticharge. Allows the Antimagi to get 1 charge back equal to 2 level lower then the spell countered.

Dreg of Replenishment: Allows the antimage to use a countered spell as fuel for his anticharge. Allows the Antimagi to get 1 charge back equal to 1 level lower then the spell countered. Prereq Dreg of Lesser Replenishment:

 

Major Dregs

Dregs of blade turning aura: This adds AC equal to half the Antimages spell resistance to his bonus from Armor of thought class feature 2 rounds for every level of any spell countered.

Dregs of chase: After a successful spellcounter, a number of times equal to half the Antimages Class level they can choose to teleport to a point with in melee range of the caster only if they are with in 30 feet+5 per class level +Cha modifer and make a attack of opportunity at full base attack bonus.

Dreg of Empower: He can empower any one of his apex weapons with magical enchantments for the day. The Antimage must scraficring 2 Antimagic charges of the same level to give his apex weapon an enchantment, where the matching charge level is the enchantment level or ew he gets from the effect. He sacrifices two lvl 3 charges and will get a lvl 3 enchantment. This has to be declared at the beginning of the day.

Dregs of Gorging: He may scrafice a charge of two level higher to pull the spell into his weapon giving it a random magic weapon effect, for every 2 spell levels gives one enhancement point

Dreg of Hunter's Choice: A antimage can choose 1 school of magic and treat all spells of that type as a another chosen school. This can only be choosen 1 time for every 5 levels above 10.

Dreg of Major Replenishment: Allows the antimage to use a countered spell as fuel for his anticharge. Allows the Antimagi to get 1 charge back equal to the spell countered, or 2 spells 1 level lower, or 3, 2 levels lower, or 4, 3 levels lower. prereq: Dreg of Replenishment


Effortless Antimagic: The Antimage at level 20, uses no charges for dissipating strike and all Metamagic requirements are lowered by 1 level, and he may apply meta magic feats to the spells stored by antibrand when casting them

 

 

OgreWattage

OgreWattage

|W|I|P|

"you can't judge something when it's not done "

Some guy probably

Antimage


Some mages focus on creating spells weaving threads of magic into each other, knitting incantations and realty, pulling energy together to throw fireballs and beams of ice. While warriors use their strength and force of will to drive threw ranks of enemies sending foes scattering in various directions, creating waves of carnage. An Antimage is some what in between these two images, using steel to swat fire and magic away, and using their own power to rip apart the careful creations of mages, using the left over magical fuel to wrap their weapons in cracking energy, or themselves in armor of runes, or enhancing their body to leap over the choas of the battle field. Sometimes confuse them with madmen, others monk, while master's of the arcane craft often describe what magic they can use as primitive knowing just enough to steal it from others and aim it somewhere else.

Antimages are where martial ability, and all practices of magic converge, as being a utilitarian. taking what they needed from multiple practices as the role was created, The antimagic abilities come from strange inheritance like a sorcerer, while using the left over magic of other spells is closer to a wizard's abilities as it requires study and training, and finally they commune with ancestors and the spiritual world like mediums to gain access to martial apex weapons, while the serenity comes from becoming one with their environment like druids. This makes antimage's sometimes respected, other times distrusted as they have thier finger in nearly all magical disciplines.

Role: the Antimage is a versatile class specializing in countering, reflecting, and suppressing magic through the use of Anti-magic charges. They serve as front-line combatants, taking on roles such as a resilient magic tank, a potent martial damage dealer, and an enigmatic presence in social settings. Their Anti-magic abilities enable them to create protective fields, reflect enemy spells, and empower their attacks with nullifying energy, making them formidable adversaries against magic-wielding foes. While their unsettling aura may deter some mages, the Antimage's unique blend of defensive and offensive magical talents makes them invaluable assets to any adventuring party.

Alignment: Can not be Neutral on the chaos/lawful axis

Hit Die: 1d10

Starting Wealth: 4d6 × 10 gp (average 140 gp.) In addition, each character begins play with an outfit worth 10 gp or less.


Class Skills

Skill Ranks per Level: 4 + Int modifier.

The Antimage's class skills are Acrobatics (Dex),  Bluff (Cha),Diplomacy Craft (Int), Fly (Dex),  Knowledge (arcana) (Int), Linguistics(int), Perception (Wis), Perform (Cha), Profession (Wis),Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), and Use Magic Device (Cha).

Level BAB Fort save Ref save Will save Special Anticharges
0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +1 +0 +2 +2 Hatefulcraft, Dispelling strike, Shield of Ego 3 1 ──  ──   ──   ──   ──   ──   ──   ── 
2nd +2 +0 +3 +3   4 2 ──  ──   ──   ──   ──   ──   ──   ── 
3rd +3 +1 +3 +3   4 2 1  ──   ──   ──   ──   ──   ──   ── 
4th +4 +1 +4 +4 Edge of Ego 4 3 2  ──   ──   ──   ──   ──   ──   ── 
5th +5 +1 +4 +4   4 3 2 1  ──   ──   ──   ──   ──   ── 
6th +6/+1 +2 +5 +5 Antibrand, Tools of the Trade, 4 3 3 2  ──   ──   ──   ──   ──   ── 
7th +7/+2 +2 +5 +5   4 4 3 2 1  ──   ──   ──   ──   ── 
8th +8/+3 +2 +6 +6   4 4 3 3 2  ──   ──   ──   ──   ── 
9th +9/+4 +3 +6 +6   4 4 4 3 2 1  ──   ──   ──   ── 
10th +10/+5 +3 +7 +7   4 4 4 3 3 2  ──   ──   ──   ── 
11th +11/+6/+1 +3 +7 +7 Tools of the trade 4 4 4 4 3 2 1  ──   ──   ── 
12th +12/+7/+2 +4 +8 +8   4 4 4 4 3 3 2  ──   ──   ── 
13th +13/+8/+3 +4 +8 +8   4 4 4 4 4 3 2 1  ──   ── 
14th +14/+9/+4 +4 +9 +9   4 4 4 4 4 3 3 2  ──   ── 
15th +15/+10/+5 +5 +9 +9   4 4 4 4 4 4 3 2 1  ── 
16th +16/+11/+6/+1 +5 +10 +10   4 4 4 4 4 4 3 3 2  ── 
17th +17/+12/+7/+2 +5 +10 +10   4 4 4 4 4 4 4 3 2 1
18th +18/+13/+8/+3 +6 +11 +11   4 4 4 4 4 4 4 3 3 2
19th +19/+14/+9/+4 +6 +11 +11   4 4 4 4 4 4 4 4 3 3
20th +20/+15/+10/+5 +6 +12 +12 S 4 4 4 4 4 4 4 4 4 4

Weapon and Armor Proficiency


Antimage's are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor. An Antimage is proficient with shields, but not tower shields. as the weight can cause counters to miss their marks. Armor interferes with a Anti-mage's movements, which can cause him to loose his AC bonus.


Shield of Ego: as long as the Antimage is of light burden he gains half his charisma modifier, and half his Intellect modifier to his AC, In addition at level 5, and every 5 levels after that he receives a +1 bonus to his ac to a max of +4. Armor interferes with a Anti-mage's movements, which can cause him to loose his AC bonus.

Martial Apex: The Antimage, to reflect the martial flexibility and variety at first level chooses 5 weapons from a single fighter weapon group. He gains proficiencies with the chosen weapons. At level 3, and every 3rd level after he can choose one additional weapon from a fighter weapon group, he can not choose any weapon from the same fighter weapon group consecutively When an antimage levels he may choose to trade 1 weapon for another weapon.

Edge of Ego: At level 4 The Antimage gains half of his intelligence modifier added to his hit, and half his charisma modifier to his damage. This applies to the touch attack required for the antimage to counter non ranged touch attack spells, or self targeting spells. This ability only applies to apex weapons chosen by the antimage.


Arcane Defuser: The weapons an antimage uses is considered his Arcane Defuser and is used to preform dispelling counter.

Anticharged Resistance: The Antimage gains spell resistance due to the magic disrupting that he is infused with, the spell resistance is equal to his antimage level + cha mod. At the beginning of his day the Antimage much select who(if any) can ignore his spell resistance, and once chosen this can not change until his next 8 hour rest.

Hatefulcraft:  At 1st level a Antimage receives half his antimage level +3 to his spellcraft when identifying a spell. At level 3 he can add this bonus when identifying a magic item.


Antimagic


an antimage receives a number of Anticharges per day, these anticharges are of various level, not unlike spells. In the sense of that the charges have particular levels. Similar to the spell casting ability of other classes, they can receive a bonus number of these charges from having a high intelligence. These are not considered spell slots despite the similarities. These anti charges are considered all spells of equal level, at all times for the purpose of countering spells. The dispelling strike replaces the counterspell mechanic.

At beginning of a day a Antimage can choose two schools of magic that he is always considered ready for the purpose of preforming a counterspell/dispelling strike against. One of these selected schools has offended the Antimage more so then most, and is his primary Anthesis, while the other school is considered his Secondary Anthesis. The antimage can counter a number of spells in a round equal to his Intelligence modifier. This ability counts as "Combat reflexes" for the purpose of qualifying or feats, but does not grant the feat . At 3rd level the Antimage's Anthesis schools when countered grant him the matching Taste of knowledge. The antimage in order to recharge his anticharges needs to rest or a full 8 hours uninterrupted rest.

However The Antimage sometimes have to hunt mages over great distances, and sometimes there is not enough time for sleep, and instead of resting for 8 hours an antimage can rest for 1 hour to gain half of all anticharges 4th level and lower, during this he cannot change any other selection of other skills., and once the antimage does this, they can not rest again for another 24 hours. ie: cant choose new people to bypass his Magic resistance, nor designate new schools for his primary or secondary schools,.

Taste of Knowledge: when ever the Antimage counters a spell of a particular school he gets said effects. All spells assume caster level of the enemy caster for effects that specify such including their DCs for it.

Abjuration: Gains acid, cold, fire, electricity, or sonic resistance equal to 2 per spell level, plus his cha modifier 
Conjuration: Gains a deflection bonus to AC equal to +1 for half of the spell level plus the anti magi's charisma modifier 
Divination: Gains the effects of detect chaos/evil/good/law/magic 
Enchantment: Grants the effects of the spell heroism for a number of rounds equal to spell level + cha modifier 
Evocation: Inflicts an amount of damage equal to the spell’s level and the Antimage's charisma modifier upon the spell’s caster.
Illusion: Grants the effects of invisibility, for a number of rounds equal to spell level plus the cha modifier  This effect ends as per the spell.
Necromancy: The spell's caster goes under the effect of steal voice number of rounds equal to spell level plus charisma modifier 
Transmutation: Gains an enhancement bonus on + 2 to str for every 2 level of the spell with charisma mod with a minimum of +2

At level 8 the antimage can choose one more secondary school for his schools of Anthesis

At level 15, the Antimage may choose one more primary school per day, for a total of four schools.

Tools of the trade: The antimage will not be denied his prey, and because of this he can apply a set of magical weapon abilities to assist him in the hunt. He can ignore the +1 requirement to add the following abilities by sacrificing an anticharge as a swift action, the abilities applied last 1 minute per charge + Charisma modifier. the first set of abilities are Dispelling, Glamered, Planar, Mimetic, Unaligned, and Ghost touch, At level 11 they gain the following abilities to the list of abilities they can add Anchoring, Dispelling burst, Phase locking, and Negating.

 

 

 


Anticharged Counters


Dispelling swipe: The Antimage when a attack spell is cast by a foe, if the Antimage has an Anticharge in the pool, and the target/square area of effect of the spell is within half of the Antimage's movement speed + 5ft for every level of Antimage he possesses, then he can attempt a dispelling swipe. The Antimage moves to any square between the caster and the target of the spell, and make a attack against the spell, it's DC plus spell level being the AC of the spell and if the Antimage hits the spell. He can only attempt this against attack spells with range.

If the antimage misses the strike, the antimage then becomes the target of the spell, the spell looses 1 caster level and the caster can choose a new target for the spell.

Example 

Example original spell had 2 target squares, so the caster chooses 3 squares, each square gets 1-33,34-66, 67-99, with the antimage being 100.

 

Perfect strike: At level 5 if the Antimage preforms a successful dissipating strike he may reflect the spell back on its caster, the spell would only effect the caster.

Powerful Dissipation: At level 10, the Antimage gains one metamagic feat, and he can apply a metamagic feat that increases the level of the spell by 1, when doing so he must apply a antimagic charge to the strike that is equal in level to metamagic feat level increase. The level of metamagic feat that can be applied goes up by 1 every 3 levels. However this does not grant them a extra meta magic feat, instead he antimage may trade a metamagic feat they know for a diffrent one at these levels.


Mage Hunt


If a spell is cast with in sight of the antimage the antimage can start a mage hunt, giving him various bonuses towards the caster, when attacking the caster, he gets his full intelligence modifier on his attack and his full charisma modifier applied his weapon for damage when attacking the caster., and when being attacked by the target of the mage hunt, he gains his full intelligence, and full charisma modifier, the antimage gains Evasion like the rogue ability of the same name, for spells only. At 4th level and every 4 levels after the antimage can do this one more time a day.

 

 


Dregs

The antimage as he grows in his skill he is able to perceive, absorb and manipulate the residue of magic., called Dregs, and he can learn how to always break a spell in that particular way, causing Dreg defects to form, and as he gets to a higher knoledge level he can gather even greater versions of these dregs. At 1st level and every three levels there after Anti mages may choose 1 from the lesser dreg list, and starting at level 10 he can choose from from the major Dreg list as well. (1st/1 | 4th/2 | 7th/3| 10/4/1 | 13/5/2 | 16/6/3 | and |19/7/4|

Lesser Dregs

Dregs of Training: Gives the Antimage weapon training with all his apex weapons.

Dregs of combat: A antimage may choose 1 combat feat to learn, me must meet the requirements of the feat till.

Dregs of Stories: You make take a non-combat, non skill affecting feat. You must meet its prerequisite. You make take this Dreg more then once

Dregs of Lessons: You make take a skill related, non combat feat. You must meet its prerequisite. You make take this Dreg more then once .

Dregs of the familiar : The antimage must be level 6 to choose this. This allows the Antimage to gain a familiar Similar to the wizard's class feature, at 4 levels lower.

Dregs of Finesse: A antimage gains the feat "Weapon finesse" with one weapon from his apex list.

Dregs of Reduction: Replaces the energy resistance gained from countering an abjuration with DR changing the number he gets per spell level to 1. This must be decided before countering a spell.

Dregs of Duality: give the anti mage Two weapon fighting.

Dregs of learning: Allows the Anti mage to choose a spell that if he were a Wizard, Druid, Cleric, or Kineticist of 2 casters levels lower with using charisma for the casting stat, to replace a school effect in the "Taste of knowledge " with another Spell from that school. The Antimage has to be Level 4 or higher to choose this Derg.

Dregs of ranged: Forgoing the bonuses of the apex weapon, this allows the antimage to counter a spell at double his normal range, but has to use a charge slot that is 2 levels higher than the counted spell, treat the attack as a ranged touch attack vs the dc of the spell.

Dregs of focus: Allows the antimage to take a feat of spell focus for a school, and the bonuses gained are applied to the attack roll veres that paticular kind of spell, For counter swipe. While under Void Null this bonus is doubled.

Dregs of Annex: Replace the DC of the spell he is countering with his own Class level and DC, this applies on all Taste of Knowledge bonuses and buffs applied

Dregs of Magic meta'd: Allows the anti mage to learn one Metamagic feat (As long as he meets the requirements for it, With half his class level counting for ranks in a skill, as well as Dregs of Focus counting for spell focus ) and to apply to his counters, the additional spell levels have to be fulfilled by another slot for the total to equal out the required spell level for the altered magic, a higher slot can not be used alone. Also as long as they have not taken this dreg again or learned any other meta magic feat they can change out the last meta magic feat the learned at any level. This can be taken more then once, the antimage must be level 10 to take this dreg. (IE a 5th level spell is cast, The antimage choose to apply maximise spell to counter spell. Therefore they must use a 5th and a 3rd level charge. )

Dregs of Hubris; This will cause Dregs to use the Antimages level as a caster level instead of the person he's counterig.

Dregs of Movement; This allows the antimage to use a spell charge to enforce his body for Stressful activities, for every level of charge given he gets a +2 per charge level to the of these skills; Acrobatics. Climb, and swim for any 1 dice roll. .

Dregs of Reflection: This allows the antimage to use a spell charge to enforce his memory for Stressful activities, for every level of charge given he gets a +2 per charge level to the of these skills; Knowledge (arcana), Knowledge (history) Knowledge (geography) Knowledge (nobility) for any 1 dice roll.

Dreg of Thoughtful strike: The antimagi can use a 1st level anticharge to add intelligence modifer to his to hit for one attack Can not be used with Dreg of striking smile

Dreg of thoughtful wound: The antimagi can use a 2nd level anticharge to add intelligence modifer to his to Damage Can not be used with Dreg of Wounding smile.

Dreg of wounding smile: The antimagi can use a 2nd level anticharge to add charisma mod to his to damage. Dreg of thoughtful wound

Dreg of Striking smile: The antimagi can use a 1st level anticharge to add charisma mod to his to hit. Cannot be used with Dreg of Thoughtful Strike

Dreg of Lesser Replenishment: Allows the antimage to use a countered spell as fuel for his anticharge. Allows the Antimagi to get 1 charge back equal to 2 level lower then the spell countered.

Dreg of Replenishment: Allows the antimage to use a countered spell as fuel for his anticharge. Allows the Antimagi to get 1 charge back equal to 1 level lower then the spell countered. Prereq Dreg of Lesser Replenishment:

 

Major Dregs

Dregs of blade turning aura: This adds AC equal to half the Antimages spell resistance to his bonus from Armor of thought class feature 2 rounds for every level of any spell countered.

Dregs of chase: After a successful spellcounter, a number of times equal to half the Antimages Class level they can choose to teleport to a point with in melee range of the caster only if they are with in 30 feet+5 per class level +Cha modifer and make a attack of opportunity at full base attack bonus.

Dreg of Empower: He can empower any one of his apex weapons with magical enchantments for the day. The Antimage must scraficring 2 Antimagic charges of the same level to give his apex weapon an enchantment, where the matching charge level is the enchantment level or ew he gets from the effect. He sacrifices two lvl 3 charges and will get a lvl 3 enchantment. This has to be declared at the beginning of the day.

Dregs of Gorging: He may scrafice a charge of two level higher to pull the spell into his weapon giving it a random magic weapon effect, for every 2 spell levels gives one enhancement point

Dreg of Hunter's Choice: A antimage can choose 1 school of magic and treat all spells of that type as a another chosen school. This can only be choosen 1 time for every 5 levels above 10.

Dreg of Major Replenishment: Allows the antimage to use a countered spell as fuel for his anticharge. Allows the Antimagi to get 1 charge back equal to the spell countered, or 2 spells 1 level lower, or 3, 2 levels lower, or 4, 3 levels lower. prereq: Dreg of Replenishment


Effortless Antimagic: The Antimage at level 20, uses no charges for dissipating strike and all Metamagic requirements are lowered by 1 level, and he may apply meta magic feats to the spells stored by antibrand when casting them

 

 

OgreWattage

OgreWattage

|W|I|P|

"you can't judge something when it's not done "

Some guy probably

Antimage


Some mages focus on creating spells weaving threads of magic into each other, knitting incantations and realty, pulling energy together to throw fireballs and beams of ice. While warriors use their strength and force of will to drive threw ranks of enemies sending foes scattering in various directions, creating waves of carnage. An Antimage is some what in between these two images, using steel to swat fire and magic away, and using their own power to rip apart the careful creations of mages, using the left over magical fuel to wrap their weapons in cracking energy, or themselves in armor of runes, or enhancing their body to leap over the choas of the battle field. Sometimes confuse them with madmen, others monk, while master's of the arcane craft often describe what magic they can use as primitive knowing just enough to steal it from others and aim it somewhere else.

Antimages are where martial ability, and all practices of magic converge, as being a utilitarian. taking what they needed from multiple practices as the role was created, The antimagic abilities come from strange inheritance like a sorcerer, while using the left over magic of other spells is closer to a wizard's abilities as it requires study and training, and finally they commune with ancestors and the spiritual world like mediums to gain access to martial apex weapons, while the serenity comes from becoming one with their environment like druids. This makes antimage's sometimes respected, other times distrusted as they have thier finger in nearly all magical disciplines.

Role: the Antimage is a versatile class specializing in countering, reflecting, and suppressing magic through the use of Anti-magic charges. They serve as front-line combatants, taking on roles such as a resilient magic tank, a potent martial damage dealer, and an enigmatic presence in social settings. Their Anti-magic abilities enable them to create protective fields, reflect enemy spells, and empower their attacks with nullifying energy, making them formidable adversaries against magic-wielding foes. While their unsettling aura may deter some mages, the Antimage's unique blend of defensive and offensive magical talents makes them invaluable assets to any adventuring party.

Alignment: Can not be Neutral on the chaos/lawful axis

Hit Die: 1d10

Starting Wealth: 4d6 × 10 gp (average 140 gp.) In addition, each character begins play with an outfit worth 10 gp or less.


Class Skills

Skill Ranks per Level: 4 + Int modifier.

The Antimage's class skills are Acrobatics (Dex),  Bluff (Cha),Diplomacy Craft (Int), Fly (Dex),  Knowledge (arcana) (Int), Linguistics(int), Perception (Wis), Perform (Cha), Profession (Wis),Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), and Use Magic Device (Cha).

Level BAB Fort save Ref save Will save Special Anticharges
0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +1 +0 +2 +2 Hatefulcraft, Dispelling strike, Shield of Ego 3 1 ──  ──   ──   ──   ──   ──   ──   ── 
2nd +2 +0 +3 +3   4 2 ──  ──   ──   ──   ──   ──   ──   ── 
3rd +3 +1 +3 +3   4 2 1  ──   ──   ──   ──   ──   ──   ── 
4th +4 +1 +4 +4 Edge of Ego 4 3 2  ──   ──   ──   ──   ──   ──   ── 
5th +5 +1 +4 +4   4 3 2 1  ──   ──   ──   ──   ──   ── 
6th +6/+1 +2 +5 +5 Antibrand, Tools of the Trade, 4 3 3 2  ──   ──   ──   ──   ──   ── 
7th +7/+2 +2 +5 +5   4 4 3 2 1  ──   ──   ──   ──   ── 
8th +8/+3 +2 +6 +6   4 4 3 3 2  ──   ──   ──   ──   ── 
9th +9/+4 +3 +6 +6   4 4 4 3 2 1  ──   ──   ──   ── 
10th +10/+5 +3 +7 +7   4 4 4 3 3 2  ──   ──   ──   ── 
11th +11/+6/+1 +3 +7 +7 Tools of the trade 4 4 4 4 3 2 1  ──   ──   ── 
12th +12/+7/+2 +4 +8 +8   4 4 4 4 3 3 2  ──   ──   ── 
13th +13/+8/+3 +4 +8 +8   4 4 4 4 4 3 2 1  ──   ── 
14th +14/+9/+4 +4 +9 +9   4 4 4 4 4 3 3 2  ──   ── 
15th +15/+10/+5 +5 +9 +9   4 4 4 4 4 4 3 2 1  ── 
16th +16/+11/+6/+1 +5 +10 +10   4 4 4 4 4 4 3 3 2  ── 
17th +17/+12/+7/+2 +5 +10 +10   4 4 4 4 4 4 4 3 2 1
18th +18/+13/+8/+3 +6 +11 +11   4 4 4 4 4 4 4 3 3 2
19th +19/+14/+9/+4 +6 +11 +11   4 4 4 4 4 4 4 4 3 3
20th +20/+15/+10/+5 +6 +12 +12 S 4 4 4 4 4 4 4 4 4 4

Weapon and Armor Proficiency


Antimage's are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor. An Antimage is proficient with shields, but not tower shields. as the weight can cause counters to miss their marks. Armor interferes with a Anti-mage's movements, which can cause him to loose his AC bonus.


Shield of Ego: as long as the Antimage is of light burden he gains half his charisma modifier, and half his Intellect modifier to his AC, In addition at level 5, and every 5 levels after that he receives a +1 bonus to his ac to a max of +4. Armor interferes with a Anti-mage's movements, which can cause him to loose his AC bonus.

Martial Apex: The Antimage, to reflect the martial flexibility and variety at first level chooses 5 weapons from a single fighter weapon group. He gains proficiencies with the chosen weapons. At level 3, and every 3rd level after he can choose another weapon from a fighter weapon group, he can not choose any weapon from the same fighter weapon group consecutively When an antimage levels he may choose to trade 1 weapon for another weapon.

Edge of Ego: At level 4 The Antimage gains half of his intelligence modifier added to his hit, and half his charisma modifier to his damage. This applies to the touch attack required for the antimage to counter non ranged touch attack spells, or self targeting spells. This ability only applies to apex weapons chosen by the antimage.


Arcane Defuser: The weapons an antimage uses is considered his Arcane Defuser and is used to preform many of the antimage's various abilities, if the antimage looses contact with his arcane defuser during Serenity, then it stops immediately, and counts as if he used two more rounds of Null void, in addition the Anti-mage gains the sickened condition equal to twice the rounds he used Serenity, , and with the weapon he lost contact with can not be used as his arcane defuser until he can rest for 8 hours.

Anticharged Resistance: The Antimage gains spell resistance due to the magic disrupting that he is infused with, the spell resistance is equal to his antimage level + cha mod. At the beginning of his day the Antimage much select who(if any) can ignore his spell resistance, and once chosen this can not change until his next 8 hour rest.

Hatefulcraft:  At 1st level a Antimage receives half his antimage level +3 to his spellcraft when identifying a spell. At level 3 he can add this bonus when identifying a magic item.


Antimagic


an antimage receives a number of Anticharges per day, these anticharges are of various level, not unlike spells. In the sense of that the charges have particular levels. Similar to the spell casting ability of other classes, they can receive a bonus number of these charges from having a high intelligence. These are not considered spell slots despite the similarities. These anti charges are considered all spells of equal level, at all times for the purpose of countering spells. The dispelling strike replaces the counterspell mechanic.

At beginning of a day a Antimage can choose two schools of magic that he is always considered ready for the purpose of preforming a counterspell/dispelling strike against. One of these selected schools has offended the Antimage more so then most, and is his primary Anthesis, while the other school is considered his Secondary Anthesis. The antimage can counter a number of spells in a round equal to his Intelligence modifier. This ability counts as "Combat reflexes" for the purpose of qualifying or feats, but does not grant the feat . At 3rd level the Antimage's Anthesis schools when countered grant him the matching Taste of knowledge. The antimage in order to recharge his anticharges needs to rest or a full 8 hours uninterrupted rest.

However The Antimage sometimes have to hunt mages over great distances, and sometimes there is not enough time for sleep, and instead of resting for 8 hours an antimage can rest for 1 hour to gain half of all anticharges 4th level and lower, during this he cannot change any other selection of other skills., and once the antimage does this, they can not rest again for another 24 hours. ie: cant choose new people to bypass his Magic resistance, nor designate new schools for his primary or secondary schools,.

Taste of Knowledge: when ever the Antimage counters a spell of a particular school he gets said effects. All spells assume caster level of the enemy caster for effects that specify such including their DCs for it.

Abjuration: Gains acid, cold, fire, electricity, or sonic resistance equal to 2 per spell level, plus his cha modifier 
Conjuration: Gains a deflection bonus to AC equal to +1 for half of the spell level plus the anti magi's charisma modifier 
Divination: Gains the effects of detect chaos/evil/good/law/magic 
Enchantment: Grants the effects of the spell heroism for a number of rounds equal to spell level + cha modifier 
Evocation: Inflicts an amount of damage equal to the spell’s level and the Antimage's charisma modifier upon the spell’s caster.
Illusion: Grants the effects of invisibility, for a number of rounds equal to spell level plus the cha modifier  This effect ends as per the spell.
Necromancy: The spell's caster goes under the effect of steal voice number of rounds equal to spell level plus charisma modifier 
Transmutation: Gains an enhancement bonus on + 2 to str for every 2 level of the spell with charisma mod with a minimum of +2

At level 8 the antimage can choose one more secondary school for his schools of Anthesis

At level 15, the Antimage may choose one more primary school per day, for a total of four schools.

Tools of the trade: The antimage will not be denied his prey, and because of this he can apply a set of magical weapon abilities to assist him in the hunt. He can ignore the +1 requirement to add the following abilities by sacrificing an anticharge as a swift action, the abilities applied last 1 minute per charge + Charisma modifier. the first set of abilities are Dispelling, Glamered, Planar, Mimetic, Unaligned, and Ghost touch, At level 11 they gain the following abilities to the list of abilities they can add Anchoring, Dispelling burst, Phase locking, and Negating.

 

 

 


Anticharged Counters


Dispelling swipe: The Antimage when a attack spell is cast by a foe, if the Antimage has an Anticharge in the pool, and the target/square area of effect of the spell is within half of the Antimage's movement speed + 5ft for every level of Antimage he possesses, then he can attempt a dispelling swipe. The Antimage moves to any square between the caster and the target of the spell, and make a attack against the spell, it's DC plus spell level being the AC of the spell and if the Antimage hits the spell. He can only attempt this against attack spells with range.

If the antimage misses the strike, the antimage then becomes the target of the spell, the spell looses 1 caster level and the caster can choose a new target for the spell.

Example 

Example original spell had 2 target squares, so the caster chooses 3 squares, each square gets 1-33,34-66, 67-99, with the antimage being 100.

 

Perfect strike: At level 5 if the Antimage preforms a successful dissipating strike he may reflect the spell back on its caster, the spell would only effect the caster.

Powerful Dissipation: At level 10, the Antimage gains one metamagic feat, and he can apply a metamagic feat that increases the level of the spell by 1, when doing so he must apply a antimagic charge to the strike that is equal in level to metamagic feat level increase. The level of metamagic feat that can be applied goes up by 1 every 3 levels. However this does not grant them a extra meta magic feat, instead he antimage may trade a metamagic feat they know for a diffrent one at these levels.


Mage Hunt


If a spell is cast with in sight of the antimage the antimage can start a mage hunt, giving him various bonuses towards the caster, when attacking the caster, he gets his full intelligence modifier on his attack and his full charisma modifier applied his weapon for damage when attacking the caster., and when being attacked by the target of the mage hunt, he gains his full intelligence, and full charisma modifier, the antimage gains Evasion like the rogue ability of the same name, for spells only. At 4th level and every 4 levels after the antimage can do this one more time a day.

 

 


Dregs

The antimage as he grows in his skill he is able to perceive, absorb and manipulate the residue of magic., called Dregs, and he can learn how to always break a spell in that particular way, causing Dreg defects to form, and as he gets to a higher knoledge level he can gather even greater versions of these dregs. At 1st level and every three levels there after Anti mages may choose 1 from the lesser dreg list, and starting at level 10 he can choose from from the major Dreg list as well. (1st/1 | 4th/2 | 7th/3| 10/4/1 | 13/5/2 | 16/6/3 | and |19/7/4|

Lesser Dregs

Dregs of Training: Gives the Antimage weapon training with all his apex weapons.

Dregs of combat: A antimage may choose 1 combat feat to learn, me must meet the requirements of the feat till.

Dregs of Stories: You make take a non-combat, non skill affecting feat. You must meet its prerequisite. You make take this Dreg more then once

Dregs of Lessons: You make take a skill related, non combat feat. You must meet its prerequisite. You make take this Dreg more then once .

Dregs of the familiar : The antimage must be level 6 to choose this. This allows the Antimage to gain a familiar Similar to the wizard's class feature, at 4 levels lower.

Dregs of Finesse: A antimage gains the feat "Weapon finesse" with one weapon from his apex list.

Dregs of Reduction: Replaces the energy resistance gained from countering an abjuration with DR changing the number he gets per spell level to 1. This must be decided before countering a spell.

Dregs of Duality: give the anti mage Two weapon fighting.

Dregs of learning: Allows the Anti mage to choose a spell that if he were a Wizard, Druid, Cleric, or Kineticist of 2 casters levels lower with using charisma for the casting stat, to replace a school effect in the "Taste of knowledge " with another Spell from that school. The Antimage has to be Level 4 or higher to choose this Derg.

Dregs of ranged: Forgoing the bonuses of the apex weapon, this allows the antimage to counter a spell at double his normal range, but has to use a charge slot that is 2 levels higher than the counted spell, treat the attack as a ranged touch attack vs the dc of the spell.

Dregs of focus: Allows the antimage to take a feat of spell focus for a school, and the bonuses gained are applied to the attack roll veres that paticular kind of spell, For counter swipe. While under Void Null this bonus is doubled.

Dregs of Annex: Replace the DC of the spell he is countering with his own Class level and DC, this applies on all Taste of Knowledge bonuses and buffs applied

Dregs of Magic meta'd: Allows the anti mage to learn one Metamagic feat (As long as he meets the requirements for it, With half his class level counting for ranks in a skill, as well as Dregs of Focus counting for spell focus ) and to apply to his counters, the additional spell levels have to be fulfilled by another slot for the total to equal out the required spell level for the altered magic, a higher slot can not be used alone. Also as long as they have not taken this dreg again or learned any other meta magic feat they can change out the last meta magic feat the learned at any level. This can be taken more then once, the antimage must be level 10 to take this dreg. (IE a 5th level spell is cast, The antimage choose to apply maximise spell to counter spell. Therefore they must use a 5th and a 3rd level charge. )

Dregs of Hubris; This will cause Dregs to use the Antimages level as a caster level instead of the person he's counterig.

Dregs of Movement; This allows the antimage to use a spell charge to enforce his body for Stressful activities, for every level of charge given he gets a +2 per charge level to the of these skills; Acrobatics. Climb, and swim for any 1 dice roll. .

Dregs of Reflection: This allows the antimage to use a spell charge to enforce his memory for Stressful activities, for every level of charge given he gets a +2 per charge level to the of these skills; Knowledge (arcana), Knowledge (history) Knowledge (geography) Knowledge (nobility) for any 1 dice roll.

Dreg of Thoughtful strike: The antimagi can use a 1st level anticharge to add intelligence modifer to his to hit for one attack Can not be used with Dreg of striking smile

Dreg of thoughtful wound: The antimagi can use a 2nd level anticharge to add intelligence modifer to his to Damage Can not be used with Dreg of Wounding smile.

Dreg of wounding smile: The antimagi can use a 2nd level anticharge to add charisma mod to his to damage. Dreg of thoughtful wound

Dreg of Striking smile: The antimagi can use a 1st level anticharge to add charisma mod to his to hit. Cannot be used with Dreg of Thoughtful Strike

Dreg of Lesser Replenishment: Allows the antimage to use a countered spell as fuel for his anticharge. Allows the Antimagi to get 1 charge back equal to 2 level lower then the spell countered.

Dreg of Replenishment: Allows the antimage to use a countered spell as fuel for his anticharge. Allows the Antimagi to get 1 charge back equal to 1 level lower then the spell countered. Prereq Dreg of Lesser Replenishment:

 

Major Dregs

Dregs of blade turning aura: This adds AC equal to half the Antimages spell resistance to his bonus from Armor of thought class feature 2 rounds for every level of any spell countered.

Dregs of chase: After a successful spellcounter, a number of times equal to half the Antimages Class level they can choose to teleport to a point with in melee range of the caster only if they are with in 30 feet+5 per class level +Cha modifer and make a attack of opportunity at full base attack bonus.

Dreg of Empower: He can empower any one of his apex weapons with magical enchantments for the day. The Antimage must scraficring 2 Antimagic charges of the same level to give his apex weapon an enchantment, where the matching charge level is the enchantment level or ew he gets from the effect. He sacrifices two lvl 3 charges and will get a lvl 3 enchantment. This has to be declared at the beginning of the day.

Dregs of Gorging: He may scrafice a charge of two level higher to pull the spell into his weapon giving it a random magic weapon effect, for every 2 spell levels gives one enhancement point

Dreg of Hunter's Choice: A antimage can choose 1 school of magic and treat all spells of that type as a another chosen school. This can only be choosen 1 time for every 5 levels above 10.

Dreg of Major Replenishment: Allows the antimage to use a countered spell as fuel for his anticharge. Allows the Antimagi to get 1 charge back equal to the spell countered, or 2 spells 1 level lower, or 3, 2 levels lower, or 4, 3 levels lower. prereq: Dreg of Replenishment


Effortless Antimagic: The Antimage at level 20, uses no charges for dissipating strike and all Metamagic requirements are lowered by 1 level, and he may apply meta magic feats to the spells stored by antibrand when casting them

 

 

OgreWattage

OgreWattage

|W|I|P|

"you can't judge something when it's not done "

Some guy probably

Antimage


Some mages focus on creating spells weaving threads of magic into each other, knitting incantations and realty, pulling energy together to throw fireballs and beams of ice. While warriors use their strength and force of will to drive threw ranks of enemies sending foes scattering in various directions, creating waves of carnage. An Antimage is some what in between these two images, using steel to swat fire and magic away, and using their own power to rip apart the careful creations of mages, using the left over magical fuel to wrap their weapons in cracking energy, or themselves in armor of runes, or enhancing their body to leap over the choas of the battle field. Sometimes confuse them with madmen, others monk, while master's of the arcane craft often describe what magic they can use as primitive knowing just enough to steal it from others and aim it somewhere else.

Antimages are where martial ability, and all practices of magic converge, as being a utilitarian. taking what they needed from multiple practices as the role was created, The antimagic abilities come from strange inheritance like a sorcerer, while using the left over magic of other spells is closer to a wizard's abilities as it requires study and training, and finally they commune with ancestors and the spiritual world like mediums to gain access to martial apex weapons, while the serenity comes from becoming one with their environment like druids. This makes antimage's sometimes respected, other times distrusted as they have thier finger in nearly all magical disciplines.

Role: the Antimage is a versatile class specializing in countering, reflecting, and suppressing magic through the use of Anti-magic charges. They serve as front-line combatants, taking on roles such as a resilient magic tank, a potent martial damage dealer, and an enigmatic presence in social settings. Their Anti-magic abilities enable them to create protective fields, reflect enemy spells, and empower their attacks with nullifying energy, making them formidable adversaries against magic-wielding foes. While their unsettling aura may deter some mages, the Antimage's unique blend of defensive and offensive magical talents makes them invaluable assets to any adventuring party.

Alignment: Can not be Neutral on the chaos/lawful axis

Hit Die: 1d10

Starting Wealth: 4d6 × 10 gp (average 140 gp.) In addition, each character begins play with an outfit worth 10 gp or less.


Class Skills

Skill Ranks per Level: 4 + Int modifier.

The Antimage's class skills are Acrobatics (Dex),  Bluff (Cha),Diplomacy Craft (Int), Fly (Dex),  Knowledge (arcana) (Int), Linguistics(int), Perception (Wis), Perform (Cha), Profession (Wis),Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), and Use Magic Device (Cha).

Level BAB Fort save Ref save Will save Special Anticharges
0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +1 +0 +2 +2 Hatefulcraft, Dispelling strike, Shield of Ego 3 1 ──  ──   ──   ──   ──   ──   ──   ── 
2nd +2 +0 +3 +3   4 2 ──  ──   ──   ──   ──   ──   ──   ── 
3rd +3 +1 +3 +3   4 2 1  ──   ──   ──   ──   ──   ──   ── 
4th +4 +1 +4 +4 Edge of Ego 4 3 2  ──   ──   ──   ──   ──   ──   ── 
5th +5 +1 +4 +4   4 3 2 1  ──   ──   ──   ──   ──   ── 
6th +6/+1 +2 +5 +5 Antibrand, Tools of the Trade, 4 3 3 2  ──   ──   ──   ──   ──   ── 
7th +7/+2 +2 +5 +5   4 4 3 2 1  ──   ──   ──   ──   ── 
8th +8/+3 +2 +6 +6   4 4 3 3 2  ──   ──   ──   ──   ── 
9th +9/+4 +3 +6 +6   4 4 4 3 2 1  ──   ──   ──   ── 
10th +10/+5 +3 +7 +7   4 4 4 3 3 2  ──   ──   ──   ── 
11th +11/+6/+1 +3 +7 +7 Tools of the trade 4 4 4 4 3 2 1  ──   ──   ── 
12th +12/+7/+2 +4 +8 +8   4 4 4 4 3 3 2  ──   ──   ── 
13th +13/+8/+3 +4 +8 +8   4 4 4 4 4 3 2 1  ──   ── 
14th +14/+9/+4 +4 +9 +9   4 4 4 4 4 3 3 2  ──   ── 
15th +15/+10/+5 +5 +9 +9   4 4 4 4 4 4 3 2 1  ── 
16th +16/+11/+6/+1 +5 +10 +10   4 4 4 4 4 4 3 3 2  ── 
17th +17/+12/+7/+2 +5 +10 +10   4 4 4 4 4 4 4 3 2 1
18th +18/+13/+8/+3 +6 +11 +11   4 4 4 4 4 4 4 3 3 2
19th +19/+14/+9/+4 +6 +11 +11   4 4 4 4 4 4 4 4 3 3
20th +20/+15/+10/+5 +6 +12 +12 S 4 4 4 4 4 4 4 4 4 4

Weapon and Armor Proficiency


Antimage's are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor. An Antimage is proficient with shields, but not tower shields. as the weight can cause counters to miss their marks. Armor interferes with a Anti-mage's movements, which can cause him to loose his AC bonus.


Shield of Ego: as long as the Antimage is of light burden he gains half his charisma modifier, and half his Intellect modifier to his AC, In addition at level 5, and every 5 levels after that he receives a +1 bonus to his ac to a max of +4. Armor interferes with a Anti-mage's movements, which can cause him to loose his AC bonus.

Martial Apex: The Antimage, to reflect the martial flexibility and variety at first level chooses 5 weapons from a single fighter weapon group. He gains proficiencies with the chosen weapons. At level 3, and every 3rd level after he can choose another weapon from a fighter weapon group, he can not choose any weapon from the same fighter weapon group consecutively When an antimage levels he may choose to trade 1 weapon for another weapon.

Edge of Ego: At level 4 The Antimage gains half of his intelligence modifier added to his hit, and half his charisma modifier to his damage. This applies to the touch attack required for the antimage to counter non ranged touch attack spells, or self targeting spells. This ability only applies to apex weapons chosen by the antimage.


Arcane Defuser: The weapons an antimage uses is considered his Arcane Defuser and is used to preform many of the antimage's various abilities, if the antimage looses contact with his arcane defuser during Serenity, then it stops immediately, and counts as if he used two more rounds of Null void, in addition the Anti-mage gains the sickened condition equal to twice the rounds he used Serenity, , and with the weapon he lost contact with can not be used as his arcane defuser until he can rest for 8 hours.

Anticharged Resistance: The Antimage gains spell resistance due to the magic disrupting that he is infused with, the spell resistance is equal to his antimage level + cha mod. At the beginning of his day the Antimage much select who(if any) can ignore his spell resistance, and once chosen this can not change until his next 8 hour rest.

Hatefulcraft:  At 1st level a Antimage receives+3 to spellcraft when identifying a spell , and adds half their antimage level to spellcraft when trying to identify a spell. At level 3, the bonus also applies when trying to identify the properties of a magical item.  


Antimagic


an antimage receives a number of Anticharges per day, these anticharges are of various level, not unlike spells. In the sense of that the charges have particular levels. Similar to the spell casting ability of other classes, they can receive a bonus number of these charges from having a high intelligence. These are not considered spell slots despite the similarities. These anti charges are considered all spells of equal level, at all times for the purpose of countering spells. The dispelling strike replaces the counterspell mechanic.

At beginning of a day a Antimage can choose two schools of magic that he is always considered ready for the purpose of preforming a counterspell/dispelling strike against. One of these selected schools has offended the Antimage more so then most, and is his primary Anthesis, while the other school is considered his Secondary Anthesis. The antimage can counter a number of spells in a round equal to his Intelligence modifier. This ability counts as "Combat reflexes" for the purpose of qualifying or feats, but does not grant the feat . At 3rd level the Antimage's Anthesis schools when countered grant him the matching Taste of knowledge. The antimage in order to recharge his anticharges needs to rest or a full 8 hours uninterrupted rest.

However The Antimage sometimes have to hunt mages over great distances, and sometimes there is not enough time for sleep, and instead of resting for 8 hours an antimage can rest for 1 hour to gain half of all anticharges 4th level and lower, during this he cannot change any other selection of other skills., and once the antimage does this, they can not rest again for another 24 hours. ie: cant choose new people to bypass his Magic resistance, nor designate new schools for his primary or secondary schools,.

Taste of Knowledge: when ever the Antimage counters a spell of a particular school he gets said effects. All spells assume caster level of the enemy caster for effects that specify such including their DCs for it.

Abjuration: Gains acid, cold, fire, electricity, or sonic resistance equal to 2 per spell level, plus his cha modifier 
Conjuration: Gains a deflection bonus to AC equal to +1 for half of the spell level plus the anti magi's charisma modifier 
Divination: Gains the effects of detect chaos/evil/good/law/magic 
Enchantment: Grants the effects of the spell heroism for a number of rounds equal to spell level + cha modifier 
Evocation: Inflicts an amount of damage equal to the spell’s level and the Antimage's charisma modifier upon the spell’s caster.
Illusion: Grants the effects of invisibility, for a number of rounds equal to spell level plus the cha modifier  This effect ends as per the spell.
Necromancy: The spell's caster goes under the effect of steal voice number of rounds equal to spell level plus charisma modifier 
Transmutation: Gains an enhancement bonus on + 2 to str for every 2 level of the spell with charisma mod with a minimum of +2

At level 8 the antimage can choose one more secondary school for his schools of Anthesis

At level 15, the Antimage may choose one more primary school per day, for a total of four schools.

Tools of the trade: The antimage will not be denied his prey, and because of this he can apply a set of magical weapon abilities to assist him in the hunt. He can ignore the +1 requirement to add the following abilities by sacrificing an anticharge as a swift action, the abilities applied last 1 minute per charge + Charisma modifier. the first set of abilities are Dispelling, Glamered, Planar, Mimetic, Unaligned, and Ghost touch, At level 11 they gain the following abilities to the list of abilities they can add Anchoring, Dispelling burst, Phase locking, and Negating.

 

 

 


Anticharged Counters


Dispelling swipe: The Antimage when a attack spell is cast by a foe, if the Antimage has an Anticharge in the pool, and the target/square area of effect of the spell is within half of the Antimage's movement speed + 5ft for every level of Antimage he possesses, then he can attempt a dispelling swipe. The Antimage moves to any square between the caster and the target of the spell, and make a attack against the spell, it's DC plus spell level being the AC of the spell and if the Antimage hits the spell. He can only attempt this against attack spells with range.

If the antimage misses the strike, the antimage then becomes the target of the spell, the spell looses 1 caster level and the caster can choose a new target for the spell.

Example 

Example original spell had 2 target squares, so the caster chooses 3 squares, each square gets 1-33,34-66, 67-99, with the antimage being 100.

 

Perfect strike: At level 5 if the Antimage preforms a successful dissipating strike he may reflect the spell back on its caster, the spell would only effect the caster.

Powerful Dissipation: At level 10, the Antimage gains one metamagic feat, and he can apply a metamagic feat that increases the level of the spell by 1, when doing so he must apply a antimagic charge to the strike that is equal in level to metamagic feat level increase. The level of metamagic feat that can be applied goes up by 1 every 3 levels. However this does not grant them a extra meta magic feat, instead he antimage may trade a metamagic feat they know for a diffrent one at these levels.


Mage Hunt


If a spell is cast with in sight of the antimage the antimage can start a mage hunt, giving him various bonuses towards the caster, when attacking the caster, he gets his full intelligence modifier on his attack and his full charisma modifier applied his weapon for damage when attacking the caster., and when being attacked by the target of the mage hunt, he gains his full intelligence, and full charisma modifier, the antimage gains Evasion like the rogue ability of the same name, for spells only. At 4th level and every 4 levels after the antimage can do this one more time a day.

 

 


Dregs

The antimage as he grows in his skill he is able to perceive, absorb and manipulate the residue of magic., called Dregs, and he can learn how to always break a spell in that particular way, causing Dreg defects to form, and as he gets to a higher knoledge level he can gather even greater versions of these dregs. At 1st level and every three levels there after Anti mages may choose 1 from the lesser dreg list, and starting at level 10 he can choose from from the major Dreg list as well. (1st/1 | 4th/2 | 7th/3| 10/4/1 | 13/5/2 | 16/6/3 | and |19/7/4|

Lesser Dregs

Dregs of Training: Gives the Antimage weapon training with all his apex weapons.

Dregs of combat: A antimage may choose 1 combat feat to learn, me must meet the requirements of the feat till.

Dregs of Stories: You make take a non-combat, non skill affecting feat. You must meet its prerequisite. You make take this Dreg more then once

Dregs of Lessons: You make take a skill related, non combat feat. You must meet its prerequisite. You make take this Dreg more then once .

Dregs of the familiar : The antimage must be level 6 to choose this. This allows the Antimage to gain a familiar Similar to the wizard's class feature, at 4 levels lower.

Dregs of Finesse: A antimage gains the feat "Weapon finesse" with one weapon from his apex list.

Dregs of Reduction: Replaces the energy resistance gained from countering an abjuration with DR changing the number he gets per spell level to 1. This must be decided before countering a spell.

Dregs of Duality: give the anti mage Two weapon fighting.

Dregs of learning: Allows the Anti mage to choose a spell that if he were a Wizard, Druid, Cleric, or Kineticist of 2 casters levels lower with using charisma for the casting stat, to replace a school effect in the "Taste of knowledge " with another Spell from that school. The Antimage has to be Level 4 or higher to choose this Derg.

Dregs of ranged: Forgoing the bonuses of the apex weapon, this allows the antimage to counter a spell at double his normal range, but has to use a charge slot that is 2 levels higher than the counted spell, treat the attack as a ranged touch attack vs the dc of the spell.

Dregs of focus: Allows the antimage to take a feat of spell focus for a school, and the bonuses gained are applied to the attack roll veres that paticular kind of spell, For counter swipe. While under Void Null this bonus is doubled.

Dregs of Annex: Replace the DC of the spell he is countering with his own Class level and DC, this applies on all Taste of Knowledge bonuses and buffs applied

Dregs of Magic meta'd: Allows the anti mage to learn one Metamagic feat (As long as he meets the requirements for it, With half his class level counting for ranks in a skill, as well as Dregs of Focus counting for spell focus ) and to apply to his counters, the additional spell levels have to be fulfilled by another slot for the total to equal out the required spell level for the altered magic, a higher slot can not be used alone. Also as long as they have not taken this dreg again or learned any other meta magic feat they can change out the last meta magic feat the learned at any level. This can be taken more then once, the antimage must be level 10 to take this dreg. (IE a 5th level spell is cast, The antimage choose to apply maximise spell to counter spell. Therefore they must use a 5th and a 3rd level charge. )

Dregs of Hubris; This will cause Dregs to use the Antimages level as a caster level instead of the person he's counterig.

Dregs of Movement; This allows the antimage to use a spell charge to enforce his body for Stressful activities, for every level of charge given he gets a +2 per charge level to the of these skills; Acrobatics. Climb, and swim for any 1 dice roll. .

Dregs of Reflection: This allows the antimage to use a spell charge to enforce his memory for Stressful activities, for every level of charge given he gets a +2 per charge level to the of these skills; Knowledge (arcana), Knowledge (history) Knowledge (geography) Knowledge (nobility) for any 1 dice roll.

Dreg of Thoughtful strike: The antimagi can use a 1st level anticharge to add intelligence modifer to his to hit for one attack Can not be used with Dreg of striking smile

Dreg of thoughtful wound: The antimagi can use a 2nd level anticharge to add intelligence modifer to his to Damage Can not be used with Dreg of Wounding smile.

Dreg of wounding smile: The antimagi can use a 2nd level anticharge to add charisma mod to his to damage. Dreg of thoughtful wound

Dreg of Striking smile: The antimagi can use a 1st level anticharge to add charisma mod to his to hit. Cannot be used with Dreg of Thoughtful Strike

Dreg of Lesser Replenishment: Allows the antimage to use a countered spell as fuel for his anticharge. Allows the Antimagi to get 1 charge back equal to 2 level lower then the spell countered.

Dreg of Replenishment: Allows the antimage to use a countered spell as fuel for his anticharge. Allows the Antimagi to get 1 charge back equal to 1 level lower then the spell countered. Prereq Dreg of Lesser Replenishment:

 

Major Dregs

Dregs of blade turning aura: This adds AC equal to half the Antimages spell resistance to his bonus from Armor of thought class feature 2 rounds for every level of any spell countered.

Dregs of chase: After a successful spellcounter, a number of times equal to half the Antimages Class level they can choose to teleport to a point with in melee range of the caster only if they are with in 30 feet+5 per class level +Cha modifer and make a attack of opportunity at full base attack bonus.

Dreg of Empower: He can empower any one of his apex weapons with magical enchantments for the day. The Antimage must scraficring 2 Antimagic charges of the same level to give his apex weapon an enchantment, where the matching charge level is the enchantment level or ew he gets from the effect. He sacrifices two lvl 3 charges and will get a lvl 3 enchantment. This has to be declared at the beginning of the day.

Dregs of Gorging: He may scrafice a charge of two level higher to pull the spell into his weapon giving it a random magic weapon effect, for every 2 spell levels gives one enhancement point

Dreg of Hunter's Choice: A antimage can choose 1 school of magic and treat all spells of that type as a another chosen school. This can only be choosen 1 time for every 5 levels above 10.

Dreg of Major Replenishment: Allows the antimage to use a countered spell as fuel for his anticharge. Allows the Antimagi to get 1 charge back equal to the spell countered, or 2 spells 1 level lower, or 3, 2 levels lower, or 4, 3 levels lower. prereq: Dreg of Replenishment


Effortless Antimagic: The Antimage at level 20, uses no charges for dissipating strike and all Metamagic requirements are lowered by 1 level, and he may apply meta magic feats to the spells stored by antibrand when casting them

 

 

OgreWattage

OgreWattage

|W|I|P|

"you can't judge something when it's not done "

Some guy probably

Antimage


Some mages focus on creating spells weaving threads of magic into each other, knitting incantations and realty, pulling energy together to throw fireballs and beams of ice. While warriors use their strength and force of will to drive threw ranks of enemies sending foes scattering in various directions, creating waves of carnage. An Antimage is some what in between these two images, using steel to swat fire and magic away, and using their own power to rip apart the careful creations of mages, using the left over magical fuel to wrap their weapons in cracking energy, or themselves in armor of runes, or enhancing their body to leap over the choas of the battle field. Sometimes confuse them with madmen, others monk, while master's of the arcane craft often describe what magic they can use as primitive knowing just enough to steal it from others and aim it somewhere else.

Antimages are where martial ability, and all practices of magic converge, as being a utilitarian. taking what they needed from multiple practices as the role was created, The antimagic abilities come from strange inheritance like a sorcerer, while using the left over magic of other spells is closer to a wizard's abilities as it requires study and training, and finally they commune with ancestors and the spiritual world like mediums to gain access to martial apex weapons, while the serenity comes from becoming one with their environment like druids. This makes antimage's sometimes respected, other times distrusted as they have thier finger in nearly all magical disciplines.

Role: the Antimage is a versatile class specializing in countering, reflecting, and suppressing magic through the use of Anti-magic charges. They serve as front-line combatants, taking on roles such as a resilient magic tank, a potent martial damage dealer, and an enigmatic presence in social settings. Their Anti-magic abilities enable them to create protective fields, reflect enemy spells, and empower their attacks with nullifying energy, making them formidable adversaries against magic-wielding foes. While their unsettling aura may deter some mages, the Antimage's unique blend of defensive and offensive magical talents makes them invaluable assets to any adventuring party.

Alignment: Can not be Neutral on the chaos/lawful axis

Hit Die: 1d10

Starting Wealth: 4d6 × 10 gp (average 140 gp.) In addition, each character begins play with an outfit worth 10 gp or less.


Class Skills

Skill Ranks per Level: 4 + Int modifier.

The Antimage's class skills are Acrobatics (Dex),  Bluff (Cha),Diplomacy Craft (Int), Fly (Dex),  Knowledge (arcana) (Int), Linguistics(int), Perception (Wis), Perform (Cha), Profession (Wis),Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), and Use Magic Device (Cha).

Level BAB Fort save Ref save Will save Special Anticharges
0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +1 +0 +2 +2 Hatefulcraft, Dispelling strike, Shield of Ego 3 1 ──  ──   ──   ──   ──   ──   ──   ── 
2nd +2 +0 +3 +3   4 2 ──  ──   ──   ──   ──   ──   ──   ── 
3rd +3 +1 +3 +3   4 2 1  ──   ──   ──   ──   ──   ──   ── 
4th +4 +1 +4 +4 Edge of Ego 4 3 2  ──   ──   ──   ──   ──   ──   ── 
5th +5 +1 +4 +4   4 3 2 1  ──   ──   ──   ──   ──   ── 
6th +6/+1 +2 +5 +5 Antibrand, Tools of the Trade, 4 3 3 2  ──   ──   ──   ──   ──   ── 
7th +7/+2 +2 +5 +5   4 4 3 2 1  ──   ──   ──   ──   ── 
8th +8/+3 +2 +6 +6   4 4 3 3 2  ──   ──   ──   ──   ── 
9th +9/+4 +3 +6 +6   4 4 4 3 2 1  ──   ──   ──   ── 
10th +10/+5 +3 +7 +7   4 4 4 3 3 2  ──   ──   ──   ── 
11th +11/+6/+1 +3 +7 +7 Tools of the trade 4 4 4 4 3 2 1  ──   ──   ── 
12th +12/+7/+2 +4 +8 +8   4 4 4 4 3 3 2  ──   ──   ── 
13th +13/+8/+3 +4 +8 +8   4 4 4 4 4 3 2 1  ──   ── 
14th +14/+9/+4 +4 +9 +9   4 4 4 4 4 3 3 2  ──   ── 
15th +15/+10/+5 +5 +9 +9   4 4 4 4 4 4 3 2 1  ── 
16th +16/+11/+6/+1 +5 +10 +10   4 4 4 4 4 4 3 3 2  ── 
17th +17/+12/+7/+2 +5 +10 +10   4 4 4 4 4 4 4 3 2 1
18th +18/+13/+8/+3 +6 +11 +11   4 4 4 4 4 4 4 3 3 2
19th +19/+14/+9/+4 +6 +11 +11   4 4 4 4 4 4 4 4 3 3
20th +20/+15/+10/+5 +6 +12 +12 S 4 4 4 4 4 4 4 4 4 4

Weapon and Armor Proficiency


Antimage's are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor. An Antimage is proficient with shields, but not tower shields. as the weight can cause counters to miss their marks. Armor interferes with a Anti-mage's movements, which can cause him to loose his AC bonus.


Shield of Ego: as long as the Antimage is of light burden he gains half his charisma modifier, and half his Intellect modifier to his AC, In addition at level 5, and every 5 levels after that he receives a +1 bonus to his ac to a max of +4. Armor interferes with a Anti-mage's movements, which can cause him to loose his AC bonus.

Martial Apex: The Antimage, to reflect the martial flexibility and variety at first level chooses 5 weapons from a single fighter weapon group. He gains proficiencies with the chosen weapons. At level 3, and every 3rd level after he can choose another weapon from a fighter weapon group, he can not choose any weapon from the same fighter weapon group consecutively When an antimage levels he may choose to trade 1 weapon for another weapon.

Edge of Ego: At level 4 The Antimage gains half of his intelligence modifier added to his hit, and half his charisma modifier to his damage. This applies to the touch attack required for the antimage to counter non ranged touch attack spells, or self targeting spells. This ability only applies to apex weapons chosen by the antimage.


Arcane Defuser: The weapons an antimage uses is considered his Arcane Defuser and is used to preform many of the antimage's various abilities, if the antimage looses contact with his arcane defuser during Serenity, then it stops immediately, and counts as if he used two more rounds of Null void, in addition the Anti-mage gains the sickened condition equal to twice the rounds he used Serenity, , and with the weapon he lost contact with can not be used as his arcane defuser until he can rest for 8 hours.

Anticharged Resistance: The Antimage gains spell resistance due to the magic disrupting that he is infused with, the spell resistance is equal to his antimage level + cha mod. At the beginning of his day the Antimage much select who(if any) can ignore his spell resistance, and once chosen this can not change until his next 8 hour rest.

Hatefulcraft:  At 1st level a Antimage receives skill focus spell craft, and adds half their class level to spellcraft when trying to identify a spell. At level 3, the bonus also applies when trying to identify the properties of a magical item.  


Antimagic


an antimage receives a number of Anticharges per day, these anticharges are of various level, not unlike spells. In the sense of that the charges have particular levels. Similar to the spell casting ability of other classes, they can receive a bonus number of these charges from having a high intelligence. These are not considered spell slots despite the similarities. These anti charges are considered all spells of equal level, at all times for the purpose of countering spells. The dispelling strike replaces the counterspell mechanic.

At beginning of a day a Antimage can choose two schools of magic that he is always considered ready for the purpose of preforming a counterspell/dispelling strike against. One of these selected schools has offended the Antimage more so then most, and is his primary Anthesis, while the other school is considered his Secondary Anthesis. The antimage can counter a number of spells in a round equal to his Intelligence modifier. This ability counts as "Combat reflexes" for the purpose of qualifying or feats, but does not grant the feat . At 3rd level the Antimage's Anthesis schools when countered grant him the matching Taste of knowledge. The antimage in order to recharge his anticharges needs to rest or a full 8 hours uninterrupted rest.

However The Antimage sometimes have to hunt mages over great distances, and sometimes there is not enough time for sleep, and instead of resting for 8 hours an antimage can rest for 1 hour to gain half of all anticharges 4th level and lower, during this he cannot change any other selection of other skills., and once the antimage does this, they can not rest again for another 24 hours. ie: cant choose new people to bypass his Magic resistance, nor designate new schools for his primary or secondary schools,.

Taste of Knowledge: when ever the Antimage counters a spell of a particular school he gets said effects. All spells assume caster level of the enemy caster for effects that specify such including their DCs for it.

Abjuration: Gains acid, cold, fire, electricity, or sonic resistance equal to 2 per spell level, plus his cha modifier 
Conjuration: Gains a deflection bonus to AC equal to +1 for half of the spell level plus the anti magi's charisma modifier 
Divination: Gains the effects of detect chaos/evil/good/law/magic 
Enchantment: Grants the effects of the spell heroism for a number of rounds equal to spell level + cha modifier 
Evocation: Inflicts an amount of damage equal to the spell’s level and the Antimage's charisma modifier upon the spell’s caster.
Illusion: Grants the effects of invisibility, for a number of rounds equal to spell level plus the cha modifier  This effect ends as per the spell.
Necromancy: The spell's caster goes under the effect of steal voice number of rounds equal to spell level plus charisma modifier 
Transmutation: Gains an enhancement bonus on + 2 to str for every 2 level of the spell with charisma mod with a minimum of +2

At level 8 the antimage can choose one more secondary school for his schools of Anthesis

At level 15, the Antimage may choose one more primary school per day, for a total of four schools.

Tools of the trade: The antimage will not be denied his prey, and because of this he can apply a set of magical weapon abilities to assist him in the hunt. He can ignore the +1 requirement to add the following abilities by sacrificing an anticharge as a swift action, the abilities applied last 1 minute per charge + Charisma modifier. the first set of abilities are Dispelling, Glamered, Planar, Mimetic, Unaligned, and Ghost touch, At level 11 they gain the following abilities to the list of abilities they can add Anchoring, Dispelling burst, Phase locking, and Negating.

 

 

 


Anticharged Counters


Dispelling swipe: The Antimage when a attack spell is cast by a foe, if the Antimage has an Anticharge in the pool, and the target/square area of effect of the spell is within half of the Antimage's movement speed + 5ft for every level of Antimage he possesses, then he can attempt a dispelling swipe. The Antimage moves to any square between the caster and the target of the spell, and make a attack against the spell, it's DC plus spell level being the AC of the spell and if the Antimage hits the spell. He can only attempt this against attack spells with range.

If the antimage misses the strike, the antimage then becomes the target of the spell, the spell looses 1 caster level and the caster can choose a new target for the spell.

Example 

Example original spell had 2 target squares, so the caster chooses 3 squares, each square gets 1-33,34-66, 67-99, with the antimage being 100.

 

Perfect strike: At level 5 if the Antimage preforms a successful dissipating strike he may reflect the spell back on its caster, the spell would only effect the caster.

Powerful Dissipation: At level 10, the Antimage gains one metamagic feat, and he can apply a metamagic feat that increases the level of the spell by 1, when doing so he must apply a antimagic charge to the strike that is equal in level to metamagic feat level increase. The level of metamagic feat that can be applied goes up by 1 every 3 levels. However this does not grant them a extra meta magic feat, instead he antimage may trade a metamagic feat they know for a diffrent one at these levels.


Mage Hunt


If a spell is cast with in sight of the antimage the antimage can start a mage hunt, giving him various bonuses towards the caster, when attacking the caster, he gets his full intelligence modifier on his attack and his full charisma modifier applied his weapon for damage when attacking the caster., and when being attacked by the target of the mage hunt, he gains his full intelligence, and full charisma modifier, the antimage gains Evasion like the rogue ability of the same name, for spells only. At 4th level and every 4 levels after the antimage can do this one more time a day.

 

 


Dregs

The antimage as he grows in his skill he is able to perceive, absorb and manipulate the residue of magic., called Dregs, and he can learn how to always break a spell in that particular way, causing Dreg defects to form, and as he gets to a higher knoledge level he can gather even greater versions of these dregs. At 1st level and every three levels there after Anti mages may choose 1 from the lesser dreg list, and starting at level 10 he can choose from from the major Dreg list as well. (1st/1 | 4th/2 | 7th/3| 10/4/1 | 13/5/2 | 16/6/3 | and |19/7/4|

Lesser Dregs

Dregs of Training: Gives the Antimage weapon training with all his apex weapons.

Dregs of combat: A antimage may choose 1 combat feat to learn, me must meet the requirements of the feat till.

Dregs of Stories: You make take a non-combat, non skill affecting feat. You must meet its prerequisite. You make take this Dreg more then once

Dregs of Lessons: You make take a skill related, non combat feat. You must meet its prerequisite. You make take this Dreg more then once .

Dregs of the familiar : The antimage must be level 6 to choose this. This allows the Antimage to gain a familiar Similar to the wizard's class feature, at 4 levels lower.

Dregs of Finesse: A antimage gains the feat "Weapon finesse" with one weapon from his apex list.

Dregs of Reduction: Replaces the energy resistance gained from countering an abjuration with DR changing the number he gets per spell level to 1. This must be decided before countering a spell.

Dregs of Duality: give the anti mage Two weapon fighting.

Dregs of learning: Allows the Anti mage to choose a spell that if he were a Wizard, Druid, Cleric, or Kineticist of 2 casters levels lower with using charisma for the casting stat, to replace a school effect in the "Taste of knowledge " with another Spell from that school. The Antimage has to be Level 4 or higher to choose this Derg.

Dregs of ranged: Forgoing the bonuses of the apex weapon, this allows the antimage to counter a spell at double his normal range, but has to use a charge slot that is 2 levels higher than the counted spell, treat the attack as a ranged touch attack vs the dc of the spell.

Dregs of focus: Allows the antimage to take a feat of spell focus for a school, and the bonuses gained are applied to the attack roll veres that paticular kind of spell, For counter swipe. While under Void Null this bonus is doubled.

Dregs of Annex: Replace the DC of the spell he is countering with his own Class level and DC, this applies on all Taste of Knowledge bonuses and buffs applied

Dregs of Magic meta'd: Allows the anti mage to learn one Metamagic feat (As long as he meets the requirements for it, With half his class level counting for ranks in a skill, as well as Dregs of Focus counting for spell focus ) and to apply to his counters, the additional spell levels have to be fulfilled by another slot for the total to equal out the required spell level for the altered magic, a higher slot can not be used alone. Also as long as they have not taken this dreg again or learned any other meta magic feat they can change out the last meta magic feat the learned at any level. This can be taken more then once, the antimage must be level 10 to take this dreg. (IE a 5th level spell is cast, The antimage choose to apply maximise spell to counter spell. Therefore they must use a 5th and a 3rd level charge. )

Dregs of Hubris; This will cause Dregs to use the Antimages level as a caster level instead of the person he's counterig.

Dregs of Movement; This allows the antimage to use a spell charge to enforce his body for Stressful activities, for every level of charge given he gets a +2 per charge level to the of these skills; Acrobatics. Climb, and swim for any 1 dice roll. .

Dregs of Reflection: This allows the antimage to use a spell charge to enforce his memory for Stressful activities, for every level of charge given he gets a +2 per charge level to the of these skills; Knowledge (arcana), Knowledge (history) Knowledge (geography) Knowledge (nobility) for any 1 dice roll.

Dreg of Thoughtful strike: The antimagi can use a 1st level anticharge to add intelligence modifer to his to hit for one attack Can not be used with Dreg of striking smile

Dreg of thoughtful wound: The antimagi can use a 2nd level anticharge to add intelligence modifer to his to Damage Can not be used with Dreg of Wounding smile.

Dreg of wounding smile: The antimagi can use a 2nd level anticharge to add charisma mod to his to damage. Dreg of thoughtful wound

Dreg of Striking smile: The antimagi can use a 1st level anticharge to add charisma mod to his to hit. Cannot be used with Dreg of Thoughtful Strike

Dreg of Lesser Replenishment: Allows the antimage to use a countered spell as fuel for his anticharge. Allows the Antimagi to get 1 charge back equal to 2 level lower then the spell countered.

Dreg of Replenishment: Allows the antimage to use a countered spell as fuel for his anticharge. Allows the Antimagi to get 1 charge back equal to 1 level lower then the spell countered. Prereq Dreg of Lesser Replenishment:

 

Major Dregs

Dregs of blade turning aura: This adds AC equal to half the Antimages spell resistance to his bonus from Armor of thought class feature 2 rounds for every level of any spell countered.

Dregs of chase: After a successful spellcounter, a number of times equal to half the Antimages Class level they can choose to teleport to a point with in melee range of the caster only if they are with in 30 feet+5 per class level +Cha modifer and make a attack of opportunity at full base attack bonus.

Dreg of Empower: He can empower any one of his apex weapons with magical enchantments for the day. The Antimage must scraficring 2 Antimagic charges of the same level to give his apex weapon an enchantment, where the matching charge level is the enchantment level or ew he gets from the effect. He sacrifices two lvl 3 charges and will get a lvl 3 enchantment. This has to be declared at the beginning of the day.

Dregs of Gorging: He may scrafice a charge of two level higher to pull the spell into his weapon giving it a random magic weapon effect, for every 2 spell levels gives one enhancement point

Dreg of Hunter's Choice: A antimage can choose 1 school of magic and treat all spells of that type as a another chosen school. This can only be choosen 1 time for every 5 levels above 10.

Dreg of Major Replenishment: Allows the antimage to use a countered spell as fuel for his anticharge. Allows the Antimagi to get 1 charge back equal to the spell countered, or 2 spells 1 level lower, or 3, 2 levels lower, or 4, 3 levels lower. prereq: Dreg of Replenishment


Effortless Antimagic: The Antimage at level 20, uses no charges for dissipating strike and all Metamagic requirements are lowered by 1 level, and he may apply meta magic feats to the spells stored by antibrand when casting them

 

 

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