Antimage (3.5e Class)
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|“||They who live by the wand shall die by my blade.||”|
|—Magina, Human Antimage|
Making an Antimage
Required: Must vow never to cast a spell, spell-like ability or psionic power. Each use of a spell, spell-like ability or psionic power bestows a negative level (in terms of class features) per spell level or powerpoints used until the antimage redeems themselves. (DM's Discretion) They retain their BAB, Saves, Proficiencies and Ability bonuses from "A True Path" from their highest previous class level. See Ex-Antimages at the bottom.
Abilities: Wis plays the most active role in the class abilities. Con or Dex are also of high importance depending on the path chosen. Strength is of moderate importance if the antimage uses melee weapons. Int and Cha are not as important in most cases.
Races: Any non-magical races can become an Antimage.
Alignment: Any non-chaotic.
Starting Gold: 4d6x10 gp.
|1st||+1||+0||+0||+2||Reward of Virtue, A True Path|
|5th||+5||+1||+1||+4||A True Path II|
|7th||+7/+2||+2||+2||+5||Mana Burn II|
|9th||+9/+4||+3||+3||+6||Spell Shield II|
|10th||+10/+5||+3||+3||+7||A True Path III|
|11th||+11/+6/+1||+3||+3||+7||Mana Void II|
|12th||+12/+7/+2||+4||+4||+8||Mana Burn III|
|14th||+14/+9/+4||+4||+4||+9||Spell Shield III|
|15th||+15/+10/+5||+5||+5||+9||A True Path IV|
|16th||+16/+11/+6/+1||+5||+5||+10||Mana Void III|
|17th||+17/+12/+7/+2||+5||+5||+10||Mana Burn IV|
|19th||+19/+14/+9/+4||+6||+6||+11||Spell Shield IV|
|20th||+20/+15/+10/+5||+6||+6||+12||A True Path V, Magic Be Dashed|
Class Skills (6 + Int modifier per level, ×4 at 1st level)
All of the following are class features of the Antimage.
Weapon and Armor Proficiency: Antimages are proficient with all simple and martial weapons and light armor, but not with shields.
Reward of Virtue: At first level, after their training has begun the Antimage learns to tune into their instincts, gaining a bonus to Attack Rolls, Dodge AC, and all saves equal to their Wis mod to a maximum of the Antimage's class level. (AC active if: FF=yes, Touch=yes, Immobile=no) These bonuses remain active as long as the Antimage is not carrying magical items.
A True Path: Depending on which ability score is higher (Dex or Con) the Antimage gains class features at levels 1, 5, 10, 15 and 20. If Dex and Con are equal, the Antimage may choose which path to take. This decision cannot be reversed.
Dex Path I: HD becomes D6, Reflex Saves become Good (matching Will), Gain Two-Weapon Fighting and Evasion as Bonus Feats. If you already have it, gain Improved Two-Weapon Fighting instead, regardless of requirements., +1 Dex
Con Path I: HD becomes D8, Fort Saves become Good (matching Will), Gain Medium Armor Proficiency and Shield Proficiency as bonus feats, +1 Con
Dex Path II: Blink becomes an immediate action that can be activated at any time, even on an enemy's turn, instead of a move action. Blink can also now be used to dodge attacks. To do so, the antimage must roll a reflex save opposing the enemy's attack roll. Success means blinking freely to the chosen location before the enemy's attack makes contact. +1 Dex
Con Path II: Heavy Armor Proficiency and Tower Shield Proficiency as bonus feats. +1 Con
Dex Path III: Gain Improved Two-Weapon fighting as a bonus feat. If you already have Improved Two-Weapon Fighting gain Greater Two-Weapon Fighting instead, regardless of requirements. +1 Dex
Con Path III: May use Blink to instead exchange places with a willing target in range. +1 Con
Dex Path IV: Add your Dexmod to your Mana Burn Save DC and spells burned. +1 Dex
Con Path IV: Add your Conmod to your Spell Shield DR. +1 Con
Dex Path V: Mana Void can be used as a free action immediately after making a full attack. +1 Dex
Con Path V: Any time a spellcaster/manifester fails to overcome the Antimage's Spell/Power resistance, their spell/power is immediately and automatically redirected back at them. +1 Con
Mana Burn (Ex): At 2nd level the Antimage learns to imbue their attacks with a purity of will that bleeds the magic directly out of spellcasters. Any time the Antimage attacks an enemy that can cast at least one spell, spell-like ability, supernatural ability and/or has at least one power point and beats their AC, that enemy must roll a will save DC 10 + wismod or they lose spells, ability uses, and/or powerpoints and suffers additional damage based on the total level of spells/abilities and/or number of power points lost. Spells, ability uses and powerpoints are lost at a rate of 1d6+Wis per attack, with higher level spells being worth more (level 2 spell = 2, level 4 spell = 4, etc. [level 0 spells are treated like level 1 spells for the purposes of this ability]) The subject would also take 1 damage per level of spells and/or powerpoints and/or ability uses lost. The method for determining which spells are lost in the case of pre-prepared spells or spell-like abilities is at DM's discretion. (Suggested: categorize spells/abilities by level and give each a value on a die and roll for each spell lost individually)
Mana Burn II: 2d6+wis per attack, Will Save DC 10 + 2x Wismod
Mana Burn III: 3d6+wis per attack, Will Save DC 10 + 3x Wismod
Mana Burn IV: 4d6+wis per attack, Will Save DC 10 + 4x Wismod
Ex): At 3rd level the Antimage learns to use their will to instantaneously blink short distances. As a move action, an Antimage may blink up to 50 +5 ft per wismod in any direction. Attempting to blink where there is not an empty space results in 1d4 Wis damage that heals when the character rests and 1d4 rounds of Dazed status. This ability can be used once every 4d4 rounds. The Antimage may take anything (or anyone) up to their max load with them when they blink.(
Blink II: Range 100 +10 ft per wismod, once every 3d4 rounds
Blink III: Range 150 +15 ft per wismod, once every 2d4 rounds
Blink IV: Range 200 +20 ft per wismod, once every 1d4 rounds
Spell Shield (Ex): At 4th level the Antimage's untainted body and spirit harden against sorcery. The Antimage gains Spell/Power Resistance equal to 10 + Wismod and DR 5 vs Spells, Powers, Spell-Like Abilities and Supernatural Abilities. This Spell/Power Resistance even applies to good-intentioned magic, like healing or buffing magic from allies.
Spell Shield II: Spell/Power Resistance 10 + 2x(Wismod). DR 10 vs Spells, Powers, Spell-like Abilities and Supernatural Abilities.
Spell Shield III: Spell/Power Resistance 10 + 3x(Wismod). DR 15 vs Spells, Powers, Spell-like Abilities and Supernatural Abilities.
Spell Shield IV: Spell/Power Resistance 10 + 4x(Wismod). DR 20 vs Spells, Powers, Spell-like Abilities and Supernatural Abilities.
Mana Void (Ex): At 6th level the Antimage learns to feel the void that magic and psionics leave in those they taint, and exploit it to great effect. The antimage can detect the number of spells/powerpoints missing from a spellcaster's/manifester's daily allotment at will as a free action. (target must be visible) As a move action, the antimage may designate one spellcaster/manifester within 30 feet as the target of mana void. That target and everyone within 15 feet (besides the antimage) then experiences an explosion of arcane/divine/psionic energy that deals damage equal to the total level of spells/powerpoints missing from the target's daily allotment. Will save DC 10 + wismod for half damage. Mana Void can be performed once per day.
Mana Void II: 1.5x spell levels/powerpoints missing = damage. Will Save DC 10 + 2x(wismod).
Mana Void III: 2x spell levels/powerpoints missing = damage. Will Save DC 10 + 3x(wismod).
Magic be Dashed: At level 20 the Antimage's resistance to magic is strong enough to grant immunity to magical disease, magical poison, fear, charm, mind-affecting, and death effects. If an Antimage is killed by magic damage, their purity of will allows them to return to life seeking vengeance, but at a great cost. At the start of the Antimage's next turn in initiative, they are revived, however their Max HP becomes 0 and they gain temporary HP equal to half their previous Max HP. If they die again, their body is turned to ash and their spirit is torn asunder, completely unrevivable by any means. If they manage to outlive the spellcaster that killed them in the first instance, their Max HP is restored and any remaining temporary HP becomes normal HP but they lose one level.
If the antimage somehow becomes irredeemably tainted by magic or psionics they lose all class features of the Antimage, but retain their BAB, Saves, Weapon and Armor Proficiencies and Ability Bonuses from their "A True Path" progress.