Null Striders
"Magic? Phaw! Show me a magician, I'll show you a fool: a dead fool."
-- Ekalios, Veteran Null Strider
Null Striders are a people with a purpose: to make the life of magicians miserable. At least, that's how the magicians see it. The Striders were, in fact, founded as a defensive organization against the threat of a growing magocracy. The leadership of the nation in question sent spies against the magocracy of Vendigroth, to learn the secrets and methods employed by the wizards in combat, and to return, that defenses against such methods might be deduced. It was the first of the subjects who were subjected to the magic that became the Null Striders.
To join the Null Striders requires some experience with magic, as well as showing prowess in combat. There is a ceremony, conducted in a wide open area -- typically a sand sea or an open plain -- that involves the applicant having to traverse a certain distance while being targeted by a variety of magics. Not all live through the ceremony, although for the most part, those who fail are simply wounded; after being tended to, they are firmly pushed in another direction.
Null Striders often start their lives as some form of martial combatants -- rogues, fighters, or monks. However, it is not completely unlikely that a spellcaster who has witnessed great wrong by magic, either by their hand or another's, will turn to becoming a Strider.
Entry Requirements
Base Attack Bonus: +4Skills: Knowledge(Arcana) 3 ranks, Spellcraft 3 ranks
Special: Must have fought in combat versus a spellcaster and been the target of at least one hostile spell, and have taken damage from an area spell.
Class Features
BAB: 1
Saves: Good Ref, Will; Bad Fort
Weapon and Armor Proficiency: Null Striders are proficient with simple and martial weapons, as well as light and medium armor, and all shields.
Evasion (1): A Null Strider can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if wearing light armor or no armor. A helpless Strider does not gain the benefit of evasion.
Anticipation (1): After being subjected to large amounts of magic, the Strider has learned to almost feel the magic in the air and anticipate it, allowing them to better defend against it. They gain +1 to saving throws against spells or spell-like effects at level 1, +2 at level 3, and +3 and level 5.
Tumbling Dodge (2): When being attacked by a spell that allows a reflex save, the Strider can make a DC 20 Tumble check as part of his save. Succeeding on the check gives a +2 bonus on the reflex save roll. This bonus increases to +4 at level 5.
Improved Evasion (3): This ability works like evasion, except that while the Strider still takes no damage on a successful Reflex saving throw against attacks henceforth he takes only half damage on a failed save. When helpless, he does not gain the benefit of improved evasion.
Auravision (3)(Ex): The Strider gains auravision, allowing them to see magical auras, as per the detect magic spell. They can determine the presence and strength of auras. The vision allows them to see up to auras up to 60 feet away.
Blank Mind (Ex)(4): At-will when they wish, the Strider can blank their mind, rendering them immune to mind-affecting spells or spell-like effects. They cannot be targeted by scrying or other divination spells while blanking their mind. Any such spell that targets the area they are in turns up blank.
Disrupting Strike(5)(Ex): If a Strider hits an spellcaster while casting is occurring -- either a long cast, or through a readied action, they deal double damage. Let's see you concentrate against this!
Class Skills: Bluff (Cha), Craft(Int), Jump(Str), Knowledge(Arcana)(Int), Listen(Wis), Move Silently(Dex), Spot(Wis), Spellcraft(Int), Tumble(Dex)
4 + (Int bonus) skill points per level