From Compendium of Worldly Lore
Requirements
Alignment: Any chaotic.
Skills: Bluff 8 ranks, Knowledge (the planes) 4 ranks, Sense Motive 8 ranks.
Language: Infernal.
Feats: Combat Expertise, Improved Feint, Undo Resistance.
Special: Sneak attack +2d6, skirmish +2d6, or sudden strike +2d6.
Summary
Hellbreakers are rogues who are better at fighting devils than almost any other class, except for maybe Hellreavers. They can negate their magic, steal their spell like abilities, and eventually plane shift
Role: DPS
Characteristics: Rogue that can steal spell like abilities and negate magic
Source: Fiendish Codex II
Game Rule Information
The Hellbreaker has the following game statistics.
Abilities: Dexterity for class skills and survivability, Intelligence for Skill points, and Constituiton for staying alive
Alignment: Any Chaotic
Hit Die: d6
Starting Gold: N/A
Class Skills
The Hellbreaker's class skills are Appraise (Int), Bluff (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (the planes) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), and Tumble (Dex)
Skill Points at 1st Level: (6 + Int modifier) × 4
Skill Points at Each Additional Level: 6 + Int modifier
Class Features
All of the following are class features of the Hellbreaker.
Weapon and Armor Proficiency: A Hellbreaker is proficient with Hellbreakers gain no proficiency with weapons or armor
Mantle of Darkness Ex: You can make Hide checks in any kind of darkness, even when observed by creatures that can see in darkness.
Telepathic Static Su: Beginning at 1st level, you emit a field of psychic chatter out to a range of 20 feet, negating the telepathy ability of all creatures within range. In addition, divination spells and spell-like abilities cast or used in the area are impeded. To use divination magic, a caster must succeed on a Spellcraft check (DC 20 + the level of the spell). If the check fails, the spell or spell-like ability does not function but is still lost as a prepared spell, spell slot, or daily use. If the check succeeds, the spell functions normally. You can suppress this ability for 1 round as a free action.
Steal Spell Like Ability Su: Starting at 2nd level, you can use a sneak attack to temporarily steal a creature's spell-like ability. If you hit an opponent with a sneak attack, you can choose to forgo 2d6 dice of sneak attack damage and instead gain one use of one of the target's spell-like abilities. If the target is willing, you can steal a spell-like ability with a touch as a standard action (you do not need to damage a willing target).
This spell-like ability can originate from the target's class, race, template, or any other source, and can be of any spell level up to a maximum of 1/2 your class level. You can select a specific spell-like ability to borrow; otherwise, the DM chooses the ability at random. If the ability has a limited number of uses per day, the target must have at least one such use left, or you can't steal the ability. If the target can't use its ability (such as a summoned devil's summon ability), you can't steal it. If you steal and use an ability with limited uses per day, your use of the ability also counts as one use for the target creature.
You can use a stolen spell-like ability once. For all purposes (caster level, save DC, and so on), treat the spell-like ability as if the creature whose ability you stole were using it. You must use the stolen spell-like ability within 1 minute of acquiring it, or it is lost. Until you use the ability (or until 1 minute elapses), the target cannot use the stolen ability.
If you have a similar ability, such as the spellthief's steal spell-like ability, you can steal two spell-like abilities at once, but each is subject to its respective spell level restriction. Once you have stolen a spell-like ability, you cannot use neutralize spell-like ability (see below) until you have used the stolen ability.
Sneak Attack: Beginning at 3rd level, you deal extra damage when you are flanking an opponent or at any time when a target would be denied its Dexterity bonus to AC. This extra damage applies to ranged attacks only if a target is within 30 feet. (See the rogue class feature)
This extra damage increases to +2d6 at 6th level and +3d6 at 9th level. If you have levels in another class that grants sneak attack damage, the extra damage stacks.
Stowaway Su: From 4th level on, you can hitch a ride on a conjuration (teleportation) spell or spell-like ability cast or used within 30 feet of you. If the target is unwilling, you must succeed on a level check with a DC of 10 + the caster level of the effect as an immediate action. If the target is willing, this ability functions automatically. When the spell is cast, you appear wherever the caster appears, in the same position you were at the time of the spell's casting. If this would force you to appear in a solid object, you appear in the nearest open available space. If the conjuration spell has variable results, such as teleport, you suffer the same effect as the caster.
Neautralize Spell-Like Ability Su: Beginning at 5th level, you gain the ability to neutralize one of a target's spell-like abilities. This ability functions like the steal spell-like ability class feature, except you do not gain the ability to use the spell-like ability. Instead, you prevent the target from using the ability for a number of rounds equal to your class level. You cannot use this ability while holding a stolen spell-like ability. You can neutralize any number of spell-like abilities.
Foil Summoning Su: At 7th level, your telepathic static intensifies so that you also impede conjuration (calling) and conjuration (summoning) spells and spell-like effects within 20 feet. See telepathic static, above, for details.
Steal Supernatural Ability Su: From 8th level on, you can steal supernatural abilities. This ability functions like the steal spell-like ability class feature. While in possession of a stolen spell-like or supernatural ability, you cannot use steal spell-like ability, steal supernatural ability, or neutralize spell-like ability again until you lose access to the stolen ability (by discharging it or after 1 minute, whichever comes first).
Plane Hop Sp: At 10th level, you can use plane shift as an immediate action once per day. This ability functions like the spell, but it has a range of personal and a target of you.
Level | Base
Attack Bonus |
Fort
Save |
Ref
Save |
Will
Save |
Special |
---|---|---|---|---|---|
1st | +0 | +0 | +2 | +2 | Mantle of darkness, telepathic static |
2nd | +1 | +0 | +3 | +3 | Steal spell-like ability |
3rd | +2 | +1 | +3 | +3 | Sneak attack +1d6 |
4th | +3 | +1 | +4 | +4 | Stowaway |
5th | +3 | +1 | +4 | +4 | Neutralize spell-like ability |
6th | +4 | +2 | +5 | +5 | Sneak attack +2d6 |
7th | +5 | +2 | +5 | +5 | Foil summoning |
8th | +6 | +2 | +6 | +6 | Steal supernatural ability |
9th | +6 | +3 | +6 | +6 | Sneak attack +3d6 |
10th | +7 | +3 | +7 | +7 | Plane hop |