Techwarrior
2012-05-23, 06:47 PM
The Mage Slayer
I’ve killed plenty of spellcasters in my time. None of their spells helped them. Do you really think yours will help you? Vandilyn Windblown, Elven Mage Slayer
Mage Slayers are the kind of thing that a spellcaster comes to fear, if only through exaggerated (hopefully) tales of the atrocities committed against spellcasters. Most specialize in ranged combat, shooting from a distance and striking down casters before they know the Mage Slayer is there. Some Mage Slayers like to see the blood of their enemies and spend their training on ways to put their enemies on a sword.
Game Rule Information:
Hit Dice: d6
Skills per level: 6+Int
Skills: Balance, Bluff, Climb, Craft, Disable Device, Disguise, Hide, Intimidate, Jump, Knowledge (arcana), Knowledge (the planes), Listen, Move Silently, Open Lock, Profession, Search, Sense Motive, Spot, Spellcraft, Survival, Swim, Tumble, and Use Rope
{table=head] Level | Base Attack Bonus | Fortitude | Reflex | Will | Class Features
1 | 0 | 0 | 2 | 2 | Disruptive Strike, Bonus Feat
2 | 1 | 0 | 3 | 3 | Evasion
3 | 2 | 1 | 3 | 3 | Track, Breaking and Entering
4 | 3 | 1 | 4 | 4 | Bonus Feat
5 | 3 | 1 | 4 | 4 | Dispelling Strike
6 | 4 | 2 | 5 | 5 | Sniper
7 | 5 | 2 | 5 | 5 | Bonus Feat, Hitchhiker
8 | 6/1 | 2 | 6 | 6 | Pincushion
9 | 6/1 | 3 | 6 | 6 | Guarded Body and Mind
10 | 7/2 | 3 | 7 | 7 | Bonus Feat, Mystic Stealth
11 | 8/3 | 3 | 7 | 7 | Dispelling Strike (Greater), Improved Pincushion
12 | 9/4 | 4 | 8 | 8 | Stripping Strike +1
13 | 9/4 | 4 | 8 | 8 | Bonus Feat, Wind Step
14 | 10/5 | 4 | 9 | 9 | Stripping Strike +2
15 | 11/6/1 | 5 | 9 | 9 | Guarded Soul
16 | 12/7/2 | 5 | 10 | 10 | Bonus Feat, Stripping Strike +3
17 | 12/7/2 | 5 | 10 | 10 | Dispelling Strike (Superior)
18 | 13/8/3 | 6 | 11 | 11 | Stripping Strike +4
19 | 14/9/4 | 6 | 11 | 11 | Bonus Feat
20 | 15/10/5 | 6 | 12 | 12 | Mage Slayer
[/table]
Class Features:
Weapon and Armor Proficiency: Mage Slayers are proficient with simple and martial weapons. Mage Slayers are proficient in light armor, but not with shields.
Bonus Feats: At 1st level, and every 3 levels after that, a Mage Slayer gains a bonus feat that she may use to better combat mages. This includes Fighter bonus feats or one the Mage Slayer feats listed below. A Mage Slayer must qualify for these feats as normal.
Disruptive Strike (su): A Mage Slayer has trained long and hard at harnessing her will power to killing mages. A Mage Slayer does additional damage equal to half her class level (minimum 1) plus her Intelligence modifier to all damage against any enemy provided they have some ability with magic. Even with the Intelligence bonus, this may not be higher than the Mage Slayer's class level +1 (the Improved Disruptive Strike feat's bonus damage is not included). Spell slots, spell like abilities, and psionics all qualify you as a target for the purposes of this ability.
Evasion (ex): A Mage Slayer learns to avoid magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the Mage Slayer is wearing light armor or no armor. A helpless Mage Slayer does not gain the benefit of evasion.
Track: Mage Slayers occasionally have to find their prey before turning them into quivers. A Mage Slayer gains Track as a bonus feat at 3rd level.
Breaking and Entering (ex): Sometimes Mage Slayers have to break into a mage’s sanctum after she has had time to prepare. Mages seem to be fond of placing traps in their lairs (especially those mages with oodles of time). A 3rd level Mage Slayer can find traps with DC’s higher than 20, as if they were a rogue. The Mage Slayer can even find and disable spells that ward an area from intrusion or warn of such intrusion (such as Hallow and Alarm). The Search and Disable Device DC's for this are 25+spell level. When a Mage Slayer gets within 20 feet of such an area, he may make a Spot check (DC 25+spell level) to notice the spell. She is also capable of breaking into extra dimensional areas that a mage might be hiding. Any time mage casts a spell that creates an extra-dimensional space and that leaves an entryway (such as Rope Trick or Magnificent Mansion), a Mage Slayer may find it and open it. This requires a Search check equal to 25+Spell Level to find the opening mechanism (this check is required even if there is a visible indication of the entryway), and an Open Locks check at the same DC to open it. The Mage Slayer may then open the doorway as if they were the original caster.
This ability also counts as Trapfinding for prerequisite purposes.
Dispelling Strike (su): A Mage Slayer may make an attack that will strip its target of ongoing magic. Make an attack roll and if you hit, you dispel magic affecting the target. Treat this as Dispel Magic with a caster level equal to your class level, only the targeted dispel can be used. This costs one use of this ability.
Alternatively, you may ready an attack, as if you were readying a counterspell. When the target of your counterspell attempts to cast his spell, you make an attack roll, which if you succeed immediately counters the spell in addition to dealing damage. This uses 1 use of Dispelling Strike.
These abilities may be used a total number of times per day equal to half of your class level plus your Intelligence modifier.
Sniper (ex): Striking accurately pays off, even against non-casters. A 6th level Mage Slayer adds her Dexterity bonus to damage rolls for bows (but not crossbows), this is in addition to all other damage, including Strength damage from being a mighty composite bow. In addition, a Mage Slayer ignores all concealment and miss chance granted by spells, can see through invisibility granted by a spell (but not from being on another plane, such as from being ethereal), and can tell which image is real when looking at a Mirror Image spell.
Hitchhiker (su): Most people have a point where they wish to get out of a situation, mages tend to use magic to do so. Whenever a magic user that the Mage Slayer is both withing 50 feet of and has line of effect to uses a spell or effect that shifts the mages location (most notably Conjuration (teleport) spells), a 7th level Mage Slayer may attempt to Hitchhike as an immediate action. This requires a Reflex save at the DC the spell or effect would have had to activate. If the Reflex save is successful, the Mage Slayer may expend one use of Dispelling Strike to follow the caster. Your actual destination will be 3d10x10 ft. (or the maximum available distance) away from the caster a random direction away. You are unable to be percieved by any means until your next action, even if that action is to delay or go back. If the situation is not to your liking your next action may be to go back to your original location at a cost of one more useof Dispelling Strike. If you do not use this chance to go back you must find your own way.
Pincushion (ex): Magic users have this annoying tendency to cast spells that grant them flight capabilities. If a Mage Slayer of 8th level or higher hits with an arrow at a target in the air, the target must make an immediate reflex save or fall. The DC is 10+1/2 her Mage Slayer level+Int modifier. The reflex save DC increases by 2 for each additional arrow that strikes the target, but only 1 save is rolled per round. However, for every size category the target is larger than the Mage Slayer, they recieve a +4 size bonus to their reflex save (larger targets are harder to knock from the sky).
Guarded Body and Mind (su): In order to better protect themselves from magic, Mage Slayers train both their bodies and mind to endure things that kill most others. A 9th level Mage Slayer gains a bonus to saves versus death effects as well as all spells with the [Mind-Affecting] descriptor. This bonus starts at +5 and improves by 1 every 2 Mage Slayer levels after 9.
Mystic Stealth (su): A Mage Slayer is capable of sneaking through spells that ward an area from intrusion (such as Glyph of Warding), have negative effects for intruders (such as Hallow or Forbiddance) or warn of such intrusion (such as Alarm). If the Mage Slayer succeeds at a Hide check versus a DC of 25+Spell Level, the Mage Slayer does not trigger any effects of the spell. For every 4 points that the Mage Slayer's Hide check is above the DC, she may obscure an ally from the spell in addition to herself.
Dispelling Strike (Greater): For 2 uses of Dispelling Strike you may make your shot similar to Greater Dispel Magic instead of Dispel Magic.
Improved Pincushion (su): When you use pincushion, in addition to the normal benefits, you also immediately dispel any magical flight that may be keeping the target aloft. (Unlike normal dispelling of flight spells, there is no slow descent)
Stripping Strike (su): Any attack a Mage Slayer of at least 12th level makes can be imbued with his determination to strike down spellcasters. A Mage Slayer may attempt to strip magic from a caster with any attack. For every use of Dispelling Strike the Mage Slayer chooses to expend (this is limited by the number listed after Stripping Arrow) the target loses one spell as if he had been subject to a negative level. The target takes 2 points of damage for each spell level lost to this ability but is allowed a Fortitude save DC 10+1/2 Mage Slayer level+Int mod for half damage.
A creature with spell-like abilities, but not spells, loses one use of their highest level spell-like ability. If the creature's highest level spell-like ability left is an at-will spell-like abilities, the creature may not use that spell-like ability for a number of rounds equal to 1/2 the Mage Slayer's class levels. The target takes 2 points of damage for each spell level lost to this ability. The target is allowed a Fortitude save DC 10+1/2 Mage Slayer level+Int mod for half damage.
Wind Step (su): A 13th level Mage Slayer is able to use a great burst of speed in order to elude certain effects. When a mage casts a spell that manipulates an area or creates some kind of object in the area (such as Forcecage, or any of the Wall of X spells), the Mage Slayer may attempt to Wind Step as an immediate action. This requires a Reflex save at the DC the spell or effect would have had to activate. If the Reflex save is successful, the Mage Slayer may expend one use of Dispelling Strike to move her speed in order to get out of the area of effect.
Guarded Soul (su): A 15th level Mage Slayer has become so effective at negating magic that it becomes difficult to affect a Mage Slayer with all magic. She has spell resistance 10+ her Mage Slayer level.
Dispelling Strike (Superior) (su): For 6 uses of Dispelling Strike, a Mage Slayer can use her Dispelling Strike ability to dispel all ongoing effects on a target without any dispel checks.
Mage Slayer: There is nothing more feared by magic users than a Mage Slayers, and there is no Mage Slayer more frightening than one of 20th level. You gain 2 additional uses of your Dispelling Strike ability per day and your Stripping Strike cap is raised to 5. All weapons wielded by a Mage Slayer are treated as weapons aligned like herself (if she is lawful evil, her weapons are lawful and evil aligned), and bypass DR magic. In addition, a Mage Slayer may enchant a weapon with the Antimage enchantment.
A Mage Slayer may only have one Antimage enchantment at a time, and each such enchantment is attuned to a single target.
The target must be one that qualifies her Disruptive Strike ability. In addition, she must have come into contact with the subject (seeing the target is good enough, even if through magical means).
The weapon takes one day to enchant and requires 12 uses of Dispelling Strike to power. These are permanently used until the Mage Slayer dismisses the enchantment (a free action) or the enchantment affects its target.
Antimage
Overwhelming Necromancy, CL 20
When the weapon hits the target that it is attuned to a swirling mass of darkness overwhelms the target, after a few seconds the darkness dissipates. (a bow bestows the enchantment on its ammuntion). It is treated as a +5 weapon that bypasses all DR and regeneration that the target has except DR/-, and is treated as having alignment based damage properties (anarchic, axiomatic, holy, unholy) according to the Mage Slayers alignment (in the above example her arrow would be axiomatic and unholy) in addition to any other properties. Assuming the target survives the arrow's damage, the target is subjected to three additional effects.
A Dispelling Strike (Superior) affects the target.
The target is completely stripped of all casting. The targets spell slots, spell-like abilities, and psionics are all affected as if by Stripping Strike, although the target takes no damage from the spell slot loss. Since this is a weapon enchantment, no ability that alters Stripping Strike or Dispelling Strike may be used in tandem with this enchantment.
The target must make a Fortitude save DC 10+1/2 Mage Slayer level+Int Mod or be considered to have no caster level for a number of rounds equal to 1/2 the Mage Slayer's class levels.
After affecting the target once the enchantment is removed from the weapon.
I’ve killed plenty of spellcasters in my time. None of their spells helped them. Do you really think yours will help you? Vandilyn Windblown, Elven Mage Slayer
Mage Slayers are the kind of thing that a spellcaster comes to fear, if only through exaggerated (hopefully) tales of the atrocities committed against spellcasters. Most specialize in ranged combat, shooting from a distance and striking down casters before they know the Mage Slayer is there. Some Mage Slayers like to see the blood of their enemies and spend their training on ways to put their enemies on a sword.
Game Rule Information:
Hit Dice: d6
Skills per level: 6+Int
Skills: Balance, Bluff, Climb, Craft, Disable Device, Disguise, Hide, Intimidate, Jump, Knowledge (arcana), Knowledge (the planes), Listen, Move Silently, Open Lock, Profession, Search, Sense Motive, Spot, Spellcraft, Survival, Swim, Tumble, and Use Rope
{table=head] Level | Base Attack Bonus | Fortitude | Reflex | Will | Class Features
1 | 0 | 0 | 2 | 2 | Disruptive Strike, Bonus Feat
2 | 1 | 0 | 3 | 3 | Evasion
3 | 2 | 1 | 3 | 3 | Track, Breaking and Entering
4 | 3 | 1 | 4 | 4 | Bonus Feat
5 | 3 | 1 | 4 | 4 | Dispelling Strike
6 | 4 | 2 | 5 | 5 | Sniper
7 | 5 | 2 | 5 | 5 | Bonus Feat, Hitchhiker
8 | 6/1 | 2 | 6 | 6 | Pincushion
9 | 6/1 | 3 | 6 | 6 | Guarded Body and Mind
10 | 7/2 | 3 | 7 | 7 | Bonus Feat, Mystic Stealth
11 | 8/3 | 3 | 7 | 7 | Dispelling Strike (Greater), Improved Pincushion
12 | 9/4 | 4 | 8 | 8 | Stripping Strike +1
13 | 9/4 | 4 | 8 | 8 | Bonus Feat, Wind Step
14 | 10/5 | 4 | 9 | 9 | Stripping Strike +2
15 | 11/6/1 | 5 | 9 | 9 | Guarded Soul
16 | 12/7/2 | 5 | 10 | 10 | Bonus Feat, Stripping Strike +3
17 | 12/7/2 | 5 | 10 | 10 | Dispelling Strike (Superior)
18 | 13/8/3 | 6 | 11 | 11 | Stripping Strike +4
19 | 14/9/4 | 6 | 11 | 11 | Bonus Feat
20 | 15/10/5 | 6 | 12 | 12 | Mage Slayer
[/table]
Class Features:
Weapon and Armor Proficiency: Mage Slayers are proficient with simple and martial weapons. Mage Slayers are proficient in light armor, but not with shields.
Bonus Feats: At 1st level, and every 3 levels after that, a Mage Slayer gains a bonus feat that she may use to better combat mages. This includes Fighter bonus feats or one the Mage Slayer feats listed below. A Mage Slayer must qualify for these feats as normal.
Disruptive Strike (su): A Mage Slayer has trained long and hard at harnessing her will power to killing mages. A Mage Slayer does additional damage equal to half her class level (minimum 1) plus her Intelligence modifier to all damage against any enemy provided they have some ability with magic. Even with the Intelligence bonus, this may not be higher than the Mage Slayer's class level +1 (the Improved Disruptive Strike feat's bonus damage is not included). Spell slots, spell like abilities, and psionics all qualify you as a target for the purposes of this ability.
Evasion (ex): A Mage Slayer learns to avoid magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the Mage Slayer is wearing light armor or no armor. A helpless Mage Slayer does not gain the benefit of evasion.
Track: Mage Slayers occasionally have to find their prey before turning them into quivers. A Mage Slayer gains Track as a bonus feat at 3rd level.
Breaking and Entering (ex): Sometimes Mage Slayers have to break into a mage’s sanctum after she has had time to prepare. Mages seem to be fond of placing traps in their lairs (especially those mages with oodles of time). A 3rd level Mage Slayer can find traps with DC’s higher than 20, as if they were a rogue. The Mage Slayer can even find and disable spells that ward an area from intrusion or warn of such intrusion (such as Hallow and Alarm). The Search and Disable Device DC's for this are 25+spell level. When a Mage Slayer gets within 20 feet of such an area, he may make a Spot check (DC 25+spell level) to notice the spell. She is also capable of breaking into extra dimensional areas that a mage might be hiding. Any time mage casts a spell that creates an extra-dimensional space and that leaves an entryway (such as Rope Trick or Magnificent Mansion), a Mage Slayer may find it and open it. This requires a Search check equal to 25+Spell Level to find the opening mechanism (this check is required even if there is a visible indication of the entryway), and an Open Locks check at the same DC to open it. The Mage Slayer may then open the doorway as if they were the original caster.
This ability also counts as Trapfinding for prerequisite purposes.
Dispelling Strike (su): A Mage Slayer may make an attack that will strip its target of ongoing magic. Make an attack roll and if you hit, you dispel magic affecting the target. Treat this as Dispel Magic with a caster level equal to your class level, only the targeted dispel can be used. This costs one use of this ability.
Alternatively, you may ready an attack, as if you were readying a counterspell. When the target of your counterspell attempts to cast his spell, you make an attack roll, which if you succeed immediately counters the spell in addition to dealing damage. This uses 1 use of Dispelling Strike.
These abilities may be used a total number of times per day equal to half of your class level plus your Intelligence modifier.
Sniper (ex): Striking accurately pays off, even against non-casters. A 6th level Mage Slayer adds her Dexterity bonus to damage rolls for bows (but not crossbows), this is in addition to all other damage, including Strength damage from being a mighty composite bow. In addition, a Mage Slayer ignores all concealment and miss chance granted by spells, can see through invisibility granted by a spell (but not from being on another plane, such as from being ethereal), and can tell which image is real when looking at a Mirror Image spell.
Hitchhiker (su): Most people have a point where they wish to get out of a situation, mages tend to use magic to do so. Whenever a magic user that the Mage Slayer is both withing 50 feet of and has line of effect to uses a spell or effect that shifts the mages location (most notably Conjuration (teleport) spells), a 7th level Mage Slayer may attempt to Hitchhike as an immediate action. This requires a Reflex save at the DC the spell or effect would have had to activate. If the Reflex save is successful, the Mage Slayer may expend one use of Dispelling Strike to follow the caster. Your actual destination will be 3d10x10 ft. (or the maximum available distance) away from the caster a random direction away. You are unable to be percieved by any means until your next action, even if that action is to delay or go back. If the situation is not to your liking your next action may be to go back to your original location at a cost of one more useof Dispelling Strike. If you do not use this chance to go back you must find your own way.
Pincushion (ex): Magic users have this annoying tendency to cast spells that grant them flight capabilities. If a Mage Slayer of 8th level or higher hits with an arrow at a target in the air, the target must make an immediate reflex save or fall. The DC is 10+1/2 her Mage Slayer level+Int modifier. The reflex save DC increases by 2 for each additional arrow that strikes the target, but only 1 save is rolled per round. However, for every size category the target is larger than the Mage Slayer, they recieve a +4 size bonus to their reflex save (larger targets are harder to knock from the sky).
Guarded Body and Mind (su): In order to better protect themselves from magic, Mage Slayers train both their bodies and mind to endure things that kill most others. A 9th level Mage Slayer gains a bonus to saves versus death effects as well as all spells with the [Mind-Affecting] descriptor. This bonus starts at +5 and improves by 1 every 2 Mage Slayer levels after 9.
Mystic Stealth (su): A Mage Slayer is capable of sneaking through spells that ward an area from intrusion (such as Glyph of Warding), have negative effects for intruders (such as Hallow or Forbiddance) or warn of such intrusion (such as Alarm). If the Mage Slayer succeeds at a Hide check versus a DC of 25+Spell Level, the Mage Slayer does not trigger any effects of the spell. For every 4 points that the Mage Slayer's Hide check is above the DC, she may obscure an ally from the spell in addition to herself.
Dispelling Strike (Greater): For 2 uses of Dispelling Strike you may make your shot similar to Greater Dispel Magic instead of Dispel Magic.
Improved Pincushion (su): When you use pincushion, in addition to the normal benefits, you also immediately dispel any magical flight that may be keeping the target aloft. (Unlike normal dispelling of flight spells, there is no slow descent)
Stripping Strike (su): Any attack a Mage Slayer of at least 12th level makes can be imbued with his determination to strike down spellcasters. A Mage Slayer may attempt to strip magic from a caster with any attack. For every use of Dispelling Strike the Mage Slayer chooses to expend (this is limited by the number listed after Stripping Arrow) the target loses one spell as if he had been subject to a negative level. The target takes 2 points of damage for each spell level lost to this ability but is allowed a Fortitude save DC 10+1/2 Mage Slayer level+Int mod for half damage.
A creature with spell-like abilities, but not spells, loses one use of their highest level spell-like ability. If the creature's highest level spell-like ability left is an at-will spell-like abilities, the creature may not use that spell-like ability for a number of rounds equal to 1/2 the Mage Slayer's class levels. The target takes 2 points of damage for each spell level lost to this ability. The target is allowed a Fortitude save DC 10+1/2 Mage Slayer level+Int mod for half damage.
Wind Step (su): A 13th level Mage Slayer is able to use a great burst of speed in order to elude certain effects. When a mage casts a spell that manipulates an area or creates some kind of object in the area (such as Forcecage, or any of the Wall of X spells), the Mage Slayer may attempt to Wind Step as an immediate action. This requires a Reflex save at the DC the spell or effect would have had to activate. If the Reflex save is successful, the Mage Slayer may expend one use of Dispelling Strike to move her speed in order to get out of the area of effect.
Guarded Soul (su): A 15th level Mage Slayer has become so effective at negating magic that it becomes difficult to affect a Mage Slayer with all magic. She has spell resistance 10+ her Mage Slayer level.
Dispelling Strike (Superior) (su): For 6 uses of Dispelling Strike, a Mage Slayer can use her Dispelling Strike ability to dispel all ongoing effects on a target without any dispel checks.
Mage Slayer: There is nothing more feared by magic users than a Mage Slayers, and there is no Mage Slayer more frightening than one of 20th level. You gain 2 additional uses of your Dispelling Strike ability per day and your Stripping Strike cap is raised to 5. All weapons wielded by a Mage Slayer are treated as weapons aligned like herself (if she is lawful evil, her weapons are lawful and evil aligned), and bypass DR magic. In addition, a Mage Slayer may enchant a weapon with the Antimage enchantment.
A Mage Slayer may only have one Antimage enchantment at a time, and each such enchantment is attuned to a single target.
The target must be one that qualifies her Disruptive Strike ability. In addition, she must have come into contact with the subject (seeing the target is good enough, even if through magical means).
The weapon takes one day to enchant and requires 12 uses of Dispelling Strike to power. These are permanently used until the Mage Slayer dismisses the enchantment (a free action) or the enchantment affects its target.
Antimage
Overwhelming Necromancy, CL 20
When the weapon hits the target that it is attuned to a swirling mass of darkness overwhelms the target, after a few seconds the darkness dissipates. (a bow bestows the enchantment on its ammuntion). It is treated as a +5 weapon that bypasses all DR and regeneration that the target has except DR/-, and is treated as having alignment based damage properties (anarchic, axiomatic, holy, unholy) according to the Mage Slayers alignment (in the above example her arrow would be axiomatic and unholy) in addition to any other properties. Assuming the target survives the arrow's damage, the target is subjected to three additional effects.
A Dispelling Strike (Superior) affects the target.
The target is completely stripped of all casting. The targets spell slots, spell-like abilities, and psionics are all affected as if by Stripping Strike, although the target takes no damage from the spell slot loss. Since this is a weapon enchantment, no ability that alters Stripping Strike or Dispelling Strike may be used in tandem with this enchantment.
The target must make a Fortitude save DC 10+1/2 Mage Slayer level+Int Mod or be considered to have no caster level for a number of rounds equal to 1/2 the Mage Slayer's class levels.
After affecting the target once the enchantment is removed from the weapon.