Azoth
2012-11-09, 10:13 PM
Mage Hunter
“These powers were never meant to be wielded by mankind…”
Abilities: The key abilities for a Mage Hunter are Wisdom as it governs their unique abilities number of uses. Constitution for health, while they have a decent hit die more health is always welcome. Dex or Str depending on their chosen combat role.
Role: Mage Hunters are competent warriors who shine beset when facing spell casters.
Background: Mage Hunters come from all walks. They may have been raised in the profession or decided to join for personal reasons.
Organization; Mage Hunters usually work in small groups hunting down spellcasters that abuse their power. The organizations have their own hierarchies and methods, but still more than a few Mage Hunters act on their own for their own reasons.
Alignment: Hunters come from all walks and types. Some hunt out of vengeance, some to maintain order, some to cause chaos, and others for the thrill of the hunt and money. Mage Hunters can be of any alignment.
{table=head]Level|BAB|Fort|Ref|Will|Special
1st|+0|+2|+2|+2| Favored enemy (Spell Caster), Nemesis
2nd|+1|+3|+3|+3| Evasion, Force of Will
3rd|+2|+3|+3|+3| Mettle, Mage Slayer
4th|+3|+4|+4|+4| Uncanny Dodge, AC Bonus
5th|+3|+4|+4|+4| Spell Rebound
6th|+4|+5|+5|+5| Pierce Magical Concealment
7th|+5|+5|+5|+5| Dispelling Attack
8th|+6/+1|+6|+6|+6| Bane of My Enemies
9th|+6/+1|+6|+6|+6| Pierce Magical Protection
10th|+7/+2|+7|+7|+7| Aura of suppression
11th|+8/+3|+7|+7|+7| Tag Along
12th|+9/+4|+8|+8|+8| Severing the Current
13th|+9/+4|+8|+8|+8| True Seeing
14th|+10/+5|+9|+9|+9| Greater Dispelling Attack
15th|+11/+6/+1|+9|+9|+9| Blank Thoughts
16th|+12/+7/+2|+10|+10|+10| Stopping the Flow
17th|+12/+7/+2|+10|+10|+10|Greater Rebound
18th|+13/+8/+3|+11|+11|+11|Extended Will
19th|+14/+9/+4|+11|+11|+11|
20th|+15/+10/+5|+12|+12|+12|
[/table]
Hit Dice: d8
Skill points: 6+int (x4at first level)
Class Skills: Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (all) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
Weapon and Armor Profficiency: Mage Hunters are profficient with all simple and martial weapons, all armors and shields (excluding tower shields)
Favored Enemy (spellcater): At First Level a Mage Hunter gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against arcane or divine spellcasters or invocation users (but not creatures with spell like abilities). Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.
Nemesis(EX): Through years of training a Mage hunter has developed an almost sixth sense for the presence of spell casters. They can sense the presence of spellcasters within 60 feet, as well as pinpoint their exact location (distance and direction) relative to them. Nonmagical barriers and obstructions do not block this ability, allowing you to sense the presence and location of creatures behind doors or walls, for example. This feat does not allow you to see an invisible or hidden creature (although you can still discern its location). In addition to sensing the presence of spellcasters, you deal +1d6 points of damage on weapon attack rolls made against spellcasters.
Evasion(EX): At 2nd level and higher, a Mage Hunter 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. A helpless Mage Hunter does not gain the benefit of evasion.
Force of Will (EX): At 2nd level a Mage Hunter adds his Wisdom Bonus (if any) on all saving throws. He also no longer automatically fails a save on a natural 1.
Mettle (EX): At 2nd level and higher, a Mage Hunter can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping Mage Hunter does not gain the benefit of mettle.
Mage Slayer: A Mage Hunter gains Mage Slayer as a feat even if he does not meet the prerequisites.
Uncanny Dodge (EX): Starting at 4th level, a Mage Hunter can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.
If a Mage Hunter already has uncanny dodge from a different class he automatically gains improved uncanny dodge instead.
AC Bonus (EX): A Mage Hunter adds his Wisdom bonus (if any) to her AC
These bonuses to AC apply even against touch attacks or when Mage Hunter is flat-footed. He loses these bonuses when he is immobilized or helpless.
Spell Rebound (EX): You gain the supernatural ability to reflect magical attacks back on their caster. If an enemy misses with a spell or spell-like ability aimed at you, you can use an immediate action to redirect the effect back at its originator. The spell or ability attacks the original caster (The Mage Hunter makes an attack roll using the same modifier as the original attack against him).If it hits, the caster is subject to the normal effect of the spell or ability.
For example, if a 3rd-level wizard missed you with a scorching ray, you could use an immediate action to redirect the ray back to the wizard. The wizard would immediately make a new ranged attack roll (using the same modifier) against his own touch AC; if the attack succeeds, the scorching ray deals its normal damage to the wizard.
This effect applies only to spells and spell-like abilities that require an attack roll. Other spells and spell-like abilities that affect a target aren't subject to this reflection.
If a single spell or ability misses you more than once at the same time (such as scorching ray cast by a high-level caster), you can redirect each portion of the spell that missed. Using the example above, if you were missed by two of the three rays from an 11th-level wizard's scorching ray spell, you could redirect only those two rays (but not the one that hit).
You can use this ability a number of times per day equal to 1 + your Wis modifier (minimum 1/day).
Pierce Magical Concealment At 6th Level a Mage Hunter gains Pierce Magical Concealment as a bonus feat even if he does not meet the prerequisites.
Dispelling Attack (EX): As a free action useable when a Mage Hunter hits with an attacks he can infuse the attack with his own will. This attack if it hits does damage as normal and the target is also subjected to a targeted dispel magic. The Mage Slayer makes a dispel check (1d20 + Mage Slayer Level, Maximum +10). If the Mage Slayer attacks a creature no under the affect of any spells the attempt is wasted. A Mage Slayer may use this ability 3+wis Mod/day.
Bane of my Enemies (EX) Any weapon wielded by a Mage Hunter is considered to have the Mage Bane property. This property however applies to both arcane and divine casters equally.
Pierce Magical Protection The Mage Hunter gains Pierce Magical Protection as a bonus feat. Though for him it functions even with ranged attacks.
Aura of Suppression (EX): A Mage Hunter can generate a personal antimagic field. This field lasts a number of hours per day equal to his Mage Hunter Level. It's duration can be broken up into one minute intervals. It can be raised or lowered as a free action during the Mage Hunter's turn. Lowering it prematurely still removes the full minute from the total duration of its effect. It affects his entire area and threat range instead of just a 10ft emanation from himself.
Tag Along: If a Mage Slayer is within 30 feet of a spell caster when they attempt any form of extradimensional travel (I.E. Teleport, Dimension Door, Plane Shift) he can attempt a REF save (DC=10+spell level+caster's primary casting stat) to tag along to their destination.
Severing the Current (EX) As a free action on an attack you can cause a caster to make a Fort save DC (10 + ˝ Mage Hunter level + Wis modifier) or lose a spell from the highest level spell slot they can cast. This ability is useable 3+ wis mod/day.
True Seeing (EX): A number of times per day equal to his wisdom modifier (minimum 1) a Mage Hunter may put himself under the effects of a True Seeing spell (Castter Level=Mage Hunter level)
Greater Dispelling Attack (EX): As Dispelling Attack but target subjected to a targeted Greater Dispell Magic.
Blank Thoughts (Ex): At 15th level, a Mage Hunter can induce within themselves a state of mental absence, thereby becoming immune to mind-affecting effects (charms, compulsions, patterns, phantasms, and morale effects). They can suppress or resume this ability as a free action.
Stopping the Flow (EX): As a swift action a Mage Hunter can force an enemy spellcaster within 30 ft to make a Will save (DC=10+1/2 Mage Hunter level+wis mod) or be unable to use spell like abilities, supernatural abilities, or spellcasting as if affected by an antimagic field for 1d4+1 rounds. This ability is useable once every 1d4 rounds.
Greater Rebound(EX): At 17th level a Mage Hunter has learned to reflect any single target spell that fails to affect to him back at the caster. They must make a save against the same DC that the Mage Hunter did if the spell does not involve an attack roll.
Extended Will (EX) As a free action once per turn a Mage Hunter can grant his allies within 30ft (excluding himself) a new save attempt against a spell effect. If he affects multiple allies with one use of this ability he can only grant one type of retry.
For example, if two of his allies are affected by an aboleth's mucus and one is entangled, he can either grant two new fort saves or one new ref save but not both.
This ability is useable a number of times per day equal to 3+ wis modifier.
“These powers were never meant to be wielded by mankind…”
Abilities: The key abilities for a Mage Hunter are Wisdom as it governs their unique abilities number of uses. Constitution for health, while they have a decent hit die more health is always welcome. Dex or Str depending on their chosen combat role.
Role: Mage Hunters are competent warriors who shine beset when facing spell casters.
Background: Mage Hunters come from all walks. They may have been raised in the profession or decided to join for personal reasons.
Organization; Mage Hunters usually work in small groups hunting down spellcasters that abuse their power. The organizations have their own hierarchies and methods, but still more than a few Mage Hunters act on their own for their own reasons.
Alignment: Hunters come from all walks and types. Some hunt out of vengeance, some to maintain order, some to cause chaos, and others for the thrill of the hunt and money. Mage Hunters can be of any alignment.
{table=head]Level|BAB|Fort|Ref|Will|Special
1st|+0|+2|+2|+2| Favored enemy (Spell Caster), Nemesis
2nd|+1|+3|+3|+3| Evasion, Force of Will
3rd|+2|+3|+3|+3| Mettle, Mage Slayer
4th|+3|+4|+4|+4| Uncanny Dodge, AC Bonus
5th|+3|+4|+4|+4| Spell Rebound
6th|+4|+5|+5|+5| Pierce Magical Concealment
7th|+5|+5|+5|+5| Dispelling Attack
8th|+6/+1|+6|+6|+6| Bane of My Enemies
9th|+6/+1|+6|+6|+6| Pierce Magical Protection
10th|+7/+2|+7|+7|+7| Aura of suppression
11th|+8/+3|+7|+7|+7| Tag Along
12th|+9/+4|+8|+8|+8| Severing the Current
13th|+9/+4|+8|+8|+8| True Seeing
14th|+10/+5|+9|+9|+9| Greater Dispelling Attack
15th|+11/+6/+1|+9|+9|+9| Blank Thoughts
16th|+12/+7/+2|+10|+10|+10| Stopping the Flow
17th|+12/+7/+2|+10|+10|+10|Greater Rebound
18th|+13/+8/+3|+11|+11|+11|Extended Will
19th|+14/+9/+4|+11|+11|+11|
20th|+15/+10/+5|+12|+12|+12|
[/table]
Hit Dice: d8
Skill points: 6+int (x4at first level)
Class Skills: Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (all) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
Weapon and Armor Profficiency: Mage Hunters are profficient with all simple and martial weapons, all armors and shields (excluding tower shields)
Favored Enemy (spellcater): At First Level a Mage Hunter gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against arcane or divine spellcasters or invocation users (but not creatures with spell like abilities). Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.
Nemesis(EX): Through years of training a Mage hunter has developed an almost sixth sense for the presence of spell casters. They can sense the presence of spellcasters within 60 feet, as well as pinpoint their exact location (distance and direction) relative to them. Nonmagical barriers and obstructions do not block this ability, allowing you to sense the presence and location of creatures behind doors or walls, for example. This feat does not allow you to see an invisible or hidden creature (although you can still discern its location). In addition to sensing the presence of spellcasters, you deal +1d6 points of damage on weapon attack rolls made against spellcasters.
Evasion(EX): At 2nd level and higher, a Mage Hunter 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. A helpless Mage Hunter does not gain the benefit of evasion.
Force of Will (EX): At 2nd level a Mage Hunter adds his Wisdom Bonus (if any) on all saving throws. He also no longer automatically fails a save on a natural 1.
Mettle (EX): At 2nd level and higher, a Mage Hunter can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping Mage Hunter does not gain the benefit of mettle.
Mage Slayer: A Mage Hunter gains Mage Slayer as a feat even if he does not meet the prerequisites.
Uncanny Dodge (EX): Starting at 4th level, a Mage Hunter can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.
If a Mage Hunter already has uncanny dodge from a different class he automatically gains improved uncanny dodge instead.
AC Bonus (EX): A Mage Hunter adds his Wisdom bonus (if any) to her AC
These bonuses to AC apply even against touch attacks or when Mage Hunter is flat-footed. He loses these bonuses when he is immobilized or helpless.
Spell Rebound (EX): You gain the supernatural ability to reflect magical attacks back on their caster. If an enemy misses with a spell or spell-like ability aimed at you, you can use an immediate action to redirect the effect back at its originator. The spell or ability attacks the original caster (The Mage Hunter makes an attack roll using the same modifier as the original attack against him).If it hits, the caster is subject to the normal effect of the spell or ability.
For example, if a 3rd-level wizard missed you with a scorching ray, you could use an immediate action to redirect the ray back to the wizard. The wizard would immediately make a new ranged attack roll (using the same modifier) against his own touch AC; if the attack succeeds, the scorching ray deals its normal damage to the wizard.
This effect applies only to spells and spell-like abilities that require an attack roll. Other spells and spell-like abilities that affect a target aren't subject to this reflection.
If a single spell or ability misses you more than once at the same time (such as scorching ray cast by a high-level caster), you can redirect each portion of the spell that missed. Using the example above, if you were missed by two of the three rays from an 11th-level wizard's scorching ray spell, you could redirect only those two rays (but not the one that hit).
You can use this ability a number of times per day equal to 1 + your Wis modifier (minimum 1/day).
Pierce Magical Concealment At 6th Level a Mage Hunter gains Pierce Magical Concealment as a bonus feat even if he does not meet the prerequisites.
Dispelling Attack (EX): As a free action useable when a Mage Hunter hits with an attacks he can infuse the attack with his own will. This attack if it hits does damage as normal and the target is also subjected to a targeted dispel magic. The Mage Slayer makes a dispel check (1d20 + Mage Slayer Level, Maximum +10). If the Mage Slayer attacks a creature no under the affect of any spells the attempt is wasted. A Mage Slayer may use this ability 3+wis Mod/day.
Bane of my Enemies (EX) Any weapon wielded by a Mage Hunter is considered to have the Mage Bane property. This property however applies to both arcane and divine casters equally.
Pierce Magical Protection The Mage Hunter gains Pierce Magical Protection as a bonus feat. Though for him it functions even with ranged attacks.
Aura of Suppression (EX): A Mage Hunter can generate a personal antimagic field. This field lasts a number of hours per day equal to his Mage Hunter Level. It's duration can be broken up into one minute intervals. It can be raised or lowered as a free action during the Mage Hunter's turn. Lowering it prematurely still removes the full minute from the total duration of its effect. It affects his entire area and threat range instead of just a 10ft emanation from himself.
Tag Along: If a Mage Slayer is within 30 feet of a spell caster when they attempt any form of extradimensional travel (I.E. Teleport, Dimension Door, Plane Shift) he can attempt a REF save (DC=10+spell level+caster's primary casting stat) to tag along to their destination.
Severing the Current (EX) As a free action on an attack you can cause a caster to make a Fort save DC (10 + ˝ Mage Hunter level + Wis modifier) or lose a spell from the highest level spell slot they can cast. This ability is useable 3+ wis mod/day.
True Seeing (EX): A number of times per day equal to his wisdom modifier (minimum 1) a Mage Hunter may put himself under the effects of a True Seeing spell (Castter Level=Mage Hunter level)
Greater Dispelling Attack (EX): As Dispelling Attack but target subjected to a targeted Greater Dispell Magic.
Blank Thoughts (Ex): At 15th level, a Mage Hunter can induce within themselves a state of mental absence, thereby becoming immune to mind-affecting effects (charms, compulsions, patterns, phantasms, and morale effects). They can suppress or resume this ability as a free action.
Stopping the Flow (EX): As a swift action a Mage Hunter can force an enemy spellcaster within 30 ft to make a Will save (DC=10+1/2 Mage Hunter level+wis mod) or be unable to use spell like abilities, supernatural abilities, or spellcasting as if affected by an antimagic field for 1d4+1 rounds. This ability is useable once every 1d4 rounds.
Greater Rebound(EX): At 17th level a Mage Hunter has learned to reflect any single target spell that fails to affect to him back at the caster. They must make a save against the same DC that the Mage Hunter did if the spell does not involve an attack roll.
Extended Will (EX) As a free action once per turn a Mage Hunter can grant his allies within 30ft (excluding himself) a new save attempt against a spell effect. If he affects multiple allies with one use of this ability he can only grant one type of retry.
For example, if two of his allies are affected by an aboleth's mucus and one is entangled, he can either grant two new fort saves or one new ref save but not both.
This ability is useable a number of times per day equal to 3+ wis modifier.