Azoth
2013-01-18, 07:54 PM
Mage Hunter 2.0
Man was never meant to control the powers...
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.
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 (Spellcaster)+2, Nemesis, Hunter Pool
2nd|+1|+3|+3|+3| Cunning Strike
3rd|+2|+3|+3|+3| Mage Slayer
4th|+3|+4|+4|+4| Spell Imunity (1st)
5th|+3|+4|+4|+4| Force of Will, Favored Enemy +4
6th|+4|+5|+5|+5| Pierce Magical Protection
7th|+5|+5|+5|+5| Bane of My Enemies
8th|+6/+1|+6|+6|+6| Spell Imunity (2nd)
9th|+6/+1|+6|+6|+6| Pierce Magical Concealment
10th|+7/+2|+7|+7|+7| Evasion, Favored Enemy +6
11th|+8/+3|+7|+7|+7| Battle Conviction
12th|+9/+4|+8|+8|+8| Spell Imunity (3rd)
13th|+9/+4|+8|+8|+8| Spell Magnet
14th|+10/+5|+9|+9|+9| Mettle
15th|+11/+6/+1|+9|+9|+9| Spell Reflection, Favored Enemy +8
16th|+12/+7/+2|+10|+10|+10| Spell Imunity (4th)
17th|+12/+7/+2|+10|+10|+10|
18th|+13/+8/+3|+11|+11|+11|
19th|+14/+9/+4|+11|+11|+11|
20th|+15/+10/+5|+12|+12|+12| Spell Imunity (5th), Favored Enemy +10
[/table]
Starting Gold: As Ranger.
HD:d8
Skill points: 6+Int (x4 at first level)
Class Skills: The Mage Hunter’s class skills (and the key ability for each skill) are 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), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (all taken separately) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
Class Features:
Weapon and Armor Proficiencies: A Mage Hunter is profficient with all simple and martial weapons. A Mage Hunter is profficient with all armors as well as all shields (excluding tower shields).
Favored Enemy (Spell Caster) (EX): The Mage Hunter gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against arcane or divine spell casters (including those with racial spell casting. I.E. Dragons) Likewise, he gets a +2 bonus on weapon damage rolls against such creatures. This bonus increases by +2 per 5 Mage Hunter levels.
Nemesis (EX): A Mage Hunter can sense the presence of arcane or divine spell casters within 60 feet, as well as pinpoint their exact location (distance and direction) relative to himself. Normal 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).
Hunter Pool (SU): A Mage Hunter can channel his Willpower to manifest special powers. He can use his powers a number of times per day equal to his class level plus his Wisdom modifier (if any). Will powers can only be used if the Mage Hunter is conscious and not helpless. His Hunter Pool can be regenerated after eight hours of uninterupted rest. Starting at 1st level, the Mage Hunter also gains a +1 bonus to AC. This bonus increases by +1 at fifth level and every five class levels thereafter (+2 at 5th level, +3 at 10th level, and so on) as long as he has one Hunter Pool use remaining.
Hunter Pool Abilities:
Blocking the Flow: As a standard action a Mage Hunter can force a spellcaster within short range (25ft+5ft/2 Mage Hunter levels) to make a Will Save DC=(10+1/2 Mage Hunter level(minimum 1)+Wisdom modifier) or be unable to cast spells, use spell like abilities, or Supernatrual abilities for 1d4+1 rounds. This ability uses 2 Hunter Pool Uses.
Closing the Gap: Beginning at 2nd level a Mage Hunter may teleport (10ft+5ft per Mage Hunter level) as a swift action. He can take items or others with him up to his maximum load. Unwilling targets get a Will save to negate this ability. DC= 10 +1/2 Mage Hunter level +wis modifier. This ability uses 1 Hunter Pool use.
Shared Will: Begining at 4th level as a standard action a Mage Hunter can grant all allies within 30ft (self included) a new saving throw against an ongoing effect. A Mage Hunter can only grant 1 new type of save per use of this ability. (I.E. If two of his allies are affected by Aboleth Mucus and one is entangled, the Mage hunter can either grant his two allies a new Fort save or the ally a new Ref save with a single use of this ability.) This ability costs 1 Hunter Pool use.
Revealing Aura Beggining at 6th level as a standard action a Mage Hunter can generate an emanation centered on themself of 5ft per Mage Hunter level that negates all forms of invisibility for 1min/Mage Hunter Level.This ability costs 1 Hunter Pool Use.
Wings of Will: Beginning at 8th level a Mage Hunter can grant himself or allies the ability of flight as if under a Fly spell cast by a spellcaster of his Mage Hunter level. This ability costs 1 Hunter Pool use.
Anchoring Strike: Beginning at 10th level a Mage Hunter, can as a standard action make a single attack against an enemy. If this attack hits the subject takes damage normally and is affected by a Dimension Anchor spell as if cast by a spell caster of a level equal to the Mage Hunter's level. Spell resistance applies normally. This ability costs 2 Hunter Pool Uses.
Severing the Current:Beginning at 12th level as a free action on an attack a Mage Hunter can cause a caster to make a Fort save DC (10 + ½ Mage Hunter level + Wis modifier) or lose a spell from the highest level spell slot they can cast at random and take xd6 damage where x is equal to the level of the spell lost. A Mage Hunter must declare the use of this ability before the attack roll is made. Should the attack miss, then the attempt is wasted. This ability costs 2 Hunter Pool uses.
Field of Denial: Begining at 14th level a Mage Hunter learns to generate a unique tool. A mage hunter can generate a unique Antimagic Field. It can be deployed within 50ft of himself, or channeled into himself or an item in his possession. If generated at range the field requires a full round to move. Should the Mage Hunter move beyond 50ft from the field he can can not control it again until he is within 50ft of it. This field can be raised or lowered as a free action on his turn. The field lasts 1hr/Mage Hunter Level. This ability costs 4 Hunter Pool uses.
For every 2 Hunter Pool uses spent after those required to activate the ability its radius grows by 10ft.
True Sight: Begining at 16th level a Mage Hunter can grant himself or an ally the ability to see as if affected by a True Seeing spell cast by a spellcaster equal to his Mage Hunter level. This ability costs 2 Hunter Pool uses.
Blank Mind: Begining at 18th level a Mage Hunter can bestow the ability of a Mind Blank spell unto himself or other willing creatures. Its effects are the same as if cast by a spellcaster equal to the Mage Hunter's level. The ability costs 2 Hunter Pool uses.
Words of Banishment At 20th level a Mage Hunter is powerful his call can drive off creatures called for by magic. All summoned and extra planar creatures that can hear your voice (120ft unless bolstered) are subject to the effects of a Banishment spell. There is no limit on the number of creatures or their effective hit dice this spell can affect. Save DC= 20+wisdom modifier. This ability costs 5 Hunter Pool uses.
Cunning Strike: Mage Hunters are taught to rely on their wits and cunning more than brute force or speed. At 2nd level a Mage Hunter may replace his Strength or Dexterity modifier for his Wisdom modifier as a bonus to hit. He also gains wisdom modifier as a bonus on damage rolls.
Mage Slayer: The Mage Hunter gains the feat Mage Slayer without needing to meet its prerequisites as a bonus feat.
Spell Immunity (EX): A lifetime of training and fighting those who wield magic has left the Mage Hunter's body with a resistance to the effects of these enemies. Begining at 4th level a Mage Hunter is immune to spells of 1st level and lower. This is an actual immunity and not infinite spell resistance. This immunity can be lowered or raised as an immediate action. This immunity applies to the actual level of the spell being cast, and not the level of the spell slot it occupies. Metamagic can not raise a spell high enough to bypass this immunity, except through the use of Heighten Spell Metamagic. This immunity increases by 1 spell level every 4 Mage Hunter levels. (2nd level spells at 8th level, 3rd at 12th, ect.)
Force of Will (EX): A Mage Hunter adds his Wisdom modifier as a bonus to all saving throws, and no longer automatically fails a save on a natural 1.
Pierce Magical Protection: A Mage Hunter gains Pierce Magical Protection as a bonus feat, even if he does not meat the prerequisites. For him this attack can also be made with ranged or thrown weapons.
Bane of My Enemies (EX): Any weapon a Mage Hunter weilds is treated as having the Mage Bane property. This property applies to both Arcane and Divine spellcasters.
Pierce Magical Concealment: A Mage Hunter gains Pierce Magical Concealment as a bonus feat, even if he does not meet the prerequisites.
Evasion: As Rogue ability, except it functions in any armor as long as the Mage Hunter is not carrying more than a light load.
Battle Conviction (EX): Beginning at 11th level a Mage Hunter adds his Wisdom modifier to his AC (if positive) regardless of armor worn.
Spell Magnet (EX): Once per round per ally within 30ft, a Mage Hunter may draw a spell targeted at the ally to himself. This means once per round a Mage Hunter may choose to have himself be the target of any spell or SLA targeted at an ally within 30ft.
He can do this for each ally within range of the ability. (I.E. He can change the target of a scorching ray aimed at the rogue to himself, and he can change the target of an enervation aimed at the wizard to himself. If either ally is targeted by another spell before the Mage Hunter's next turn, he can not change the target to himself again.) This ability does not affect AoE spells.
Mettle:At 14thlevel 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.
Spell Reflection (EX):A Mage Hunter can redirect any spell targeted at him that fails to hit him, or for which he passes the save to another legal target within the spell's original range (including the caster). He can use this ability 3+Wis modifier times per day.
Man was never meant to control the powers...
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.
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 (Spellcaster)+2, Nemesis, Hunter Pool
2nd|+1|+3|+3|+3| Cunning Strike
3rd|+2|+3|+3|+3| Mage Slayer
4th|+3|+4|+4|+4| Spell Imunity (1st)
5th|+3|+4|+4|+4| Force of Will, Favored Enemy +4
6th|+4|+5|+5|+5| Pierce Magical Protection
7th|+5|+5|+5|+5| Bane of My Enemies
8th|+6/+1|+6|+6|+6| Spell Imunity (2nd)
9th|+6/+1|+6|+6|+6| Pierce Magical Concealment
10th|+7/+2|+7|+7|+7| Evasion, Favored Enemy +6
11th|+8/+3|+7|+7|+7| Battle Conviction
12th|+9/+4|+8|+8|+8| Spell Imunity (3rd)
13th|+9/+4|+8|+8|+8| Spell Magnet
14th|+10/+5|+9|+9|+9| Mettle
15th|+11/+6/+1|+9|+9|+9| Spell Reflection, Favored Enemy +8
16th|+12/+7/+2|+10|+10|+10| Spell Imunity (4th)
17th|+12/+7/+2|+10|+10|+10|
18th|+13/+8/+3|+11|+11|+11|
19th|+14/+9/+4|+11|+11|+11|
20th|+15/+10/+5|+12|+12|+12| Spell Imunity (5th), Favored Enemy +10
[/table]
Starting Gold: As Ranger.
HD:d8
Skill points: 6+Int (x4 at first level)
Class Skills: The Mage Hunter’s class skills (and the key ability for each skill) are 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), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (all taken separately) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
Class Features:
Weapon and Armor Proficiencies: A Mage Hunter is profficient with all simple and martial weapons. A Mage Hunter is profficient with all armors as well as all shields (excluding tower shields).
Favored Enemy (Spell Caster) (EX): The Mage Hunter gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against arcane or divine spell casters (including those with racial spell casting. I.E. Dragons) Likewise, he gets a +2 bonus on weapon damage rolls against such creatures. This bonus increases by +2 per 5 Mage Hunter levels.
Nemesis (EX): A Mage Hunter can sense the presence of arcane or divine spell casters within 60 feet, as well as pinpoint their exact location (distance and direction) relative to himself. Normal 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).
Hunter Pool (SU): A Mage Hunter can channel his Willpower to manifest special powers. He can use his powers a number of times per day equal to his class level plus his Wisdom modifier (if any). Will powers can only be used if the Mage Hunter is conscious and not helpless. His Hunter Pool can be regenerated after eight hours of uninterupted rest. Starting at 1st level, the Mage Hunter also gains a +1 bonus to AC. This bonus increases by +1 at fifth level and every five class levels thereafter (+2 at 5th level, +3 at 10th level, and so on) as long as he has one Hunter Pool use remaining.
Hunter Pool Abilities:
Blocking the Flow: As a standard action a Mage Hunter can force a spellcaster within short range (25ft+5ft/2 Mage Hunter levels) to make a Will Save DC=(10+1/2 Mage Hunter level(minimum 1)+Wisdom modifier) or be unable to cast spells, use spell like abilities, or Supernatrual abilities for 1d4+1 rounds. This ability uses 2 Hunter Pool Uses.
Closing the Gap: Beginning at 2nd level a Mage Hunter may teleport (10ft+5ft per Mage Hunter level) as a swift action. He can take items or others with him up to his maximum load. Unwilling targets get a Will save to negate this ability. DC= 10 +1/2 Mage Hunter level +wis modifier. This ability uses 1 Hunter Pool use.
Shared Will: Begining at 4th level as a standard action a Mage Hunter can grant all allies within 30ft (self included) a new saving throw against an ongoing effect. A Mage Hunter can only grant 1 new type of save per use of this ability. (I.E. If two of his allies are affected by Aboleth Mucus and one is entangled, the Mage hunter can either grant his two allies a new Fort save or the ally a new Ref save with a single use of this ability.) This ability costs 1 Hunter Pool use.
Revealing Aura Beggining at 6th level as a standard action a Mage Hunter can generate an emanation centered on themself of 5ft per Mage Hunter level that negates all forms of invisibility for 1min/Mage Hunter Level.This ability costs 1 Hunter Pool Use.
Wings of Will: Beginning at 8th level a Mage Hunter can grant himself or allies the ability of flight as if under a Fly spell cast by a spellcaster of his Mage Hunter level. This ability costs 1 Hunter Pool use.
Anchoring Strike: Beginning at 10th level a Mage Hunter, can as a standard action make a single attack against an enemy. If this attack hits the subject takes damage normally and is affected by a Dimension Anchor spell as if cast by a spell caster of a level equal to the Mage Hunter's level. Spell resistance applies normally. This ability costs 2 Hunter Pool Uses.
Severing the Current:Beginning at 12th level as a free action on an attack a Mage Hunter can cause a caster to make a Fort save DC (10 + ½ Mage Hunter level + Wis modifier) or lose a spell from the highest level spell slot they can cast at random and take xd6 damage where x is equal to the level of the spell lost. A Mage Hunter must declare the use of this ability before the attack roll is made. Should the attack miss, then the attempt is wasted. This ability costs 2 Hunter Pool uses.
Field of Denial: Begining at 14th level a Mage Hunter learns to generate a unique tool. A mage hunter can generate a unique Antimagic Field. It can be deployed within 50ft of himself, or channeled into himself or an item in his possession. If generated at range the field requires a full round to move. Should the Mage Hunter move beyond 50ft from the field he can can not control it again until he is within 50ft of it. This field can be raised or lowered as a free action on his turn. The field lasts 1hr/Mage Hunter Level. This ability costs 4 Hunter Pool uses.
For every 2 Hunter Pool uses spent after those required to activate the ability its radius grows by 10ft.
True Sight: Begining at 16th level a Mage Hunter can grant himself or an ally the ability to see as if affected by a True Seeing spell cast by a spellcaster equal to his Mage Hunter level. This ability costs 2 Hunter Pool uses.
Blank Mind: Begining at 18th level a Mage Hunter can bestow the ability of a Mind Blank spell unto himself or other willing creatures. Its effects are the same as if cast by a spellcaster equal to the Mage Hunter's level. The ability costs 2 Hunter Pool uses.
Words of Banishment At 20th level a Mage Hunter is powerful his call can drive off creatures called for by magic. All summoned and extra planar creatures that can hear your voice (120ft unless bolstered) are subject to the effects of a Banishment spell. There is no limit on the number of creatures or their effective hit dice this spell can affect. Save DC= 20+wisdom modifier. This ability costs 5 Hunter Pool uses.
Cunning Strike: Mage Hunters are taught to rely on their wits and cunning more than brute force or speed. At 2nd level a Mage Hunter may replace his Strength or Dexterity modifier for his Wisdom modifier as a bonus to hit. He also gains wisdom modifier as a bonus on damage rolls.
Mage Slayer: The Mage Hunter gains the feat Mage Slayer without needing to meet its prerequisites as a bonus feat.
Spell Immunity (EX): A lifetime of training and fighting those who wield magic has left the Mage Hunter's body with a resistance to the effects of these enemies. Begining at 4th level a Mage Hunter is immune to spells of 1st level and lower. This is an actual immunity and not infinite spell resistance. This immunity can be lowered or raised as an immediate action. This immunity applies to the actual level of the spell being cast, and not the level of the spell slot it occupies. Metamagic can not raise a spell high enough to bypass this immunity, except through the use of Heighten Spell Metamagic. This immunity increases by 1 spell level every 4 Mage Hunter levels. (2nd level spells at 8th level, 3rd at 12th, ect.)
Force of Will (EX): A Mage Hunter adds his Wisdom modifier as a bonus to all saving throws, and no longer automatically fails a save on a natural 1.
Pierce Magical Protection: A Mage Hunter gains Pierce Magical Protection as a bonus feat, even if he does not meat the prerequisites. For him this attack can also be made with ranged or thrown weapons.
Bane of My Enemies (EX): Any weapon a Mage Hunter weilds is treated as having the Mage Bane property. This property applies to both Arcane and Divine spellcasters.
Pierce Magical Concealment: A Mage Hunter gains Pierce Magical Concealment as a bonus feat, even if he does not meet the prerequisites.
Evasion: As Rogue ability, except it functions in any armor as long as the Mage Hunter is not carrying more than a light load.
Battle Conviction (EX): Beginning at 11th level a Mage Hunter adds his Wisdom modifier to his AC (if positive) regardless of armor worn.
Spell Magnet (EX): Once per round per ally within 30ft, a Mage Hunter may draw a spell targeted at the ally to himself. This means once per round a Mage Hunter may choose to have himself be the target of any spell or SLA targeted at an ally within 30ft.
He can do this for each ally within range of the ability. (I.E. He can change the target of a scorching ray aimed at the rogue to himself, and he can change the target of an enervation aimed at the wizard to himself. If either ally is targeted by another spell before the Mage Hunter's next turn, he can not change the target to himself again.) This ability does not affect AoE spells.
Mettle:At 14thlevel 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.
Spell Reflection (EX):A Mage Hunter can redirect any spell targeted at him that fails to hit him, or for which he passes the save to another legal target within the spell's original range (including the caster). He can use this ability 3+Wis modifier times per day.