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View Full Version : [3.5 Base Class] Mage Hunter PEACH



Madfellow
2013-07-28, 10:02 AM
So this idea started out as a thought experiment. What if a paladin stopped hunting evil and started hunting magic instead? The result is this:


The Mage Hunter

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|1|2|0|2|Anti-magic aura, detect magic, smite magic 1/day
2nd|2|3|0|3|Grace, fast healing
3rd|3|3|1|3|Aura of courage, spell resistance
4th|4|4|1|4|Turn undead
5th|5|4|1|4|Smite magic 2/day, animal companion
6th|6|5|2|5|Dispel magic 1/day
7th|7|5|2|5|
8th|8|6|2|6|
9th|9|6|3|6|Dispel magic 2/day
10th|10|7|3|7|Smite magic 3/day
11th|11|7|3|7|
12th|12|8|4|8|Dispel magic 3/day
13th|13|8|4|8|
14th|14|9|4|9|
15th|15|9|5|9|Smite magic 4/day, dispel magic 4/day
16th|16|10|5|10|
17th|17|10|5|10|
18th|18|11|6|11|Dispel magic 5/day
19th|19|11|6|11|
20th|20|12|6|12|Smite magic 5/day
[/table]

{table=head]Counterspells per Day
{table=head]Level | 1 | 2 | 3 | 4
1st | - | - | - | -
2nd | - | - | - | -
3rd | - | - | - | -
4th | 0 | - | - | -
5th | 0 | - | - | -
6th | 1 | - | - | -
7th | 1 | - | - | -
8th | 1 | 0 | - | -
9th | 1 | 0 | - | -
10th | 1 | 1 | - | -
11th | 1 | 1 | 0 | -
12th | 1 | 1 | 1 | -
13th | 1 | 1 | 1 | -
14th | 2 | 1 | 1 | 0
15th | 2 | 1 | 1 | 1
16th | 2 | 2 | 1 | 1
17th | 2 | 2 | 2 | 1
18th | 3 | 2 | 2 | 1
19th | 3 | 3 | 3 | 2
20th | 3 | 3 | 3 | 3
[/table][/table]

Hit Die: d10
Skill Points per Level: 4
Class Skills: Craft, Diplomacy, Handle Animal, Heal, Arcana, Religion, Profession, Ride, Sense Motive, Spellcraft
Weapon Proficiencies: Simple and martial weapons
Armor Proficiencies: All armor and shields

Anti-Magic Aura (Extraordinary)
A mage hunter and any items worn or carried by one always register as non-magical when subject to detection spells or other similar abilities. This is an extraordinary ability that is always active. A mage hunter cannot deactivate this ability, even by conscious effort.

Detect Magic (Extraordinary)
At will, a mage hunter can use Detect Magic as an extraordinary ability.

Smite Magic (Extraordinary)
Once per day, a mage hunter may attempt to smite a magical being with one normal attack. Add its Charisma bonus, if any, to the attack roll and deal extra damage equal to its mage hunter levels. Any creature that has a non-extraordinary ability or that has a non-extraordinary ability currently affecting it can be subject to smiting. If the mage hunter mistakenly smites a creature meeting neither of these criteria, the smiting has no effect and is not used up. If the smiting affects the creature but deals no damage, the smiting attempt is not used up. At 5th level and ever five levels after, the mage hunter may smite magic an additional time per day, as noted on the table.

Grace (Extraordinary)
At 2nd level, a mage hunter gains a bonus equal to its Charisma bonus, if any, to all saving throws.

Fast Healing (Extraordinary)
Beginning at 2nd level, a mage hunter gains fast healing equal to its mage hunter levels.


Aura of Courage (Extraordinary)
Beginning at 3rd level, a mage hunter is immune to fear, magical or otherwise. Each ally within 10 feet gains a +4 morale bonus on saving throws against fear. This ability functions only as long as the mage hunter is conscious.

Spell Resistance (Extraordinary)
At 3rd level, a mage hunter gains spell resistance equal to 10 + its mage hunter levels.

Turn Undead (Extraordinary)
At 4th level, a mage hunter gains the extraordinary ability to turn undead. It may use this ability a number of times per day equal to 3 + its Charisma bonus, if any. It turns undead as a cleric of equal level would.

Counter-spells (Extraordinary)
Beginning at 4th level, a mage hunter gains the ability to counter a number of spells per day, as shown on the table. Unlike a spell caster it need not ready an action to do this, though it may only counter one spell per round. Instead of making a Spell Craft check, it must make an attack roll with a DC equal to 15 + the spell’s level. This roll is a free action. If the roll succeeds, the spell is countered and the counter-spell slot is expended. If it fails, the targeted spell functions as normal and the counter-spell slot is not expended. The Combat Reflexes feat allows a mage hunter to add its Dexterity modifier to the number of spells it can counter in a round.

Animal Companion (Extraordinary)
At 5th level a mage hunter gains an animal companion, selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (small or medium viper), or wolf. This ability functions like the druid ability of the same name, except that the mage hunter’s effective druid level is half its mage hunter level.

Dispel Magic (Extraordinary)
At 6th level, a mage hunter can Dispel Magic as an extraordinary ability once per day. It can use this ability an additional time per day for every three levels after 6th.

Silva Stormrage
2013-07-28, 09:17 PM
Well interesting fluff idea, I think it might work better as a PRC instead of a base class though.

Onto the mechanics. It doesn't do all that well against actual spell casters, any more than a regular paladin does. Charisma to saves is nice but it won't stop any actually competent caster from obliterating an opponent.

In order to truly hunt mages you need at least,
A way to protect against divinations
A way to pierce illusions/enchantments/Disguises
A way to prevent teleportation/mobility
A way to prevent casting (Counterspelling counts)
Strong general defenses (Strong saves and SR work for this)

Make its spell resistance able to be lowered as a free action off turn, otherwise allies can't heal the character. Also the fast healing is really high and its pretty low level as well, it makes a 2 level dip in this class really strong.


Also out of curiosity why does it get an animal companion? Or Turn Undead really.

Madfellow
2013-07-29, 08:12 AM
I think the standard rules for spell resistance already say the creature can lower it at will if they want a beneficial spell to apply to them.

The fast healing is equal to the characters total levels of mage hunter only, so if a character only dipped into the class for that ability they'd only get fast healing 1. That's useful between fights, removing the need for potions and healing spells, but not useful in fights. Hmm... perhaps the ability should only apply as long as the character is bloodied? That way, they'll stop healing when they get back up to half health.

The animal companion replaces the paladin's mount, which is a supernatural ability. The companion is an extraordinary ability (non-magical).

Turn undead is there because it really didn't need to be replaced with anything. It makes sense for a mage hunter to be able to get rid of undead creatures--they're powered by magic, after all, and an evil necromancer or death priest is definitely going to have an army of undead at his or her disposal.