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Nerdynick
2014-11-19, 12:22 AM
While this is part of my work to update the Iron Kingdoms d20 game to Pathfinder, this prestige class really has nothing tying it to the setting, so I'm omitting any tabs.

While I know that this concept has been done over and over again, this is my rendition. The prestige class builds off of rogue by intention, because in my paradigm it requires a lot of unconventional warfare, special tactics, adaptability, and a fair amount of preparation and surprise to effectively slay mages (especially at high levels). While this class envisions a lone assassin-type, I think it might be very interesting to develop a class based off teamwork and cooperation between mage hunters. Anyways, I present to you, for criticism:

The Mage Hunter

http://everblog42.files.wordpress.com/2013/07/eiryss.jpg

[I]Magic is a threat. It is the greatest threat in the universe. It’s unnatural power separates those who wield it from those who don’t, creating an irrefutable hierarchy. Not everyone is content with this hierarchy. Whether for religious, political, or personal reasons, somebody always wants to see mages knocked down a few pegs. Of these factions, some who have the resources train Mage Hunters, specialized individuals who use unconventional tactics to fight mages. Often these individuals become the greatest fear of paranoid archmages, for their spells cannot find them, and their spells cannot whisk them to safety. Their spells cannot kill them, nor can they control them. Indeed, the mage who finds himself facing down a mage hunter would do better to find himself a sharp blade than to concern himself with spellcraft.

Hit Die: d8

Requirements:

Base Attack Bonus: +3
Skills: Acrobatics 2 ranks, Spellcraft 5 ranks, Stealth 5 ranks, Survival 2 ranks
Feats: Disable Dweomer (http://www.d20pfsrd.com/feats/general-feats/disable-dweomer)
Special: +2d6 Sneak Attack, Evasion class ability, sponsorship by an organization that trains mage hunters.

Class Skills: Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disguise (Cha), Escape Artist (Dex), Heal (Wis), Knowledge (Arcana) (Int), Perception (Wis), Spellcraft (Int), Stealth (Dex), Use Magic Device (Cha)

Skill Ranks per Level: 4 + Intelligence modifier

Table: Mage Hunter


Level
BAB
Fort
Ref
Will
Special


1st
+0
+0
+0
+1
Sneak Attack +1d6, Witch Hound


2nd
+1
+1
+1
+1
Mage Slayer


3rd
+2
+1
+1
+2
Stalwart


4th
+3
+1
+1
+2
Sneak Attack +2d6, Tether


5th
+3
+2
+2
+3
Dweomerbane


6th
+4
+2
+2
+3
Nondection, Spellbreaker


7th
+5
+2
+2
+4
Sneak Attack +3d6


8th
+6
+3
+3
+4
Spell Resistance


9th
+6
+3
+3
+5
Slippery Mind


10th
+7
+3
+3
+5
Sneak Attack +4d6, Eldritch Hemorrhage



Weapon and Armor Proficiency: A mage hunter does not gain any weapon or armor proficiencies.

Sneak Attack (Ex): A mage hunter’s sneak attack damage increases by +1d6 at 1st level and every 3 levels thereafter.

Witch Hound (Su): At 1st level, a mage hunter gains the ability to smell the stench of magic in his vicinity. A mage hunter may identify spellcasters, spell effects, and magic items by their odor as easily as by sight. If the spellcaster can only cast spells of 3rd level or lower, or if the magic item’s caster level is 5th level or less, the mage hunter may detect them if they are within 15 feet. If the spellcaster can cast spells of 4th level, or if the spell or magic item’s caster level is between 6th and 11th, the mage hunter can detect them if they are within 30 feet. If the spellcaster can cast spells of 7th level, or if the spell or magic item’s caster level is between 12th and 20th, then the mage hunter can detect them if they are within 60 feet. If a spellcaster can cast spells above 9th level, or if a spell or magic item’s caster level is greater than 20th, then the mage hunter can detect them within 180 feet. When the mage hunter detects the scent of magic, the exact location of the source is not revealed- only its presence somewhere within range and the strength of its aura (as per Detect Magic (http://www.d20pfsrd.com/magic/all-spells/d/detect-magic)). The number of spellcasters, spell effects, and magic items (the mage hunter can distinguish between the scents of the three) within range are always known to the mage hunter. By succeeding on a Spellcraft check of DC 15 + ½ the caster level, a mage hunter may determine the school of magic of a magic item, or the school specialization, bloodline, or domain(s) of a spellcaster. A mage hunter may follow the trail left by a magical aura by making a Spellcraft check. The typical DC for this is 10. For each hour that the trail is cold, the DC increases by 2. Each aura of moderate strength being tracked provides a +2 modifier to the mage hunter. Strong auras provide a +4 modifier and overwhelming auras provide a +6 modifier. The scent of a magical aura can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. The scent of a magical aura can be purged from an area by a casting of Dispel Magic. Casting Dispel Magic upon a spellcaster will remove the scent of their aura until the next cast a spell or prepare spells, however any spells they cast before then will still be detected. A spell cast by or a magic item made by a spellcaster carries his scent, and the two may be linked if the mage hunter is familiar with either.

Mage Slayer (Ex): The mage hunter gains Disruptive (http://www.d20pfsrd.com/feats/combat-feats/disruptive-combat---final) as a bonus feat at 2nd level. Additionally, any time a mage hunter attacks a spellcaster in the midst of spellcasting, either using a readied action or taking an attack of opportunity, he gains his sneak attack bonus as if the spellcaster were caught flat-footed.

Stalwart (Ex): At 3rd level, a mage hunter’s mental and physical resiliency is such that if he makes a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, he instead avoids the effect entirely. A helpless mage hunter does not gain the benefit of the stalwart ability.

Tether (Su): At 4th level, for 1 minute after a mage hunter successfully damages an opponent with his sneak attack, the mage hunter may make a Will save (as if he were resisting an effect cast upon him) every time that opponent utilizes a spell, spell-like ability, or supernatural ability with the [teleportation (http://www.d20pfsrd.com/magic#TOC-Conjuration-Teleportation)] type, or that replicates the spells astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, greater teleport, maze, plane shift, shadow walk, teleport, or teleportation circle. If his Will save is successful, he may automatically cause that spell to fail (with spell slots expended as normal), or he may travel along with the spellcaster, appearing in the nearest open space. If there is no open space available, this ability has no effect and the mage hunter takes 1d10 points of damage per level of the effect. This ability adds an effect to the mage hunter’s sneak attack and may not be applied to any sneak attack affected by another ability that modifies sneak attacks.

Dweomerbane (Ex): At 5th level, a mage hunter learns to disable magic items as he strikes his foes. He may use his Disable Dweomer feat as a standard action. Additionally, a mage hunter may, as a full attack action, make one attack at his highest base attack bonus and, if the attack hits, attempt to use his Disable Dweomer feat on any item the target of the attack is carrying. Any effects of the attack are resolved before the effects of Disable Dweomer.

Nondetection (Sp): At 6th level the mage hunter is permanently under the effects of a Nondetection (http://www.d20pfsrd.com/magic/all-spells/n/nondetection) spell. The DC to overcome this ward is 15 + the mage hunter’s Charisma modifier + his mage hunter level

Spellbreaker (Ex): At 6th level, a mage hunter gains Spellbreaker as a bonus feat.

Spell Resistance (Ex): At 8th level, the mage hunter gains spell resistance equal to 15 + his mage hunter level + his Charisma modifier.

Slippery Mind (Ex): At 9th level the mage hunter gains the Slippery Mind (http://www.d20pfsrd.com/classes/core-classes/rogue/rogue-talents/paizo---rogue-advanced-talents/slippery-mind-ex) advanced rogue talent.

Eldritch Hemorrhage (Su): At 10th level, a mage hunter’s attacks are anathema to spellcasters. Any time a mage hunter makes a successful sneak attack against a targeted spellcaster, that spellcaster loses one prepared spell or spell slot of his (the spellcaster’s) choice. The mage hunter is not aware of what spell slot is lost, its level, or if one is lost at all. This ability adds an effect to the mage hunter’s sneak attack and may not be applied to any sneak attack affected by another ability that modifies sneak attacks.