View Full Version : Spellhunter (3.5 PrC)

2008-10-02, 09:07 AM

"Magic holds unlimited power, the one who can defeat it holds even more."
-Sir Willam Derin, Spellhunter.

Spellhunters are warriors who gave their entire essence into fighting magic, at all of its forms and kind. such warriors are often these who were under the burden of magic and oppressed by it.
Such focus unfortunately comes at the expense of the ability to fight other, less magical opponents, and while they can force you into a non-magical fight, they are not great experts at it.

Entry Requirements:
BAB: +5.
Feats: Iron Will, Mage Slayer, Weapon Focus (any melee).
Skills: Spellcraft 6 rank, Knowledge (arcane) 6 ranks.

Skills: (skills per level 4+Int)
Concentration, Craft, Decipher Script, Heal, Intimidate, Knowledge (Arcane), Sense Motive, Spellcraft, Survival, Use Magic Device.

Hit Die: d8
{table=head]Level|Base Attack[br]Bonus|Fort Save|Ref Save|Will Save|Special|0|1st|2nd|3ed|4th|5th|6th|7th|8th|9th


+3|Banishing Blade|5|3|0|-|-|-|-|-|-|-


+4|Spell Magnet|6|3|2|1|0|-|-|-|-|-

+4|Devour Spell|6|3|3|2|1|0|-|-|-|-

+5|Improved Spellcut|6|3|3|3|2|1|0|-|-|-

+5|Improved Spellburst|6|4|3|3|3|2|1|0|-|-

+6|Improved Banishing Blade|6|4|4|3|3|3|2|1|0|-

+6|Greater spellcut|6|5|4|4|4|4|3|2|1|0

+7|Improved Devour Spell|6|5|5|4|4|4|4|3|2|1[/table]

Weapon and Armor Proficiency: Spellhunters gain no weapon or armor proficiencies.

Spells: While a spellhunter has spell slots, they cannot be used to cast spells, but he can fuel his class abilities with them. he still gains bonus spell slots based on his Wisdom.

Spellburst: Whenever a spellhunter deals damage to a spellcaster with a melee attack he may expend one of his spell slots in order to waste a spell slot of the target, if the target prepares spells then a random spell is lost, will safe equal to 10+spellhunter level+spellhunter Wis modifer negates.
At 7th level this ability deals additional damage upon successful activation to the target equal to 1d4 for each level of the spell.

Banishing Blade: A 2ed level spellhunter learns how to sever the connections otherworldly creatures make to this world in order to destroy them. whenever he attacks a summoned creature, gated creature or any other form of calling or creating creatures the critical threat range of his melee attacks is doubled. this stacks with any other effect that increases critical chances.
At 8th level his melee attacks also cause the instant death of any such creature upon a natural 20.

Spellcut: When a third level spellhunter is targeted by a ray, bolt or missile-type spell that he successfully recognised with a spellcraft check he may attempt to "cut" the spell. "cutting" a spell counts as an attack of opportunity and is limited by such, the spell is considered to have AC equal to 10+twice it's level, and HP equal to 1d4 per level, if the attack strikes and deal enough damage, the spell is countered.
At 6th level he may attempt to cut any such spell whos target is within his threat area.
At 9th level he may attempt to cut any such spell that it's route to it's target is within his threat area.

Devour Spell: Whenever a fifth level spellhunter is struck by a spell or spell like ability that targets him directly, if the spellcraft check to recognize the spell was successful the spellhunter may expend a spell slot of the same level to attempt to devour the spell, negating all effects. Devouring a spell requires a successful will save against the spell, failure wastes the attempt. If the spell has further targets (such as chain lightning) they are also unaffected.
At tenth level the spellhunter also heals for 1d4 hp for each level of the devoured spell.

Spell Magnet: a 4th level spellhunter may change the target of any spell he has made a successful spellcarft check on that is cast on a target within 5 ft. per class level unto himself as long as he is also a valid target.

Your power is in taking it from others. you force others into your playing field, and while you do not master it as well as other melee classes, the spellcasters in front of you master it even less.
You naturally find yourself most comfortable in areas with as little magic as possible, and most helpful in such that contain the most. this contradiction is settled usually by the excuse that "you dislike fighting as a whole", or by the fact that "spellcasters bring the worst out of me.", a few however took the entire path jest so they could become a power in a magic-infested area, and they usually do.
Combat: Your fighting style should be more aggressive as your opponent's trust in magic raises. you want to seal the deal before they realize their magic is useless and turn to more standard methods.
Against non-magical opponents you are at your ropes. use everything you have, and be prepared to retreat, if you are fighting in teams protect your team's caster while canceling off the enemy's to grant maximum advantage.

Advancement: Advancement for a spellhunter ironically is often best as a spellcaster. going on as occult slayer will give more power over spellcasting opponents, and entrance is easy considering more requirements are shared. Sorcery paths can lead you to great power as you force your opponents into magicless fight while you enjoy magic, although limited.
Taking feats depends on your other sources of power, but should mostly include feats to improve your ability to combat ones with no magic.

Resources: Your greatest assent is ironically spellcasting friends and foes, and you should seek out enemies that relay on it the most. you should be popular amongst any group who dislikes magic, and your most important allies will be such who depend on you to defeat magic, while they handle the might.

"One must respect a person with the dedication to destroy every bit of power you amassed through years of study."
-A Red Wizard

These man of war bent on the destruction of magic must not be taken lightly, and never are. they fill they gap created in fighting tactics to counter magic, usually as special antimagic units enlisted by armies.

Organization: Spellhunters sometimes find themselves teaming up to fight a magically-powered tyrant government. on the other hand they ften find themselves in service of spellcasters in order to make deadly combination of magic and anti-magic to create uneven fighting grounds.

NPC Reaction: The reaction of an NPC greatly differs from one with magic to one without, while non-casters might consider you a man of great honor, and even a hero, magic lovers will consider you a threat and an enemy before even knowing you. he is rarely thought of in a neutral way and he might be a source of unrest in magical-depended societies.

2008-10-02, 09:17 AM
You could use a tiny bit of wording clean-up, but off-hand, I really like it. It's like a Forsaker that doesn't have to blow.

2008-10-02, 10:38 AM
Looks nice, but again, the text needs some cleaning (Spell Magnet is worded strangely) and some fixing some typos (treat area? Is it the range where you can give candy?).

Other than that, looks nice. Giving spell slots, but no actual spells was an interesting tactic.