The Mystic Hunter

Alignment: Any
Hit Die: d12

Level BAB Saves Special
1 +1 +2/+2/+2 Magic Hatred, Intensive Training, Smite Magic 3/day, Mage Slayer
2 +2 +3/+3/+3 Evasion , Mettle, Tough Skin +1
3 +3 +3/+3/+3 Advanced Weaponry +1, Pierce Magical Protection
4 +4 +4/+4/+4 Dispelling Strike
5 +5 +4/+5/+4 Smite Magic 4/day, Tough Skin +2
6 +6 +5/+5/+5 Hardened Mind, Pierce Magical Concealment
7 +7 +5/+5/+5 Improved Evasion, Advanced Weaponry +2
8 +8 +6/+6/+6 Tough Skin +3
9 +9 +6/+6/+6 Enhanced Agility, Smite Magic 5/day
10 +10 +7/+7/+7 Aura of Negation, Improved Mettle
11 +11 +7/+7/+7 Advanced Weaponry +3, Tough Skin +4
12 +12 +8/+8/+8 Pure Soul
13 +13 +8/+8/+8 Smite Magic 6/day
14 +14 +9/+9/+9 Keen Eyes, Tough Skin +5
15 +15 +9/+9/+9 Advanced Weaponry +4
16 +16 +10/+10/+10 Perfect Mind
17 +17 +10/+10/+10 Smite Magic 7/day, Tough Skin +6
18 +18 +11/+11/+11 Hardy Body
19 +19 +11/+11/+11 Greater Dispelling Strike, Advanced Weaponry +5
20 +20 +12/+12/+12 Aura of Anti-Magic, Tough Skin +7
Class Skills (8 + Int)
Balance, Climb, Craft, Decipher Script, Escape Artist, Gather Information, Heal, Intimidate, Jump, Knowledge (Arcana), Knowledge (Nature), Knowledge (Religion), Knowledge (The Planes), Listen, Profession, Ride, Search, Sense Motive, Spellcraft, Spot, Survival, Swim, Tumble, Use Rope

Weapon All simple and martial weapons and light armor and shields (except tower shields)

Magic Hatred: A Mystic Hunter abhors magic of any kind, considering it a sick perversion of nature. He gains Spell Resistance equal to 15 + his Mystic Hunter level which cannot be voluntarily suppressed. A Mystic Hunter who willingly uses a spell, spell-like ability, or a magic item loses all features of the class except for proficiencies and Intensive Training and can no longer gain levels in the class. An ex-Mystic Hunter can atone by destroying a magic item with a gp value of at least 1000 times his level or by killing a Spellcasting of equal or higher ECL. This hatred does not extend to Psionics but does apply to Psionic items. Being a Mystic Hunter requires utter devotion to the cause, and if he ever multiclasses into any other class, he permanently loses the ability to continue progressing as a Mystic Hunter.

Intensive Training (Ex): In order to better fight his sworn enemy, a Mystic Hunter pushes his body to its limits and achieves untold levels of physical fitness. At every level gained, he can increase his strength, dexterity, or constitution score by one point. This is in addition to the normal increases gained at every fourth level.

Smite Magic (Ex): A Mystic Hunter has learned how to channel his hatred for magic into a single, concentrated strike. Three times per day plus one for every four levels, he can declare his next attack to be a Smite. He gets a bonus on the attack roll equal to his Wisdom modifier and a bonus on the damage roll equal to his level. This ability works only on creatures with spellcasting or spell-like abilities. If he misses or attacks a non-magical creature, the attempt is wasted.

Bonus Feats: At first, third, and sixth levels, a Mystic Hunter receives the feats Mage Slayer, Pierce Magical Protection, and Pierce Magical Concealment, respectively. He need not meet their prerequisites.

Tough Skin (Ex): At level two, a Mystic Hunter's has trained to toughen his body against blows. His natural armor score increases by +1. It increases by a further +1 every three levels.

Advanced Weaponry (Ex): By level three, a Mystic Hunter has learned how to engineer even deadlier weapons. With a DC15 craft check and using materials costing fifty times his level, he can upgrade a masterwork weapon and grant it an effective +1 enhancement bonus. It is not, however, a magic item and cannot bypass DR/magic or be given enchantments. At every four levels after, the bonus granted improves by one. The crafting cost doubles for each additional point of bonus.

Dispelling Strike (Su): A fourth level Mystic Hunter has discovered a critical flaw in the flow of magic. By swinging his weapon in a certain way, he can negate and cancel it's effects. Every attack that hits an opponent acts as a targeted Greater Dispel Magic with a caster level equal to the Mystic Hunter's class level. At level ninteen, his attacks have the effect of a Mage's Disjunction on the target.

Hardened Mind (Ex): By level six, a Mystic Hunter has learner how to protect his mind from the vile influence of magic. He gains a bonus on saves vs. mind-affecting effects equal to one half his Mystic Hunter level.

Enhanced Agility (Ex): At level nine, a Mystic Hunter has become supremely agile in battle. He is permanently under the effects of Freedom of Movement and gains a miss chance equal to twice his level plus his Dexterity score. This ability can only be used in light or no armor or when carrying a light load.

Aura of Negation (Su): Upon reaching level ten, a Mystic Hunter's sheer force of will warps the world around him, making the use of magic more difficult. Any creature within 20 feet who attempts to use a spell, spell-like ability, or spell trigger or spell completion item must make a caster level check against a DC of 10 + the Mystic Hunter's level + the Mystic Hunter's Wisdom modifier. If successful, the effect happens normally. Otherwise, it fails and the attempt is wasted. At level twenty, the radius of this Aura increases to 50 feet.

Pure Soul (Ex): At level twelve, a Mystic Hunter has purified himself to ward against the most vile of evil magics. He becomes immune to death effects, energy drain, ability drain, and necromancy spells.

Keen Eyes (Ex): By level fourteen, a Mystic Hunter has enough experience with the deceitful ways of magic to easily see past it's ruses. He gains permanent True Seeing.

Perfect Mind (Ex): A Mystic Hunter who reaches level sixteen has built up impenetrable mental defenses. He is permanently under the effects of Mind Blank.

Hardy Body (Ex): By level eighteen, a Mystic Hunter has toughened his body to resist even the strongest of blows. He becomes immune to stunning, dazing, and death from massive damage.

Aura of Anti-Magic (Su): The unbridled rage and hatred of a twentieth level Mystic Hunter has reached its absolute apex. His body becomes an endless void of magical suppression. He continuously emanates a 30 foot antimagic field. This field is even strong enough to suppress artifacts and dieties, though it only has a 1% per 1/2 level chance of doing so. If this field is affected by a Mage's Disjuntion, it is suppressed for 1d4 rounds. Dispelling Strike can still be used within this aura.