I had to design my own PrC by DM's request. Please give your thoughts and criticisms so I can tweak it into a balanced form prior to submitting it.
Mage Hunter
Requirements:
Alignment: any nonevil
Base Attack Bonus: +5
Skills: Knowledge(Arcana) 10 ranks, Spellcraft 5 ranks
Feats: Track, Iron Will
Spells: Ability to cast 3rd level Abjurations
Special: Arcane Spellcaster as favored enemy
[Class Skills:
Alchemy(Int), Climb(Str), Concentration(Con), Craft(Int), Heal(Wis), Hide(Dex), Jump(Str), Knowledge(Arcana)(Int), Knowledge(Religion)(Int), Knowledge(Lore)(Int), Listen(Wis), Move Silently(Dex), Scry(Int,exclusive), Search(Int), Sense Motive(Wis), Spellcraft(Int), Spot(Wis), Swim(Str), Use Rope(Dex), Survival(Wis).
Skill points per level: 4 + Int modifier
Class Features:
Class Level BaB Fort Save Ref Save Will Save Special Spells/Day
1st +1 +2 +0 +2 Detect Evil, Resolve
2nd +2 +3 +0 +3 Evasion +1 lvl/ex.class
3rd +3 +3 +1 +3 Aura of Courage
4th +4 +4 +1 +4 Mage Slayer +1 lvl/ex.class
5th +5 +4 +1 +4 Improved Evasion
6th +6 +5 +2 +5 Inspire Fear +1 lvl/ex.class
7th +7 +5 +2 +5 Pierce Magical Concealments
8th +8 +6 +2 +6 Resist Evil Magic +1 lvl/ex.class
9th +9 +6 +3 +6 Arcane Tracker
10th +10 +7 +3 +7 Pierce Mag. Defense +1 lvl/ex.class
The following are class features of the Witch Hunter.
Weapon and Armor Proficiency: Witch hunters are proficient in all simple and martial weapons and with all armors.
Spells per Day: A witch hunter continues her magical training as well as perfecting the techniques of the Hunter. At 2nd level and every even level thereafter the witch hunter gains new spells per day and spells known as if she had advanced one level in her spellcasting class. She does not gain any other benefit from the spellcasting class.
Detect Evil: At will, the witch hunter can use detect evil as a spell-like ability.
Resolve: A witch hunter applies her wisdom modifier(if positive) as a bonus on all saving throws.
Evasion: At 2nd level and higher, a witch hunter can avoid magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save she instead takes no damage. Evasion can only be used if the witch hunter is wearing light or no armor, and isn't helpless(such as paralyzed or unconscious).
Aura of Courage: Beginning at 3rd level a witch hunter is immune to fear(magical or otherwise). Allies within 10 feet of the witch hunter gain a +4 morale bonus on saving throws versus fear effects. Granting the bonus to allies is a supernatural ability.
Mage Slayer: Enemy spellcasters which you threaten suffer a -2 penalty per witch hunter level you possess to their Concentration checks.
Improved Evasion: At 5th level and above, a witch hunter can avoid even magical and unusual attacks with ease. If the witch hunter makes a successful Reflex save against an attack that normally deals half damage on a successful save she instead takes no damage. Even if she fails her save, she takes only half damage from the attack. Evasion can only be used if the witch hunter is wearing light or no armor, and isn't helpless(such as paralyzed or unconscious).
Inspire Fear: Your reputation precedes you. Any spellcaster, his familiar, cohorts, or henchmen are affected by the effects of the Fear spell, as if cast by a 20th level caster.
Pierce Magical Concealments/Phantasms: At will, the witch hunter can use True Seeing as a spell-like ability.
NonDetection: The witch hunter is warded at 7th level by a continous nondetection effect as per the spell. To overcome the ward, the caster of the divination must succeed on a DC 35 caster level check. This is a supernatural ability.
Resist Evil Magic: At 8th level, a witch hunter gains a specialized spell resistance equal to 20 + her class level. This spell resistance applies only to evil spells or spell-like abilities, or spells cast by evil creatures.
Arcane Tracker: The witch hunter has perfected the art of tracking to the point that he can discern the residual traces of transportation spells, and with a successful spellcraft check can determine where the spell led. By successfully passing the caster level check the witch hunter can follow tracks through dimension doors, over teleportations, and even across planes to continue hounding their prey.
Pierce Magical Protections: At 10th level the witch hunter gains the ability to destroy the magical protections wizards weave around themselves. Up to 3 times a day, a witch hunter may declare a targeted dispel at any spellcaster he attacks in melee. If the strike successfully hits, the target is affected by a Greater Dispel Magic at 20th caster level.
Mage Hunter
Requirements:
Alignment: any nonevil
Base Attack Bonus: +5
Skills: Knowledge(Arcana) 10 ranks, Spellcraft 5 ranks
Feats: Track, Iron Will
Spells: Ability to cast 3rd level Abjurations
Special: Arcane Spellcaster as favored enemy
[Class Skills:
Alchemy(Int), Climb(Str), Concentration(Con), Craft(Int), Heal(Wis), Hide(Dex), Jump(Str), Knowledge(Arcana)(Int), Knowledge(Religion)(Int), Knowledge(Lore)(Int), Listen(Wis), Move Silently(Dex), Scry(Int,exclusive), Search(Int), Sense Motive(Wis), Spellcraft(Int), Spot(Wis), Swim(Str), Use Rope(Dex), Survival(Wis).
Skill points per level: 4 + Int modifier
Class Features:
Class Level BaB Fort Save Ref Save Will Save Special Spells/Day
1st +1 +2 +0 +2 Detect Evil, Resolve
2nd +2 +3 +0 +3 Evasion +1 lvl/ex.class
3rd +3 +3 +1 +3 Aura of Courage
4th +4 +4 +1 +4 Mage Slayer +1 lvl/ex.class
5th +5 +4 +1 +4 Improved Evasion
6th +6 +5 +2 +5 Inspire Fear +1 lvl/ex.class
7th +7 +5 +2 +5 Pierce Magical Concealments
8th +8 +6 +2 +6 Resist Evil Magic +1 lvl/ex.class
9th +9 +6 +3 +6 Arcane Tracker
10th +10 +7 +3 +7 Pierce Mag. Defense +1 lvl/ex.class
The following are class features of the Witch Hunter.
Weapon and Armor Proficiency: Witch hunters are proficient in all simple and martial weapons and with all armors.
Spells per Day: A witch hunter continues her magical training as well as perfecting the techniques of the Hunter. At 2nd level and every even level thereafter the witch hunter gains new spells per day and spells known as if she had advanced one level in her spellcasting class. She does not gain any other benefit from the spellcasting class.
Detect Evil: At will, the witch hunter can use detect evil as a spell-like ability.
Resolve: A witch hunter applies her wisdom modifier(if positive) as a bonus on all saving throws.
Evasion: At 2nd level and higher, a witch hunter can avoid magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save she instead takes no damage. Evasion can only be used if the witch hunter is wearing light or no armor, and isn't helpless(such as paralyzed or unconscious).
Aura of Courage: Beginning at 3rd level a witch hunter is immune to fear(magical or otherwise). Allies within 10 feet of the witch hunter gain a +4 morale bonus on saving throws versus fear effects. Granting the bonus to allies is a supernatural ability.
Mage Slayer: Enemy spellcasters which you threaten suffer a -2 penalty per witch hunter level you possess to their Concentration checks.
Improved Evasion: At 5th level and above, a witch hunter can avoid even magical and unusual attacks with ease. If the witch hunter makes a successful Reflex save against an attack that normally deals half damage on a successful save she instead takes no damage. Even if she fails her save, she takes only half damage from the attack. Evasion can only be used if the witch hunter is wearing light or no armor, and isn't helpless(such as paralyzed or unconscious).
Inspire Fear: Your reputation precedes you. Any spellcaster, his familiar, cohorts, or henchmen are affected by the effects of the Fear spell, as if cast by a 20th level caster.
Pierce Magical Concealments/Phantasms: At will, the witch hunter can use True Seeing as a spell-like ability.
NonDetection: The witch hunter is warded at 7th level by a continous nondetection effect as per the spell. To overcome the ward, the caster of the divination must succeed on a DC 35 caster level check. This is a supernatural ability.
Resist Evil Magic: At 8th level, a witch hunter gains a specialized spell resistance equal to 20 + her class level. This spell resistance applies only to evil spells or spell-like abilities, or spells cast by evil creatures.
Arcane Tracker: The witch hunter has perfected the art of tracking to the point that he can discern the residual traces of transportation spells, and with a successful spellcraft check can determine where the spell led. By successfully passing the caster level check the witch hunter can follow tracks through dimension doors, over teleportations, and even across planes to continue hounding their prey.
Pierce Magical Protections: At 10th level the witch hunter gains the ability to destroy the magical protections wizards weave around themselves. Up to 3 times a day, a witch hunter may declare a targeted dispel at any spellcaster he attacks in melee. If the strike successfully hits, the target is affected by a Greater Dispel Magic at 20th caster level.
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