I like the idea of a witch-hunter style character, I will have to attempt to get a hold of SHARK. I looked at the Divine Seeker and while I liked it, I don't feel it would hold all that well to my character since he hasn't been to "faithful". ie - he doesn't worship any god.
Last night, after scouring sourcebooks galore, I took the Assassin PrC from the DMG as a template for what I am calling my Casters Nemesis PrC. (I had just finished watching Snatch and Bricktops little speech about "nemesis" was still in my head.) I don't have any real Requirements yet, but I'm thinking BAB + 7, knowledge (religion) 5 ranks, knowledge (arcana) 5 ranks, and (probably) Combat Reflexes.
So, here we go:
Base Attack Bonus and Saves
BAB/Saves would follow closely to the Assassin progression, probably with some minor tweaking.
Abilities:
Break Concentration (1st level):
You can attempt to break a casters concentration even if they are casting on the defensive. Declare you are going to attempt to break their concentration before the caster makes their check, and then treat the Concentration roll as the target AC. If you hit the caster they can attempt to make a second concentration check as normal for Concentration vs. damage. (I was thinking about adding a bonus to this equal to your total Casters Nemesis level on top of all the regular attack bonuses.)
Protection (1st level):
You skill at attacking spellcasters has given you insight on how to defend against their attacks. Select a Save (Fort, Ref or Will) and add this bonus to it vs. spells.
1st: +1
3rd: +2
5th: +3
7th: +4
9th: +5
Evasion (2nd level):
As per Rogue class ability. If you have Evasion then you gain Improved Evasion. If you already have Evasion and Improved Evasion then you can gain an extra feat.
Improved Evasion (7th level):
As per Rogue class ability. If you already have Improved Evasion you can instead choose to gain an extra feat.
Spells:
Once again, I would hold close to the Assassin spell progression, but with a modified spell list. All the rules for Int to use a spell still apply. I will admit, some of these spells seem a bit…high end…and I will probably end up switching some of them out. When looking at them I was thinking one thing: What would *I* want to use if I wasn’t hunting casters. I would want spells that defend against their spells, spells that play on their weaknesses (ie – fort and ref saves), as well as spells to hinder them (dispel magic, summon swarm). But enough of my rambling.
First level spells: Resistance, Shield, True Strike, Detect Magic
Second level spells: See Invisibility, Protection from Law/Good/Chaos/Evil, Resist Elements, Summon Swarm
Third Level spells: Dispel Magic, Explosive Runes, Protection from Elements
Fourth level spells: Dimension Door, Contagion, Stoneskin
Notes: Their could be a potential for added Sneak Attack damage, but for some reason I think that would over power the class, especially if I left some of the more powerful spells in the line up.
If you have any comments, please post em!