Glade Riven
Adventurer
I'd like to get some feedback on this class I typed up:
I really tried to balance out the abilities to keep them potent without overwhelmingly so, to the inclusion of a few negatives that are eventually negated at level 20. When there isn't something magic related around, the mage hunter is designed to be a halfway decent skirmisher or backup skill monkey. As Int. is the primary stat, I thought having the skills at 4+Int as sufficiant (and it helps balance the mage hunter with the Bard and Rogue). Sure, he's worthless in a low/no magic campaign, but a DM would be silly to allow this type of class into that type of campaign.
Thoughts?
Mage Hunter
HD: d8
BAB: Med
Fort: bad
Ref: good
Will: good
Proficiencies: Light and Medium Armor, Simple and Martial Weapons, no shields.
Purpose: The mage hunter exists to neutralize spell casters, both divine and arcane. They are an eclectic bunch who feel that spell casters do more harm than good in the world. Mage Hunters reach a unique understanding of magic in order to combat the effects.
Skills: 4 + Int Modifier; Acrobatics, Appraise, Climb, Craft, Disable Device, Intimidate, Knowledge: Arcana, Knowledge: Planes, Knowledge: Religion, Perception, Sense Motive, Spellcraft, Survival, Use Magical Device
Level Progression:
1. Detect Magic, Spell Eater 1/day
2. Spell Breaker, Bonus Feat
3. Arcane Break
4. Backlash, Spell Eater 2/day
5. Track Magic
6. Bonus Feat
7. Spell Eater 3/day
8. Resist Magic
9. Power Surge
10. Spell Eater 4/day, Bonus Feat
11. Null Aura 5ft radius
12. Spell Mirror
13. Spell Eater 5/day
14. Bonus Feat
15. Null Aura 10 ft radius
16. Spell Eater 6/day
17. Spell Fragmentation
18. Bonus Feat
19. Spell Eater 7/day
20. Null Aura 15 ft radius, Null Mastery
Detect Magic: At first level, the mage hunter can detect the presence or absence of magic at will. This works similar the paladin’s Detect Evil as mentioned under Paladin in the Pathfinder Roleplaying Game Core Rulebook, except it works as the Detect Magic spell instead of Detect Evil. This, like all of the mage hunter’s abilities, works against both divine and arcane spells.
Spell Eater: At first level, the mage hunter once a day can absorb a magical spell cast on him and convert it to health. The spell must be a level 6 spell or less. When this occurs, the mage hunter is healed 1d6 per level of the spell cast (max 6d6). The amount of times per day increases by one at 4th, 7th, 10th, 13th, 16th, and 19th level, to a total of 7/day at 19th level.
Spell Breaker: At second level, the mage hunter can attempt to negate a spell being cast by rolling a counter spell check verses the opponent’s caster check. The mage hunter’s modifier for this check is equal to his mage hunter class level +Int modifier. This ability is resolved the same way as counterspells in the Pathfinder Roleplaying Game Core Rulebook under the chapter on Magic, and requires a readied action to perform.
Bonus Feat: The eclectic nature of the mage hunter typically leads them to specialize in a particular type of weapon, usually exotic. At second level and ever four levels afterwards, the mage hunter gets a bonus feat from the following list – however, the mage hunter must still meet the prerequisites for the feat:
· Exotic Weapon Proficiency, Improved Critical, Point Blank Shot, Far Shot, Precise Shot, Improved Precise Shot, Pinpoint Targeting, Shot on the Run, Rapid Shot, Many Shot, Quick Draw, Rapid Reload, Weapon Finesse, Weapon Focus, Dazzling Display, Shatter Defenses, Deadly Stroke, Greater Weapon Focus, Penetrating Strike, Greater Penetrating Strike, Weapon Specialization, Greater Weapon Specialization
Arcane Break: A mage hunter can make a Disable Device check to disarm magical traps or disengage magical locks.
Power Surge: At fourth level, the mage hunter can use spell eater to power up an attack instead of healing. The attack gains a temporary bonus to one attack roll and damage roll equal to the level of the spell being cast. This does not stack with any other weapon enhancement, and must be used on the mage hunter’s next turn or the energy dissipates. If the attack misses, the bonus to damage is also lost.
Track Magic: At fifth level, a mage hunter gains the ability to track a spell caster, magical creature, or construct by “smelling” the residual magic left by their passage. This is resolved as normal tracking, by the use of the survival skill. A mage hunter adds one half his level, rounded down, to the survival check to track magic.
Resist Magic: At eighth level, the mage hunter gains the ability to resist magic. The spell resistance is 10+ one half his level in this class. This ability is not in effect when the mage hunter is attempting to use Spell Breaker.
Backlash: At ninth level, a mage hunter can use Spell Eater to cause damage to the spell caster instead of healing himself or improving his next attack. The damage is 1d6 for every two spell levels of the spell being interrupted. The targeted spell caster can make a reflex save equal to 10 + the mage hunter’s level in order to take half damage.
Null Aura: At eleventh level, the mage hunter can create spherical anti-magic field centered on himself as a swift action, extending out to all adjacent to him (5 ft radius or 1 square). This suppresses the effect of all ongoing magic and magic-related abilities, such as magical items and the mage hunter’s other abilities relating to magic (Detect Magic, Spell Eater, Arcane Break, Power Surge, Track Magic, etc.). It also prevents the casting and effects of spells within the zone. At 15th level it increases to a 10 ft radius (2 squares), and at 20th level the null aura increases to a 15 ft radius.
Spell Mirror: At 12th level, the mage hunter gains the ability to use Spell Eater to reflect a spell cast on him back onto the caster.
Spell Fragmentation: At 17th level, the mage hunter gains greater mastery of his Null Aura. He can choose to half the effectiveness of spells cast within his Null Aura instead of creating a zone of total suppression. Magical items are not affected by this weaker aura. If the spell requires a damage or healing roll, it has half the effect (normal dice roll x one half). Saving throws to resist a spell get a +3 bonus, and saves for a spell to do half damage completely negate the damage instead.
Null Mastery: At 20th level, the mage hunter gains full control over his null aura and can choose to exclude anyone within the field from being affected by it. Whoever is excluded from the effect can cast spells as normal, but gains no benefit or protection from the null aura. Spells from those who are excluded work as normal, even if the target is affected by the Null aura
I really tried to balance out the abilities to keep them potent without overwhelmingly so, to the inclusion of a few negatives that are eventually negated at level 20. When there isn't something magic related around, the mage hunter is designed to be a halfway decent skirmisher or backup skill monkey. As Int. is the primary stat, I thought having the skills at 4+Int as sufficiant (and it helps balance the mage hunter with the Bard and Rogue). Sure, he's worthless in a low/no magic campaign, but a DM would be silly to allow this type of class into that type of campaign.
Thoughts?