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Looking for a good Mage Hunter Core Class

Thanks for the comments guys


Witness, Faith and Faith points are a homebrew rule of mine that I posted a little while ago ( Ill try and scrape up its link)

As for your ability Ideas thanks mucho this is the way I would like to see the Class but I worry about adding spell resistance. (may over balance the class)


Change the Favored Arcanum from a bonus to skills vs. wizards from a specific school to a bonus to saves vs. spell school.

This was the biggest no brainer I pulled of Course it should be the saves vrs. spell school.


How about an ability that makes it easier for them to disrupt someone casting a spell, like the opposite of combat casting. It raises the DC for the concentation check +1 every 4 levels when the Inquisitor hits a wizard (or any spellcaster) while they are casting a spell.

Done I will retain the powerful presence ability name, and use this idea for that title.

To go along with this, perhaps an ability like the rogues sneak attack, so the inquisitor gets a bonus to damage when attacking a spellcaster when they are casting a spell.

Hmmm...will think on that one...maybe when they attack a spellcaster period.

This one seems like a no-brainer; spell resistance at higher levels.

Worried about the Inquisitor being too powerful for spellcasters. It is one of the reasons I went with the Resistance advancement ability...Maybe at 18th level they get a SR of 5 or something

Personally, I don't like the idea of being able to turn people so I would eliminate or change Turn Arcanum.

Done...I didn't like the ability either (really) I will replace it with something more useful.

I would also give them the Rogue/Cleric BAB and up the HP to at least a d6. If your going to be facing off against wizards, need to be able to hit them and survive more than 1 hit.

D6 it is, and I will think about the rogue/cleric BAB

Sense Arcanum is better than Sense Magic
 

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Well here is my version of the (odd enough named) Mage Hunter.

Take a gander. :)

Mage Hunter Core Class

The world is filled with magic and mystic forces and in this world a few are born apart from the embrace of magic. When these men and women reach adulthood they feel an unyielding urge to extinguish magic from the world. They call themselves Spellstrife or Magebane but the rest of the world has another name for them: Mage Hunters.
Spell casters feel that Mage Hunters are a scourge upon the world because they go against the natural order of things. The superstitious common folk believe that they are sent by the gods to punish those that wield magic. The truth is somewhere in-between.
In nature every force has an opposite and equal reaction. Mage Hunters are the inverse of spell casters. Spell casters exude magic while Mage Hunters absorb magic energy and render it harmless.

Adventures: Mage Hunters often see themselves as protectors of the common folk against the forces of magic. Many of them have grudges against magical foes and seek them out in order to rid the world of such pests. When magic is at its strongest a mage hunter is there.

Characteristics: Mage Hunters are proficient with all simple weapons and a few martial ones. A mage hunter's skill focuses on combat and tracking down magical prey. Mage Hunters are tough and heal quickly. They gain the ability to stop spell casters in their tracks and can learn to absorb their spells in combat. They are known to have an allergic reaction to magic items and never use such devices.

Alignment: Mage Hunters can be of any alignment but most are good. As protectors of the common folk against magic they seek out evil casters to vanquish. Evil Mage Hunters seek to destroy all magic whether good or evil from the world. Law and chaos have little meaning to a Mage Hunter and they tend to be neutral.

Religion: Mage Hunters usually worship gods of strength, luck, hunting and retribution. They stay away from the gods of magic for they are often allied with their greatest foes. A few Mage Hunters worship nature deities because they feel that nature is the true life force of the world and that magic is a plague infecting it.

Background: Unlike some other classes Mage Hunter are born with their abilities. Some are born with a mark of the hunter, while others grow into their abilities later in life. Some have formal training while others stumble their way through life and are self-taught. All mage hunters have a common bond and a dislike for magic. They are mostly loners but they have been known to form or join groups to get the task at hand done.

Races: Human Mage Hunters seem to the most common. A dwarf's inborn fear of magic is exemplified in a mage hunter. Elves and half-elves consider themselves cursed if they are born a mage hunter, it goes against their very being to despise magic
but the pull of the hunter is strong. Gnomes are so in touch with magic that none of their race has ever been born a Mage Hunter. Half-orcs raised among orcs consider a Mage Hunter a blessing used to defeat their enemies. Halflings born Mage Hunter tend to be a bit more venturesome them most because they feel a pull to fight magic.

Other Classes: Mage Hunters cooperate with other classes as circumstances dictate, but they always seek wielders of magic. When seeking company or help Mage Hunters most often look for fighters and rogues. Fighters help them combating magic and
rogues have a knack for getting into places Mage Hunters want to be. Wary of all forms of magic, they avoid associating with the spell casting classes unless forced by circumstance. They will tolerate clerics and druids, since they see them as having some benefit to the world with their healing magic. Sorcerers and Wizards on the other hand are prey to be hunted.

Level BAB Fort Ref Will SR Special
1st +1 +2 +0 +2 11 1st Favored Enemy, Divination Void, Sense Magic, and Track
2nd +2 +3 +0 +3 11 Fast Healing 1 (10)
3rd +3 +3 +1 +3 12 Spellbane 1/Day
4th +4 +4 +1 +4 12 2nd Favorite Enemy
5th +5 +4 +1 +4 13 Damage Reduction 3/+1
6th +6/+1 +5 +2 +5 13 Penetrating Weapons
7th +7/+2 +5 +2 +5 14 Fast Healing 1 (20)
8th +8/+3 +6 +2 +6 14 Spellbane 2/Day
9th +9/+4 +6 +3 +6 15 3rd Favorite Enemy
10th +10/+5 +7 +3 +7 15 Damage Reduction 5/+2
11th +11/+6/+1 +7 +3 +7 16 Spell Drain 1/Day
12th +12/+7/+2 +8 +4 +8 16 Fast Healing 2 (30)
13th +13/+8/+3 +8 +4 +8 17 Spellbane 3/Day
14th +14/+9/+4 +9 +4 +9 17 4th Favorite Enemy
15th +15/+10/+5 +9 +5 +9 18 Damage Reduction 7/+3
16th +16/+11/+6/+1 +10 +5 +10 18 Spell Drain 2/Day
17th +17/+12/+7/+2 +10 +5 +10 19 Fast Healing 2 (40)
18th +18/+12/+8/+3 +11 +6 +11 19 Spellbane 4/Day
19th +19/+13/+9/+4 +11 +6 +11 20 5th Favorite Enemy
20th +20/+14/+10/+5 +12 +6 +12 20 Damage Reduction 10/+3, Spell Drain 3/Day

Game Rule Information

Mage Hunters have the following game statistics:

Abilities: Strength is important for Mage Hunters since it improves their melee attack and damage rolls. Constitution is
important for Mage Hunters because it give Mage Hunters more hit points, which they need for combat. Dexterity is important
for Mage Hunters who want to be good at range weapons or who want to increase their defense and mobility. Wisdom is somewhat important since it increases several of the Mage Hunter's class skills and their will saves.

Alignment: Any.
Race: Any but gnome.
Hit Die: d10.
Starting Gold: 6d4 x 10.

Class Skills
The Mage Hunter's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Heal (Wis), Intuit Direction (Wis), Jump (Str), Knowledge (Arcana) (Int), Profession (Wis), Ride (Dex), Search (Int), Spellcraft (Int), Spot (Wis), Swim (Str) and Wilderness Lore (Wis). Mage hunters cannot take the Use Magic Devices skill as a cross-class skill.

Skill Points at 1st Level: (2 + Int modifier) x 4.
Skill Points at Each Additional Level: 2 + Int modifier.

Class Features
Weapon and Armor Proficiency: A Mage Hunter is proficient with all simple weapons, shortbow (simple and composite), longbow (simple and composite), and two other martial weapons of the characters choice. They are proficient with light armor, medium
armor and shields.

No Magic Items: Mage hunters dislike anything and everything magical. They are unable to use any magical items of any type.
Their life essence will not allow them to work for her. This includes but is not limited to: weapons, armor, rings, staves,
rods, amulets, and potions.

Spell Resistance (Ex): A Mage Hunters life essence's makes it extremely hard for others to cast spells on them. This innate ability to manifests itself as spell resistance. This value increases by +1 for every two levels and it stacks with any other applicable spell resistance he has.
Spell resistance does not apply if an effect fools the Mage Hunter's senses such as minor illusion or phantom sound does.
The Mage Hunter does not have the ability to voluntary deactivate this ability. This can be a boon or a bane depending on what spell is being cast at her. It resists Fireball as well as helpful spells like Cure Light Wounds.

Favored Enemy (Ex): Mage Hunters strive to take down spell casters and magical creatures alike. Starting at 1st level, a Mage Hunter can pick one type of magically touched creature (See Mage Hunter Favored Enemies Table) as a favored enemy. Due
to her extensive study of her foes and training in the proper techniques for combating them, the Mage Hunter gains a +1 bonus to Bluff, Listen, Sense Motive, Spot, and Wilderness Lore checks when using these skills against this type of creature.
Likewise, she gets the same bonus to weapon damage rolls against creatures of this type. A Mage Hunter also gets the damage bonus with ranged weapons, but only against targets within 30 feet (the Mage Hunter cannot strike with deadly accuracy beyond that range). The bonus doesn't apply to damage against creatures that are immune to critical hits.
At 4th, 9th, 14th, and 19th level the Mage Hunter may select a new type of magical creature as a favored enemy and the level the bonus associated with every previously selected favored enemy goes up by +1

Type Examples
Aberrations Beholders
Arcane Spell Caster *
Constructs Golems
Dragons Black Dragons
Magical beasts Displacer Beasts
Outsider *

*Mage Hunters many not select "outsider" or "spell caster" as a favored enemy, but they may select a more narrowly defined type of outsider (such as demons, devils or efreet) or arcane spell caster (such as bards, sorcerers or wizards).

Divination Void (Ex): Though shear will and instinct a Mage Hunter can ward off the effects of divination spells that reveal aura such as discern lies and detect chaos. A Mage Hunter can use her spell resistance to thwart these effects. When a divination spell is cast at the mage hunter the only thing the caster sees (if the spell resistances works) is a shimmering black void or a whole in space where the mage hunter should be

Sense Magic (Su): All Mage Hunters have the ability to see flows of magic around them. They are able to Detect Magic (as the spell) at will.

Track: The Mage Hunter gains Track as a bonus feat.

Fast Healing (Ex): Mage Hunters regain hit points at an exceptionally fast rate. At 2nd level the Mage Hunter regains 1
hit point per round, at a maximum 10 hit points per day. The number of hit points regained per round increases by +1 at 12th
level and the maximum restorable hit points per day increases by 10 every five levels. Except as noted above this ability works like fast healing ability as described in the SRD.

Spellbane (Su): Starting at 3rd level a Mage Hunter once per day can have an anti-magic field surround her. This anti-magic vortex acts as a dispel magic spell in a 30ft radius. It lasts for 1 minute per level and takes a full round to activate. This field does not affect any of the Mage Hunter's innate, extraordinary and supernatural abilities.
Once the spellbane ability is activated the Mage Hunter must concentrate to keep it active. If the Mage Hunter performs a
move equivalent or full action she must make a concentration skill check to keep the spellbane ability active. The Mage Hunter does not need to make a check if performing Free Actions. The target number for this check is 10 + type of action (+2 for move equivalent action or +4 for a full action). If the Mage Hunter continues to perform actions the target number goes up by +1 per round. For example: Thesa who has been running full speed after a wizard for three rounds catches up to him. She would have a DC of 17, +4 for the full action of running and +3 for the three previous rounds run after the wizard. The Mage Hunter must also make a concentration check if she receives damage. The target number for such a check is 10 + damagereceived.
The use of this field per day increases by once per day at 8th, 13th and 18th level.

Damage Reduction (Ex): Starting at 5th level, the Mage Hunter gains the ability to shrug off some amount of injury from each blow or attack. Subtract 3 from the damage the Mage Hunter takes each time the Mage Hunter is dealt damage. At 10th
level, this damage reduction rises to 5. At 15th, it rises to 7. Damage reduction can reduce damage to 0 but not below 0. Any
weapon more powerful than +1 at 5th, +2 at 10th and +3 at 15Th also negates the ability.

Penetrating Weapons (Ex): Beginning at 6th level the Mage Hunter can fight as though she and her weapons were one. Any
weapon she uses functions as if it were a penetrating weapon for overcoming damage reduction. For example if a Mage Hunter
has damage deduction 3/+1 the weapon she uses will function as a +1 weapon for overcoming a foe's damage reduction.

Spell Drain (Su): Starting 11th level once per day, a Mage Hunter with a melee touch attack can drain spells (or spell
slots) from an arcane spell caster. Each attack drains 2d6 levels of prepared spells or unused spell slots, starting with the highest-level spells and working down. For example, when a Mage Hunter touches a sorcerer with a 4th level spell slot, a 3rd level slot, two 2nd level slots, and five 1st level slots left unused. The Mage Hunter rolls an 8. It drains the 4th and 3rd level slots, as well as one 1st level slot. This ability increases to 2 times per day at 16th level and to 3 times per day at 20th level.

Ex-Mage Hunters: A Mage Hunter, who gains the ability to cast spells or spell-like abilities, loses all of her supernatural abilities and the no magic item restriction. She may never again progress in levels as a Mage Hunter or regain her supernatural abilities.
 
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