This is new prestige class I designed, and I'm looking for a little help getting the bugs out.
MAGE HUNTER
Mage hunters are experienced “wizard killers” who are also perfectly capable of dealing with other spellcasting opponents. Often found among cultures that fear or despise magic, mage hunters may also appear among highly magical cultures that often find themselves at war with other highly magical cultures. The job of the mage hunter in such situations is to neutralize enemy spell casters in order to tip the balance of magical power in favor of his own spell casting allies. However, the abilities of the mage hunter also make him a formidable adventurer as well, as he is particularly helpful when exploring dungeons or assaulting towers where dangerous spellcasters or magical creatures lurk.
Some mage hunters are wary of spellcasters; others work together with spellcasters quite contentedly. The attitude of the mage hunter is not as important as his abilities.
Most mage hunters come from the martial classes, with fighters more common than others. Monks can also make excellent mage hunters, as they can approach dangerous wizards in a seemingly benign manner—unarmed and unarmored—only to reveal their own lethal abilities at the right moment. Rogues and bards also make good mage hunters, albeit less combat-oriented one; rogue/mage hunters often sneak into the lairs of dangerous spellcasters using their stealthy abilities, while bard/mage hunters use their knowledge and social skills to discover spellcasters’ habits, attitudes, and weaknesses. Characters whose primary roles are as spellcasters, however, rarely become mage hunters because doing so would interrupt their own progression of spellcasting ability.
Hit Die: d8
Requirements
To become a mage hunter, a character must fulfill all of the following criteria:
Base Attack Bonus: +6
Skills: Knowledge (Arcana) 4 ranks, Knowledge (Religion) 4 ranks
Special: The character must have no saving throw below +6. This can be achieved through high base saves, high ability scores, feats, or class features, but not magic items.
Class Skills
The mage hunter’s class skills are Climb, Craft, Disable Device, Gather Information, Handle Animals, Jump, Knowledge (Arcana), Knowledge (Religion), Listen, Perform, Profession, Ride, Search, Spot, and Swim.
Skill points at each level: 4 + Int modifier.
Class Features
All of the following are class features of the mage hunter prestige class.
Find and Disarm Magical Traps: Like a rogue, the mage hunter can locate and disarm magical traps by using the appropriate skills.
Spell Resistance: At 4th level, the mage hunter gains spell resistance equal to 10 + his mage hunter class level + his Charisma bonus.
Bane of Spellcasters: Starting at 2nd level, the mage hunter gains this ability. Whenever the mage hunter hits an arcane spellcaster with an a melee weapon, or a ranged weapon within 30 feet, he inflicts an additional +1d6 damage. If the mage hunter has the Improved Unarmed Strike feat, or if he is a monk (or any other class with a class ability that duplicates the Improved Unarmed Strike feat), this bonus damage also applies to unarmed attacks. Beginning at 4th level, this ability extends to fighting divine spellcasters. Starting at 8th level, the mage hunter can also use this ability against creatures with spell-like abilities. Note that creatures with spellcasting ability (i.e., that cast spells as a character, rather than having spell-like abilities) qualify as either arcane spellcasters or divine spellcasters and may therefore be affected by this ability at the appropriate lower mage hunter levels. Bonus damage from Bane of Spellcasters increases to +2d6 at 7th level.
Saving Throw Bonus: At 3rd level, the mage hunter gains a bonus to all saving throws equal to his Charisma modifier. However, this bonus does not stack with any other ability that allows a character to add his Charisma modifier to his saving throws, such as a paladin’s divine grace class feature. In other words, for any character with such an ability, the Charisma bonus is not applied twice.
Dispel Magic: Beginning at 4th level, the mage hunter gains the ability to cast dispel magic once a day with an effective caster level of his mage hunter level + his Cha bonus. At 8th level, he can do this twice a day.
Magic Seeking Strike: At 5th level, the mage hunter gains a +1 bonus to attack rolls against any target that his Bane of Spellcasters ability will affect. At 10th level, this bonus increases to +2. This bonus will stack with any other type of bonus.
Threat to Casters: At 6th level, the mage hunter’s critical hit threat range doubles when attacking any opponent that his Bane of Spellcasters ability will affect. This doubling follows the normal D&D doubling rules; i.e., doubling twice equals tripling. For example, a character with a weapon that normally threatens on 19-20 will instead threaten on 17-20 with this ability, 15-20 if he also has the Improved Critical feat with that weapon or if the weapon is keen, and 13-20 if all of the above are true. A 6th level mage hunter with Improved Critical (scimitar) and a keen scimitar is a frightening opponent to spellcasters, as he will threaten a critical hit on 9-20.
Rather than reproduce the class table here, I can simply tell you that the mage hunter has all good saves and his attack bonus increases as a cleric.
MAGE HUNTER
Mage hunters are experienced “wizard killers” who are also perfectly capable of dealing with other spellcasting opponents. Often found among cultures that fear or despise magic, mage hunters may also appear among highly magical cultures that often find themselves at war with other highly magical cultures. The job of the mage hunter in such situations is to neutralize enemy spell casters in order to tip the balance of magical power in favor of his own spell casting allies. However, the abilities of the mage hunter also make him a formidable adventurer as well, as he is particularly helpful when exploring dungeons or assaulting towers where dangerous spellcasters or magical creatures lurk.
Some mage hunters are wary of spellcasters; others work together with spellcasters quite contentedly. The attitude of the mage hunter is not as important as his abilities.
Most mage hunters come from the martial classes, with fighters more common than others. Monks can also make excellent mage hunters, as they can approach dangerous wizards in a seemingly benign manner—unarmed and unarmored—only to reveal their own lethal abilities at the right moment. Rogues and bards also make good mage hunters, albeit less combat-oriented one; rogue/mage hunters often sneak into the lairs of dangerous spellcasters using their stealthy abilities, while bard/mage hunters use their knowledge and social skills to discover spellcasters’ habits, attitudes, and weaknesses. Characters whose primary roles are as spellcasters, however, rarely become mage hunters because doing so would interrupt their own progression of spellcasting ability.
Hit Die: d8
Requirements
To become a mage hunter, a character must fulfill all of the following criteria:
Base Attack Bonus: +6
Skills: Knowledge (Arcana) 4 ranks, Knowledge (Religion) 4 ranks
Special: The character must have no saving throw below +6. This can be achieved through high base saves, high ability scores, feats, or class features, but not magic items.
Class Skills
The mage hunter’s class skills are Climb, Craft, Disable Device, Gather Information, Handle Animals, Jump, Knowledge (Arcana), Knowledge (Religion), Listen, Perform, Profession, Ride, Search, Spot, and Swim.
Skill points at each level: 4 + Int modifier.
Class Features
All of the following are class features of the mage hunter prestige class.
Find and Disarm Magical Traps: Like a rogue, the mage hunter can locate and disarm magical traps by using the appropriate skills.
Spell Resistance: At 4th level, the mage hunter gains spell resistance equal to 10 + his mage hunter class level + his Charisma bonus.
Bane of Spellcasters: Starting at 2nd level, the mage hunter gains this ability. Whenever the mage hunter hits an arcane spellcaster with an a melee weapon, or a ranged weapon within 30 feet, he inflicts an additional +1d6 damage. If the mage hunter has the Improved Unarmed Strike feat, or if he is a monk (or any other class with a class ability that duplicates the Improved Unarmed Strike feat), this bonus damage also applies to unarmed attacks. Beginning at 4th level, this ability extends to fighting divine spellcasters. Starting at 8th level, the mage hunter can also use this ability against creatures with spell-like abilities. Note that creatures with spellcasting ability (i.e., that cast spells as a character, rather than having spell-like abilities) qualify as either arcane spellcasters or divine spellcasters and may therefore be affected by this ability at the appropriate lower mage hunter levels. Bonus damage from Bane of Spellcasters increases to +2d6 at 7th level.
Saving Throw Bonus: At 3rd level, the mage hunter gains a bonus to all saving throws equal to his Charisma modifier. However, this bonus does not stack with any other ability that allows a character to add his Charisma modifier to his saving throws, such as a paladin’s divine grace class feature. In other words, for any character with such an ability, the Charisma bonus is not applied twice.
Dispel Magic: Beginning at 4th level, the mage hunter gains the ability to cast dispel magic once a day with an effective caster level of his mage hunter level + his Cha bonus. At 8th level, he can do this twice a day.
Magic Seeking Strike: At 5th level, the mage hunter gains a +1 bonus to attack rolls against any target that his Bane of Spellcasters ability will affect. At 10th level, this bonus increases to +2. This bonus will stack with any other type of bonus.
Threat to Casters: At 6th level, the mage hunter’s critical hit threat range doubles when attacking any opponent that his Bane of Spellcasters ability will affect. This doubling follows the normal D&D doubling rules; i.e., doubling twice equals tripling. For example, a character with a weapon that normally threatens on 19-20 will instead threaten on 17-20 with this ability, 15-20 if he also has the Improved Critical feat with that weapon or if the weapon is keen, and 13-20 if all of the above are true. A 6th level mage hunter with Improved Critical (scimitar) and a keen scimitar is a frightening opponent to spellcasters, as he will threaten a critical hit on 9-20.
Rather than reproduce the class table here, I can simply tell you that the mage hunter has all good saves and his attack bonus increases as a cleric.
Last edited: