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Mage Hunter PrC, opinions?
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<blockquote data-quote="VoiceOfReason?" data-source="post: 2216597" data-attributes="member: 27145"><p>If I were your DM I'd strip the class down by offering to remove about 2/3 of the special abilities and stamp it approved, or drop the HD/BA a notch, one of the good saves, and half a dozen class skills. That tells me a) some powergaming is going on-go for all the cool stuff you can get. or b) you'll need to trim the PrC to be somewhat on par with other available (published) PrC's.</p><p></p><p>In the case of option a) try to get more SR (50 isn't enough) and flight if you can, you'll need to chase the hapless wizard's henchmen down (powergamed villains rarely strategically witdraw, just die and bestow an inheritance).</p><p></p><p>In the case of option b) well, here goes..</p><p></p><p></p><p>I'm seeing a few classes here being shoved together. Namely a Paladin-like PrC and a Ranger-like PrC. The problem is that the prerequisites reflect only the rangerly side, while the special abilities give you most of a paladin's good abilities with almost none of it's restrictions.</p><p></p><p>Detect Evil is simply out of place. Detect Magic seems much more logical for a hunter of the magically inclined.</p><p>Aura of Courage is another that's simply out of place. If I were editing your PrC I'd dump it.</p><p>The penalty imposed with Mage Slayer is huge, but the ability fits well with the theme. I'd lower the penalty but keep the ability.</p><p>Resolve, IMHO should be restricted to saves against arcane spells and magical devices, to more appropriately reflect the character's insight into the powers being bared against him.</p><p>Evasion and improved evasion run along the ranger vein and are unquestionably useful against most wizards and sorcerers.</p><p>Inspire Fear I think I would nerf to caster level=2xPrC lvl, or character's caster level, whichever is greater.</p><p><em>True Seeing</em> at will is something that sends up red flags for most DM's. I'd drop it out of hand more often than not if I were running the game. <em>True Seeing</em> 2xday or an automatic (but subconcious and thus rolled secretly by DM) chance to disbelieve any illusion simply by seeing it (and again when you interact with it as per the spell's description).</p><p>Nondetection...sure..justifies the abjuration prereq.</p><p>Resist Evil Magic is another that seems paladinly without purpose. Perhaps roll this one and the modified resolve up into one and call it spell resistance?</p><p>For Arcane Tracker I'd alter it a bit. After making a spellcraft check to identify the spell used, the mage hunter can make a survival check DC (15+spell level+2 for each previous failed attempt to track a particular travel spell) to divine the destination point (thus tying the ranger aspect back in).</p><p></p><p>Long story sho...not so long..if one of my players had handed this to me for editing I'd hand back something like this for them to modify and hand back or OK:</p><p>Prerequisites as listed.</p><p>HD: d8</p><p>Class skills and skill pts/lvl as listed</p><p>BAB: as cleric (let's face it, wizards aren't <em>that</em> hard to hit)</p><p>Saves as listed</p><p>spell/day and caster lvl progression as listed</p><p></p><p>Special:</p><p>1) Detect Magic, as the spell, functioning at will as per a paladin's detect evil.</p><p>2) Evasion</p><p>3) Spell Resistance (10+Mage Hunter level)</p><p>4) Mage Slayer (-4)</p><p>5) Imp. Evasion</p><p>6) Inspire Fear (caster level 2xMage Hunter lvl)</p><p>7) Pierce Magical Concealments; Mage Hunter is allowed an additional saving throw to recognize an illusion upon seeing one. This save is made without the players' knowledge.</p><p>8) Mage Slayer (-8); Nondetection</p><p>9) Arcane Tracker (spellcraft to identify transport spell, followed by survival check DC 15+spell level+2/failed attempt to figure out the destination)</p><p>10) Pierce Magical Protections as listed.</p><p></p><p>Still seems like a powerful class to me, but it's closer, I think. Maybe I missed the point entirely and you wanted the paladinesque feel. in that case might I suggest a code of conduct and trading the lvl 10 ability for an arcane smite of some sort that bypasses magical defenses (destroying force effects is a nice touch)?</p></blockquote><p></p>
[QUOTE="VoiceOfReason?, post: 2216597, member: 27145"] If I were your DM I'd strip the class down by offering to remove about 2/3 of the special abilities and stamp it approved, or drop the HD/BA a notch, one of the good saves, and half a dozen class skills. That tells me a) some powergaming is going on-go for all the cool stuff you can get. or b) you'll need to trim the PrC to be somewhat on par with other available (published) PrC's. In the case of option a) try to get more SR (50 isn't enough) and flight if you can, you'll need to chase the hapless wizard's henchmen down (powergamed villains rarely strategically witdraw, just die and bestow an inheritance). In the case of option b) well, here goes.. I'm seeing a few classes here being shoved together. Namely a Paladin-like PrC and a Ranger-like PrC. The problem is that the prerequisites reflect only the rangerly side, while the special abilities give you most of a paladin's good abilities with almost none of it's restrictions. Detect Evil is simply out of place. Detect Magic seems much more logical for a hunter of the magically inclined. Aura of Courage is another that's simply out of place. If I were editing your PrC I'd dump it. The penalty imposed with Mage Slayer is huge, but the ability fits well with the theme. I'd lower the penalty but keep the ability. Resolve, IMHO should be restricted to saves against arcane spells and magical devices, to more appropriately reflect the character's insight into the powers being bared against him. Evasion and improved evasion run along the ranger vein and are unquestionably useful against most wizards and sorcerers. Inspire Fear I think I would nerf to caster level=2xPrC lvl, or character's caster level, whichever is greater. [I]True Seeing[/I] at will is something that sends up red flags for most DM's. I'd drop it out of hand more often than not if I were running the game. [I]True Seeing[/I] 2xday or an automatic (but subconcious and thus rolled secretly by DM) chance to disbelieve any illusion simply by seeing it (and again when you interact with it as per the spell's description). Nondetection...sure..justifies the abjuration prereq. Resist Evil Magic is another that seems paladinly without purpose. Perhaps roll this one and the modified resolve up into one and call it spell resistance? For Arcane Tracker I'd alter it a bit. After making a spellcraft check to identify the spell used, the mage hunter can make a survival check DC (15+spell level+2 for each previous failed attempt to track a particular travel spell) to divine the destination point (thus tying the ranger aspect back in). Long story sho...not so long..if one of my players had handed this to me for editing I'd hand back something like this for them to modify and hand back or OK: Prerequisites as listed. HD: d8 Class skills and skill pts/lvl as listed BAB: as cleric (let's face it, wizards aren't [I]that[/I] hard to hit) Saves as listed spell/day and caster lvl progression as listed Special: 1) Detect Magic, as the spell, functioning at will as per a paladin's detect evil. 2) Evasion 3) Spell Resistance (10+Mage Hunter level) 4) Mage Slayer (-4) 5) Imp. Evasion 6) Inspire Fear (caster level 2xMage Hunter lvl) 7) Pierce Magical Concealments; Mage Hunter is allowed an additional saving throw to recognize an illusion upon seeing one. This save is made without the players' knowledge. 8) Mage Slayer (-8); Nondetection 9) Arcane Tracker (spellcraft to identify transport spell, followed by survival check DC 15+spell level+2/failed attempt to figure out the destination) 10) Pierce Magical Protections as listed. Still seems like a powerful class to me, but it's closer, I think. Maybe I missed the point entirely and you wanted the paladinesque feel. in that case might I suggest a code of conduct and trading the lvl 10 ability for an arcane smite of some sort that bypasses magical defenses (destroying force effects is a nice touch)? [/QUOTE]
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