I've looked at this class many times, and each time I find the pre-req's to be much too demanding for such little return. You must take martial weapon prof. for a low BAB, two save feats, and combat casting.. There is also little flavor. This could be an amazing class for followers of: Azuth, Shar, Mystra, Bane, Selune, Helm, and others. Many of these faiths sport Wizards and Clerics that specialize in the fight against the mages of their enemy faiths.
I think this is a class with incredible RP potential for both Good and Evil.
*UPDATED TO REFLECT CHANGES IN IDEA*
Mage Hunter:
Skills: 2+INT
Hit Dice: d8
BAB: Medium
Saves: Fort, Will
Spell Progression: 5/10
Requirements:
Spells: 2nd level Divine or Arcane
Feats: Magic Attuned, Iron Will, Weapon Focus (any), Martial Weapon Proficiency
Skills: Spellcraft 8
Disruptive Strike- At first level a Mage Hunter can channel disruptive magics to his weapon for a number of rounds equal to 1/2 his Mage hunter levels (minimum 1) plus Charisma modifier rounds. At the first level each successful strike applies 5% spell failure for 2 rounds. At level 5 the duration increases to 3 rounds, and at 10th level the failure increases to 10%.
Weapon training- Martial training is important to a Mage Hunter as it is his main weapon against rogue mages. At the 3rd level Mage Hunters receive Weapon Specialization in their chosen weapon.
Spell Defense- Mage Hunters train and study endlessly to combat casters of all sorts. Due to this continued training Mage Hunters are more resistant to spells and gain +1 saves vs spells at levels 2,4,and 6.((Alternative is: Mage hunters receive a bonus to saves vs spells equal to their Charisma modifier at level 2))
Arcane resistance: Mage Hunters undergo a special ritual training that hardens them against the raw magics of the weave. They gain 5/- Resistance to magic at the 7th level.
Spell Resistance: At the pinnacle of their training, Mage Hunters perform a powerful ritual to further strengthen their resilience to spells. They receive spell resistance equal to 12+ their class levels. In addition to this Mage Hunters may boost this resistance by 10 for one minute per class level a number of times per day equal to their Charisma modifier +1.
Class Skills:
I know the staff has loads on their plates, and I can see this would take some serious work. However, I want to post it anyway.
I want to know what others think. Too much? Missing things? Different changes to suggest?
I think this is a class with incredible RP potential for both Good and Evil.
*UPDATED TO REFLECT CHANGES IN IDEA*
Mage Hunter:
Skills: 2+INT
Hit Dice: d8
BAB: Medium
Saves: Fort, Will
Spell Progression: 5/10
Requirements:
Spells: 2nd level Divine or Arcane
Feats: Magic Attuned, Iron Will, Weapon Focus (any), Martial Weapon Proficiency
Skills: Spellcraft 8
Disruptive Strike- At first level a Mage Hunter can channel disruptive magics to his weapon for a number of rounds equal to 1/2 his Mage hunter levels (minimum 1) plus Charisma modifier rounds. At the first level each successful strike applies 5% spell failure for 2 rounds. At level 5 the duration increases to 3 rounds, and at 10th level the failure increases to 10%.
Weapon training- Martial training is important to a Mage Hunter as it is his main weapon against rogue mages. At the 3rd level Mage Hunters receive Weapon Specialization in their chosen weapon.
Spell Defense- Mage Hunters train and study endlessly to combat casters of all sorts. Due to this continued training Mage Hunters are more resistant to spells and gain +1 saves vs spells at levels 2,4,and 6.((Alternative is: Mage hunters receive a bonus to saves vs spells equal to their Charisma modifier at level 2))
Arcane resistance: Mage Hunters undergo a special ritual training that hardens them against the raw magics of the weave. They gain 5/- Resistance to magic at the 7th level.
Spell Resistance: At the pinnacle of their training, Mage Hunters perform a powerful ritual to further strengthen their resilience to spells. They receive spell resistance equal to 12+ their class levels. In addition to this Mage Hunters may boost this resistance by 10 for one minute per class level a number of times per day equal to their Charisma modifier +1.
Class Skills:
- Concentration
- Crafting Weapon
- Crafting Armor
- Crafting Alchemy
- Craft Trap
- Intimidate
- Spellcraft
- Knowledge: Any
- Gather Information
- Use Magic Device
I know the staff has loads on their plates, and I can see this would take some serious work. However, I want to post it anyway.
I want to know what others think. Too much? Missing things? Different changes to suggest?





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