MageHunter's page

Organized Play Member. 2,383 posts (2,481 including aliases). No reviews. 1 list. No wishlists. 5 Organized Play characters. 14 aliases.

Full Name





Inquisitor (Witch Hunter) 12






20 Years






Common, Goblin


Arcane Slayer

Strength 13
Dexterity 18
Constitution 14
Intelligence 10
Wisdom 16
Charisma 8

About MageHunter

Personal Note:
As thrilling as it would be to be a Hobgoblin Arcane Slayer, I'm not. :( I specifically like to mess around with theorycrafting and have read all the online PRD books. I understand the rules pretty well. This is just an alias I made for fun and have been dreaming up for a while. When I first made a Paizo account I just looked for a name that wasn't taken. When looking for an avatar I decided on a Hobgoblin because of their hatred of mages.Thus MageHunter was born. The intention is an NPC boss fight of sorts. He is a willing servant of the Hobgoblin military. Normally, he'll have a couple monk buddies, who took an oath of silence. He doesn't mind as they won't mock him for his heritage. For all who see this, please feel free to use it. For GMs and players alike. The same applies to all of my builds detailed in my aliases.

So I decided to try my hand and making some guides. So far I have just the one; a work in progress Rage Prophet Guide. Hope you all like it. You can join the discussion here.

Some stuff I tried to design on my own. I hope you like it.

The Lockheart, thread here.

MageHunter is a title for a unique Arcane slayer. His name is known only by those that employ him, in the grand military of the Hobgoblins. In his youth, his father had his life spared by an Elven Wizard. Due to the nature of Hobgoblins he was never respected again. MageHunter grew to hate and despise Arcane magic for this. In basic military training he proved his aim and skill at arms, but he was also heavily religious; and frequently displayed his hatred for the arcane. Especially, Elven Wizards. He was one of a select few chosen to be trained to hunt down and slay these scoundrels. His new name, was MageHunter. All the others were also followers of Asmodeus, and in his name have killed countless numbers. MageHunter studied his enemies strengths and weaknesses,and eventually assembled a team of monks, pairing their unique abilities with his leadership to go out and gang up on witches, wizards, and sorcerers alike. He knows when to run, but when he does, he always comes back for vengeance.

Male Hobgoblin Inquisitor (Witch Hunter) 12
LE Medium Humanoid (Goblinoid)
Init +11; Senses Perception +18, Darkvision 60 ft., +20 Spellcraft (Identifying Spells)
AC 28, touch 19, flat-footed 24 (+6 armor, +4 dex, +1 deflection, +3 Magic Vestment, +4 Shield of Faith) (+3 dodge vs. identified spells)
hp 88 (12d8 + 2)
Fort +11, Ref +9, Will +12 (+3 vs. identified spells)
Defensive Abilities Knowledgeable Defense, Stalwart
Speed 30 ft.

Melee Longsword +13 (2d8 + 4d6 + 5/19-20/x2) (+1 vs. Arcane Spellcasters)

Ranged +1 Unholy Longbow +18 (2d8 + 4d6 + 5/x2) (+1 Attack Arcane Spellcasters) (+2d6 damage vs. Good)
Before Combat If MageHunter is alerted (possibly with the Alarm spell) before combat he will cast Shield of Faith and Invisibility, and then use his Mantle Against Chaos Ability. Every morning he casts Magic Vestment and will have that ready. After he drinks his potions; with his allies he will then attempt to sneak up on the party and attack.

During Combat MageHunter will use his Greater Bane Ability and then Judgment and target whoever appears to be an Arcane Spellcaster first. He readies Vital Strikes against them to interrupt their spells. If the Arcane Spellcaster dies he will use his higher-level spells and Domain Abilities against whomever he perceives as the largest threat.

After Combat If he is captured or his hit points go under 15, he will surrender (if he doesn't think he can run). He will answer some questions based on what is most advantageous for him.
Str 13, Dex 18, Con 14, Int 10, Wis 16, Cha 8
Base Atk +9; CMB +10; CMD 23
Duck and Cover When making reflex saves use die result of yourself or ally, whichever is higher.
Extended Bane 3 additional rounds per day of bane.
Improved Initiative +4 Init. Bonus
Hobgoblin Discipline +1 Morale Bonus to Saving throws when within 30 ft. of at least two allies.
Lookout If an adjacent ally can act, so can MageHunter, and if they both can he may make a standard and move action.
Point-Blank Shot +1 Attack and Damage within 30 ft.
Precise Shot No penalty for shooting into melee.
Shake It Off +1 Saving throw bonus per adjacent ally.
Swap Places May switch spots with an ally during movement. Ally accepts as immediate action.
Vital Strike As a standard action may double the damage die of an attack.

Skills Intimidate +19, Knowledge (Arcana) +15, Knowledge (Religion) +15, Perception + 18, Sense Motive +24, Spellcraft +15 (+2 identifying spells, see Spell Sage), Survival +18 (6 points; 6 class, 0 INT, 1 FCB)

Non-Standard Skill Bonuses
Magehunter +2 Racial Spellcraft to identify spells
Stern Gaze +6 Morale Intimidate & Sense Motive

Languages Common, Goblin

Special Abilities:

Magehunter +2 Racial Spellcraft to identify spells; +1 Attack Rolls against Arcane Spellcasters
Mantle Against Chaos SLA - Protection from Chaos 12 Minutes/Day
Judgment 4/day, +4 damage, +2 Attack Rolls
Spell Sage Add WIS to Spellcraft when; Identifying Spell, Identifying Magic Item Properties, Or deciphering Scrolls
Stern Gaze +6 Morale Intimidate & Sense Motive
Cunning Initiative WIS + Dex to Init.
Knowledgeable Defense+3 Saving Throw Bonus/+3 Dodge Bonus to identified Spells
Solo Tactics All Inquisitor's allies count as having his teamwork feats for the purpose of MageHunter's abilities. (Not his allies)
Commanding Order As Greater Command, except only one target and usable 6/day.
Greater Bane As a swift action weapon gains the Bane quality for 15/rounds a day. (+2 attack rolls, +4d6 damage)
Spell Scent 1/day MageHunter can make a full-round action after experiencing a spell to gain the effect of locate creature on the item or caster.
Stalwart If MageHunter succeeds at a Fortitude or Will saving throw he ignores any reduced effects.


0th (at will)
Create Water
Detect Magic
Read Magic

1st (6/day)
Cure Light Wounds
Detect Good
Divine Favor
Interrogation; Fortitude (SR), DC 14
Shield of Faith

2nd (6/day)
Cure Moderate Wounds
Death Knell; Will (SR), DC 15
Follow Aura
See Invisibility

3rd (5/day)
Blood Biography; Will, DC 16
Hunter's Eye
Magic Vestment
Seek Thoughts; Will, DC 16

4th (3/day)
Brand (Greater); Fortitude (SR), DC 17
Cure Critical Wounds
Order's Wrath; Will Partial (SR), DC 17
Unholy Blight; Will Partial (SR), DC 17


Carrying Capacity
Light 0-153 lb. Medium 154-306 lb. Heavy 307-460 lb.
Current Load Carried 75 lb.

Money 568 GP 0 SP 0 CP
+1 Unholy Longbow (10,375 gp) (3 lb.)
40 Arrows (2 gp) (6 lb.)
+2 Hide Armor (4,165 gp) (25 lb.)
Ring of Protection (+1) (2000 gp) (-- lb.)
Cloak of Resistance (+1) (2000 gp) (1 lb.)
Wand of Cure Light Wounds (750 gp) (-- lb.)
Potion of Bear's Endurance (300 gp) (-- lb.)
Potion of Owl's Wisdomv(300 gp) (-- lb.)
Muleback Cords (1000 gp( (-- lb.)
Inquisitor's Kit (- Torches, Holy Symbol, and Text) (30 gp.) (34 lb.)
Gold Unholy Symbol (100 gp) (1 lb.)
Unholy Text (25 gp) (2 lb.)
Portrait Book (10 gp) (3 lb.)
Longsword (15 gp) (4 lb.)