The Spellhunter Prestige Class


Homebrew and House Rules


I have noticed a lot of people might be interested in a martial class that fights well against Spellcasters. I think that this class, out to full 10 levels or with a 2 or 6 level dip would be pretty nice.

It's a rough sketch. I think it has just the right balance of general abilities and specialized abilities that we've come to expect from prestige classes. I dunno. Any thoughts?

Spellhunter
Prestige Class SKETCH

Prerequisites:
Spellcraft 5 Ranks
Base Attack Bonus +5
Iron Will

Class Skills: Climb, Craft (any), Intimidate, Jump, Knowledge (any), Spellcraft, Survival, Stealth, Use Magic Device

Skills Per Level: 2

Base Attack Bonus: +1/level
Fortitude save: bad
Reflex save: good
Will save: good

Proficiencies: all martial and simple weapons, all armors and shields except for the tower

Special Abilities
Level 1: Supernatural Skill
Level 2: Martial Counterspell
Level 3: Draining Strike
Level 4: Supernatural Skill
Level 5: Dispelling Strike
Level 6: Advanced Supernatural Skill
Level 7: Improved Martial Counterspell
Level 8: Supernatural Skill
Level 9: NADA!
Level 10: Advanced Supernatural Skill

Supernatural Skill: Every time you get this ability, pick a skill: Intimidate, Jump, Use Magic Device, or Stealth. You must have at least 5 ranks in this skill to use the ability associated with it. You gain one of the following as a Supernatural ability:

Jump -> Fly at your augmented land speed as per the Fly spell for 5 rounds per day per level.
Intimidate -> Your Demoralize makes enemies Frightened. You may use this once per day per level.
Stealth -> You may be invisible as with Invisibility for 3 rounds per day per level.
Use Magic Device -> You meet all the requirements for the use of all wands.

Martial Counterspell: Any spell which visibly targets the Spellhunter may be deflected by their shield or weapon as per Dispel Magic using the Spellhunter's Base Attack Bonus in place of Caster Level. If the Spellhunter rolls a natural "1" on their counterspell check, not only are they affected, but so is the item they were attempting to deflect the spell with.

Draining Strike: Whenever the Spellhunter hits an opponent with spellcasting abilitie, they may, even without knowing their opponent has spellcasting, drain 1 spell level by giving up 5 damage from the attack. For every 3 additional damage they reduce their attack by, they may remove one more spell level to a maximum of 9 spell levels. This is done after damage has been calculated and may not exceed the total damage dealt. The target of Draining Strike decides which spells or spell-like abilities are drained by this ability. They may choose to remove higher-level spells if they so wish to avoid losing lower-level spells they feel to be more important at the time.

Dispelling Strike: Once per day per even level the Spellhunter has attained, they may cast Dispel Magic through their weapon when striking an opponenent or touching an ally. This works as a targeted dispel.

Advanced Supernatural Skill: This ability replaces one of your Supernatural Skills. Making a Supernatural Skill into an Advanced one requires 9 ranks in the skill.

Improved Dispel: The Spellhunter's Dispelling Strike and Martial Counterspell now act as Improved Dispel Magic instead of standard Dispel Magic.

Jump -> Fly at twice your augmented land speed for 5 rounds per day per level with a +5 to your fly skill.
Intimidate -> Your Demoralize makes enemies Panicked. You may use this once per day per level.
Stealth -> You may be invisible as with Improved Invisibility for 5 rounds per day per level.
Use Magic Device -> You meet all the requirements for the use of all scrolls, wands, and staves.


I would have draining srike remove individual spells, not spell levels. Also might add knowledge(arcana) and maybe knowledge(religion) to the skill list.

And I would allow them to add their levels to fighter levels for purposes of the Disruptive and Spell Breaker feats, or add them as bonus feats at 1st and 5th.


I think draining strike needs to be reconsidered. As it stands a character only needs to do 29 damage to remove the max of 9 spell levels. With a +2 greatsword, a strength of 20, and power attack, at 3rd level (total level 8), you are doing 2d6+18 (averaging 25). Add in either rage, or armor training/weapon specialization and you are already reaching the cap of nine levels on an average damage roll the first level you get the ability.

Also what happens if the spell levels dont translate evenly? If i drain 2 levels and a caster only has level 3 spells remaining what happens? In addition can a caster allow a level 3 spell be drained to prevent 2 level 2 spells from being drained?

Does dispelling strike also use the Spellhunters BAB for caster level like Martial counterspell? If so you should indicate that.


Hmm, yes, and also I hadn't really considered the impact of many attacks per round and also ranged attacks. Draining Strike needs a complete re-write. However, I do consider it one of the key features of the class, so it has to stay.

How would you guys feel about a flat 5 damage per spell level removed?


Kolokotroni wrote:
Also what happens if the spell levels dont translate evenly? If i drain 2 levels and a caster only has level 3 spells remaining what happens? In addition can a caster allow a level 3 spell be drained to prevent 2 level 2 spells from being drained?

Good point. I had envisioned that the ability should not drain a spell if the attacker doesn't have enough drain to do the work UNLESS the defending character chooses otherwise. Since the defender chooses where the drain comes from, if 3 points are drained, they could choose the following:

3 level 1 spells
2 level 2 spells
or
1 level 3 or higher spell

If the defender ONLY had a level 8 spell prepared, then the ability would fail.

I should also indicate that level 0 spells are unaffected by this ability.

Kolokotroni wrote:
Does dispelling strike also use the Spellhunters BAB for caster level like Martial counterspell? If so you should indicate that.

Yes. I'll be sure to indicate that in the final write-up.


Any other ideas on Supernatural Skills? Perhaps Darkvision -> Blindsight for Perception? Charm Person > Charm Monster for Diplomacy? Scrying magics for Gather Information?

RPG Superstar 2012 Top 32

I came up with a 20 level base class based on this concept.

Spellhunters are canny combatants that specialize in hunting down and disrupting magic-users of all kinds.

Spellhunter

BAB: +1
Good Saves: Will
Hit Dice: 1d10

Class Skills: Craft, Diplomacy, Intimidate, Knowledge arcana, Linguistics, Perception, Ride, Sense Motive, Spellcraft, Survival.

Skill Ranks per Level: 2 + Int modifier.

Spellhunters are proficient in all Simple and Martial Weapons. They are proficient in Light, Medium, and Heavy Armor, and all Shields (except Tower Shields).

The Save DC, if any, of any Spellhunter special ability is 10 + 1/2 his Spellhunter level + his Charisma modifier.

LEVEL ABILITY
1. Detect Magic, Dispelling Strike (1/day), Disrupt Spellcaster
2. Bonus Feat, Spellgrace
3. Dispelling Strike (2/day), Mettle
4. Dispelling Rejuvination
5. Arcane Sight
6. Bonus Feat, Dispelling Strike (3/day)
7. Improved Dispelling Strike (Disrupt Magic)
8. Spell Resistance (5 + class level)
9. Dispelling Strike (4/day)
10. Bonus Feat, Slippery Mind
11. Analyze Dweomer
12. Dispelling Strike (5/day)
13. Greater Dispelling Strike (Greater Dispel Magic)
14. Bonus Feat, Improved Spell Resistance (10 + class level)
15. Dispelling Strike (6/day)
16. Mind Blank
17. Greater Arcane Sight
18. Bonus Feat, Dispelling Strike (7/day)
19. Dire Dispelling Strike (Disjoining)
20. Greater Spell Resistance (15 + class level), Persistent Disruption

Detect Magic (sp). The Spellhunter can use detect magic at will.

Dispelling Strike (Su). Once per day as a free action, the Spellhunter can declare a Dispelling Strike. For 1 round, if the Spellhunter hits with an attack, the opponent is targetted with a Dispel Magic effect with a Caster Level equal to the Spellhunter's Base Attack Bonus. In addition, the target of the Dispel Magic takes 1 point of damage per spell level successfully dispelled. At 3rd level, and every 3 levels thereafter, the Spellhunter gains an additional daily use of this ability. In addition, the Spellhunter can use Dispelling Strike as an immediate action if he scores a successful critical hit; this does not use up one of his daily uses of Dispelling Strike.

Disrupt Spellcaster (Ex). The Spellhunter increases the Concentration check DC to cast defensively of any spellcaster he threatens by an amount equal to his class level.

Bonus Feat. At levels 2, 6, 10, 14, and 18, the Spellhunter can choose one of the following as a bonus feat: Blindfight, Combat Reflexes, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Skill Focus, or Step Up. Beginning at 6th level, the Spellhunter adds Improved Great Fortitude, Improved Iron Will, and Improved Lightning Reflexes to the list. At 10th level, he adds Critical Focus, Improved Critical, and Spellbreaker to the list.

Spellgrace (Su). Beginning at 2nd level, the Spellhunter adds his Charisma bonus (if any) to all Saving Throws against Spells, Spell-like Abilities, and Supernatural Abilities.

Mettle (Ex). At 3rd level, if the Spellhunter succeeds on a Fortitude or Will Saving Throw that still has a negative effect, he ignores the negative effect.

Dispelling Rejuvination (Su). At 4th level, Whenever a Spellhunter causes damage with his Dispelling Strike, he heals a like amount of damage. Any excess hit points are treated as temporary hit points that last for 1 hour per class level.

Arcane Sight (Sp). At 5th level, the Spellhunter can use Arcane Sight at will.

Improved Dispelling Strike (Su). At 7th level, the Spellhunter's Dispelling Strike improves. It now causes 2 points of damage per spell level dispelled. Alternatively, the Spellhunter can use 1 daily use of his Dispelling Strike to make a Disrupting Strike. The Spellhunter must declare the Disrupting Strike before making the attack roll; if successful, the target cannot use any spell, spell-like ability, or supernatural ability for 1 round. In addition, the Spellhunter can use Disrupting Strike as an immediate action if he scores a successful critical hit; this does not use up one of his daily uses of Disrupting Strike.

Spell Resistance (Ex). Beginning at 8th level, the Spellhunter gains Spell Resistance equal to 5 + his class level. At 14th level, this improves to 10 + his class level. At 20th level, he gains Spell Resistance equal to 15 + his class level.

Slippery Mind (Ex). At 10th level, the Spellhunter gains the Slippery Mind ability as described under the Rogue's Advanced Talents.

Analyze Dweomer (Sp). At 11th level, the Spellhunter can use Analyze Dweomer at will.

Greater Dispelling Strike (Su). At 13th level, the Spellhunter's Dispelling Strike improves. It now causes 3 points of damage per spell level dispelled, and acts as a Greater Dispel Magic. The Spellhunter can use 1 daily use of his Dispelling Strike to cast Greater Dispel Magic, with a Caster Level equal to his Base Attack Bonus.

Mind Blank (Su). At 16th level, the Spellhunter is protected with a constant Mind Blank effect.

Greater Arcane Sight (Sp). At 17th level, the Spellhunter can use Greater Arcane Sight at will.

Dire Dispelling Strike (Su). At 19th level, the Spellhunter's Dispelling Strike improves. It now causes 4 points of damage per spell level dispelled. Alternatively, the Spellhunter can use 1 daily use of his Dispelling Strike to make a Disjoining Strike. The Spellhunter must declare the Disjoining Strike before making the attack roll; if successful, the target is subjected to a Mage's Disjoinment effect with a Caster Level equal to the Spellhunter's Base Attack Bonus. In addition, the Spellhunter can use Disjoining Strike as an immediate action if he scores a successful critical hit; this does not use up one of his daily uses of Disjoining Strike.

Persistent Disruption (Su). At 20th level, the duration of the Spellhunter's Disrupting Strike is a number of rounds equal to his Charisma bonus (minimum 1 round).


SmiloDan wrote:
Spellhunter

I think this looks promising. The Inquisitor class for the APG playtest has had me jonesing for a genuine witch-hunter type class, and that is what this Spellhunter looks like to me.

A few questions: wouldn't Wisdom be a better stat for basing Save DCs and such vs Cha?
Even though they are fully martial characters, do they need heavy armor and shield proficiencies?
Do you think that classes should offer spell resistance as a run-of-the-mill class feature? (because to me, it seems like something that should be part of a capstone feature, or not at all)

Edit: I wanted to add that even though dispelling strike and related features are clearly important to the class concept, I think there may be too many of them.


I had an idea for a Witch-hunter type class feature, that I think fits well for the Spellhunter. It may not be mechanically balanced, it could be too weak or too powerful, but here it is..

Countermagik- Spellhunters may attempt to use their knowledge of Spellcraft to disrupt other spellcasters (even at a distance). This requires readying a delayed action versus a specific spellcaster within 30', that the Spellhunter can see and hear.
Countermagik is an opposed Spellcraft check, with the caster getting a +5 bonus on the check. If the Spellhunter wins the check, the caster's spell is ruined.

I am not sure at what level the Spellhunter should acquire this, but I am thinking low level.

RPG Superstar 2012 Top 32

Dilvish the Danged wrote:
SmiloDan wrote:
Spellhunter

I think this looks promising. The Inquisitor class for the APG playtest has had me jonesing for a genuine witch-hunter type class, and that is what this Spellhunter looks like to me.

A few questions: wouldn't Wisdom be a better stat for basing Save DCs and such vs Cha?
Even though they are fully martial characters, do they need heavy armor and shield proficiencies?
Do you think that classes should offer spell resistance as a run-of-the-mill class feature? (because to me, it seems like something that should be part of a capstone feature, or not at all)

Edit: I wanted to add that even though dispelling strike and related features are clearly important to the class concept, I think there may be too many of them.

I chose Charisma because most supernatural and innate magics are powered by it. Int-based magic is usually (USUALLY) study-based, and Wis-based magic is usually (USUALLY) divine-based or nature-based. These guys have an innate hatred of spellcasters, so I went with the innate stat. Also, adding Wisdom to Will Saves twice seems kind of unkosherized (from Spellgrace).

I gave them heavy armor and shields because they'll fill the back-up (or primary!) tank role if they're fighting something other than a spellcaster.

I agree most classes shouldn't get spell resistance, but this class is based on resisting spellcasters, so it seems natural that they would develop a way to resist their opponents' magic.

There are only 4 types of Dispelling Strike: Dispel Magic, Disrupt Magic, Greater Dispel Magic, and Disjoin Magic. I don't think that's too many, and one is even just an improvement of another.

The one thing I don't like about class-defining capstone features is that few characters reach that high a level. The Spellhunter as currently written gets SR a little sooner than monks, but at a reduced amount (5 + level instead of 10 + level), so it is really only a reliable defense against lackey casters. At 14th level, they get an approximate 50% defense against fell magics, and this increases in a capstoney way at 20th level.

Dilvish--I like the Counterspell idea. Maybe I'll offer it as an option at 4th level....the Spellhunter can either heal himself from successful Dispelling Strikes, or he can learn to spend a Dispelling Strike as a Counterspell Action.


Regarding the Countermagik, I have gone further along these lines and come up with something slightly crazier (and I have no idea how balanced it is). The Countermagik ability makes slightly more sense for a class with some spellcasting abilities. My own ideas, which were never thoroughly thought out, were for a Hexblade- like class.

Theory is that you are using your knowledge of Spellcraft to foil or exert control over another caster's spellcasting. You have to delay an action as if you were going to disrupt a spellcaster (per Combat section rules).

The mechanic is an opposed Spellcraft check, however if you fail a Spellcraft check to identify the spell first, the caster gets +10 on his check.

Results- 9 or less = spell cast as normal.
10 to 19 = Fizzle spell
20 to 29= Reflexive trigger spell
30 or higher = Spelljack

The Countermagiker can select an easier result than the die roll indicates if he wishes.
Fizzle spell means that the spell fails.

Reflexive trigger means that the spell is cast but the caster is the target (or at the center of an area effect) and any caster choice effects are randomly determined.

Spelljack means that the Countermagiker becomes the caster of the spell for all intents and purposes.

I think it should be possible to countermagik spell like abilities and spells cast from items (e.g. wands), but the +10 bonus for the caster should be automatic in that case.


So I screwed up a few things mathematically, before I posted last time. For some reason, that I can't explain, I thought that the dynamics of an opposed skill check with equal bonuses for both parties, yielded values from -40 to +40. In actuality, d20 - d20 only gives values from -19 to +19.
In addition I added a +10 "safety" difficulty value, I suppose to avoid "breaking the game" with a feature that does not yet belong to any class. Neither of these errors on my part help to understand my vision of how Countermagik is supposed to work.

So, in short, I am taking a mulligan on my last post, and reposting with numbers that would make Countermagik a tempting way to spend ones time in combat vs a spellcaster. I also deleted the references to the Spellcraft check to identify the spell first, and added some language to clarify how Reflexive trigger should work.

Countermagik-
Theory is that you are using your knowledge of Spellcraft to foil or exert control over another caster's spellcasting. You have to delay an action as if you were going to disrupt a spellcaster (per Combat section rules). In addition to spells, it is also possible to countermagik spell-like abilities and spells cast from items.

The mechanic is an opposed Spellcraft check.
Results- 0 or less = spell cast as normal.
1 to 7 = Fizzle spell
8 to 14= Reflexive trigger spell
15 or higher = Spelljack

The Countermagiker can select a lower result than the die roll indicates if he wishes.

Fizzle spell means that the spell fails.

Reflexive trigger means that the spell is cast and the casters CL is used to determine any Cl dependant effects. Any caster choice effects (e.g. what monsters are summoned or which version of Fire Shield is cast) are randomly determined. If the spell has a target, the caster is the target (if it is a ray spell, the attack roll is made as a d20 with no bonuses vs the casters touch AC, if it is a touch spell, the caster is automatically considered touched (no attack roll required)). If the spell is a burst or emanation, the caster is at the center of the effect, if it is a cone or line, the effect begins in a square chosen by the countermagiker and is adjacent to the caster, it is then directed towards the caster. Any creatures summoned by the spell appear in a square as close to the caster as possible, are under no ones control, and view all non-summoned creatures as their enemies.

Spelljack means that the Countermagiker becomes the caster of the spell for all intents and purposes, except for CL dependant effects which use the CL of the spells initiator (the caster prior to it being spelljacked).

RPG Superstar 2012 Top 32

It sounds neat. Kind of like a Spellthief, but with different mechanics.


Just looked at the Spellthief, and I think that while it's mechanics are a bit less chaotic, the Spellthief's abilities can't actually prevent a caster from doing anything, the way that Countermagik can. You can sneak attack and make them lose stuff, but when it's their turn a Slay Living or Disintegrate spell will hose you just as badly.

My inspiration for this idea comes mostly from a movie called "Warlock", which I believe was released in the early 90's (maybe late 80's). In the movie, the main character is a sinister, spellcasting warlock and his nemesis is a good guy witch-hunter, who knows enough about magic to protect himself from the warlock's curses and sometimes make his spells go haywire. At least that is how I remember the movie, it has been a long time since I saw it..

Other inspirations for me are the notion of 'witch hunters' in general, the Witch Hunter occupation from Warhammer FRPG (which you may have never even seen the rules for), and- to an extent- the Hexblade class. I think there is a niche for a fully martial, arcane spellcaster. And I think it can be filled by a class with a guerilla fighter's mentality towards spellcasting, by which I mean that they use the weapons of the enemy (e.g. spells) against the enemy.

I am working on a version, which I will call a Witch Hunter, that will hopefully better show you where I would take this concept. However, I am haviing serious problems filling out the higher levels. I will post what I have so far in my next post.


I used your Spellhunter post as a template, but don't interpret the changes I made as me making judgements on the Spellhunter. I am posting an entirely different concept along the same lines as the Spellhunter, and I just want to show how it is different. I have substituted 'Dunno' for many choices that I am completely up in the air about.

Witch Hunter

BAB: +1
Good Saves: Dunno - Will (& maybe For)
Hit Dice: 1d10

Class Skills: Dunno

Skill Ranks per Level: Dunno
Spellhunters are proficient in Dunno

The Save DC, if any, of any Spellhunter special ability is 10 + 1/2 his Spellhunter level + his Dunno

Starting at 4th level can cast spells as an Arcane Spellcaster and gets spells/day similar to Ranger or Paladin. But I don't know precisely what should be on Spell List (I think it should be similar to Hexblade's), and I don't know what stat to use for spells, except it should be same as for special abilities- I am currently leaning towards Intelligence.

LEVEL ABILITY
1. Bonus Feat
2. Mettle
3. Disruptive (the feat)
4. Second Sight (Detect Magic)
5. Countermagik
6. Dispelling Attack- like feature (like rogue talent, but on any weapon attack w/in 30')
7. Bonus Feat
8. Slippery Mind
9. Spellbreaker (the feat)
10. Second Sight (Pierce Illusions)

Bonus feats occur every 6 levels and should be like Fighter bonus feats, not Hexblade bonus feats, because in my opinion the Hexblade had stupid selections for bonus feats.

'Second Sight' is really a "witchy" term, that wasn't used in the actual Witch class. There may already be a feature for some class termed 'Second Sight' that I don't know about, but as far as I know it is up for grabs. It starts off allowing you to see auras (identical to permanent Detect Magic, except cannot be dispelled), but improves every 6 levels. Pierce Illusions gives you a 50% chance to ignore an illusionary effect like mirror image on a per attack basis, or halves the miss chance from Displacement or Blur. Pierce Illusions may grant other goodies, I haven't worked out all details.My current idea is that Second Sight grants True Seeing at 16th level, which may be too powerful without limits on it.

Similarly Disruptive and Spellbreaker feats are staggered by 6 levels (and each is gotten 1 level before a Fighter could choose), but I don't know what should be handed out at 15th level.

In fact, I am not sure level abilities from 11th level + should look like.

RPG Superstar 2012 Top 32

The Witch Hunter is a neat concept. You might not want to give out a bonus feat at 1st level; that's REALLY stepping on the Fighter's toes, and some weird minmaxers might dip just for the bonus feat. Also, you might want to wait a level for both Disruptive and Spellbreaker; they are Fighter-only feats (usually) normally gained at levels 6 and 10. You might want to drop the Disruptive feat altogether and make it a class feature like the Spell Hunter, increasing the DC of an enemy caster's Concentration check to cast defensively by 1 per class level. Might fit nicely at 1st level instead of the bonus feat.

I like the Witch Hunter or Witch Slayer PrC in Tome of Magic. It's where I got the idea of the Disrupting Strike (preventing the use of magic powers for 1 round).

There are also A LOT of other threads for arcane warriors out there (like the Iron Mage). Might want to look at them for inspiration.

Skills for your Witch Hunter should probably include Knowledge arcana and Spellcraft (so they can tell what's going on), Perception, Sense Motive, and Survival (so they can find spellcasters by either sensing their location or tracking them down, as well as being good at sensing if something fishy is going on (Sense Motive's hunch ability)). If you're using magic to fight magic, might as well add Use Magic Device to the list (and use their wands against them!).

EDIT:

Countermagik seems like a defining feature of the class. You might want to improve it at higher levels, like changing it from a readied standard action to an immediate action, and maybe eventually have it be used as an attack of opportunity, allowing a Witch Hunter with Combat Reflexes to counter the spells of several casters in a single round. Maybe have the initial mechanic be opposed CL checks or whatever the standard mechanic is, but then change it up at a higher level so the Witch Hunter can use a Spellcraft check instead of a CL check (basically +3 +Int bonus to the roll).


So first things first. I want to say I'm sorry to Loopy for thoroughly threadjacking this thread.

Now returning to Witch Hunter topic- as far as stepping on the toes of the Fighter, without Weapons Training or qualifying for Fighter feats, I don't think it is possible for this class to really step on the Fighter's toes. The bonus feats it recieves are only 1/6 levels, as opposed to 1/2 levels. It will, at best, compare with the Ranger or Paladin as a melee combatant.

So I searched around on internet for Witch Slayer PrC and came across posts that listed some features for it. This one looks like it could apply to my Witch Hunter concept:

Momentary Disjunction (Su):At 8th level, a witch hunter can temporarily disable the spellcasting, spell-like, and supernatural abilities of a single creature within 30 feet as a swift action. If the target fails a Will saving throw (DC 20+ your Cha modifier), it cannot use spells, spell-like abilities, or supernatural abilities of any kind, as if affected by an anti-magic field, for one round. Once you have used this ability you cannot do so for another 5 rounds.

The thing I don't like about it is that it is a cost-free ability, whereas Countermagik has the distinct drawback of occupying a PC's turn. However, I agree that as the PC advances in level, there should be opportunities to use it without delaying an action. I am just stumped for details as to how it should all work.

Incidentally, the reason I picked Spellcraft over Caster Level for the Countermagik mechanism, is simply that the class has CL < HD, and I don't think that traits and feats that bump CL (i.e. magical knack trait) should be must-haves for the class.


Feel free to submit to the Pathfinder Database once you get it to a final draft.

RPG Superstar 2012 Top 32

Momentary Disjunction was the capstone ability of a 5 level PrC in the Tome of Magic. So it was the "reward" for sticking to the PrC. There isn't a lot of cost in using it, but it doesn't prevent the target from using a wand, staff, or scroll (or extraordinary or mundane abilities, like swinging a sword), so it basically just reduces the combat options of a magic-using opponent for 1 round. Nifty, but not super-powerful. Daze, Stunning, Paralysis, Hold Person/Monster, etc., are much more debilitating.


I don't know that I'll be submitting this anywhere any time soon. Much more work to do.

I have decided to change some of the class features. I got rid of the Bonus feats like you suggested, but I now feel that the class needs something roughly equivelant to Weapons Training (the Fighter feature), in order to attempt to keep up with other melee-ers. I am open to suggestions, the mechanics would not have to be the same as Weapons Training.

I took a closer look at Dispelling Attack (Rogue Talent) and the rules for targeted Dispel Magic, and Dispelling Attack appears to be more powerful for this class than I originally thought. As far as I can tell, you can beat Elemental Swarm, Creeping Doom, or any Summon Monster spell with a single hit on a summoned creature plus a good dispel check result. I moved it up to 8th level, and will probably limit it's uses per day. But I might roll Greater Dispelling Attack into Dispelling Attack and give the whole thing a class-specific name.

I added a feature called Quick Countermagik, letting you Countermagik as an immediate action a set number of times/day. I wanted to work it on opportunity attacks, but I don't know exactly how to do it since Countermagik has 30' range and Defensive Casting doesn't provoke Aoo's.

I made a few other changes as well. Still having trouble with higher levels, not every level needs to be filled, but I think a few more goodies are needed plus a Capstone goodie.

LEVEL ABILITY
1. Mettle
2. Eldritch Defense (+ Int to saves vs. Spells)
3. Second Sight (Detect Magic)
4. Arcane Practitioner (means CL = Class Level), Countermagik
5. Meddler (means the Disruptive feat w/ add'l +1 to DC/ 2 lvls after 4th),
6. (functions like Weapons Training) - but a level behind Fighter
7. Quick Countermagik (means Cm as an Imm action 1/day + 1/3lvls)
8. Dispelling Attack- like feature (like rogue talent, but on any weapon attack w/in 30'- may have to have a times/day limit)
9. Second Sight (Pierce Illusions)
10. (functions like Weapons Training)
11. Spellbreaker (means the feat)
12. Greater Dispelling Attack (Max CL = 20 for dispel check)
13. Slippery Mind
14.(functions like Weapons Training)
15. Second Sight (True Seeing)
16.
17.
18.(functions like Weapons Training)
19
20. Good stuff - I don't know what

Other issues I am having creatively are mainly language issues. For Countermagik results, I think the term 'Reflexive Trigger' should be replaced with 'Wild Spell', and since a half dozen or more Witch Hunter-ish classes have already been made for 3.5, I am thinking of changing class name to Magebuster, Spellstalker, Spellbuster, Spellmeddler, Meddler, or something along those lines. I am also open to suggestion about that.

Community / Forums / Pathfinder / Pathfinder First Edition / Homebrew and House Rules / The Spellhunter Prestige Class All Messageboards

Want to post a reply? Sign in.
Recent threads in Homebrew and House Rules