Witch hunter class


Homebrew and House Rules

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i had an idea for a base class based around fighting spell casters.

i feel like this is one of the few archetypes that i have never actually seen in dnd and pathfinder so i wanted to make it myself.

one question i had was what would you think of this class gaining a spell resistance and how should i implement it?


I would call it something else, Witch Hunter was an alternative title given to Church Inquisitors which is going to already be a new class.. Mage Slayer works(after the 3.5 feat line) or something to that effect.


that sounds fine but i would like an opinion on the Spell Resistance.


Scale it with level.

1 SR = Lvl +2
5 SR = Lvl +6
10 SR = Lvl + 10
15 SR = Lvl + 14
20 SR = Lvl + 18

This way a caster with Lvl = to your level will not automatically pass the roll, and it will become increasingly difficult yet not impossible with Greater Spell Penetration.

Figure at 20th with GSP, a caster would have 20+4+1d20 vs. 38

This means they need to roll a 14+ on a d20 to cast on you, which is a 35% success rate. Give him strong Reflex and Will saves so counter all the area and mental spells wizards throw and give him 3/4 bab with d8 hit die.

Beyond that I leave it to you.


thank you very much, that helps a lot.


the only thing i would ask about is the spell resistance you have right there has a 1st level witch hunter with a spell resistance of 3, i would like to point out that the basic drow has a 6+level spell resistance as a fist level character.


northbrb wrote:

that sounds fine but i would like an opinion on the Spell Resistance.

he only thing i would ask about is the spell resistance you have right there has a 1st level witch hunter with a spell resistance of 3, i would like to point out that the basic drow has a 6+level spell resistance as a fist level character.

Maybe you should re-think about spell resistance. You would have to lose a standard action to lower your spell resistance to receive a cure light wounds!!

I made a Witch Hunter once. Well, it's background made it a witch hunter, he started as paladin, member of a special order, created to hunt down magical beasts and spellcaster out of control. Later he become tainted with the powers he battled so many times and took levels of Hexblade. At 8th level he was perfect. Add charisma to saves 2 times against spells and had meetle to negate save for half spells. high AC and damage, healing and a few spells from Hexblade.

So I think you should think about adding more to saves instead of spell resistance.


i am pretty comfortable with the spell resistance, it doesn't bother me too much that helpful spells wouldn't work on him.

Super Genius Games

I don't know if you've seen it, but we designed a Witch Hunter base class that you can check out here:

The Genius Guide to the Witch Hunter

If you'll writer a review here and if you'll send me your email address, I'll send you a free copy you can check out.

Hyrum.
Super Genius Games
"We err on the side of awesome."

The Exchange

Spellthief is really good for a "Witch Hunter" type of a character. They can take the magical energies of their quarry and turn it against them, they can absorb spells cast at them, they're very sneaky... Might have to do a conversion, but I think it's a pretty good fit.


northbrb wrote:
i am pretty comfortable with the spell resistance, it doesn't bother me too much that helpful spells wouldn't work on him.

I'd even go so far as to suggest some kind of paladin style code of never willingly be the target of a spell, or loss of abilities, then it wouldn't be that big of a deal for SR and fast heal, energy resistance against spells, etc.

I also suggest a spell thief style ability to steal some spells and add status affects (not using the spells after they just dissipate) BUT those are just ideas I had hehehe I'm with you though it seems like a cool/needed idea.


Icarus Pherae wrote:
northbrb wrote:
i am pretty comfortable with the spell resistance, it doesn't bother me too much that helpful spells wouldn't work on him.

I'd even go so far as to suggest some kind of paladin style code of never willingly be the target of a spell, or loss of abilities, then it wouldn't be that big of a deal for SR and fast heal, energy resistance against spells, etc.

I also suggest a spell thief style ability to steal some spells and add status affects (not using the spells after they just dissipate) BUT those are just ideas I had hehehe I'm with you though it seems like a cool/needed idea.

i like the code idea.


i dont want to build the class entirely around fighting the arcan casters so i was wandering is there anything i should consider in regards to monsters and other enemies other than casters. like resistances or bonuses that would make sense towards these foes.


Re: Spell Resistance. I would err on the side of weakness in a base class. There are many good reasons why Spell Resistance is only available to powerful characters or a smattering of prestige classes. It's powerful. Very powerful. Look at the gold pieces required to gain even a 10% spell resistance. It's that good.

The more other toys you give the class to battle spellcasters the weaker you have to make their SR. I agree that you'll need something other than "I resist magic" to make the class interesting. Abilities similar to the Disruptive feat are good examples of tactical abilities you can give them. Just make sure you don't build a class that sits on the sidelines with a thumb up their butt unless there's a spellcaster in the encounter.


i totally understand what you are saying, the spell resistance just feels like a core element for a class based around hunting and fighting magic.

i do plan on giving them abilities that will function on most enemies, i have no intent on letting the class end up being over specialized.

thanks for the thought.


Jason Kossowan wrote:

Re: Spell Resistance. I would err on the side of weakness in a base class. There are many good reasons why Spell Resistance is only available to powerful characters or a smattering of prestige classes. It's powerful. Very powerful. Look at the gold pieces required to gain even a 10% spell resistance. It's that good.

The more other toys you give the class to battle spellcasters the weaker you have to make their SR. I agree that you'll need something other than "I resist magic" to make the class interesting. Abilities similar to the Disruptive feat are good examples of tactical abilities you can give them. Just make sure you don't build a class that sits on the sidelines with a thumb up their butt unless there's a spellcaster in the encounter.

That's where I suggested the anti-magic code that would mean no friendly buffs, no friendly heals, no magic items, and that will allow for some normally over powered abilities thanks to that handicap

I'm also thinking you are going to need detect magic as either an at will ability like the paladin's detect evil, or x/rounds a day


i really like the idea of the detect magic ability at will but i was wondering would i be able to give it to them at 1st level or is that a big ability?

Scarab Sages

For detect magic give it to them @ the same time as a pally gains detect evil. Also check out the 3.5 tome of magic, there is a race in the binder section which had abilities to temporarily "turn off" magic items, turn spells back at the caster, etc. There was also an anti-magic prestiege class in the old complete warrior.


I did something like this called the "Spellbreaker". I posted it up here a while back. Might wanna use it as a jumping off point. I'd add detect magic though- good idea. I didn't think of that!

Link to content.


Did you have a full BAB warrior in mind or something more alike to inquisitor/monk ?

proficiency with weapons / armor, role of the witchhunter as you see it.

much easier to compare to excisting class abilities and/or assign new abilities if you got a rough sketch of it's role in combat.


Scott_UAT wrote:

I did something like this called the "Spellbreaker". I posted it up here a while back. Might wanna use it as a jumping off point. I'd add detect magic though- good idea. I didn't think of that!

Link to content.

Thank You! : )


Don't forget the Disruptive and Spellbreaker feats in the PFRPG, but that the Advanced Player's Guide might have more ideas for you when its released... so you might want to wait a bit, as you may be able to do what you want with the archetypes and various feats.


Along with what everyone else has said I'd have to say to take a look at this Occult Slayer (you'll probably have to click the link to the Occult Slayer on the left hand side for some reason it won't let me link you straight to it). I would definitely give the class 4+int skill points and a full BAB making it similar to a Paladin. Detect Magic at will is a good idea, I'd also go with Fast Healing like Icarus Pherae suggested. An alternative to something like this I saw a while back was a Ranger that could choose arcane casters as their favored enemy, not exactly what you're looking for but it might help you think of some bonuses they could get.


I would wait a little while before giving him SR. not sure what level , but i wouldn't give it to them straight out of the box. I think it makes more sense for them to get SR as a result of having spent their life hunting casters.

I think the class definantly needs something to help compensate for the distance spell casters can create between them and who ever their fighting and still rain down spells.

just a few thoughts.


Tal_Akaan wrote:

I would wait a little while before giving him SR. not sure what level , but i wouldn't give it to them straight out of the box. I think it makes more sense for them to get SR as a result of having spent their life hunting casters.

I think the class definantly needs something to help compensate for the distance spell casters can create between them and who ever their fighting and still rain down spells.

just a few thoughts.

Monk style movement increase? or energy resistance against spells say at the first few levels only against fire and cold and increase different types later on so you reduce damage taken from spells while you close the distance

I also like the occult slayer's spell turning ability that might work instead.


thanks for all the good ideas guys, i will let you know when i get done with my first draft of the class and post it here.


One minor thing you might give for flavor:
A version of Favored Enemy where you choose specialist casters instead of races. So you might have Evoker for a favored enemy at 1st, Illusionist at 5th, etc. Instead of adding the bonus to tracking,you would use it as a bonus to saves vs. that school.
You could also choose the cleric of a specific deity for a favored enemy.

RPG Superstar 2012 Top 32

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 Intelligence modifier.

LEVEL ABILITY
1. Detect Magic, Dispelling Strike (1/day), Disrupt Spellcaster
2. Bonus Feat, Spellgrace
3. Dispelling Strike (2/day), Mettle
4. Dispelling Rejuvenation
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 Intelligence bonus (minimum 1 round).


perhaps as the Witchhunter progresses they should get (or in essence BECOME) an indiscriminate anti-magic field, messes with friend and foe alike. I also feel that this class is perhaps THE most qualified class to share the coveted disable magic traps ability that the rogue has (only magic traps mind you) just seems like they would know how to dismantle magic objects...

RPG Superstar 2012 Top 32

Icarus Pherae wrote:
perhaps as the Witchhunter progresses they should get (or in essence BECOME) an indiscriminate anti-magic field, messes with friend and foe alike. I also feel that this class is perhaps THE most qualified class to share the coveted disable magic traps ability that the rogue has (only magic traps mind you) just seems like they would know how to dismantle magic objects...

Cool idea! Not only that, but I think there should be a way to use Disable Device on Constructs.

Maybe DC 20 + CR of the construct, to either cause damage equal to sneak attack dice, or maybe some negative conditions like shaken, dazed, staggered, slowed, paralyzed, etc., with the more powerful effects becoming available on higher disable device checks, like 5, 10, 15, 20 higher than needed to affect that particular construct.

(this might be a good rogue talent, or advanced rogue talent...maybe called saboteur?)

But if you give them magical trapfinding, it only makes sense they'd have regular trapfinding too. That's not a bad thing. It adds a little bit of flexiblity to what could be a too specialized class.


SmiloDan wrote:
Icarus Pherae wrote:
perhaps as the Witchhunter progresses they should get (or in essence BECOME) an indiscriminate anti-magic field, messes with friend and foe alike. I also feel that this class is perhaps THE most qualified class to share the coveted disable magic traps ability that the rogue has (only magic traps mind you) just seems like they would know how to dismantle magic objects...

Cool idea! Not only that, but I think there should be a way to use Disable Device on Constructs.

Maybe DC 20 + CR of the construct, to either cause damage equal to sneak attack dice, or maybe some negative conditions like shaken, dazed, staggered, slowed, paralyzed, etc., with the more powerful effects becoming available on higher disable device checks, like 5, 10, 15, 20 higher than needed to affect that particular construct.

(this might be a good rogue talent, or advanced rogue talent...maybe called saboteur?)

But if you give them magical trapfinding, it only makes sense they'd have regular trapfinding too. That's not a bad thing. It adds a little bit of flexiblity to what could be a too specialized class.

Thanks! : ) I like your ideas as well.


is it just me or does anyone else feel this should be a core concept to fantasy games, i mean the concept of a witch hunter mage slayer style character just feels like a natural concept that should have been included since the beginning all the way to pathfinder.

personally i think if anymore base classes get made for pathfinder i think this should be one they make


northbrb wrote:

is it just me or does anyone else feel this should be a core concept to fantasy games, i mean the concept of a witch hunter mage slayer style character just feels like a natural concept that should have been included since the beginning all the way to pathfinder.

personally i think if anymore base classes get made for pathfinder i think this should be one they make

Agreed, it just makes sense. Somebody has to keep magic in check

RPG Superstar 2012 Top 32

northbrb wrote:

is it just me or does anyone else feel this should be a core concept to fantasy games, i mean the concept of a witch hunter mage slayer style character just feels like a natural concept that should have been included since the beginning all the way to pathfinder.

personally i think if anymore base classes get made for pathfinder i think this should be one they make

Yeah, I'm liking the idea of an all-purpose anti-magic class. Not necessarily a hater of magic, but a specialist warrior that chooses to focus on anti-magic techniques, including magical creatures and items (like constructs, magical beasts, outsiders, aberrations, fey, undead, etc.), the ability to disable magical (and non-magical) traps, a remover of curses, charms, dominations, possessions, etc. Maybe call it an exorcist? Maybe even give it a little bit of the steal spell abilities of the 3.5 spellthief. Give it a Disruptive power at 1st or 2nd level that starts out weak but grows stronger; Spellbreaker as a bonus feat at 10th level. Maybe a way to eventually make AoOs against supernatural abilities. Maybe have ways of dealing with common magical defenses, like invisiblity, guards and wards, alarm spells, etc.


special ability concept.
True Sight: gives the witch hunter the ability to see past any magic used to conceal such as darkness, displacement.


As listed above, I think the character is overpowered. Then add on all the suggestions, and he's way overpowered.

If I might suggest, do something instead along the lines of the rogue with his rogue abilities. Take away the bonus feats, but add in an option to use one of his abilities to take a feat from that list instead of an ability. Then turn most of the powers into abilities. Then let him decide if he wants to go more towards anti-magic (SR + eventually messing up magic) or if he'd rather go with a more up front but less disruptive style (Disrupting strike and feats, but able to receive beneficial spells). Another power path might be favored enemies by spellcasting class (wizard/cleric/druid/sorcerer/bard/ranger/paladin).

Basically, Lesser Slayer abilities (one every other level 1 - 7), then Slayer Abilities (one every other level 8 to 14) and then Greater Slayer Abilities (one every other level 15 to 20). Give them the ability to build the character the way they want, but still be themed. And then, give 3 or 4 capstone abilities, one with no prerequisites and the other 2 or 3 based on following a 'path' of powers. Like anti-magic field around him if he chose SR. Or Infliction of Anti-Magic upon a target once per day, that keeps that target from casting spells for 1d4 hours (or 1d4 rounds if a save is made) if he went the full disruption path.


that is a great idea, i will rework the class around your suggestions.


northbrb wrote:
that is a great idea, i will rework the class around your suggestions.

Just an example or two to help.

Lesser Slayer Abilities :

Spell Resistance, Lesser : The Slayer gains Spell Resistance equal to his Class Level + 5. This spell resistance maxes out at 15.

Disrupting Strike : Once per day, the Slayer make make a disrupting strike. This must be declared before his attack roll. If he successfully hits, he makes a check as if he had cast dispel magic against his target, targeting any spell the target has that the slayer is aware of. If he is unaware of any spell, or chooses not to choose a specific spell, then one random spell he is capable of dispelling is targeted. His caster level for this check is equal to his class level.

Feat : The slayer may take a feat from the following list in place of an ability. He does not need to meet pre-requisites if used in this way. <list of feats here>

Slayer Abilities :

Spell Resistance : The slayer may only take this ability if he already has Spell Resistance, Lesser. The slayer's spell resistance increases to Class Level + 10, and his maximum resistance raises to 25.

Critical Disruption : The slayer may only take this ability if he already has Disrupting Strike. If the slayer confirms a critical against a character with one or more active spells, the slayer may make a dispel magic check against one randomly determined spell the target has active. This does not use one of the slayer's daily uses of Disrupting Strike.

Improved Disrupting Strike : The slayer's disrupting strike may be used a number of times per day equal to his Cha + 1 (minimum 1/day). The slayer may only choose this ability if he already has the Disrupting Strike ability.

Feat : The slayer may take a feat from the following list in place of an ability. He does not need to meet pre-requisites if used in this way, provided the pre-requisite is not a feat listed in this category under the Lesser Slayer Abilities. <list of feats here>

Greater Slayer Abilities

Spell Resistance, Greater : The slayer may only take this ability if he already has Spell Resistance Slayer Ability. The slayer's spell resistance increases to Class Level + 15, and his maximum resistance raises to 35.

Deadly Disruption : The slayer may only take this ability if he already has Improved Disrupting Strike or Critical Disruption. When the slayer successfully disrupts (either through a critical or normal disruption), the target takes 1d4 damage per level of the spell disrupted. If the slayer fails to disrupt the spell, the target takes no damage.


i like those a lot.

one thing i was considering was going with an expert build instead of a worrier build.

so i would give the a 3/4th base attack and i d8 hit dice, one other thing i was considering was maybe giving them all good saves.


Can i suggest that you can already do this within the rules?

If not to the extent that you wish (and you're not adverse to 3.5) consider the Occult Slayer - combined with 3.5 feats like and PF feats like Disruptive and Spellbreaker.

Occult Slayer:

OCCULT SLAYER
The occult slayer is driven to confront any arcane or divine spellcaster who crosses her path. Occult slayers believe that mortals are too irresponsible to wield magic, and that those who dare to do so must be slain. Spellcasters who become occult slayers are considered to have seen the error of their ways—although they may still cast spells, they rely primarily on their battle prowess and their ability to resist magical effects to defeat their enemies.

The occult slayer comes into her own through exhaustive training. Every regimen she performs is an exercise that refi nes her anger against spellcasters into martial skill. Each occult slayer forms a preternatural bond with her masterwork weapon of choice, which serves as the instrument of her vengeance.

Table 2–25: The Occult Slayer
LEVEL BAB FORT REF WILL SPECIAL
1st +1 +0 +0 +2 Magical defense +1,weapon bond
2nd +2 +0 +0 +3 Vicious strike, mind over magic 1/day
3rd +3 +1 +1 +3 Auravision, magical defense +2
4th +4 +1 +1 +4 Mind over magic 2/day,nondetection cloak
5th +5 +1 +1 +4 Blank thoughts, magical defense +3

Class Skills:
The occult slayer’s class skills (and the key ability for each skill) are Bluff (Cha), Craft (Int), Gather Information (Cha), Knowledge (arcana) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int). Skill Points at Each Level: 2 + Int modifier.

Magical Defense (Ex): An occult slayer’s constant training in countering magic of all types manifests itself as a bonus on saving throws against spells or spell-like abilities. This bonus is +1 at 1st level, and it increases to +2 at 3rd level and to +3 at 5th level.

Weapon Bond (Su): An occult slayer must choose a particular weapon of at least masterwork quality as the focus of her power. Upon making her selection, she immediately forms a bond with the chosen weapon that imbues it with the force of her hatred for spellcasters. Thereafter,
any successful attack she makes with that weapon against a spellcaster or a creature with spell-like abilities deals an extra 1d6 points of damage. If this particular weapon is lost or destroyed, the occult slayer loses the ability to deal the extra damage until she acquires and bonds with another weapon of the same kind of at least masterwork quality. The occult slayer must spend one day per character level practicing with the replacement weapon (and doing very little
else—no adventuring) to create a new weapon bond.

Mind over Magic (Su): Starting at 2nd level, an occult slayer can cause a spell or spell-like ability targeted against her to rebound onto the originator as a free action. This ability otherwise functions as the spell turning spell (caster level equals the character’s occult slayer level + 5). An occult slayer can use this ability once per day at 2nd level and twice per day at 4th level.

Vicious Strike (Ex): At 2nd level and higher, an occult slayer who readies an attack action to disrupt a spellcaster deals double damage if the attack hits.

Auravision (Su): At 3rd level, an occult slayer gains the ability to see magical auras at a range of up to 60 feet as a free action. This ability otherwise functions as the detect magic spell. The character cannot use this ability to determine anything but the number of magical auras present.

Nondetection Cloak (Su): Upon reaching 4th level, an occult slayer (and any gear she wears or carries) becomes more difficult to locate through divinations such as clairaudience/clairvoyance, locate object, and other detection spells. The occult slayer gains magical protection from divinations equivalent to a nondetection spell (caster level equals the character’s occult slayer level), except that it affects only the occult slayer and her possessions.

Blank Thoughts (Ex): At 5th level, an occult slayer can induce within herself a state of mental absence, thereby becoming im mune to mind-affecting effects (charms, compulsions, patterns, phantasms, and morale effects). She can suppress or resume this ability as a free action.

3.5 Feats:

MAGE SLAYER
You have studied the ways and weaknesses of spellcasters and can time your attacks and defenses against them expertly.
Prerequisites: Spellcraft 2 ranks, base attack bonus +3.
Benefit: You gain a +1 bonus on Will saving throws. Spellcasters you threaten may not cast defensively (they automatically fail their Concentration checks to do so), but they are aware that they cannot cast defensively while being threatened by a character with this feat.
Special: Taking this feat reduces your caster level for all your spells and spell-like abilities by 4.

PIERCE MAGICAL CONCEALMENT
You ignore the miss chance provided by certain magical effects.
Prerequisites: Con 13, Blind-Fight, Mage Slayer.
Benefit: Your fierce contempt for magic allows you to disregard the miss chance granted by spells or spell-like abilities such as darkness, blur, invisibility, obscuring mist, ghostform and spells when used to create concealment effects (such as a wizard using permanent image to fill a corridor with illusory fire and smoke). In addition, when facing
a creature protected by mirror image, you can immediately pick out the real creature from its fi gments. Your ability to ignore the miss chance granted by magical concealment doesn’t grant you any ability to ignore nonmagical concealment (so you would still have a 20% miss chance against an invisible creature hiding in fog, for example).
Special: Taking this feat reduces your caster level for all your spells and spell-like abilities by 4.

PIERCE MAGICAL PROTECTION
You can overcome the magical protections of your enemies.
Prerequisites: Con 13, Mage Slayer.
Benefit: Your contempt for magic is so fierce that as a standard action you can make a melee attack that ignores any bonuses to Armor Class granted by spells (including spell trigger or spell completion effects created by magic items such as wands or potions). If you deal damage to your opponent, you also instantly and automatically dispel all that opponent’s spells and spell effects that grant a bonus to Armor Class.
Special: Taking this feat reduces your caster level for all your spells and spell-like abilities by 4.

Hope that helps. Often it's better to find the wheel, rather than re-invent it.


in situations like this i would rather go with my own build instead of making do with existing options but thanks either way for the thought.


No problem, but why would someone take a 3/4 BAB, d8 HD class, when they can be like a fighter, just specialized. Isn't that the concept you were after? Unless i misread.

*edit* either way, i'd suggest making a feat that emulates the 'Mage-Bane magical weapon property (+2d6 dmg against casters).


i want them to capable of fighting but i don't really want to make a worrier class, i would rather them have an expert feel giving them more options for special abilities.

the other thing is i tend to lean towards worriers more than anything but i wanted to step outside of what i normally do and try something new.


cool beans.

If you're comparing abilities to the Expert class tho, is this a NPC class you're after?


sorry, when i say expert i mean i want to lean towards builds like the rogue or the inquisitor or the bard where they utility abilities and such.

im not sure if this makes sense but that's how i feel.


I see. Good luck with that. I'll pop in if i think of anything :)


SmiloDan wrote:
northbrb wrote:

is it just me or does anyone else feel this should be a core concept to fantasy games, i mean the concept of a witch hunter mage slayer style character just feels like a natural concept that should have been included since the beginning all the way to pathfinder.

personally i think if anymore base classes get made for pathfinder i think this should be one they make

Yeah, I'm liking the idea of an all-purpose anti-magic class. Not necessarily a hater of magic, but a specialist warrior that chooses to focus on anti-magic techniques, including magical creatures and items (like constructs, magical beasts, outsiders, aberrations, fey, undead, etc.), the ability to disable magical (and non-magical) traps, a remover of curses, charms, dominations, possessions, etc. Maybe call it an exorcist? Maybe even give it a little bit of the steal spell abilities of the 3.5 spellthief. Give it a Disruptive power at 1st or 2nd level that starts out weak but grows stronger; Spellbreaker as a bonus feat at 10th level. Maybe a way to eventually make AoOs against supernatural abilities. Maybe have ways of dealing with common magical defenses, like invisiblity, guards and wards, alarm spells, etc.

I agree, I mentioned the Spellthief thing earlier, perhaps instead of stealing the spell to use it, the spell use is negated (caster can't use that spell) and you add status affects to them, having access to more powerful affects as you reach higher levels. So you run over stab mr. spellcaster he loses a spell and becomes sickened or fatigued or what have you.

I don't think ALL of our suggestions to be available to one character I think the choosing option mentioned above would work well, it seems to be the path PF is taking with classes anyways.

RPG Superstar 2012 Top 32

I really like the idea of rogue-like talents with different paths of power, tiered to basic (2-6), improved (8-12), greater (14-18), with an ultimate capstone power at 20th.


I don't know this seems more like a base class idea to me


MerrikCale wrote:
I don't know this seems more like a base class idea to me

That's all we are considering at this point I'm pretty sure (there are many canines posting haha)

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