
Xaryel Delmorsiege |

Hi guys this saturday we are starting a new pathfinder group and we have a girl in it who wants to play a pure Magekiller. She loves to play evil chars and wants to take a twohanded sword or axe figther class which has the possibility to destroy every caster which comes in her way. Do u have any thoughts about that? Please help me out cause in my opinion when u just take a pure warrior class u have not even the chance to come near to a mage. Is there any class which has feats like teleport or to stop spells or even better throw them back to the mage / witch / wizard whatever? Thanks for your help...

MrSin |

I would jump on barbarian and grab the superstitious line of powers. Give her a big sword or axe and smash everything, even spells. Barbarian saves can go through the roof with superstitious, and its following rage powers in the line are pretty cool too. Witch Hunter, Eater of Magic, Spell Sunder, and Ghost Rager.

Xaryel Delmorsiege |

Ok found it but i have to say i am not that impressed i mean its a simply "i run to u and hit u as hard as i can" class not that rich in variety. what do u think about the witch hunter i think he is much more fun to play from the roleplaying aspects
http://www.d20pfsrd.com/classes/3rd-party-classes/super-genius-games/witch- hunter

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Ok found it but i have to say i am not that impressed i mean its a simply "i run to u and hit u as hard as i can" class not that rich in variety. what do u think about the witch hunter i think he is much more fun to play from the roleplaying aspects
http://www.d20pfsrd.com/classes/3rd-party-classes/super-genius-games/witch- hunter
I've actually been trying to build the SGG Witch Hunter for a while, from what I've seen it's an amazing anti-caster (great for killing those deemed to be "witches") along with a good stand in front off-tank.
So my opinion Witch Hunter is a strong 9/10 from base stats
MrSin |

are these all rage powers or where can i find this archetypes ??
never played a babarian!
All the ones I named were rage powers, no archetypes needed. I think archetypes are best chosen by the player. That said, the elemental Kin archetype gets more rage rounds from being hit by energy attacks, and invulnerable barbarian gets energy resistance to cold/fire and DR/-.
No idea how the 3rd party witch hunter fares.

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Outside the barbarian, which is the best mage slayer now, Monks have always historically made great mage slayers.
Speed to get to them, attacks, grapples, great saves, great touch AC, and higher level dimension door all ad up to a mage killer.
Other options:
Barbarian: superstitious line of rage powers
Magus, with anti caster powers such as spell turning
Inquisitor with spell breaker achetype and spell killer inquisition
Unbreakable Fighter with anti caster feats
Any dwarf with appropriate feats
Step up is the most important anti caster feat in the game. It is an absolute must.

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Also look at feats like Step Up, Following Step, Step Up and Strike, and Combat Patrol, which prevent mages from disengaging from your melee combatant. Especially good to look at if you've got a fighter (with a ton of feats).

deuxhero |
Wizard 20.
As for the Barbarian suggestion, you NEED to be Strix, Aasimar or Sylph because you NEED innate flight with no buff time (Strix gets it inately, the other two spend two feats for it) to deal with any mage with the smallest amount of common sense.
Outside the barbarian, which is the best mage slayer now, Monks have always historically made great mage slayers.
Mage survivor maybe, but a Monk is seriously lacking in abilities to actually KILL a sane mage.
Hell, even as far as saves go, Monk still doesn't even beat a Paladin, who beats him at fort and will (High save+charisma to saves beats "high saves and +2 to will")

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Mage survivor maybe, but a Monk is seriously lacking in abilities to actually KILL a sane mage.
Depends on archetype, feats, and battlefield makeup. Unless the Mage is a diviner, the monk will win initiate. Thanks to quick movement and jumping, the monk will be able to get to melee range on the first round, likely with a single move action. If the monk has the Cloud Step feat, they can do this even if the mage is flying. Monk grapples, Wizard is neutralized unless they had still spell. Thanks to Monks CMB and the Wizards crappy CMD, Wizard will be dead soon.

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Paladins are great but I didn't include it on the list because the OP wants an evil character.
Monks have alot going to them to make the mage cry.
Flurry of blows means if the monk gets a full attack than the wizard is done.
Fast movement and Ki jump allow the monk to reach any wizard that is not outdoors.
A grapple built monk will just simply shut the wizard down until he can finish him.
Abundant step with allow the monk to stay near the mage.
Still mind keeps him from being taken over. Evasion keeps him from being blown up.
Stunning fist targets the wizards worst save and will end a combat if the DC is high enough. the line of feats can make it worse.
One of the highest touch ACs in the game will make the other spells less likely to work.
Give a monk blind fight tree, step up tree and invest in spell craft and perception and the monk, without any archetypes will make a wizard curl up in a ball and cry.

SunsetPsychosis |

I've got a mageslayer in a current campaign. Dwarf Inquisitor of the Spellbreaker archetype, with the Spellkiller inquisition. Take the Steel Soul feat. It's an absolute terror to any casters.
Inquisitors have high Fortitude and Will saves, further augmented by the +2 Con and +2 Wisdom of dwarf, on top of a +4 against all spells from Hardy + Steel Soul. You also get to roll twice vs mind affecting abilities. Choose Evocation for the 'Defense Against Magic' school, since it will generally bump your Reflex saves against blasty spells, and at 20th level you'll be completely immune to evocation magic.
My character is only level 3, and has effective saves of +11/+8/+11 against magic. You're going to be damn near impossible to stop with magic. You can even use the Purity judgment to crank the saves up even higher.
The inquisition gives you Disruptive as a bonus feat, which stacks with Foil Casting from the archetype to increase the DC of concentration checks while threatened by +6. Take the Step Up line of feats to stay in the Wizards face.
Take Power Attack, use judgments to offset the attack penalty, hit things with a big weapon. If your GM allows 3.5 stuff, look at the Magebane weapon property, which functions as a Bane weapon against spellcasters. It might also be something that can be added to the Bane properties inquisitors get to utilize.

deuxhero |
Imbicatus:You may want to check the grapple rules (strength mod+monk level+die roll vs strength mod+dex mod+10+BAB+any other bonus the wizard has, which is not a sure thing)... or the jump rules (you need a result of 20 to get just 5 feet off the ground, with +4 for every extra foot)... or the movement rules (remember the jump counts against your movement and you can't grapple on a charge. Hope combat starts within 50 feet including the distance off the ground)... or the initiative rules (How exactly will monk go first with such certainty? What kind of dex score does he have? Can he afford a 14 like many mages have? Does he have improved initiative like a good deal of mages do?)... or the monster rules (what if the mage is non human like a dragon? Can you grapple it then)
And then finally, assuming all that worked, if the wizard was a conjurer (teleportation) or had a wand of DD in his hand, he just says "too bad" and escapes automatically.

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A monk that can't win a grapple check against a wizard isn't built for grappling: the monk should win that check at least 80% of the time if they have the right attributes, feats and equipment - and it might be an auto success if they are built properly.
As a couple of people mentioned, Dwarf is awesome for a mage killer, no matter what class you decide on: the potential to get +4 to saves versus spells is a HUGE advantage.

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A monk that can't win a grapple check against a wizard isn't built for grappling: the monk should win that check at least 80% of the time if they have the right attributes, feats and equipment - and it might be an auto success if they are built properly.
This. And if the Monk is a Tetori, then they can't even dimension door or teleport away, because a Tetori can spend a Ki point to Dimensional Anchor them. Also a sufficiently high-level tetori has a grab attack and the constrict ability, so they don't even have to forgo damage to grapple.

StreamOfTheSky |

What level is the game starting at? At higher levels, an Arcane Archer build is best. No more than 4 levels in Arcane Archer, though. At 2nd level, AA gets Imbue Arrows, which is the only reason for the build at all. It lets you stick area spells onto an arrow and shoot them. This means you can put Antimagic Field on an arrow and shoot a mage with it.
May not kill the mage right out, but it will definitely spell the end for him.

deuxhero |
Argus The Slayer wrote:This. And if the Monk is a Tetori, then they can't even dimension door or teleport away, because a Tetori can spend a Ki point to Dimensional Anchor them. Also a sufficiently high-level tetori has a grab attack and the constrict ability, so they don't even have to forgo damage to grapple.A monk that can't win a grapple check against a wizard isn't built for grappling: the monk should win that check at least 80% of the time if they have the right attributes, feats and equipment - and it might be an auto success if they are built properly.
Oh sure, but he said "Monk" and "historically" (implying default), not "Tetori Monk" or "Monk with Tetori archetype".

cmastah |
There's a book:
That features classes and prestige classes designed for fighting off casters. ONE of the ideas behind the book itself is: how do you capture powerful casters? There are classes, prestige classes, spells, feats and items all designed to thwart spellcasters within. There's even a prestige class that's so focused on taking down spellcasters that if you took a level of a class that can cast, you would be unable to take the prestige class.
Being that it's based on 3.5 though it may be a little underpowered, but it's certainly got what you're looking for.

Durngrun Stonebreaker |

Imbicatus:You may want to check the grapple rules (strength mod+monk level+die roll vs strength mod+dex mod+10+BAB+any other bonus the wizard has, which is not a sure thing)...
Plus any other bonuses the monk has as well (PCs often buff before fights)
or the jump rules (you need a result of 20 to get just 5 feet off the ground, with +4 for every extra foot)... or the movement rules (remember the jump counts against your movement and you can't grapple on a charge. Hope combat starts within 50 feet including the distance off the ground)...
At 5th lvl the monk adds their class level to jump checks (a class skill) and gets an extra +4 for every 10ft faster than 30ft movement. In addition they can spend a Ki point to increase their speed by 20ft (another +8 to jump checks) or gain a +20 to their jump check.
or the initiative rules (How exactly will monk go first with such certainty? What kind of dex score does he have? Can he afford a 14 like many mages have? Does he have improved initiative like a good deal of mages do?)...
If you go Dex Monk, than easily. With Agile maneuvers you completely retain your grappling abilities and higher Dex helps Acrobatics as well.
or the monster rules (what if the mage is non human like a dragon? Can you grapple it then)
If played correctly, Dragon wins every time, regardless of class. Unless you're fighting a dragon of much lower CR or some dumb dragon who had locked himself in his cave, sittin' on his treasure!
And then finally, assuming all that worked, if the wizard was a conjurer (teleportation) or had a wand of DD in his hand, he just says "too bad" and escapes automatically.
If the wizard is prepped for running away, then sure he can probably get away. Of course high level monks are very fast and have "DD" of their own.
(Sorry to nit-pick everything you said but I do like monks.)

Umbranus |

It's not about big weapons but the scarred witch doctor makes a nice mage hunter. Has lots of options, lots of hp to soak up damage spells, good base will save and good fort save from high con.
The flight hex gives you the needed maneuverability.
And once you get 3rd level spells take "call the void" and you get really scary or casters.
I once ruined a lich's day because he could not cast all his mighty spells.