New Slayer Archetype: Mage Harrier


Homebrew and House Rules


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I found it odd that there were no archetypes for slayers focused specifically on attacking spellcasters, so I decided to make one. Tell me what you think.

Slayer Archetype: Mage Harrier

Class Skills: A mage harrier adds Knowledge (arcana) and Spellcraft to their list of class skills.

Suffer Not (Ex): In addition to the normal attack and damage bonus, a mage harrier adds their studied target bonus as a bonus on saving throws versus the studied target’s arcane spells, to the concentration check DC for the target to cast arcane spells defensively within the mage harrier’s threatened area, and as a dodge bonus to AC versus touch attacks made by the target. This replaces the normal skill bonuses and increase to slayer class ability DCs of the studied target class feature. This ability alters studied target.

Forbidden Lore (Ex): A mage harrier adds ½ his slayer level (minimum 1) on Spellcraft checks to identify arcane spells and the properties of magic items made by arcane spellcasters, and on Perception checks to notice or pinpoint the location of invisible creatures within line of sight. This ability replaces track.

Slippery Mind (Ex): As the rogue talent of the same name. This ability replaces the slayer talent gained at 4th level.

Fool Casting (Su): A mage harrier of 7th level or higher can trick an opponent into believing that they have been charmed or dominated. When the mage harrier succeeds at a saving throw against a magical effect that provides ongoing control (such as charm person, dominate person, or a vampire’s dominate ability), they can allow the spell to take partial effect. To the caster, it appears that the mage harrier failed their saving throw, but the mage harrier is not under the caster’s control. If the spell provides a telepathic link, it functions normally, but the mage harrier is under no obligation to follow the caster’s commands. The mage harrier can dismiss a fooled spell as a standard action. Fooled casting can be used when the mage harrier succeeds at a subsequent saving throw against an ongoing effect, such as that granted by slippery mind. This ability replaces stalker.

Spellbreaker (Ex): At 10th level, the mage harrier gains Spellbreaker as a bonus feat. This replaces the advanced slayer talent the mage harrier gains at 10th level.

Rarified Aura (Su): At 11th level, the mage harrier and their held or worn possessions are protected by a constant nondetection effect, as the spell, with a caster level equal to their slayer level. This ability replaces swift tracker.

Athame’s Rebuke (Ex): Once per day as an immediate action, a mage harrier of 13th level or above can make an attack against a studied target that casts an arcane spell (even one with a swift or immediate action casting time) as if the mage harrier had readied an action to do so, without having taken the normal standard action to ready. The mage harrier can only use this ability if they are aware of the enemy's location and are capable of taking an attack of opportunity against them. If the mage harrier has already taken the maximum number of attacks of opportunity for that round, they cannot use this ability. At 17th level, the mage harrier can use this ability twice per day. This ability replaces slayer’s advance.

Rend Eldritch Essence (Su): At 20th level, a mage harrier who uses master slayer can choose to render the target feebleminded, as the feeblemind spell, with a caster level equal to their slayer level. Arcane spellcasters take a -4 penalty on their saving throw to resist the master slayer ability when used in this way. This ability alters master slayer.

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Seems cool. I really like fool's casting. However, I do have the following issues with it.

1) Concerning Spellbreaker, I'm really not a fan of having archetypes replace the very first talent because that means a player cannot gain another talent by taking the Extra Talent feat or whatever. I consider it better design if it's simply an optional talent only avaluable for this archetype. This way, you not only avoid the above issue but also prevent incompatibility between archetypes. This is a personal preference of mine.

2) I'm not a fan of athame's rebuke. Not only does it feel a little boringly simple, but also the mechanics seem rather complicated for what is essentially letting the slayer make an attack of opportunity as an immediate action.


1) I agree on the first point. It'll be better as an advanced slayer talent.

2) Perhaps a "reroll and take the higher" on saves vs. an arcane spell once and then 2 times a day?

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Slayer's advance is a mobility ability. Instead of a generic "roll twice and take higher" ability, why not a mobility option that helps a slayer approach the enemy spellcaster? For example, as an immediate action when subject to a magical effect that allows a Reflex save or ray, move X amount of feet and gain a +4 deflection bonus or +4 bonus on the Reflex save against it.


I think this is very slick and looks balanced overall. I totally agree with you that it's a niche within the slayer class that needed filling, and I think this archetype does so nicely. Rather a dearth of purely anti-caster classes and archetypes within official PF material in general, come to think of it...

Anyway, I think all of this looks good and I agree with Cyrad's point about Spellbreaker. As for replacing Athame's rebuke, I don't suppose allowing the slayer to immediate-action dispel magic once per day might be workable? I know the class lacks casting capacity, but you've already slapped a pair of (Su)s on this guy, maybe a once per day (2/day at 17th level) (Sp) wouldn't hurt? Otherwise I think Cyrad's replacement sounds rather good for a more mundane approach, and possibly more in keeping with the slayer's general power level.

Lastly, this might be too nitpicky, but shouldn't the AC bonus granted by suffer not only work against touch attacks made as part of casting spells or using spell-like and supernatural abilities? Otherwise this guy will be able to dodge firearm attacks and such as well. Not really a major concern, but just something that stuck out to me.

All in all though, great job. This definitely does what it sets out to do in style.


I think the lack of anti-caster options in Pathfinder is based on an idea of magic against magic, steel against steel. So your wizards and sorcerers and such are meant to bring down the enemy wizards and such, while the fighters and whatnot take care of everything else.

I like the look of this archetype though.

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