The Mageslayer. Reviews and Clean up help


Homebrew and House Rules


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So I finally had time to finish this as a request from one of my players for a class that was primarily based on denying casters, as they themselves (out of game) pretty much hate magic in general and wanted a class that could let them hate it just as much in game other than purely roleplay options. I wanted to make it able to still do stuff to non-casters of course (just not as well), while also being able to maybe ease him into the idea of how magic can be fun to use occasionally. For this reason, I came up with a kind of "Steal their magic to use against them" sort of concept.

He's on board with the idea, but I want to make sure it's not overloaded or written to badly to make the point across, and since magic is tricky to balance anyway I don't want to just unleash the thing onto a game when it might still be over tuned. Any help in balancing or cleaning up wording would be very much appreciated!

Edit: there is a reference to "Runelords" in the description, this is just a setting specific order of paladins in my setting, not something to do with the actual Paizo ones.

The Mageslayer Google Doc


I'm digging this idea for sure. I'd played around with building a spell-less Inquisitor and updated an old 3.5e prestige class that was called the Occult Slayer. Similar approach, but this is a nice, direct way to handle it instead.

For the skills, I suppose I'm not entirely sure why they have Knowledge (dungeoneering) on their list. It doesn't feel entirely out of place, but probably feels like it fits the least. Having Spellcraft on their list would probably make sense for them as well, seeing as they deal with casters and it could help them determine what they're up against as well as assist in identifying the presence of mages/watching those who are untrustworthy when they're casting.

For the Spell Thief ability, it'd probably be better to cement a single save instead of leaving it open. Will feels appropriate, since most casters are strong with that, and having magical energies sapped away feels like it would related to a strength of Will to resist the loss. For the increasing die, you could make the level 16 die 1d10, and a roll of 10 could let you absorb a second spell instead, add in an extra bonus. Couldn't hurt to put in a line about absorbing the highest level spell available should the target not have a spell available of the level they're attempting to absorb.

And I suppose on a level of personal preference, I'd probably side with calling the ability something like Spell Drain instead, but that's mostly because Spell Thief makes me think of the class of the same name. That's just me though!

I really like the approach of Arcane Resistance. Part of me is tempted to suggest bumping the last part of ignoring partial/reduced effects on a successful save, but keeping with the same progression would put that at level 20, and I can see not wanting to wait the entire time to give that. Maaaaybe level 18?

The Spell Reader talent is neat, but I feel like that could be altered somehow. Like, the way it is now feels...too meta? It also doesn't feel entirely necessary for them to know the mage's AC - which probably isn't that great - or their HP really. I feel like it might work better letting them know the highest level of spellcasting the caster is capable of. Could add in the insight of a more general sense of health as well without giving direct numbers?

It would probably be a good idea to add something in relation to the Bonus Feat talent regarding what feats are available or if there's a limit to how many times that can be taken, since that would grant six extra feats of any variety if left unchecked.

Disrupting Force worries me slightly. It's a very neat idea, but giving that to a Mageslayer for free to use every time they make a Spell Thief strike makes their Spell Thief strike very powerful, and can really shut down a caster. Which is the point of the Mageslayer as a whole, but as it is it feels a little too overwhelming, especially at the level it is currently given. I could see it working more as a usable talent that requires guile instead though. Or as a late-level improvement to the existing Spell Thief ability.

Giving a usable touch of Mage's Disjunction with the Spell Purge puts me a little on edge as well, given that it's a 9th-level spell. I think you're in the right area with making it touch, and even leaving it to 1/day feels appropriate. I don't think you'd really need to spend the guile on it if it's a 1/day ability. I'm less sure about giving it such a duration, because that's fairly lengthy.

The capstone ability is really neat sounding. But it doesn't quite give the class anything to use. I love the idea that at that level, even in death they will continue their mission. But I think they could stand to have something else as well. Maybe that's where fitting in using Mage's Disjunction in its normal form as an ability could work?

Overall I think you have something really cool here. A lot of the talents feel solid, and it's good to see a class take this approach too. Nice work!


Small typo/clarity issue:

The ability that grants arcane sight's description says it's an extraordinary ability, however it's listed as supernatural.


Gremlington wrote:
A bunch of good insight

On Skills: That is my fault for not paying attention actually, I had intended for them to have Spellcraft and forgot to add it. As for why they have Dungeoneering, it's to give them the know how around Aberrations which are a common magical being. I debate adding in Religion or replacing Dungeoneering with it entirely. I didn't have it there at first because they originally only dealt in Arcane magical opposition, but later I gave them just general magical hate.

On Spell Thief: You have a point in that making it a uniform save would be better most likely. The main reason I did it first like this was that I didn't want to run into the situation of "This big beefy monster with Spell-likes fails the will, but the actual wizard it's more meant to fight will almost alway pass the save". You think that will be an issue or just making it will for the flavor alone is good enough?
You make a good point about level 16 as well, changing that as per the suggestion. Something like "and at 16th level 1d10. If the mageslayer rolls a 10 while using spell thief she may steal an additional spell of the highest spell level the target possesses. The mageslayer may use this on more than one spell, as long the total number of levels equal the number rolled and is not more than her class level in number (for example a 3rd level mageslayer could steal 3 spells at once but not 4). If the target of a spell thief attack doesn't possess any spells of the level rolled, the mageslayer instead steals the highest level spell the target does possess." Or something like that.

On Arcane Resistance: So just splitting the level 14 bonus up to level 18? I don't think thats a bad idea, but it is a little late for it still. If it's too strong at 14, what about 16 as a middle ground?

On Spell Reading: Yeaaah I can agree. I liked the idea when I wrote it down for a kind of "Oh this is how much he's enchanted himself" sorta feel for the AC. Mages usually wear robes so seeing how much their AC is would imply you're seeing if they are Mage Armored and what not. However, that's covered in Eldritch Sight mostly. Maybe instead of straight up hit points go for a whole "Injured (75% life and up), Wounded (50% roughly), Gravely wounded (25% roughly)". I don't mind scrapping that aspect entirely though and going for the idea of seeing what a targets highest possible spell levels are, maybe having it revealed before you decide what spell levels to steal?

On Bonus Feats: Yeah good point again. What about Combat feats only?

On Disrupting Force: Well you do already get something at that level, so I could move it into being a talent. Maybe costing 2 points of Guile to use? Alternately I could put a daily limit on it's use such as Int/day.

On Spell Purge: hmmm. How about removing the guile cost, but limiting the duration to Intelligence modifier in rounds? I did level/rds just to try and avoid TOO much MADness, but it IS a very powerful tool. I wouldn't want to get rid of it entirely just because around 7th level (4th level spells for wizards) is where we've always found it getting crazy with casters. I was attempting to give the mageslayer level appropriate tools to handle the job. If it's just too strong though, I can change it.

On Capstone: Personally I always liked capstones to be some sort of major story related ability since if you actually REACH that level it's basically pointless to hand any form of "damage" ability considering how likely it is to never even need it. Buuuut you make a good point in that it doesn't really have anything for the player to do if they AREN'T dead. I like the mages disjunction idea, maybe let you do the full normal version 3/day. Or maybe being able to sort of "burst cast" your recorded spells, spending guile to cast 2 spells in the same action? Or reducing the amount of guile it takes to use recorded spells by 1 (to minimum of 0 for free casts of 1st levels).

Thanks a bunch for such a detailed look through! and I'm glad you like it so far, hopefully you'll enjoy the finished product even more!


Shikaku Kyouryuu wrote:

Small typo/clarity issue:

The ability that grants arcane sight's description says it's an extraordinary ability, however it's listed as supernatural.

Thanks for catching that, total oversight on my part, fixed.


Made some adjustments based on Gremlington's suggestions.


Naoki00 wrote:
More excellent suggestions and ideas.

Skills: An easy oversight. Glad to see Spellcraft made it in. As far as the knowledges go, my initial thought was "Oh cool, the three primary casting-related knowledges, and dungeoneering thrown in too." It's definitely not a bad fit, but I suppose I expected it the least. I definitely think Religion should stay, since that's tied so strongly to divine magic. Having insight on the types of magic certain sects might deal with feels appropriate.

Spell Thief: Yeah, and I was hesitant to suggest just Will for that reason. But I suppose the viewpoint I take on it follows an Assassin's Death Attack, which is a Fortitude save, but often is dealt against powerful targets that you want to end quickly, which more often than not will have a strong Fortitude save. I can definitely see wanting to make it easier for them to use their primary ability, because it'd suck if it just wasn't landing most of the time. Will just feels like the more appropriate save unfortunately.

And this came to mind after the matter, but when stealing spells from a spontaneous caster, since that would simply take slots from them, it couldn't hurt to add details similar to the Spellthief class's ability noting that they can't use the selected spell for a certain duration, such as one minute.

Arcane Resistance: I think 16 sounds good. Slides in nicely next to the extra use of Antimagic Barrier they have. Hitting it on 20 feels too late for sure, and 18's a bit late as well. But 14 feels sliiiightly too early still. I think 16 will fit it nicely.

Spell Reading: Ahh, see, I think that's the perfect use for it. Being able to pick what spells you drain from them to more tactically shut them down.

Bonus Feats: Combat sounds good. I think it'd also be worth noting somewhere in there that they can take the Disruptive and Spellbreaker feats as if they were a Fighter of the appropriate level, since those seem right up their alley.

Disruptive Force: I kinda like the sound of Int/day. It's neat that they can tear a spell apart on its own. Maybe you could leave it to uses per day, and make it so it doesn't rely on the Spell Thief ability, so they could dispel a buff off of a Fighter or the like?

Spell Purge: Well, I feel like you're in the right ballpark with it for sure. Sort of like hitting someone with an Antimagic Ray where it locks them down for a bit. I think leaving it Int rounds wouldn't be bad. Enough to last a fight pretty easily.

I suppose the thing I'm most concerned about with it as it is, is viewing it from the opposite side. If I'm playing a Sorcerer and I have to fight a Mageslayer, one gets close enough to hit me with Spell Purge and I'm useless for the fight and probably already dead. Might not hurt to do some mock combat sessions and try out different variations on what it does/doesn't do and duration?

Capstone: Oh snap! I think you're really on to something with that "burst cast" idea! Maybe deals a number of dice in damage equal to the number of spells they have recorded on them? Could even add that onto an attack they're making so that, if it hits, they just unload all of the energy they have built up to try and wipe the caster in one fell swoop? I mean, I still agree that it's a pretty rad idea having them carry on even from the grave, because that does make an excellent story point. I could also see it kicking in within a few days if they are slain by a caster. Sort of a second chance/vengeance sort of deal. But I'm really liking this idea for a deal that can drain all of their resources. Might be able to fiddle with an option or two for it. Like being able to absorb the energy to grant themselves DR for a bit, or absorb the energy as healing for themselves, or just straight up damage.

And hey, glad I could help! I love stuff like this, and if my insight can be useful, I'm all too happy to lend a hand.


How would someone with this class justify using magic items when they hate magic so much they've dedicated themselves to fighting it's users?


Azten wrote:
How would someone with this class justify using magic items when they hate magic so much they've dedicated themselves to fighting it's users?

The simple pragmatism of how the world works really. They already turn magic on its users with their class abilities and understand that there isn't any way to properly combat magic without using some of it. In a perfect world magic would be tightly regulated and kept in check, but since it's not and (in their minds) it falls to them to be magic police they will do what is needed to get the job done. Sort of a "Cops can't beat bad guys with guns unless they also use guns" situation.


@Gremlington: Your actually really helping me think of how to tweak things since it's hard to notice stuff you wrote down ages ago for one!

Added the following talent, think it's too strong?
"Selective Anti-Magic (Ex): When using her Anti-magic Field the mageslayer can select a number of individual items equal to her intelligence modifier with 60ft of her. These items are unaffected by her Anti-magic Field. She may add more items to this number by spending 2 points of guile per item when she activates her anti-magic field. The mageslayer must be at least level 12 to select this talent."

Added Disrupting force as a talent and adjusted it to 1 guile point cost and usable int/day as a standard action attack. Also, I added it as an optional prerequisite to the Break Wardings talent. This allows the mageslayer to choose to be dispelling buffs on a caster (harder to do because of the need to make the check, but benefits ALL allies), or the Barrier Break talents more selfish ignoring of deflection only for the mageslayer. Either path lets her get Break Wardings now.

Removed the Guile point cost on anti-magic barrier.

Made Spell Thief a dedicated Will save. I'm thinking about adding in an ability that helps reduce enemy will saves, but not sure where to put it or if that would just be overkill.

Changed the capstone, is this too much now or does it feel more like an appropriate reward for level 20?:

Immortal Enemy (Ex): As the final strength of the mageslayer, she takes an oath against ill used magic to the gods themselves, steeping herself in such an antimagical force of will that death himself will not claim them for long, eager to let them continue their work. After the mageslayer dies, if an act of irresponsible magic happens within 1 mile of the mageslayers resting place she rises from her slumber for 1 year or until the mage who committed the act is dead. After this point if no other irresponsible magic was used around her, she may return to her place of death until the event happens again. If the mageslayer is killed by a mage, instead she rises from death 24 hours later where she perished (or in the closest safe space to where she died if she was for example, telekinetically shoved into a volcano). Each time she is slain by the same caster, the mageslayer gains a +2 circumstance bonus to her saving throws, attack rolls, and damage rolls in relation to that caster and any summoned or animated creatures that caster has under their employ.

Additionally, the mageslayer is able to discharge her stored magical energies with greater clarity and force to bring death to those who would wield magic against the world. Once per day she may sacrifice any number of stolen spell levels to activate one of the following effects.
-The mageslayer may sacrifice her stolen spell levels as part of any attack roll to add a number of d6 equal to the total level of all spells sacrificed (Maximum 20d6) in raw untyped damage to the subject of her attack, and the target is stunned for 1 round. The target is entitled a fortitude save for half damage.

-As a move action the mageslayer may transfer all the stored magical energies into a barrier of force to protect herself from harm. She may sacrifice any number of spell levels to provide an equal amount of Deflection AC (maximum +20) to herself for a number of rounds equal to her intelligence modifier.

-As a move action the mageslayer may absorb the stolen magical power to reinforce her body, growing in durability and causing hostile elements to wash over her. She may sacrifice an number of spell levels to provide an equal amount of DR/- and energy resistance to all energy types (maximum 20/- and resistance 20) for a number of rounds equal to her intelligence modifier.


Like I said, I'm all too happy to lend a hand!

I like the idea of the talent, so they can get the benefits from their own gear. I don't know that it needs to be quite so big though, considering the antimagic field is only a 10-foot-radius. 30 feet for this might be all you need.

For the Disruptive Force I feel like either the point of guile or the uses per day should suffice. It's a nice ability, but it doesn't feel so powerful being able to use a targeted dispel that you'd need to expend multiple resources to make it function. Especially if it's limited to a touch range and requires the attack roll.

And maybe since you nailed down the Spell Thief being a Will save, and took away Disruptive Force as a standard ability, you could add in something that lowers the Will of creatures struck by a round? Maybe make that an additional feature with a bonus equal to the Spellbane you already have going?

I'm definitely feeling this capstone. I think some of the wording could be cleared up/clarifications could be made on it though. Does the mageslayer rise as an undead, or are they returned to life as if Resurrection or similar magic was cast upon them? And if they were raised through Resurrection, would it make sense that the drop in level would prevent them from future reraisings so they cannot do this indefinitely? If they rise as undead, I think it would make sense for the good-aligned ones to follow rules for the Deathless, like those laid out in the Book of Exalted Deeds. Basically just good undead. But if they rise as undead, maybe they can only do so so long as their body is mostly in tact, hence the 1 year limit. I feel like it'd make sense for them to come back if killed by a mage for sure, but I'm less sure about subsequent attempts. Otherwise that could be an endlessly powerful creature.

I think the abilities look quite nice. We could reword the damage to be force damage, but I don't think it'd make a huge difference either way.


Personally, I feel like the save for half damage on the first ability of the capstone should also negate the stunned condition (or at least reduce it to staggered), as that's how quite a few similar spells/abilities work.


I could agree with that. Or it should at least require a minimum usage for the ability, so they can't expend a single point on the attack to get an automatic stun. I mean, having an ability that late in the game that can offer a stun isn't too overwhelming, especially considering it's a single round and several things will be immune to stunning. It sort of comes down to functioning similarly to a touch spell, which typically has a bit more leeway considering its range, but this requires the regular attack roll. I don't think it's bad to offer the bonus of getting a stun on the hit, but I also don't disagree with limiting it with the save as well. Though, honestly, I'd probably drop the stun and the save and just go with the damage, if we're getting into the gritty of preferences. As nice as stun is to have, it doesn't feel necessary. Unless the strike were specifically on a caster as backlash for having spells.


I'll clear up the nature of the revive, how does "as a True Resurrection" sound? I too am a big fan of Deathless from 3.5, but this will be easier to track rules wise. I can just drop the scaling power thing, it was just an idea I thought might look cool.
About the stun effect, I didn't think it would be so bad at level 20 since a great number of things are immune to it, and a single round stun at 20th level is hardly anything earth shattering even among martial characters. I don't see any harm in reducing the effect to staggered on a save, or even just removing the rider effect AND save like Gremlington suggested. Hmm...for now I'll do that and stick with flat damage to see how it feels. If it feels lackluster I can tweak it a little more later.


Changed Selective Anti-magic to 30ft. I forgot Anti-Magic Fields are only 10ft lol.

For spellbane reducing will saves, it might take some doing to tie in an ability without it becoming too strong. What about something in Fire with Fire that would let you dump spells you stole to instead impose save penalties on the next target of one of your abilities? Like if you stole a spell you didn't need (or the target would be immune to) you could sac the spell stolen and impose a penalty of that spells level on the next saving throw the target would make. Or just against spell thief attacks.


Mmh, sure, especially if people aren't down for incorporating the expansive collections of 3.5e, I suppose that would simplify things. True Resurrection sounds fine to me! And I can't really steer you one way or the other on the stun. I think it'd function fine without the save and extra effect and just be raw damage, but as has been discussed, a single round of stunning at late levels isn't overpowered, and I think it'd be fine with it as well. Whichever you're feeling!

And sure, I suppose stacking something like that with the current ability could be a bit much. I was mostly using it as reference for scaling, but I agree nonetheless. I do like the sound of utilizing the spells to impose penalties. It adds another layer to the Spell Thief and Fire with Fire abilities. I think it'd be a fine way to get the ball rolling on that. Once they start hitting and gaining spells, they activate a lot of their abilities and that sort of feeds itself.


Added in the stun to the damage version of the capstone, but only triggering against those that can cast magic, no save, but hey now it fits on theme still.

Added in the following line to Fire with Fire, think this is too powerful or a good medium?

"Even when they happen to steal spells that aren’t particularly useful, the mageslayer can utilize the magical energies to hamper the minds and bodies of her enemies. As a standard action, the mageslayer may target a single enemy within 30ft of her and discharge a spell she has stolen as a ranged touch attack, using her intelligence modifier in place of her dexterity modifier for the attack roll. On a successful hit, that target has a single type of saving throw reduced by an amount equal to the discharged spell’s level for a number of rounds equal to the mageslayer’s intelligence modifier. This effect cannot stack on the same save multiple times, but can be used for each save type a target has."


Nice. I like the sound of that, with the exception of using Intelligence for the attack roll. I don't think it's entirely necessary, especially since touch attacks usually aren't too hard to land. I think it's nice flavor, but mechanically I don't think it's super necessary.

Do you think it's necessary to be able to target different saves all at once? I think it could offer some extra versatility to be able to for sure, but it'd also make sense to limit it to a single save at a time. In which case, you could also reword the last bit slightly to something more akin to: "These penalties do not stack with themselves. Additional uses of this ability reset the duration on the targeted creature." Though thinking on the nature of the Fire with Fire ability on its own, it'd almost make sense to have it lower whichever save the spell usually offered. That might be getting too involved though.


Gremlington wrote:

Nice. I like the sound of that, with the exception of using Intelligence for the attack roll. I don't think it's entirely necessary, especially since touch attacks usually aren't too hard to land. I think it's nice flavor, but mechanically I don't think it's super necessary.

Do you think it's necessary to be able to target different saves all at once? I think it could offer some extra versatility to be able to for sure, but it'd also make sense to limit it to a single save at a time. In which case, you could also reword the last bit slightly to something more akin to: "These penalties do not stack with themselves. Additional uses of this ability reset the duration on the targeted creature." Though thinking on the nature of the Fire with Fire ability on its own, it'd almost make sense to have it lower whichever save the spell usually offered. That might be getting too involved though.

I thought making it be intelligence would help reduce the amount of MADness they might experience being primarily a martial type (though I'm sure dex based ones wouldn't care obviously), not REALLY needed, but they are primarily fighting things with extra defenses that might block against touch a lot. Personally I think I like the flavor implications more than anything though.

Hmm, that WOULD be the ideal, but I also was kinda thinking about it being good for allied abilities too, like if they really wanted to take the time and effort to spend two rounds and two stored spells to debuff two different saves why stop them. But I suppose your version is a bit more concise and to the point.


Hm, sure. I mean, like I mentioned, I don't think it'll make too big of an impact, and if you like the flavor, go for it!

Do what feels right. I think it could work going either way. And at the end of the day, it is your class, so do what you feel the most satisfied with. I am simply here to offer suggestions and provoke thought!

This is feeling pretty solid overall though. I think you've got a really nice class worked up. Hopefully you're feeling pretty confident and satisfied with it all. I think the only other thing it might need would be an extra feat to help select extra talents:

Extra Slayer Talent
Through your devotion and dedication, you have furthered your mastery of the art of mageslaying.
Prerequisite: Slayer Talent class feature
Benefit: You gain one additional mageslayer talent. You must meet all of the prerequisites for this slayer talent.
Special: You can take this feat multiple times. Each time you do, you may learn a new slayer talent.

(Or I guess you could just use this too, but that seems less fun.)


Heh, yeah I honestly want to rename the talents to something else. I began writing this class up before the Slayer class actually existed and just never got the feel for what to change the name to. Maybe something simple like "Mageslayer Art".

Definitely will be adding a feat like that though, since it's such a common thing. As much as I enjoy making classes, I'm terrible at designing feats since I usually go too overboard with them. Got any other thoughts on things that might be good as a feat?
Something else I would like to work on eventually is Archetypes, but not really sure what I would give up or change for them.

Maybe an archetype that doesn't cast spells but instead uses maneuvers, and steals magical energy to refresh their maneuver usage?


Hm! Slayer Art doesn't sound bad on its own. Makes it a little different.

Um, maybe something to increase the guile they start with each day/expand the maximum capacity? I'll have to think on that for some other ones...

Archetypes would be neat. Something else to think about for sure. Could try and do specific themes, like aberration hunters, or some with a stronger divine flavoring? Maneuvers sound fun though. Makes me think of Tome of Battle which was unfortunately underused from what I've seen. Which is a shame, because it was such an interesting book!


Gremlington wrote:

Hm! Slayer Art doesn't sound bad on its own. Makes it a little different.

Um, maybe something to increase the guile they start with each day/expand the maximum capacity? I'll have to think on that for some other ones...

Archetypes would be neat. Something else to think about for sure. Could try and do specific themes, like aberration hunters, or some with a stronger divine flavoring? Maneuvers sound fun though. Makes me think of Tome of Battle which was unfortunately underused from what I've seen. Which is a shame, because it was such an interesting book!

Thankfully Dreamscarred Press redid them in Path of War, honestly it's probably my most used source book lol.

The specific themes are a definite starting point. Maybe I could make a couple feats similarly that are especially for dealing with particular monster types.


Added the following feats to the Mageslayer page:

Extra Slayer Art
Through your devotion and dedication, you have furthered your mastery of the art of mageslaying.
Prerequisite: Slayer Art class feature
Benefit: You gain one additional mageslayer art. You must meet all of the prerequisites for this slayer art.
Special: You can take this feat multiple times. Each time you do, you may learn a new slayer art.

Extra Guile
Some mageslayers are particularly adept at using their cunning to weave the forces of their enemies.
Prerequisite: Slayer’s Guile class feature
Benefit: Your maximum amount of guile increases by 2, and you begin each day with an extra 2 points of guile.
Special: You can take this feat multiple times, it effects stack.

Efficient Fueling
By better understanding the way your body channels magical energies, you can better pull out power from seemingly nothing.
Prerequisite: Beguiling Fuel class feature
Benefit: When you use your beguiling fuel ability, instead of regaining 1 point of guile you instead regain an amount equal to the damage you suffer for activating the ability.

Mage Hatred
Your natural inclination for hating those that abuse magic has not just led you to know how to slay them easier, but able to mix the art of redirecting their craft and their hearts into a single purpose.
Prerequisite: Fire with Fire class feature, Favored Enemy class feature.
Benefit: If you target one of your favored enemies with a stolen spell that deals hit point damage, you may spend an additional 1 point of guile to increase all variable, numeric aspects of the spell by 50% as the Empower Spell metamagic feat.

Seething Mage Hatred
You are a master of turning the spells of your despised foes back on them.
Prerequisite: Mage Hatred Feat, character level 8th.
Benefit: Whenever you target one of your favored enemies with a stolen spell that deals hit point damage, all variable, numeric aspects of the spell are automatically increased by 50% as per the Empower Spell metamagic feat. You can spend an additional 2 points of guile when using this spell to also maximize all variable, numeric aspects of the spell as per the Maximize Spell metamagic feat.

Raging Slayer
Melding the arts of brutal fury and tactical cunning, you can make use of your mageslayer training through instinct even when deeper thinking eludes you.
Prerequisite: Fire with Fire class feature, Rage class feature
Benefit: While Raging you can still make use of your Fire with Fire class ability and may spend 1 round of Rage to count as spending 2 points of Guile for using spells through Fire with Fire. Additionally while Raging the first attack you make in a full attack is always counted as a Spell Thief attack. (added in a line to Fire with Fire that normally, they can't do this even though it's technically not "casting" a spell)


Those all sound pretty good to me! Seems like you've got a nice selection as well. A handful of archetypes and maybe some favored class bonuses, and you should be pretty well set on it all.

Also, I wasn't aware there was an update to Tome of Battle! Thanks for cluing me in on that. I'll have to check it out.

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