Mage+Slayer


 * Mage Slayer**

Many powerful wizards, sorcerers, and clerics are so secure in their power that they grow overconfident. Those that come up against a mage slayer don’t often feel that way again. A mage slayer is trained specifically to fight against spellcasters (not just wizards, as the name might imply.) They are trained in the subtle gestures that spellcasters use. At lower levels, they are able to determine residual effects of spells, and quickly identify spellcasters. At higher levels, they can brutally punish spellcasters with the power of their will alone.

Paladins, monks, and rangers often hone their skills to take down evil clerics, wizards, and sorcerers that abuse their magic to enslave or murder others. Fighters, rogues and barbarians may simply wish to increase their training against spellcasters, whom they are often vulnerable to. Occaisionally a druid may specialize in preserving the balance of magic. For obvious reasons, clerics, wizards, sorcerers, and bards rarely become mage slayers.

Hit Die: d8

__Requirements:__ Base Attack bonus: +4 Feats: Iron Will Skills: Spellcraft: 5 ranks Knowledge (Arcana): 5 ranks Listen: 4 ranks Concentration: 4 ranks

__Class skills__: The Mage slayer’s class skills (and the key ability for each skill) are: Concentration (con), craft (int), jump (str), knowledge (arcana) (int), listen (wis), read lips (int), sense motive (wis), spellcraft (int), spot (wis). Skill points at each level: 4 + int modifier.

__Class Features__: Weapon and armor proficiency: Mageslayers are proficient with all simple and martial weapons, with light armor, medium armor, and shields.

Level Attack R F W Special 1 +1 +0 +0 +2 Spell resistance; favored enemy (spellcasters), detect magic (at will) 2 +2 +1 +0 +3 Smite spellcaster 3 +3 +1 +1 +3 Toughness 4 +4 +1 +1 +4 Mystic Knowledges: (+2 to spellcraft and arcane) 5 +5 +1 +1 +4 Discerning Mind (+2 illusion & enchantment saves) 6 +6 +2 +2 +5 Dispel Magic, 1/Day/level 7 +7 +2 +2 +5 Toughness 8 +8 +2 +2 +6 Distract Spellcaster (at will) 9 +9 +3 +3 +6 Spell Turning, 1/day per level 10 +10 +3 +3 +7 Drain will

Explanation of Abilities: //Spell resistance//: The Mage Slayer gains a spell resistance equal to 10 + the total number of prestige class levels. //Favored enemy (spellcasters)//: The Mageslayer gets a +1 bonus to bluff, listen, sense motive, spot, wilderness lore, and damage rolls to enemies that cast spells. //Detect Magic//: The mage slayer may detect magic as a standard action as the arcane spell. //Smite Spell caster//: A mageslayer of second level or may attempt to Smite a spellcaster. This is similar to a paladin’s smite evil effect: Once a day, he may add his positive charisma modifier to the attack roll and deals one point of extra damage per prestige class level. Toughness: As the feat of the same name. //Mystic knowledges//: The mage slayer gains a +2 competence bonus to all spellcraft and knowledge (arcane) checks. //Discerning Mind//: He gains a +2 bonus to all saving throws versus enchantment or illusion spells. (this stacks with the Iron Will feat). //Dispel Magic//: Once a day per level, the Mage Slayer may cast dispel magic at a caster level equal to his prestige class level. //Spell Turning:// As the arcane spell. //Distract Spell caster//: Normally, casting a spell provokes an attack of opportunity. A mageslayer may forgo this attack to attack the spell caster’s mind directly (and need not be within melee range to do so). Should the mage slayer choose to do this, the target must immediately make a concentration check at a DC equal to 15 + the mage slayer’s level. Failure means that the mage loses his spell. //Deplete Spells//: At this level of mastery, any form of attack by the mage slayer has dire consequences for any spellcaster. Immediately after scoring a hit, the mageslayer may forgo damage and instead deal temporary ability damage. The ability is whichever one the spellcaster draws his or her power from-wisdom for clerics and druids, charisma for sorcerers, and intelligence from a mage. The damage dealt is equal to 1 + the mageslayer’s charisma modifier. The target may make a will save (DC 15) for half damage. Failure indicates that he or she may lose access to spells due to ability loss.