MAGEHUNTERS
Originally members of an elite order called the Knights of Thorn, the Magehunters have perverted the code of that order and become an awesome machine of destruction. After the Year of Sorrows, they began working for the T'loric priests and have used their powers to devastating effect. These magehunters refer to themselves as "The Forsaken" and seek to destroy that which they once held sacred.
Hit Dice: d8
Requirements
Base Attack Bonus: +4
Spellcraft: 4 ranks
Sense Motive: 4 ranks
Special:
Magehunters lose any ability to cast spells. The magic dampening aura's that
they exude disrupts the energies required to cast spells. Magehunters who
had level's of Paladin still retain the ability to Lay on Hands.
Exclusive
Class: If the Magehunter ever takes a level in another class after he
has one in Magehunter, he may never advance as a Magehunter again.
Class Skills: A magehunter has the following skills: Bluff, Concentration, Craft, Diplomacy, Disable Device, Gather Information, hide, Intimidate, Knowledge (Arcana), Listen, Move Silently, Open Locks, Read Lips, Ride, Search, Sense Motive, Spellcraft, and Spot.
Skill Points at Each Level: 4 + Int Modifier
Weapon and Armor Proficiency: A Magehunter is proficient with all simple and martial weapons, with all armor, and with shields.
| Level | Base Attack Bonus | Fort. | Ref. | Will. | Special |
| |
+1 | | | | Detect Aura 1 |
| |
+2 | | | | Spell Resistance 10; Forge Nul Weapon and Armor |
| |
+3 | | | | Slippery Mind |
| |
+4 | | | | Detect Aura 2; Spell Resistance 15 |
| |
+5 | | | | Disrupt |
| |
+6/+1 | | | | Spell Resistance 20 |
| |
+7/+2 | | | | Detect Aura 3 |
| |
+8/+3 | | | | Spell Resistance 25 |
| |
+9/+4 | | | | |
| |
+10/+5 | | | | Analyze Dweomer; Spell Resistance 30 |
| |
+11/6/+1 | | | | |
| |
+12/+7/+2 | | | | |
| |
+13/+8/+3 | | | | |
| | +14/+9/+4 | | | | Spell Resistance 35 |
| |
+15/+10/+5 | | | | |
| |
+16/+11/+6/+1 | | | | Disjoin |
| |
+17/+12/+7/+2 | | | | |
| |
+18/+13/+8/+3 | | | | |
| |
+19/+14/+9/+4 | | | | Spell Resistance 40 |
| |
+20/+15/+10/+5 | | | | Steal Power |
Detect Aura 1: When the magehunter concentrates, he can detect the presence or absence of magical auras.
Detect Aura 2: A magehunter may now detect the number of different magical auras and the strength of the strongest aura.
Detect Aura 3: A magehunter may now know the strength and location of each aura detected. If the items or creatures bearing the auras are inline of sight, he can make a Spellcraft skill check to determine the school of magic involved.
Spell Resistance: At 2nd level, a Magehunter becomes resistant to spells. To affect the magehunter with a spell, a spellcaster must make a caster level check (1d20 + caster level) at least equal to the magehunter's spell resistance.
Forge Nul Weapon and Armor: At 2nd level, the magehunter gains the ability to infuse part of his life force into a suit of armor or a melee weapon. This gives the weapon or armor a +1 enhancement bonus to attack and damage for every 2 levels attained in the class. Nul weapons only gain their bonus when used against Magic Using (Blink Dog), Magic Wielding (Sorcerer), or Magical Beings (Hell Hound, Outsiders). A Nul weapon is only usable by the hunter who crafted it.
Creation of these items takes a masterwork item and 24 hours of work for each item. A magehunter may enhance only one suit of armor and one weapon at a time. These items retain their enhancements for three months before they must be renewed. These items are mystical but do not appear to be magical in nature, only a Legend Lore spell will show that there is anything special about the items. Detect Magic and similar spells do not reveal anything about the Nul items.
If a Nul Weapon or Armor is physically destroyed, the magehunter takes 1d4 points of damage per level and loses 1 temporary point of constitution. Spellcasters struck by the weapon must make a Concentration check (DC 10 + magehunter level) or lose their spellcasting ability for 24 hours.
Slippery Mind: If a magehunter is effected by an enchantment that gets by his SR and he fails his saving throw, 1 round later he can attempt a second saving throw. A hunter only gets this one extra chance at a saving throw.
Disrupt: A magehunter may concentrate and radiate disruptive energies as if he had just cast an area Dispel Magic. This ability is a full round action. The Magehunter's effective caster level is his character level for this ability.
Analyze Dweomer: As the spell, the caster level is the character's class level in the Magehunter class. This ability is usable once per week.
Disjoin: If a Magehunter holds a magic item, he can focus his energy upon the item and destroy the enchantment. This ability acts exactly like Mordenkainen's Disjunction.
Steal Power: High level Magehunters have the ability to strip the power from a spellcaster. To use this ability, a Magehunter must grasp his victim (a grapple attack). While holding them, he activates his Disruption ability. The victim may succeed at a grapple check to break free of the ability. For each full round that the Magehunter holds his victim, he leeches one spell level from the target. The loss of spell levels may not be cured but may be regained as the victim advances in future levels. For each spell level drained this way, the Magehunter loses one permanent point of Constitution.
