Magehunter

From Traykon Campaign Setting - Pathfinder
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Alignment: Any Neutral.

Hit Die: d10.
Class Skills: The Magehunter's class skills (and the key ability for each skill) are: Bluff (Chr), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (Religion) (Int), Perception (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int).
Skill Points per Level: 4 + Int modifier.
Starting Wealth: 5d6 × 10 gp (average 175 gp)
Special: Magehunters lose any ability to cast spells.  Their magic dampening aura's 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 she has one in Magehunter, she may never advance as a Magehunter again.
Weapon and Armor Proficiency: A Magehunter is proficient with all simple and martial weapons, with all armor, and with shields (except tower shields).

Magehunter
Originally members of an elite order called the Knights of Thorne, 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.
Level Base Attack Bonus Fort Save Ref Save Will Save Special

1

+1

+2

+0

+2

Arcane Vendetta, Detect Magic

2

+2

+3

+0

+3

Hunter's Armaments +1

3

+3

+3

+1

+3

Aura of Glory

4

+4

+4

+1

+4

 

5

+5

+4

+1

+4

Disrupt, Hunter's Armaments +2 (silver)

6

+6/+1

+5

+2

+5

Arcane Memory

7

+7/+2

+5

+2

+5

 

8

+8/+3

+6

+2

+6

Hunter's Armaments +3 (cold iron)

9

+9/+4

+6

+3

+6

Imposing Presence

10

+10/+5

+7

+3

+7

Disjoin

11

+11/6/+1

+7

+3

+7

Hunter's Armaments +4 (magic)

12

+12/+7/+2

+8

+4

+8

 

13

+13/+8/+3

+8

+4

+8

 

14

+14/+9/+4

+9

+4

+9

Hunter's Armaments +5 (adamantine)

15

+15/+10/+5

+9

+5

+9

Blood of the Martyr

16

+16/+11/+6/+1

+10

+5

+10

 

17

+17/+12/+7/+2

+10

+5

+10

Hunter's Armaments +6 (good or evil)

18

+18/+13/+8/+3

+11

+6

+11

 

19

+19/+14/+9/+4

+11

+6

+11

 

20

+20/+15/+10/+5

+12

+6

+12

Curse of the Forsaken, Hunter's Armaments +7

Arcane Vendetta (Ex): You deal +2 damage with weapon attacks made against any target you have witnessed casting an arcane spell (not using a spell-like ability) in the last 5 rounds. You must have successfully identified the spell with a Spellcraft check to know without a doubt that the spell is arcane.

Detect Magic (Sp): At will, the Magehunter can detect magical auras as per the spell Detect Magic. They may use this ability for a number or rounds equal to their class level per day. These rounds need not be consecutive.

Hunter's Armaments (Su): The magehunter can to infuse part of his life force into a suit of armor and a melee weapon. This gives the weapon or armor a +1 enhancement bonus to attack and damage for every 3 additional levels attained in the class. The weapon also the ability to bypass certain magic resistance as it progresses in power. This item is only usable by the magehunter who crafted it.

Creation of these items takes a masterwork item and 24 hours of work. 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 items.

As long as the Armaments have at least a +1 bonus, the magehunter can choose not to add an additional +1 as granted by level and instead choose to add one of the following abilities: Bane, Brilliant Energy, Defending, Disruption, Flaming, Frost, Speed, Shock, Ghost Touch, Keen, or Wounding.

If a these weapons or armor are 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.

Aura of Glory (Su): At 3rd level, a Magehunter is surrounded by disruptive energy that can negate magical spells and abilities. In a 10 ft radius surrounding the magehunter, any magical effect has a chance of being suppressed as if it were trying to overcome spell resistance. This suppression aura has a DC equal to the Magehunter's class level +10. This ability functions only while the Magehunter is conscious, not if she is unconscious or dead. Magical items suppressed by this aura begin to function again 1d4+1 rounds after being removed from the aura.

Disrupt (Sp): A magehunter may concentrate and radiate disruptive energies in a 30 ft radius 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 class level for this ability.

Arcane Memory (Su): Whenever the Magehunter is affected by a damaging spell, they can make a spellcraft check against the DC of the spell to gain total immunity to that spell for one minute. This immunity is precise to a single spell and does not protect against similar spells or energy types.

Imposing Presence (Su): Once per day, a magehunter can impose her will upon an arcane spellcaster to gain control of their arcane abilities. As a standard action, a magehunter can attempt to overpower the will of a target spellcaster. The magehunter rolls an intimidate check with the DC being a Willpower save by the spellcaster. If the target fails, the magehunter temporarily blocks their spellcasting ability. Each round, the magehunter can attempt a spellcraft check (spellcaster's DC) and cast a spell as if she were a spellcaster of the appropriate level. This ability lasts until either the target's spells are exhausted or the magehunter fails a spellcraft check while casting a spell. Spells cast by the magehunter expend the spells as if the spellcaster had cast it themselves. At level 20, this ability can be used a number of times per day equal to a magehunter's Chr modifier.

Disjoin (Su): If a Magehunter holds a magic item, he can focus his energy upon the item and destroy the enchantment.

Blood of the Martyr (Ex): The Magehunter can sacrifice a 1 HP per level to gain damage reduction equal to her class level. The magehunter can sacrifice an additional 1 HP per level to also gain fast healing equal to 1/2 of her class level (rounded down). This ability functions for 1 round per level.

Curse of the Forsaken (Su): The most feared ability of the magehunter is her ability to strip spellpower and arcane levels from a target. As a full round action, the magehunter can focus their disrupt ability into a touch attack. If successful, the target suffers a negative level as their spellcasting class is drained away. This level drain is permanent and can only be regained by normal character advancement.

Each successful use of this ability costs the magehunter a temporary point of constitution damage. A magehunter cannot reduce her constitution below 1 or reduce herself to negative health by use of this ability. If either of those conditions would apply, the ability fails and the magehunter must roll a fortitude save or be rendered unconscious for 1d4+1 hours. The constitution drained by this ability cannot be restored via magic but returns at a rate of one point per day the magehunter takes no stressful activities. Traveling or other simple activities does not count as stressful activities.

Ex-Magehunter: A magehunter who takes a class level in any other class loses all of her supernatural and spell-like abilities but retains all other abilities. Her hunter's armaments retain their abilities until their three month renewal comes due. However, any attempt to wield the weapon or don the armor causes 1d4 wisdom damage to the magehunter. If the magehunter forgoes this class and becomes a priest of T'lor, the same rules apply except she retains the ability and use of her hunter's armaments.

If the magehunter becomes a Knights of Thorne she loses all of her abilities in this class but gains all the abilities of the Knights of Thorne of the same class level. Few magehunters would ever consider returning to the ranks of their old order. Jhalamark may accept them back but his Knights will not trust the convert requiring her to prove herself many times over before gaining their trust and acceptance.