Mageslayer by Naoki00
Alignment: Any. Most mageslayers are surprisingly lawful, with their mentality serving as a guideline morality. There are chaotic mageslayers who have learned their skills to merely be better equipped to murder casters and their like, however. Good and evil are a similar issue, since most mageslayers are good aligned crusaders hunting the wickedness of liches, demons, and the casters who serve them, but still exist the mageslayer that chooses to hunt down the holy scions of the world.
Hit Die: d10
Class Skills: 2+ Int mod. Climb (Str), Craft (Int), Intimidate (Cha), Knowledge (Arcana, Dungeoneering, Nature, Religion, Planes) Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Survival (Wis), and Swim (Str).
Relations with Casters: As implied the relation between any mageslayer and a caster is always a strained one, but this doesn’t mean that allies cannot be found among those who use magic. A mageslayer might find common ground with a wizard or cleric who believes in a similar goal or one that practices magic in a more controlled manner than others. Sorcerers and their more innate magic with wildly varied personalities however often conflict far more than others, so most mageslayers will keep a wary eye on a sorcerer companion that hasn’t proved themselves to be completely trustworthy.
Proficiencies: A Mageslayer is proficient with all simple and martial weapons. They are proficient with all armor and with shields (but not tower shields).
Table: Mageslayer
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +0 +2 Occultist, Slayer's Guile, Spell Thief, Record the Offense
2nd +2 +3 +0 +3 Arcane Resistance, Slayer Art
3rd +3 +3 +1 +3 Spellbane +1, Fire with Fire
4th +4 +4 +1 +4 Beguiling Fuel
5th +5 +4 +1 +4 Eldritch Sight, Slayer Art
6th +6/+1 +5 +2 +5 Spellbane +2
7th +7/+2 +5 +2 +5 Spell Purge
8th +8/+3 +6 +2 +6 Improved Arcane Resistance, Slayer Art
9th +9/+4 +6 +3 +6 Spellbane +3
10th +10/+5 +7 +3 +7 Shield of Anonymity
11th +11/+6/+1 +7 +3 +7 Binding Strike, Slayer Art
12th +12/+7/+2 +8 +4 +8 Antimagic Barrier 1/day, Spellbane +4
13th +13/+8/+3 +8 +4 +8 Mind Shield, Two Way Door
14th +14/+9/+4 +9 +4 +9 Superior Arcane Resistance, Slayer Art
15th +15/+10/+5 +9 +5 +9 Impervious Anonymity, Spellbane +5
16th +16/+11/+6/+1 +10 +5 +10 Antimagic Barrier 1/day
17th +17/+12/+7/+2 +10 +5 +10 Improved Spell Purge, Slayer Art
18th +18/+13/+8/+3 +11 +6 +11 Spellbane +6
19th +19/+14/+9/+4 +11 +6 +11 Final Sanction
20th +20/+15/+10/+5 +12 +6 +12 Immortal Enemy
Hit Die: d10
Class Skills: 2+ Int mod. Climb (Str), Craft (Int), Intimidate (Cha), Knowledge (Arcana, Dungeoneering, Nature, Religion, Planes) Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Survival (Wis), and Swim (Str).
Relations with Casters: As implied the relation between any mageslayer and a caster is always a strained one, but this doesn’t mean that allies cannot be found among those who use magic. A mageslayer might find common ground with a wizard or cleric who believes in a similar goal or one that practices magic in a more controlled manner than others. Sorcerers and their more innate magic with wildly varied personalities however often conflict far more than others, so most mageslayers will keep a wary eye on a sorcerer companion that hasn’t proved themselves to be completely trustworthy.
Proficiencies: A Mageslayer is proficient with all simple and martial weapons. They are proficient with all armor and with shields (but not tower shields).
Table: Mageslayer
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +0 +2 Occultist, Slayer's Guile, Spell Thief, Record the Offense
2nd +2 +3 +0 +3 Arcane Resistance, Slayer Art
3rd +3 +3 +1 +3 Spellbane +1, Fire with Fire
4th +4 +4 +1 +4 Beguiling Fuel
5th +5 +4 +1 +4 Eldritch Sight, Slayer Art
6th +6/+1 +5 +2 +5 Spellbane +2
7th +7/+2 +5 +2 +5 Spell Purge
8th +8/+3 +6 +2 +6 Improved Arcane Resistance, Slayer Art
9th +9/+4 +6 +3 +6 Spellbane +3
10th +10/+5 +7 +3 +7 Shield of Anonymity
11th +11/+6/+1 +7 +3 +7 Binding Strike, Slayer Art
12th +12/+7/+2 +8 +4 +8 Antimagic Barrier 1/day, Spellbane +4
13th +13/+8/+3 +8 +4 +8 Mind Shield, Two Way Door
14th +14/+9/+4 +9 +4 +9 Superior Arcane Resistance, Slayer Art
15th +15/+10/+5 +9 +5 +9 Impervious Anonymity, Spellbane +5
16th +16/+11/+6/+1 +10 +5 +10 Antimagic Barrier 1/day
17th +17/+12/+7/+2 +10 +5 +10 Improved Spell Purge, Slayer Art
18th +18/+13/+8/+3 +11 +6 +11 Spellbane +6
19th +19/+14/+9/+4 +11 +6 +11 Final Sanction
20th +20/+15/+10/+5 +12 +6 +12 Immortal Enemy
Occultist (Ex): At first level, a Mageslayer is already an expert on dealing with those of arcane nature, from the average wizard to the most obscure outsider they have a wealth of knowledge on either. She automatically adds her mageslayer level to knowledge checks pertaining to magical forces or creatures, regardless of the knowledge check rolled.
Slayer's Guile (Ex): Each mageslayer has learned the ability to use their own innate willpower mixed with the ancient mysteries of anti-magical combat, a constant exposure to hostile magic allowing them to use it’s energy against casters that would dare risk the world's order as they see it. This is represented by a pool of points called Slayer's Guile. The maximum number of points that can be in this pool at any one time is always equal to the mageslayer’s class level + her Intelligence modifier. At the beginning of each day (after 8 hours of rest) the pool begins with only as many points as the mageslayer’s Intelligence modifier, however it can be filled by using the Spell Thief and Beguiling Fuel class powers, and it is used to power most of her other class powers.
Spell Thief (Su): Masters of denial and magical suppression, a mageslayer at 1st level can sap the magical energies from creatures they deal damage to. She may make a single melee or ranged attack within 30ft of the target to use this ability, and if the attack succeeds the target must make a will save with a DC of 10 + ½ the mageslayer’s level (minimum 1) + her intelligence modifier. If they fail this save the mageslayer siphons off some of their power, removing a spell slot or prepared spell of 1d4 worth in level. Spell slots stolen from spontaneous casters cannot be used for 1 minute after being stolen. These spells are chosen at random. If the target has spell-like abilities it instead removes a random one’s usage, or if the spell-like ability was usable at will then it removes the creatures ability to use it for 1d4 rounds. The mageslayer adds a number of points to her Slayer’s Guile equal to the level of the spell removed. At level 6 the die used to determine the level of spell taken (and how long a spell-like ability cannot be used) becomes 1d6, at 12th level 1d8, 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.
Record the Offense (Ex): From 1st level onward a mageslayer can keep very good tabs on what they have stolen. Whenever a mageslayer successfully uses her Spell Thief power against a caster, she records the exact spells she stole, their caster level, and any metamagic that they may have been prepared with. As long as she has these spells recorded, she gains a +2 on all related checks to avoid or resist the effects of these spells. She may hold a spell on record for no more than 1 minute per class level, and can hold a number of spells total equal to her class level.
Arcane Resistance (Ex): At 2nd level the mageslayer gains a bonus on saves made to resist spells and spell-like abilities equal to her intelligence modifier. At 8th level she gains Spell Resistance equal to 6 + her class level. At 14th level her spell resistance becomes 11+ her class level. At 16th level she no longer suffers a reduced effect from making her save against spells or spell-like abilities.
Slayer Art: At 2nd level and every 3rd level after that, a mageslayer may choose from the following list of abilities that aid her in fighting off the forces of magic, allowing each to customize their approach to the task. Any associated save from a Art is alway 10 + ½ the mageslayer’s level + her intelligence modifier.
Spellbane (Su): Due to the strength of their anti-magical skills, a third level mageslayer’s weapons gain a particular hatred for spellcasters, more eagerly seeking out their end than others. Against creatures with the ability to cast spells or use spell-like abilities the mageslayer’s weapons gain a +1 bonus to attack and damage rolls. This bonus increases by 1 every 3 levels afterward.
Fire with Fire: Purhaps the most iconic of a mageslayer’s tools is the ability to deny a caster their magic, but once stolen this arcane energy must be used somehow, or it will simply dissipate back into the world. As a caster will always use every tool they have, so too must a mageslayer, and at 3rd level they can use this against them. Once the mageslayer has a recorded spell, she may use an amount of guile equal to that spell’s level to hurl the captured magic back at them. This is not actually casting the spell, merely using the stolen energy and removing it. This allows mageslayers to utilize effects normally denied to them, evening the odds against enemies who sometimes possess an answer to all problems. For the purposes of effects such as a Barbarian’s Rage that prevent them from casting spells, this still prohibits them from using spells with this ability unless otherwise stated (such as with the Raging Slayer feat).
Even when they happen to steal spells that aren’t particularly useful, the mageslayer can utilise 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.
Beguiling Fuel (Ex): Sometimes even casters are scarce, and in such cases a mageslayer may be at a loss with how to fuel their powers. In such a case from 4th level onward, a mageslayer can sacrifice 1d6 points of health as a swift action and gain 1 point of guile. She may do this a number of times per day equal to her 1/2 her class level.
Eldritch Sight (Ex): At 5th level the mageslayer is permanently under the effect of an Arcane Sight spell, but as an extraordinary ability. At 10th level it becomes Greater Arcane Sight. The Mageslayer may dismiss or resume this ability as a free action.
Spell Purge: At 7th level the mageslayer can pull all her focus into a truely devastating purge of arcane energy. Once per day the mageslayer can mimic the effect of a Mage’s Disjunction, but with a range of “touch” and only to a single enemy and lasting for a number of rounds equal to her intelligence modifier.
Shield of Anonymity (Ex): From 10th level onward even the magic of good and evil waft over the mageslayer’s powers of nullification. She is always treated as one step in any direction more beneficial for the effects of spells that rely on alignment.
Binding Strike (Su): At 11th level a mageslayer’s ability to deny caster’s their magic advances further, letting them halt magical movement for a short time. Whenever the mageslayer successfully steals spells from a creature, that creature cannot use any spell or spell-like abilities with the Teleportation descriptor for 3 rounds.
Antimagic Barrier (Su): At 12th level the mageslayer is able to call up a nullifying field against magical assault. Once per day the mageslayer can mimic the effect of an antimagic field, lasting for 1 minute. At 16th level the mageslayer can use this ability twice per day.
Mind Shield (Ex): At 13th level, the mageslayer has become so adept at negating magical powers that she is always somewhat prepared. The mageslayer becomes immune to mind-affecting abilities.
Two Way Door (Su): Instead of halting a spellcaster’s ability to travel, sometimes it’s best to know where they want to go, and how to follow. At 13th level the mageslayer can spend 1 point of guile when an enemy spellcaster uses a teleportation spell. Doing so immediately tells the mageslayer how far they traveled. Spending 3 points of guile allows her to instead teleport with the spellcaster unless they succeed a Reflex save (DC 10 + ½ mage slayer level + Intelligence modifier), dragging any adjacent allies through with her if said allies desire.
Impervious Anonymity (Su): At 15th level the mageslayer’s resistance to alignment spells becomes impenetrable, and she always counts as the most beneficial alignment to her.
Improved Spell Purge (Su): At 17th level the mageslayer’s ability to blow the magic off of an individual expands. Instead of the normal effect the mageslayer can mimic the effect of a Mage’s Disjunction as the normal spell, but as a supernatural ability.
Final Sanction (Ex): At 19th level any magic used to restore to life a person the mageslayer kills must make a caster level check with a DC of 10 + mageslayer’s level. On a failed check, that magic from that source cannot restore the victim to life.
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 as if by a True Resurrection effect 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).
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.
Slayer's Guile (Ex): Each mageslayer has learned the ability to use their own innate willpower mixed with the ancient mysteries of anti-magical combat, a constant exposure to hostile magic allowing them to use it’s energy against casters that would dare risk the world's order as they see it. This is represented by a pool of points called Slayer's Guile. The maximum number of points that can be in this pool at any one time is always equal to the mageslayer’s class level + her Intelligence modifier. At the beginning of each day (after 8 hours of rest) the pool begins with only as many points as the mageslayer’s Intelligence modifier, however it can be filled by using the Spell Thief and Beguiling Fuel class powers, and it is used to power most of her other class powers.
Spell Thief (Su): Masters of denial and magical suppression, a mageslayer at 1st level can sap the magical energies from creatures they deal damage to. She may make a single melee or ranged attack within 30ft of the target to use this ability, and if the attack succeeds the target must make a will save with a DC of 10 + ½ the mageslayer’s level (minimum 1) + her intelligence modifier. If they fail this save the mageslayer siphons off some of their power, removing a spell slot or prepared spell of 1d4 worth in level. Spell slots stolen from spontaneous casters cannot be used for 1 minute after being stolen. These spells are chosen at random. If the target has spell-like abilities it instead removes a random one’s usage, or if the spell-like ability was usable at will then it removes the creatures ability to use it for 1d4 rounds. The mageslayer adds a number of points to her Slayer’s Guile equal to the level of the spell removed. At level 6 the die used to determine the level of spell taken (and how long a spell-like ability cannot be used) becomes 1d6, at 12th level 1d8, 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.
Record the Offense (Ex): From 1st level onward a mageslayer can keep very good tabs on what they have stolen. Whenever a mageslayer successfully uses her Spell Thief power against a caster, she records the exact spells she stole, their caster level, and any metamagic that they may have been prepared with. As long as she has these spells recorded, she gains a +2 on all related checks to avoid or resist the effects of these spells. She may hold a spell on record for no more than 1 minute per class level, and can hold a number of spells total equal to her class level.
Arcane Resistance (Ex): At 2nd level the mageslayer gains a bonus on saves made to resist spells and spell-like abilities equal to her intelligence modifier. At 8th level she gains Spell Resistance equal to 6 + her class level. At 14th level her spell resistance becomes 11+ her class level. At 16th level she no longer suffers a reduced effect from making her save against spells or spell-like abilities.
Slayer Art: At 2nd level and every 3rd level after that, a mageslayer may choose from the following list of abilities that aid her in fighting off the forces of magic, allowing each to customize their approach to the task. Any associated save from a Art is alway 10 + ½ the mageslayer’s level + her intelligence modifier.
Spellbane (Su): Due to the strength of their anti-magical skills, a third level mageslayer’s weapons gain a particular hatred for spellcasters, more eagerly seeking out their end than others. Against creatures with the ability to cast spells or use spell-like abilities the mageslayer’s weapons gain a +1 bonus to attack and damage rolls. This bonus increases by 1 every 3 levels afterward.
Fire with Fire: Purhaps the most iconic of a mageslayer’s tools is the ability to deny a caster their magic, but once stolen this arcane energy must be used somehow, or it will simply dissipate back into the world. As a caster will always use every tool they have, so too must a mageslayer, and at 3rd level they can use this against them. Once the mageslayer has a recorded spell, she may use an amount of guile equal to that spell’s level to hurl the captured magic back at them. This is not actually casting the spell, merely using the stolen energy and removing it. This allows mageslayers to utilize effects normally denied to them, evening the odds against enemies who sometimes possess an answer to all problems. For the purposes of effects such as a Barbarian’s Rage that prevent them from casting spells, this still prohibits them from using spells with this ability unless otherwise stated (such as with the Raging Slayer feat).
Even when they happen to steal spells that aren’t particularly useful, the mageslayer can utilise 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.
Beguiling Fuel (Ex): Sometimes even casters are scarce, and in such cases a mageslayer may be at a loss with how to fuel their powers. In such a case from 4th level onward, a mageslayer can sacrifice 1d6 points of health as a swift action and gain 1 point of guile. She may do this a number of times per day equal to her 1/2 her class level.
Eldritch Sight (Ex): At 5th level the mageslayer is permanently under the effect of an Arcane Sight spell, but as an extraordinary ability. At 10th level it becomes Greater Arcane Sight. The Mageslayer may dismiss or resume this ability as a free action.
Spell Purge: At 7th level the mageslayer can pull all her focus into a truely devastating purge of arcane energy. Once per day the mageslayer can mimic the effect of a Mage’s Disjunction, but with a range of “touch” and only to a single enemy and lasting for a number of rounds equal to her intelligence modifier.
Shield of Anonymity (Ex): From 10th level onward even the magic of good and evil waft over the mageslayer’s powers of nullification. She is always treated as one step in any direction more beneficial for the effects of spells that rely on alignment.
Binding Strike (Su): At 11th level a mageslayer’s ability to deny caster’s their magic advances further, letting them halt magical movement for a short time. Whenever the mageslayer successfully steals spells from a creature, that creature cannot use any spell or spell-like abilities with the Teleportation descriptor for 3 rounds.
Antimagic Barrier (Su): At 12th level the mageslayer is able to call up a nullifying field against magical assault. Once per day the mageslayer can mimic the effect of an antimagic field, lasting for 1 minute. At 16th level the mageslayer can use this ability twice per day.
Mind Shield (Ex): At 13th level, the mageslayer has become so adept at negating magical powers that she is always somewhat prepared. The mageslayer becomes immune to mind-affecting abilities.
Two Way Door (Su): Instead of halting a spellcaster’s ability to travel, sometimes it’s best to know where they want to go, and how to follow. At 13th level the mageslayer can spend 1 point of guile when an enemy spellcaster uses a teleportation spell. Doing so immediately tells the mageslayer how far they traveled. Spending 3 points of guile allows her to instead teleport with the spellcaster unless they succeed a Reflex save (DC 10 + ½ mage slayer level + Intelligence modifier), dragging any adjacent allies through with her if said allies desire.
Impervious Anonymity (Su): At 15th level the mageslayer’s resistance to alignment spells becomes impenetrable, and she always counts as the most beneficial alignment to her.
Improved Spell Purge (Su): At 17th level the mageslayer’s ability to blow the magic off of an individual expands. Instead of the normal effect the mageslayer can mimic the effect of a Mage’s Disjunction as the normal spell, but as a supernatural ability.
Final Sanction (Ex): At 19th level any magic used to restore to life a person the mageslayer kills must make a caster level check with a DC of 10 + mageslayer’s level. On a failed check, that magic from that source cannot restore the victim to life.
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 as if by a True Resurrection effect 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).
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. If the subject of the attack is capable of casting spells or possesses spell-like abilities, the magical influx overwhelms the senses, stunning the target for one round.
- 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.