Mage Hunter (3.5e Alternate Class Feature)



"Don't be afraid of their smoke and mirrors. Once you take away their magical toys, they're nothing but commoners with an ego."

Mage Hunters are rangers dedicated to hunting down spellcasters of any sort, priming their abilities away from revering nature and handling wild beasts and towards fighting the powers both arcane and divine.

Gain Disguise, Knowledge (arcana), Knowledge (religion), Knowledge (the planes), and Spellcraft.



 : You may use detect magic at will.

 : Your favored enemy is against spellcasters. It covers any creature with spellcasting or spell-like abilities. It is otherwise treated as a favored enemy selection, and you may select from the usual list for future favored enemies at 5th level and beyond.

 : You may use Spellcraft in place of Survival for the purpose of tracking creatures subject to favored enemy spellcasters.



The penalty to caster level does not apply to your ranger spells or spell-like abilities gained from this class.



 : As an immediate reaction in response to spellcasting you have successfully identified with a Spellcraft check, you can counterspell (typically with your dispel magic spell). This uses up the spell as normal.

Spells are cast using your full ranger level for your caster level. In addition, the mage hunter ranger knows +1 more spell per level than the typical ranger (so he knows one 1st level spell at 4th level, instead of zero).

1st&mdash;accelerated movementSpC, alarm, amanuensisSpC, arrow mindSpC, blades of fireSpC, bloodhoundSpC, buzzing beeSpC, camouflageSpC, climb wallsSpC, crabwalkSpC, cure light wounds, darkvision, dawnSpC, deep breathSpC, detect favored enemySpC, detect secret doors, dispel magic, easy trailSpC, endure elements, erase, hawkeyeSpC, healing lorecallSpC, hunter's mercySpC, identify, jump, lay of the landSpC, lightfootSpC, longstrider, low-light visionSpC, magic weapon, marked objectSpC, nerveskitterSpC, nondetection, obscure object, omen of perilSpC, pass without trace, portal beaconSpC, protection from chaos/evil/good/law, ram's mightSpC, rapid burrowingSpC, read magic, resist energy, resist planar alignmentSpC, resurganceSpC, rhino's rushSpC, scentSpC, silent portalSpC, sniper's shotSpC, stalking brandSpC, summon monster I, surefootSpC, surefooted strideSpC, thunderheadSpC, towering oakSpC, traveler's mountSpC, wings of the seaSpC

2nd&mdash;analyze portalSpC, anticipate teleportationSpC, arcane sight, assay spell resistanceSpC, attune formSpC, balancing lorecallSpC, barkskin, bear's endurance, briar webSpC, bull's strength, burrowSpC, cat's grace, cure moderate wounds, curse of impending bladesSpC, deeper darkvisionSpC, detect scrying, discern shapechangerSpC, dimensional anchor, dimension door, eagle's splendor, exacting shotSpC, explosive runes, fly, fox's cunning, greater alarmSpC, greater resistanceSpC, lesser globe of invulnerability, lion's chargeSpC, listening lorecallSpC, locate creature, mass camouflageSpC, one with the landSpC, owl's wisdom, protection from energy, ray of deanimationSpC, ray deflectionSpC, ray of stupiditySpC, rebukeSpC, remove curse, scramble portalSpC, scrying, secret page, sepia snake sigil, silence, spider climb, spike growth, stifle, summon monster II, suppress gylphSpC, swift hasteSpC

3rd&mdash;analyze dweomer, antimagic field, arrow stormSpC, blade stormSpC, bottle of smokeSpC, break enchantment, cure serious wounds, false vision, feeblemind, forestfold (includes urban terrain)SpC, globe of invulnerability, greater anticipate teleportationSpC, greater dispel magic, greater endure elements, greater magic weapon, greater rebukeSpC, mark of the hunterSpC, mass burrowSpC, mass curse of inpending bladesSpC, mass resurganceSpC, mind fog, overland flight, prying eyes, refusalSpC, ruby ray of reversalSpC, safe clearingSpC, seal portalSpC, spell dampen, summon monster III, superior resistanceSpC, symbol of spell lossSpC, teleport, true seeing, wall of dispel magicSpC

4th&mdash;antimagic raySpC, banishment, binding, cure critical wounds, cursed bladeSpC, dimensional lock, discern location, ethereal jaunt, foebaneSpC, ghost trapSpC, greater arcane sight, freedom of movement, implacable pursuerSpC, land wombSpC, mass surefooted strideSpC, plane shift, protection from spells, reaving dispelSpC, spell turning, summon monster IV, unbindingSpC, wall of greater dispel magicSpC



 : You are treated as if under freedom of movement against spells and spell-like effects. For example, you move normally in a solid fog and cannot be grappled by a grasping hand or summoned creature, but you still are impeded by natural difficult terrain and can be grappled by a normal or called creature.



 : You can track spellcasting creatures through the air and water as easily as you do on land (base DC 20), and may track them across dimensions or if they have teleported. If your target has teleported or changed planes, you can determine which plane they have gone with with a base DC 30 check, and their exact position with a +20 to the DC. For example, a fleeing spellcaster plane shifted away while in mid air, and the trail is fresh. The DC is 30 (cross-planar) to determine they went to the astral plane, and +20 (DC 50) to determine where on the astral plane.



 : The mage hunter gains spell resistance equal to their HD + 11. They may allow willing or harmless spells through as a free action.



 : You may complete all 3 rounds of study with your detect magic ability in a single standard action.



 : You are under a constant nondetection effect equal to your caster level.



 : This ability represents the mage hunter’s ability to wriggle free from magical effects that would otherwise control or compel him. If a mage hunter with slippery mind is affected by an enchantment spell or effect and fails his saving throw, he can attempt it again 1 round later at the same DC. He gets only this one extra chance to succeed on her saving throw.



 : When you make a successful Spellcraft check against a spell effect or magic item, you can identify the spellcaster. This does not give you a name, so much as a unique signature which you can identify upon seeing the spellcaster with detect magic or witnessing one of their spells.



 : You are completely immune to all divination spells and effects. In addition, Power Word spells do not function on you. You may suppress this ability as a free action if you are wishing to be found.

 : You do not trigger magical traps of any kind, including explosive runes.



 : Spells which fail to penetrate your spell resistance instead heal you for 1 hp per caster level of the spell effect.



 : You gain a special form of death attack (as per an assassin). After 3 rounds of study, instead of dealing sneak attack damage, paralysis, or death, the target must make a Will save or lose their spellcasting and spell-like abilities for 1 round/level. The DC for this ability is 10 + 1/2 HD + Wisdom modifier. It counts as a death attack for the purpose of feats and other effects which augment death attack.