Mage Slayer (Ranger/Inquisitor)

(Original Concept by Elghinn Lightbringer)

Primary Class: Ranger.

Secondary Class: Inquisitor.

Alignment: Any.

Hit Dice: d10.

Bonus Skills and Ranks: The mage slayer may select three ranger skills to add to his class skills in addition to the normal inquisitor class skills. The mage slayer gains a number of ranks at each level equal to 6 + Int modifier.

Weapon and Armor Proficiency: Mage slayers are proficient with all simple and martial weapons, and the favored weapon of her deity. He is also proficient with light armor, medium armor, and shields (except tower shields).

Spellcasting: A mage slayer casts divine spells which are drawn from the ranger and inquisitor spell list. He otherwise prepares and casts his spell as ranger equal to his mage slayer level. The mage slayer gains bonus spells for a high Wisdom score.

Arcane Foe (Ex): This ability functions as the ranger’s favored enemy ability, except that a mage slayer must select arcane foe as his favored enemy, which includes any creature with levels in any arcane spellcasting class (wizard, sorcerer, bard, etc.). The bonus granted against an arcane foe is +2 at 1st level, and increases by +2 every seven levels thereafter, to a maximum of +6 at 15th level. The mage slayer does not select any additional favored enemies. This ability otherwise functions as and replaces 1st favored enemy.

Arcane Lore (Ex): At 1st level, a mage slayer adds his Wisdom modifier on Spellcraft checks in addition to his Intelligence modifier when attempting to identify a spell as it is being cast, to identify the properties of a magic item using detect magic, to decipher a scroll, or identify the abilities and weaknesses of magical creatures. This ability replaces wild empathy.

Detect Magic (Sp): At will, a mage slayer can use detect magic, as the spell. A mage slayer can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is magical, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the mage slayer does not detect magic in any other object or individual within range. This ability replaces track.

Spell Killer (Ex): At 2nd level, a mage slayer gains the Disruptive feat as a bonus feat, even if he does not meet the prerequisites. When the mage slayer defeats an arcane spellcasting enemy (whether by reducing it to 0 or fewer hit points, taking the enemy captive, or accepting a truce), he gains a +2 sacred or profane bonus to AC for 1 minute per level, according to the mage slayer’s level (sacred bonus if good, profane if evil; if neutral, he may choose either sacred or profane, but once chosen it cannot be change). Whenever the mage slayer hits a creature with levels of wizard or any arcane spellcasting class, or that uses spell-like abilities, he can end this effect to stagger that creature. The creature receives a Fortitude save (DC 10 + 1/2 the mage slayer’s level + the mage slayer’s Wisdom modifier) against this effect on each of its turns (including the turn in which it gained the effect) to negate the staggered condition. This ability counts for any feat with Disruptive as its prerequisite. This ability replaces combat feat at 2nd level.

Solo Tactics (Ex): At 3rd level, a mage slayer gains the inquisitor’s solo tactics ability. This ability replaces Endurance.

Spell Scent (Ex): At 3rd level, the mage slayer learns how to sense unique spell signatures, and can follow the trail of a cast spell or spell effect cast back to its source. Once per day, when the mage slayer comes into contact with or is exposed to a spell effect or a magic item, he can spend a full-round action to examine the spell effect or magic item, and then gains the effect of a locate creature spell. He can do this even if the spell effect was instantaneous, but must start his examination within 1 round after he experienced the spell’s effect. Instead of locating a known creature, the mage slayer locates the caster of the spell effect or magic item he examined. Doing so does not allow the mage slayer to gain any intelligence about the spellcaster other than its location. This ability replaces 1st favored terrain.

Hunter’s Bond (Ex): This is exactly like the ranger ability of the same name, except that a mage slayer must choose to bond with his companions.

Judgment (Su): At 5th level, a mage slayer gains the inquisitor’s judgment ability once per day, and an additional time per day every five levels thereafter, to a maximum of 4/day at 20th level. This ability replaces 2nd, 3rd, 4th, and 5th favored enemy.

Combat Style Feat: This is exactly like the ranger ability of the same name, except that the mage slayer gains a combat style feat at 6th, 12th and 18th level. Also, any time a mage slayer could select a combat style feat, he can instead select a teamwork feat which he qualifies for. In addition, the mage slayer may select from the following feats, using 1/2 his mage slayer level as his fighter level for any prerequisites: Disrupting Shot*, Greater Penetrating Strike, Penetrating Strike, Spellbreaker, and Teleporting Tactician*. (*Advanced Player’s Guide)

Magebane (Su): At 7th level, a mage slayer gains the inquisitor’s bane ability, except that it only affects creatures that are considered arcane foes. This ability replaces woodland stride.

Second Judgment (Ex): At 8th level, a mage slayer gains the inquisitor’s second judgment ability. This ability replaces 2nd favored terrain.

Arcane Camouflage (Su): This is exactly like the ranger’s camouflage ability. In addition, whenever the mage slayer makes a successful Stealth check, the mage slayer can choose to gain the benefits of either a displacement spell or a nondetection spell. Regardless of the choice, only one effect can be active at a time. The total duration of both effects cannot exceed a number of rounds per day equal to his mage slayer level, and may be divided between them as the mage slayer sees fit. This ability otherwise functions as and replaces camouflage.

Exploit Weakness (Ex): At 13th level, the mage slayer gains the inquisitor’s exploit weakness ability. This ability replaces 3rd favored terrain.

Greater Magebane (Su): At 14th level, the mage slayer’s magebane ability bonus increases to +4 against creatures that are considered arcane foes. This ability replaces combat style feat at 14th level.

Third Judgment (Ex): At 17th level, the mage slayer gains the inquisitor’s third judgment ability. This ability replaces hide in plain sight.

Arcane Resistance (Ex): At 19th level, a mage slayer gains spell resistance equal to 8 + his mage slayer level. In order to affect the mage slayer with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the mage slayer’s spell resistance. This ability replaces 4th favored terrain.

Mage Hunter (Su): At 20th level, whenever a mage slayer uses her judgment ability against an arcane spellcaster, the mage slayer can make a single melee (or ranged attack, if the foe is within 30 feet) against the target. If the attack hits, it deals damage normally, and the target must make a Fortitude save (DC 10 + 1/2 the mage slayer’s level + the mage slayer’s Wisdom modifier) or die. If the target is anything other than an arcane spellcaster, the target is affected by one of the following effects instead:

Regardless of whether or not the save is made, the target creature is immune to the mage slayer’s mage slayer ability for 24 hours. Once this ability has been used, it cannot be used again for 1d4 rounds. This ability replaces master hunter.

Combat Feats: The following combat feats complement the mage slayer multiclass archetype: Blind Fight, Cleave, Cleaving Finish†, Dazing Assault*, Far Shot, Great Cleave, Greater Blind Fight*, Greater Two-Weapon Fighting, Improved Blind Fight*, Improved Precise Shot, Improved Two-Weapon Fighting, Opening Volley†, Precise Shot, Quick Draw, and Two-Weapon Fighting. (*Advanced Player’s Guide, †Ultimate Combat)

Teamwork Feats: The following teamwork feats complement the mage slayer multiclass archetype: Allied Spellcaster*, Duck and Cover*, Enfilading Fire†, Escape Route†, Precise Strike*, Shake It Off†, and Target of Opportunity†. (*Advanced Player’s Guide, †Ultimate Combat)

Table: Mage Slayer