Skip to content

The Mage Killer

The Mage Killer

The Mage Killer is a martial expert who specializes in nullifying magic or closing on those who use it. Much of their training concerns fighting mages without relying upon the same degree of magical talent. They are often employed as guards or attached to military units to keep their allies safe from arcane bombardment. As adventurers, they are invaluable in any situation where magic has become the primary threat.

Basic Detail

HD Type: d12
Bonus HP Per HD: +5
Attack Curve: High
Magical Prowess: Basic
Sub-Type: Combat Focused
Skill Growth: 2 + Intelligence Modifier (4x as much at first level)
Suggested Skills: Acrobatics, Balance, Beguile, Discern Intent, Diplomacy, Escape Artist, Gather Information, Investigate, Knowledge (Arcana), Knowledge (Nature), Knowledge (Religion), Listen, Spot, and Swim.
Known Skills: 6 + Intelligence Modifier
Weapon Proficiency: A Weapon Group of choice
Armor Proficiency: Light, medium, and shields except tower shields
Saves: 2 High and 2 Low
Primary Mental Attribute (PMA): Intelligence; must be 16+

Suggested Attribute Distribution: Str 18, Dex 12, Con 14, Int 16, Wis 16, Cha 14

Progression


HD Perk Base Attack High Save Low Save Spell
Proficiency
1 Mage KillerD, Weapon Group FixationF, AlertF, Counterspell (1/day), and Spell TheftA 1/day +1 +2 +0 +0
2 - +2 +3 +0 +0
3 Counterspell (2/day) and Offensive Group TrainingF +3 +3 +1 +0
4 Practiced CounterspellF +4 +4 +1 +0
5 Counterspell (2/day), NullifierD (Lesser Dispel Magic 3/day) +5 +4 +1 +0
6 Improved Weapon Group FixationF +6/+1 +5 +2 +0
7 Counterspell (4/day), Improved Offensive Group TrainingF +7/+2 +5 +2 +0
8 - +8/+3 +6 +2 +0
9 Counterspell (5/day), Shield FocusF +9/+4 +6 +3 +0
10 Inhibitor +3D, Fay SpaceA, and GrapplerF +10/+5 +7 +3 +1
11 Counterspell (6/day) +11/+6/+1 +7 +3 +1
12 Inhibitor +4, Interrupting GrappleF, Nullifier (Greater Dispel Magic 3/day) +12/+7/+2 +8 +4 +1
13 Counterspell (7/day), Ray GuardF +13/+8/+3 +8 +4 +1
14 - +14/+9/+4 +9 +4 +1
15 Counterspell (8/day), Resistive FocusD and Improved Shield FocusF +15/+10/+5 +9 +5 +1
16 Inhibitor +5 and Unshakable +16/+11/+6/+1 +10 +5 +1
17 Counterspell (9/day) +17/+12/+7/+2 +10 +5 +1
18 IndomitableF +18/+13/+8/+3 +11 +6 +1
19 Counterspell (10/day), Unbreakablef +19/+14/+9/+4 +11 +6 +1
20 Magic Resistant (30)D, Inhibitor +6, and Ally ShieldingA(3/day) +20/+15/+10/+5 +12 +6 +2

F Feat, A Ability, and D Definition


The Breakdown

Mage Killer: Gain Counterspell as a supernatural (Su) ability once per day at 1 HD. The number of uses increases at every odd-numbered HD. This Counterspell is always treated as if it were cast at 6th level. Mage Killers also use their HD instead of their caster level for counterspell and dispel-type effects. If the character only has one high save, they will instead have two high saves.

Weapon Group Fixation: This provides a +1 training bonus to attack on all weapons within the weapon group.

Alert: Gain a +3 inherent bonus to Listen, Spot, and Initiative.

Spell Theft: Gain the ability Spell Theft.

Offensive Group Training: This provides a +2 training bonus to damage on all weapons within the weapon group.

Practiced Counterspell: Gain an extra counterspell per round that does not consume the Mage Killer's immediate action.

Improved Weapon Group Fixation: All weapons within the weapon group will now have a +2 training bonus on rolls to attack.

Improved Offensive Group Training: All weapons within the weapon group will now have a +4 training bonus to damage rolls.

Nullifier: Gain 3 uses of Lesser Dispel Magic per day as a spell-like ability.

Shield Focus: Gain +1 AC with a type of shield, and an additional effect based on which type. See Text

Inhibitor: Gain a +3 competency bonus on Dispel, Counterspell, and Knowledge (Arcana) rolls. This bonus grows by +1 every 4 HD. This bonus also applies to the spell DC of any variation of Dispel Magic.

Fay Space: Gain the ability Fay Space.

Grappler: Initiating a grapple no longer provokes an attack of opportunity. Gain a +4 training bonus on all grapple checks.

Interrupting Grapple: When a spellcaster triggers an attack of opportunity, the Mage Killer can instead choose to grapple them in place of an attack.

Ray Guard: Apply the AC bonus from the shield selected with Shield Focus against magical touch attacks.

Resistive Focus: Choose one of the Mage Killer's low saves and make it a high save.

Improved Shield Focus: The shield selected for Shield Focus gains +1 more AC and further bonuses. See Text

Unshakable: Gain a +2 inherent bonus to Ego saves.

Indomitable: Gain a +2 inherent bonus to Will saves.

Unbreakable: Gain a +2 inherent bonus to Fortitude saves.

Ally Shielding: Gain the ability Ally Shielding.

Magic Resistant: Gain Spell Resistance equal to 10 + HD (30).

Spell Casting

Caster Level: A basic caster's caster level (CL) is considered to be their HD divided in half, rounded down. Thus, a level 11 basic caster has a CL of 5. This affects many aspects of a spell, like range, number of damage dice, duration, etc.

Spells Known: Spells known are spells that a caster does not have to prepare ahead of time. A basic magic user does not get many of these. This does not mean, however, that they cannot cast spells. They can carry a spellbook around and put any spell from their specified list into it (Arcane, Divine, or Generalist).

Spells Per Day: Also called spell slots, these are how many of a given spell level can be cast per day. Sometimes a level will have 0 listed. This means they are able to cast spells at that level, given that they have a high enough PMA to get bonus spells per day.

Prepared Spells: Spells in a spellbook must be prepared, consuming a spell per day when they are. A spell remains prepared until cast. The slot occupied by a prepared spell can be used to cast any known spell instead.

Spell Proficiency: Spell proficiency is added to spells, spell-like abilities (Sp), supernatural abilities (Su) DCs, as well as spell attack rolls, including touch attacks. It is also applied as a flat bonus for each damage, healing, or warding die for spells, spell-like abilities (Sp), or supernatural abilities (Su). Spell proficiency does not apply to the attack or damage rolls of a weapon modified by a spell, unless that spell explicitly says otherwise. For example, if a character has a spell that deals 5d6 damage and has a Spell Proficiency of 2, it will deal 5d6+10 damage.

Spells Known
HD 1st 2nd 3rd 4th
1 - - - -
2 - - - -
3 1 - - -
4 1 - - -
5 1 - - -
6 1 - - -
7 1 1 - -
8 1 1 - -
9 2 1 - -
10 2 1 - -
11 2 1 1 -
12 2 1 1 -
13 2 1 1 -
14 2 2 1 -
15 3 2 1 1
16 3 2 1 1
17 3 2 2 1
18 3 2 2 1
19 3 2 2 1
20 3 3 2 2
Spells Per Day
HD 1st 2nd 3rd 4th
1 - - - -
2 0 - - -
3 1 - - -
4 1 - - -
5 2 - - -
6 2 0 - -
7 2 1 - -
8 2 1 - -
9 2 1 - -
10 3 2 0 -
11 3 2 1 -
12 3 2 1 -
13 3 2 1 -
14 3 3 1 0
15 4 3 1 1
16 4 3 2 1
17 4 4 2 1
18 4 4 2 2
19 4 4 2 2
20 5 4 2 2

Suggested Spells by Level

Since the Mage Killer has basic magic, enemies will resist their magic more easily. Spells that do not require or elicit a saving throw are often the most reliable, particularly those that improve the Mage Killer's capabilities or those of their group. As with everything, these spells are suggestions, not requirements.

Simplex

Level 1

Level 2

Level 3

Level 4