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Inquisitor Archetype: Mage Hunter

Magic is a tool of the gods and their servants, yet mortals can tap the limited potential of that essence. Some learn to use it to great ability, while others learn to abuse it. Many arcane casters are seduced by the powers granted or taken. Mage Hunters vow to keep them in check. Though Mage Hunters of Evil deities may just be out to protect their divine power and snuff out rivals. Most hunt careless casters, creatures with spell-like abilities, magical beasts and other beings that have heavy ties to arcana unchecked.

Class Features Modifications

Class Skills: Mage Hunters add Appraise (Int), Knowledge (Arcana) (Int), and Use Magic Device (Cha) to their class skills.

Weapon and Armor Proficiencies: In addition to their normal weapons and armor, Mage Hunters are also proficient in the use of Nets, ManCatchers, and Saps.

Arcane Lore: In addition to Monster Lore, Mage Hunters get to apply their Wisdom bonus to Appraise checks to identify magic items and spellcraft checks to identify a spell or spell like ability.

Discern Arcana: Mage Hunters are very focused on ferreting out magic; thus, at 2nd level, they have can caste Detect Magic and Read Magic at will. At fifth level they may caste Identify & Arcane Sight for one minute per day per class level. These minutes do not need to be consecutive, but must be spent in 1 minute increments. Finally at 12th level, a Mage Hunter may caste Truesight as a caster of their level or Legend Lore on one object or creature.

This replaces Discern Nature.

Occult Slayer: Mage hunters are much less concerned with the the tactics incorporated by their less specialized bretheren. Their focus is upon castors of the hated magics. Once a Mage Hunter reaches 3rd level, they gain a +1 resistance bonus saving throws to avoid spell effects. The bonus increases by +1 every six levels following, with a maximum +3 bonus at 15th level. To further emphasize their training in destruction of magically powered foes they gain the following bonus feats 3rd- Improved Counter Spell, 6th-Disruptive, 9th-Step up, 12- Parry Spell, 15th- Spellbreaker, and at 18th-Ray Shield.

This replaces Solo Tactics and Teamwork Feats. 

Foe Thuerge: At 4th level and every 4 levels after, the Mage Hunter adopts a spell used by his favored prey to use their own talents against them. The Mage Hunter chooses a spell list (Bard, Cleric, Sorceror/Wizard, Ect), and may chose a spell from the selected list to add to his or her Spells Known List, once chosen the list cannot be changed. The selected spell must be of a spell level lower than the highest level the Mage Hunter can caste. Though it is arcane in origin, these spells are conscripted into divine service, and thus are caste as an Inquisitor spell.

This replaces the extra Judgements gained at 4th, 10th, and 16th levels.

Caster's Foe: Startiing at 5th level a Mage Hunter may imbue the weapon they are holding with a specialised Bane Enchantment. This bane is not selectable as the normal Bane ability of most Inquisitors, but instead only affects creatures and objects capable of casting spells, created by, or possesing spell like abilities.  This power evolves as the Mage Hunter increases in level. At 8th level while Caster's Foe is in affect the Mage Hunter gains a bonus equal to half their level on Dispell Magic checks and in counterspelling. Finally at 12th level, while Caster's Foe is in effect, the Mage Hunter's weapon may be used to deflect harmful affects targeting him or herself. This works as a weapon of Spell Turning, but may only be used to a number of spell levels equal to half the Mage hunter's Class Levels.

This replaces Bane and Greater Bane as class features.

Author's Note: This was actually the first Inquisitor Archetype I planned. I keep reading over the PrCs Church Inquisitor, Witch Hunter, and Occult Slayer produced by WotC and compare them to the Pathfinder Inquisitor. SGG Witch Hunter was also well done. There's just something I thought the Pathfinder Inquisitor could gain from its forefathers. While this is class will be excellent in the right setting, it's still not overly capable of operating alone. Which is one of the reason I took the Solo Tactics away. Exta feats are nice, but Solo Tactics makes summoning creatures too much of a tried and true tactic with this class. Like the Arcane Duelist, this variant is designed to give spellcasters trouble, but from the Divine end. Enjoy.

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