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Mageslayer (3.5e Prestige Class)
From D&D Wiki
|“||Your magic will not avail you this time, witch!||”|
|—Tiran Wolfguard, Human Mageslayer|
Mageslayers are knights and warriors who have a distinct talent for resisting and destroying magical items and creatures.
Becoming a Mageslayer
Mageslayers are devoted to destroying magic wherever they find it.
|Base Attack Bonus:||+5.|
|Skills:||Knowledge (Arcana) 8 ranks.|
|Feats:||Mage Slayer CA|
|1st||+1||+2||+0||+2||Eldritch Sight (detect magic), Smite Magic (1/day)|
|2nd||+2||+3||+0||+3||Eldritch Sight (arcane sight), Spell Resistance|
|3rd||+3||+3||+1||+3||Antimagic Aura (spell resistance), Smite Magic (2/day)|
|4th||+4||+4||+1||+4||Eldritch Sight (greater arcane sight), Overcome Magic|
|5th||+5||+4||+1||+4||Smite Magic (3/day)|
|6th||+6||+5||+2||+5||Antimagic Aura (dimensional anchor)|
|7th||+7||+5||+2||+5||Smite Magic (4/day)|
|8th||+8||+6||+2||+6||Eldritch Sight (true seeing), Greater Overcome Magic|
|9th||+9||+6||+3||+6||Antimagic Aura (antimagic field), Smite Magic (5/day)|
|10th||+10||+7||+3||+7||Disjunction, Antimagic Vitality|
Class Skills (4 + Int modifier per level)
All of the following are class features of the Mageslayer. The save DC of all Mageslayer abilities are equal to 10 + their charisma modifier + 1/2 their total character levels. The Mageslayer's effective caster level for all spell-like abilities granted by this class is equal to twice their mageslayer level.
At 2nd level the Mageslayer becomes permanently under the effects of the Arcane Sight spell. A mageslayer may suppress or resume this as a free action.
At 4th level, the Mageslayer's Arcane Sight improves to Greater Arcane Sight.
At 8th level, the Mageslayer's becomes permanently under the effects of the True Seeing spell, except that it only reveals deceptions and illusions created by spells, spell-like abilities and supernatural abilities. He may suppress or resume this ability as a free action.
Smite Magic (Ex): Once per day a mageslayer can smite a mage. This ability functions exactly like a Paladin's smite evil class feature except that it affects any creature with spells or spell-like abilities rather than having alignment restrictions. A Mageslayer's effective paladin level with this ability is equal to twice his mageslayer level. A mageslayer may use this against magical items as well ignoring any enhancement bonuses to hardness the items may have. A mageslayer gains an additional daily use of this ability every odd level thereafter (3rd, 5th, 7th, 9th).
Spell Resistance (Su): At 2nd level, the Mageslayer gains Spell Resistance 15 + Mageslayer level. A mageslayer may suppress or resume this as a free action.
Antimagic Aura (Su): At 3rd level, a Mageslayer radiates an aura of antimagic that is 5ft. in radius per mageslayer level. This aura grants all creatures and objects in the area the same spell resistance as the mageslayer. Spellcasters inside the aura aside from the mageslayer must make a Concentration check DC15 + mageslayer's class level + mageslayer's Charisma modifier or fizzle any spell they attempt to cast. A mageslayer is not subject to his own spell resistance so he may still use spells, spell-like abilities and supernatural effects on creatures and objects in this aura normally without the need for these concentration checks. A mageslayer may suppress or resume this as a free action.
At 6th level, any and all creatures and items within this aura are automatically affected as if by the dimensional anchor spell. Any creature leaving the area is still affected for 1d4+1 rounds later. A mageslayer may suppress or resume this as a free action.
A 9th level a mageslayer can use antimagic field as a spell-like ability once per day.
Overcome Magic (Ex): At 4th level a mageslayer that succeeds on a saving throw against a spell, spell-like ability or supernatural effect that would normally deal reduced damage on a successful save, instead negates the effect completely much like a Rogue's Evasion feature.
At 8th level this improves so that a mageslayer always takes half damage or effects from spells, spell-like abilities and supernatural effects that allow a saving throw and ignore the effects even on a failed saving throw much like a Rogue's Improved Evasion feature.
Antimagic Vitality (Ex): At 10th level a mageslayer gains temporary hit points for every mage he kills or magic item he destroys. The amount is equal to 1 hit point per hit dice of the mage or 5 hit points per enhancement bonus of the item. Magic items without enhancement bonuses compare their gold price to the highest enhancement bonus price below its own and treat it as that enhancement bonus for these purposes. These temporary hit points cannot stack beyond 10 x the mageslayer's class level and they last for only 1 hour.