Miheath Hunter (3.5e Prestige Class)
From D&D Wiki
|“||It seems I have appeared just in time to witness that little display of UNAUTHORIZED MAGIC||”|
|—Gregor Freehorn, human Miheath Hunter|
The Miheath Hunters are an elite group of trackers that use their tracking abilities to hunt unauthorized mages on the Island of Ilyon and bring them to justice. They are usually under the House of Miheath's control, but some have been known to become rogue, and track mages for hire.
Becoming a Miheath Hunter
In the course of the training that most young Miheatheans go through, s a select few are chosen because the have an exceptionally high resistance to magical effects. They are singled out, and go through one-on-one training with a Miheath Hunter so they can become prepared to go through the rite of initiation, and face the world as a Hunter themselves.
|Base Attack Bonus:||+6|
|Skills:||Survival (12 Ranks)|
|Special:||Trained by a Miheathen Hunter, Belonging to the House of Miheath|
|2nd||+2||+3||+0||+3||Magic Resistance +2|
|4th||+4||+4||+1||+4||Mage Catcher, Track Magic (Teleport)|
|5th||+5||+4||+1||+4||Magic Resistance +4|
Class Skills (<-skill points-> + Int modifier per level)
The Miheath Hunter is an expert on tracking down and putting a stop to illegal magic use. All of the following are class features of the Miheath Hunter.
Track Magic (Su): At first level, the Miheath hunter gains the ability to use his Survival and Track skills and feats to track any magical usage. The Hunter must suceed on a DC 15 check to see if the magic that was used is illegal or authorized. The Hunter rolls a d20, plus his Hunter levels and his Wisdom bonus to see if the check was sucessful. At third level, the Hunter gains the ability to teleport as the spell to an area that he determines to have had illegal magic used in the past day. To determine if unauthorized magic has been used there in the past dday, he must suceed on a DC 17 (Hunter level plus his Wisdom bonus) check. If he/she does not suceed on this check, he/she is not able to teleport there. The Hunter can only make this check once per area, but he/she can take 10 or take 20 on it. The teleport version of this ability is usable 3 times/day, and is only able to teleport the Hunter and any of his belongings.
Magic Resistace (Su): At second level, the Miheath Hunter gains supernatural resistace to magic. He/she gains a +2 bonus to all of his/her saving throws and armor class when magic is used against him/her. At fifth level, this bonus increases to +4.
Sense Magic (Su): At third level, the Hunter gains a supernatural sense of where magic is happening, and can change their vision to see magical residue. This looks like heatvision where the red is the casters, and ending effects, and the blue is the spots untouched by magic. The residue is the same for unauthorized magic. This ability becomes not useable by the Hunter after a number of hours equal to (Hunter levels plus Wisdom bonus + 1), and stays not useable for a number of hours equal to (8 minus (Hunter levels plus his base Wisdom bonus)).
Mage Catcher (Su): At fourth level, the Hunter gains the ability to use combined forcecage and antimagic field effect that encloses around a magic-user that the Hunter has determined to be an illegal mage. The mage cannot use any magical or psionic effects, and cannot move out of the area that the cage occupies.
Ex Miheathean Hunters
Miheathen Hunters have two distinct ways to become excommunicated from the House of Miheath, and loose all of their supernatural abilities.
- Way 1.
- If any Miheathean Hunter that assists an illegal mage for personal gain and benefits to the mage and is discovered is excommunicated from the House, and is also likely to be killed along with the illegal partner that he has chosen.
- Way 2.
- If any Miheathean Hunter kills or captures more authorized mages than he has class levels, then he is required to spend a short amount of time (1d4 weeks) at the House of Miheath.
Note: for information on what makes a illegal mage illegal, see Illegal Mages.
Playing a Miheath Hunter
Combat: The Miheathean Hunter makes a good melee combatant, but works the best when he is faced with mages, seeing as most of his abilities are geared to taking down magic-users
Advancement: The fastest way, that I can determine, to get this class, is to take nine levels of ranger.
Resources: Miheathean Hunters usually work alone and do not consult each other all that often. That being said, they can work in small groups, along with other class members. They can expect lodging at the House of Miheath whenever they drop by, But they are expected to be working on taking down illegal mages while they stay.
Miheathean Hunters in the World
|“||STOP in the name of Miheath!||”|
|—Corzin, Half-Elf Miheath Hunter|
In the Island of Ilyon Campaign Setting, the Miheath Hunters are a class made specifically for taking down illegal mages and the like. They work in the name of the House of Miheath. In your setting, though, the Hunters can play a vital role in any giuld or organization that targets illegal mages.
NPC Reactions: NPC's act like the Hunters are a fighter or ranger, and treat them as such. There really isn't much of a difference.
Miheath Hunter Lore
Characters with ranks in Knowledge (arcana) can research Miheathean Hunters to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|11||Miheath Hunters are a group of mage hunters.|
|16||The House Miheath employs most of the Hunters.|
|21||Some of the Hunters aren't employed and work as mercenaries.|
|26||The unemployed Hunters are constantly hunted by other Hunters.|
Miheathean Hunters in the Game
In the Island of Ilyon Campaign Setting, the Miheath Hunters are a class made specifically for taking down illegal mages and the like. They work in the name of the House of Miheath. In your setting, though, the Hunters can play a vital role in any giuld or organization that targets illegal mages. Yes, you already read that.
Adaptation: In your setting, you can easily replace Miheath with any other House, religion, or even region.
Sample Encounter: One of the party mages has been not been authorized yet, and is currently using illegal magic, probably without knowing it. The Hunter captures and kidnaps the party member, and the rest of the party follow, retriving the mage, and probably killing the Hunter. If the Hunter is left alive, he/she praises the PCs and says he/she can assist them throught the rigorous process of making the mage legalized.
NPC Stat Block:
EL whatever: 15