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The Mage Killer

The Mage Killer

The mage killer is a martial expert that specializes in nullifying or getting in on any magic use. Much of their training was all about how to battle against mages when they themselves aren't as talented in such areas. Often they are employed as guards or as parts of military units to keep their allies safer from an 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 1 Low Primary Mental Attribute(PMA): Int; 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 +1 +2 +0 +0
2 +2 +3 +0 +0
3 +3 +3 +1 +0
4 +4 +4 +1 +0
5 +5 +4 +1 +0
6 +6/+1 +5 +2 +0
7 +7/+2 +5 +2 +0
8 +8/+3 +6 +2 +0
9 +9/+4 +6 +3 +0
10 +10/+5 +7 +3 +1
11 +11/+6/+1 +7 +3 +1
12 +12/+7/+2 +8 +4 +1
13 +13/+8/+3 +8 +4 +1
14 +14/+9/+4 +9 +4 +1
15 +15/+10/+5 +9 +5 +1
16 +16/+11/+6/+1 +10 +5 +1
17 +17/+12/+7/+2 +10 +5 +1
18 +18/+13/+8/+3 +11 +6 +1
19 +19/+14/+9/+4 +11 +6 +1
20 +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 on every odd numbered HD. This counterspell will always be cast as if it was being 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 good save, they will instead have two good saves.

Spell Casting

Caster Level: A basic caster's caster level (CL) is considered to be their HD divided in half, round down. So 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 spell book around and put any spell into it from their specified list. (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.

Memorizing Spells: Spells in a spell book must be memorized and will, 'take,' a spell per day to do so. It will be kept as a prepared spell until cast. A memorized spell's slot can be used to cast any known spell instead.

Spell Proficiency: Spell proficiency is added to Spells, spell-like abilities(Sp), supernatural abilities(Su) DC's, as well as any non-touch attack roll. It is also applied as a flat bonus for each damage/healing/warding dice for Spells, Spell-like abilities(Sp), or Supernatural Abilities(Su). For example, if a character has a spell that deals 5d6 damage and has a Casting Proficiency of 2 it will be 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 basic has basic_r magic, resisting the magic will be much easier. The best kind of spells will be spells that do not require, or elicit, a saving throw. Typically, things that enhance the performance of the basics_r's, or their group's, combat capabilities. As is the case with everything, these spells are suggestions, not required.

Simplex

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Level 1

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Level 2

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Level 3

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Level 4