Arcane Venator (Inquisitor/Wizard)
While most churches feel secure in their standing in the world, a great many of them recognize the threat of arcane magic. Thus, the Society of Arcane Venators was born. The primary purpose of this organization is to serve as watchdogs over those who wield arcane might. In part, an arcane venator’s duty is to keep a watchful eye over arcane practitioners, counteract any overreaching of their power as a group or individually, and prevent them from seizing worshipers of the divine. *Note: In the Golarion Setting, the Society of Arcane Venators makes a perfect counter-organization to the Razmiran Priesthood. (Original Concept by +5 Toaster)
Primary Class: Inquisitor.
Secondary Class: Wizard.
Alignment: Any.
Hit Dice: d8.
Bonus Skills and Ranks: The arcane venator may select three wizard skills to add to her class skills in addition to the normal inquisitor class skills. The arcane venator gains a number of ranks at each level equal to 4 + Int modifier.
Weapon and Armor Proficiency: The arcane venator is proficient with all simple weapons, plus the hand crossbow, longbow, repeating crossbow, shortbow, and her deity’s favored weapon. She is also proficient with light armor, medium armor, and with shields (except tower shields).
Arcane School (Su): At 1st level, an arcane venator chooses a single school of arcane magic. She casts spells from this school as divine spells, and are gained through her study and investigation of arcane magic. School powers are likewise drawn from the arcane venator’s divine source, and use her Wisdom modifier in place of her Intelligence modifier to determine their effects. This ability otherwise functions as the wizard class feature of the same name and replaces judgment.
Arcane Lore (Ex): At 1st level, an arcane venator adds her Wisdom modifier to all Knowledge (arcana) and Spellcraft skill checks in addition to her Intelligence modifier. This ability replaces monster lore.
Domain: An arcane venator must choose either the Knowledge or Magic domain, even if her deity does not grant those domains. Alternatively, she may choose the Spellkiller inquisition in place of one of the two domains. This ability otherwise functions as the inquisitor’s domain ability.
Detect Magic (Sp): At will, an arcane venator can use detect magic, as the spell. An arcane venator can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is magical, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the arcane venator does not detect magic in any other object or individual within range. This ability replaces detect alignment.
Arcane Bane (Su): This is exactly like the inquisitor’s bane ability, except that the bane special weapon ability property applies only to creatures that have levels in an arcane spellcasting class (including alchemist), that have racial spell-like abilities, or are identified using the Knowledge (arcana) skill (such as constructs, dragons, and magical beasts).
Disdain Arcane (Ex): At 8th level, an arcane venator gains a +4 morale bonus on saving throws made to resist spells, supernatural abilities, and spell-like abilities used by arcane spellcasters, and creatures identified using the Knowledge (arcane) skill (such as constructs, dragons, and magical beasts). This ability replaces second judgment.
Greater Arcane Bane (Su): Starting at 12th level, whenever an arcane venator successfully hits a creature with her arcane bane, that creature must make a Will saving throw (DC 10+ 1/2 the arcane venator level + the arcane venator’s Wisdom modifier). If the save fails, the creature uses up one of its limited-use magical abilities without any actual effect. A limited-use magical ability is any supernatural or spell-like ability which a creature can only activate a certain number of times during a set interval (3/day, 1/hour, etc.). This also includes a creature with spells slots from a arcane spellcasting class (including alchemist). This does not however, affect abilities which the creature can use at will or which are constant, nor does it apply to magical items or anything else external to a creature. Abilities with the greatest number of uses per day (or highest spell slots) are affected first; if more than one ability has the same number of uses (or spell slots), randomly determine which one is affected first. The creature must continue making Will saves, expending an additional use of an ability or spell slot for each failed save, until they succeed, at which point the effect end. Once a creature has been the target of a greater arcane bane, regardless of whether or not the save is made, that creature is immune to that arcane venator’s greater arcane bane for 24 hours. This ability replaces greater bane.
Arcane Repression (Sp): At 16th level, an arcane venator can use antimagic field as a spell-like ability once per day. Any spells or effects based on divine magic remains unaffected by this ability. This ability replaces third judgment.
Magic Slayer (Ex): At 17th level, an arcane venator gains Disruptive and Spellbreaker as bonus feats. The penalty granted by the Disruptive feat increases to +6 and the arcane venator gains a +2 to hit and damage on any attacks of opportunity granted by Spellbreaker feat. This ability replaces slayer.
Arcane Aspect (Su): At 20th level, whenever an arcane venator applies a metamagic feat to a spell from his arcane school, she can reduce the spell’s effective level by 1 when determining what level spell slot to prepare the spell in. This ability cannot lower the required spell slot below that of the spell’s original level. In addition, whenever an arcane venator successfully makes a saving throw against an arcane spell, or resists one with spell resistance he gains a morale bonus on attack and damage rolls equal to the level of that spell against the caster of the spell until the beginning of his next turn. This ability replaces true judgment.
Table: Arcane Venator