This is another class specific to a campaign world I'm creating, where there's a country that bans the use of arcane magic. You can download a word document to print up. This class is Copyright 2001 Evan Miller and is presented under the Open Gaming License.

     Not all places in the world accept wizards and sorcerers. Many places see such work as evil and spawned of demons and devils. Out of these places of superstition arise those who hunt mages. Dedicated to eradicating spellcasters wherever they find them within their lands. They undergo rigorous trials and dedications to their gods to have the strength to resist the evil machinations of those who tinker with the fabric of the universe. They also use stealth and guile to sneak up on their prey and strike before the mage can react.
     Magic is the realm of the Gods and only the Gods and their servants may work such miracles. The Hunters study the workings of Arcane magic to better understand how to combat it. There are tales of Hunters who were seduced by the power that magic could afford them, but their names are whispered in derision. Should any of them be found, they would be hunted to the ends of the earth.

Base Attack: +5
Feats: Iron Will, Toughness, Improved Unarmed Strike
Skills: 4 ranks of Knowledge (Arcana)
Special Restriction: The Mage Hunter will not knowingly use an arcane magical weapon, armor or item. Only those of Divine
    construction will be carried or used.

 

Level
Attack+
Fort+
Ref+
Will+
Special
1
+0
+0
+2
+2
Sneak Attack +1d6, Arcane Aversion
2
+1
+0
+3
+3
Arcane Toughness
3
+2
+1
+3
+3
Grip of the Bear
4
+3
+1
+4
+4
Sneak Attack +2d6
5
+4
+1
+4
+4
Spell Resistance 14
6
+5
+2
+5
+5
Silence Strike
7
+6
+2
+5
+5
Sneak Attack +3d6
8
+6
+2
+6
+6
Arcane Disruption
9
+7
+3
+6
+6
Spell Resistance 18
10
+8
+3
+7
+7
Sneak Attack +4d6

Skill points at each level: 4+Int modifier

The Mage Hunter's class skills and their key abilities are: Bluff (Cha) Craft (Int) Diplomacy (Cha) Disguise (Cha) Gather
    Information (Cha) Heal (Wis) Hide (Dex) Intimidate (Cha) Knowledge (Arcana) Move Silently (Dex) Sense Motive (Wis) Use
    Rope (Dex)

HD: d8

Weapon and Armor Proficiencies: Mage Hunters are proficient in the use of all simple and martial weapons as well as all light
    and medium armors and shields.

Sneak Attack (Ex): Like the rogue ability. Whenever an opponent would be denied his Dex bonus or is flanked, the Mage
    Hunter can add his Sneak Attack damage bonus to his damage roll. This damage bonus does not multiply on critical hits.

Arcane Aversion: Use of an arcane magical item causes the Hunter to become violently ill. Simply holding an item does not
    count. Wearing a suit of armor, using a sword in combat, activating a magic item, etc. These are the actions that will cause the
    Hunter be ill. The Hunter must make a Will save DC 20 or violently retch for 1d4 rounds. He is considered Nauseated. A
    nauseated character may only make a single move or move-equivalent action per round. He may not attack, cast spells, or do
    anything else that requires attention.

Arcane Toughness (Ex): At 2nd level, the Mage Hunter has gained a bit more understanding of the workings of arcane magic
    and how to resist it. He gains a +2 competency bonus to all saves vs. arcane spells and spell-like effects.

Grip of the Bear (Ex): Knowing that one of the best ways to stop a mage from casting is to grapple him, the Mage Hunter has
    trained in how to grapple more effectively. He gains a +4 competency bonus to all grapple checks.

Spell Resistance (Su): At 5th-level, the Mage Hunter gains a moderate Spell Resistance of 14. At 9th-level it increases to 18.

Silence Strike (Ex): The Mage Hunter may make an unarmed attack against an opponent. If he hits, the opponent must make a
    Fortitude save against a DC of 10 + the mage hunters class level + strength bonus or be silenced for 1d6 rounds. Any spells or
    magic items that require a verbal component, spell completion or a command word cannot be used.

Arcane Disruption (Su): The Mage Hunter becomes surrounded by an aura that makes magical energies fizzle and die. This aura
    extends in a 20 ft. radius around the Hunter. Any spell caster inside the area must make a concentration check at DC 10 + spell
    level + the Hunter's Wisdom bonus or lose the spell.

© 2001 by Evan Miller, distributed under the Open Gaming License.