Witch-Hunter

A seeker of the cursed monstrosities, undead hellspawns and technological abominations. They hate all to do with unkempt magic and the terror of unlife.

Ability Score Increase:

 

Level 1: +1 Strength +1 Perception

 

Level 4: +1 Strength +1 Endurance +1 Perception

 

Level 7: +2 Strength +1 Endurance +1 Perception +1 Foresight

 

Level 10: +3 Strength +3 Endurance +2 Perception +2 Foresight

 

Class Level Abilities

Level 1

Devotion to the Divines: All religious classes gain a bonus from their chosen deity from the List of Religions or one of its corresponding holy domains. When you first gain this feature from a class select either a deity's bonus or a domain bonus from the Religious Domains.   Duty to Purge: Every kill (or equivalent) of a creature/machine that is the Witch-Hunter’s specialty grants the Witch-Hunter mana equal to his level. This bonus is doubled at fifth level and tripled at tenth. Mana gained this way can surpass the Witch-Hunter's normal maximum mana. At the beginning of each day half of the excess mana is lost.   Specialized Training: When this ability is first gained choose Melee or Ranged, for each instance of Specialized Training you already have, gain an additional +10 in that skill.   Hunter’s Mark: Once per day, the Witch-Hunter may mark a single creature as a special target. This mark lasts for one week, until the creature is deceased or the Witch-Hunter marks another creature; whichever comes first. When making checks to track or pursue the mark, the Witch-Hunter gains a bonus equal to (Piety+Level)*2. In addition, all damage dealt to the marked creature is doubled. If the marked creature is killed by the Witch-Hunter personally, the mana gained from Duty to Purge is doubled. This ability stacks with Hunter’s Speciality.   Hunter’s Speciality: Choose one type of creature to be your speciality. The Witch-Hunter gains a bonus equal to 5*level when making checks or attack rolls relating to or directed at the creature.   Undying Hatred: The Witch-Hunter will stop at nothing to purge its foes. After discovering a foe, the Witch-Hunter must attempt to vanquish it without remorse. If the Witch-Hunter willingly does not attempt to destroy its foes, he loses 2*Level mana per foe left alive.  

Level 2

Specialized Training: When this ability is first gained choose Melee or Ranged, for each instance of Specialized Training you already have, gain an additional +10 in that skill.   Gathering Power: When this ability is gained, for each instance of Gathering Power you already have, gain an additional 10 mana.   Holy Cleansing: After making a successful attack roll on a foe of the Witch-Hunter’s religion or their speciality, but before the damage is applied, the Witch-Hunter may spend mana to apply additional damage. For every 3 mana spent, add 1 damage to the attack. This bonus cannot be greater than your (Level + Piety / 2 (min. 1)).   The Inquisition: The Witch-Hunter doubles their attribute modifier when making Interrogation or Insight checks.  

Level 3

Atone: (You may spend time praying to gain faith, for every hour beyond the first you gain 0.5 Piety * Level)   Fight Fire with Fire: A Witch-Hunter gains the ability to use magic to destroy its foes. Learn 2 new spells and the Witch-Hunter can pick either his religious scripture or a weapon as his casting focus. If the Witch-Hunter already has a casting focus, he must use his current one.   Gathering Power: When this ability is gained, for each instance of Gathering Power you already have, gain an additional 10 mana.   Low Starting Mana Pool: Gain 30 mana.   Magical Resistance: Frequent encounters with magic, help the Witch-Hunter prevent its effects. Whenever subjected to an unwilling spell effect or spell-like ability from a magical source, the Witch-Hunter rolls 1d100. If the roll is 51+, the Witch-Hunter can roll the saving throw twice (if any), taking the better roll and all damage received from the spell is halved.   Sorcery Lessons: When this ability is gained, for each instance of Sorcery Lessons you already have, gain an additional +10 Divination.  

Level 4

Specialized Training: When this ability is first gained choose Melee or Ranged, for each instance of Specialized Training you already have, gain an additional +10 in that skill.   Honed Defense: The Witch-Hunter is accustomed to fighting his favored mark and preventing injury for it. He gains +10 Resistance(All) to damage from source caused by his specialty. This resistance does not stack with resistance gained from any other source. If the Witch-Hunter would already roll a resistance check against the damage type, pick only one modifier to use.  

Level 5

Specialized Training: When this ability is first gained choose Melee or Ranged, for each instance of Specialized Training you already have, gain an additional +10 in that skill.   Gathering Power: When this ability is gained, for each instance of Gathering Power you already have, gain an additional 10 mana.   Hunter’s Speciality II: Choose 1 additional creature type to be your speciality.  

Level 6

Specialized Training: When this ability is first gained choose Melee or Ranged, for each instance of Specialized Training you already have, gain an additional +10 in that skill.   Magical Immunity: The Witch-Hunter is adapted to overcoming magical effects. Whenever subjected to an unwilling spell effect or spell-like ability from a magical source, the Witch-Hunter rolls 1d100. If the roll is 51+, the effect is ignored. This ability replaces Magical Resistance.  

Level 7

Amplify the Fire: A Witch-Hunter gains five new spells.   Gathering Power: When this ability is gained, for each instance of Gathering Power you already have, gain an additional 10 mana.   Sorcery Lessons: When this ability is gained, for each instance of Sorcery Lessons you already have, gain an additional +10 Divination.

Level 8

Gathering Power: When this ability is gained, for each instance of Gathering Power you already have, gain an additional 10 mana.   Specialized Training: When this ability is first gained choose Melee or Ranged, for each instance of Specialized Training you already have, gain an additional +10 in that skill.

Level 9

Gathering Power: When this ability is gained, for each instance of Gathering Power you already have, gain an additional 10 mana.   Specialized Training: When this ability is first gained choose Melee or Ranged, for each instance of Specialized Training you already have, gain an additional +10 in that skill.

Level 10

Hunter’s Speciality III: Choose 1 additional creature type to be your speciality.   Mastership of Magic: A Witch-Hunter gains ten new spells. 0 Religious Master Mana Pool: A Witch-Hunter gains 250 Mana.   Specialized Training: When this ability is first gained choose Melee or Ranged, for each instance of Specialized Training you already have, gain an additional +10 in that skill.

Witch-Hunter Level Overview


LevelAbilities
1Devotion to the Divines, Duty to Purge, Hunter's Mark, Hunter's Specialty, Undying Hatred
2Gathering Power, Holy Cleansing, The Inquisition
3Atone, Fight Fire with Fire, Gathering Power, Low Starting Mana Pool, Magical Resistance
4Honed Defense
5Gathering Power, Hunter's Specialty II,
6Magical Immunity
7Amplify the Fire, Gathering Power
8Gathering Power
9Gathering Power
10Hunter's Specialty III, Mastership of Magic, Religious Master Mana Pool
Class Currency Modifier: 1