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