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 ForesightClass Level Abilities
Level 1
Active Abilities
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 Specialty.Conditional Abilities
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. 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.Passive Abilities
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. 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 Specialty: Choose one type of creature to be your specialty. The Witch-Hunter gains a bonus equal to 5*level when making checks or attack rolls relating to or directed at the creature type.Level 2
Active Abilities
Conditional Abilities
Holy Cleansing: After making a successful attack roll on a foe of the Witch-Hunter’s religion or their specialty, 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)).Passive Abilities
Gathering Power: When this ability is gained, for each instance of Gathering Power you already have, gain an additional 10 mana. The Inquisition: The Witch-Hunter adds double their attribute modifier to Interrogation and Insight. 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 3
Active Abilities
Atone: (You may spend time praying to gain faith, for every hour beyond the first you gain 0.5 Piety * Level)Conditional Abilities
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.Passive Abilities
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. Sorcery Lessons: When this ability is gained, for each instance of Sorcery Lessons you already have, gain an additional +10 Divination.Level 4
Active Abilities
Conditional Abilities
Passive Abilities
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. 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 5
Active Abilities
Conditional Abilities
Passive Abilities
Gathering Power: When this ability is gained, for each instance of Gathering Power you already have, gain an additional 10 mana. Hunter’s Specialty II: Choose 1 additional creature type to be your specialty. 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 6
Active Abilities
Conditional Abilities
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.Passive Abilities
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 7
Active Abilities
Conditional Abilities
Passive Abilities
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
Active Abilities
Conditional Abilities
Passive Abilities
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
Active Abilities
Conditional Abilities
Passive Abilities
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
Active Abilities
Conditional Abilities
Passive Abilities
Hunter’s Specialty III: Choose 1 additional creature type to be your specialty. 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.
Class Currency Modifier: 1
Religious-Only Spells
List of All Spells