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

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

Alter Other
Alter Self
Angelic Wing Alteration
Anticipate Weakness
Arcane Ballistics
Arcane Blast
Bless
Blightstorm
Bobby's Boiling Bath
Bobby's Bouncing Bubble
Bramble Bomb
Conjure Campsite
Conjure Food
Conjure Water
Control Dead
Detect Unlife
Dimensional Step
Discern Direction
Divine Blast
Draconic Wing Alteration
Elemental Expulsion
Endeavourquake
Envisage
Esmeralda's Sphere of Polymorph
Fae Wing Alteration
False Image
Feeling of Invulnerability
Fire Barrier
Fire Blast
Flame Shackles
Flare
Foretell Doom
Gather Power
Growth
Growth, Superior
Guided Strike
Gust
Hoarder's Favorite Weapon
Ice Barrier
Ice Shackles
Icicle Spike
Illusionary Bolt
Illusions of Grandeur
Inflict Sickness
Iron Barrier
Lightning Shackles
Lightning Strike
Mend Flesh, Greater
Mend Flesh, Lesser
Mend Flesh, Moderate
Mend Flesh, Ultimate
Mending, Lesser
Mending, Moderate
Mending, Superior
Mending, Ultimate
Meteor Storm, Greater
Meteor Storm, Lesser
Mikhail's Explosive Gifts
Mous's Miniature Mouse
Mud Barrier
Nature's Bounty
Nightmare
Plague
Planar Shift
Polymorph Ally
Polymorph Foe
Polymorph Self
Prophesized Pain
Protection from Angelic and Good
Protection from Angelic and Good, Greater
Protection from Demonic and Evil
Protection from Demonic and Evil, Greater
Protective Visions
Purge Undead
Reduction
Reduction, Superior
Repair Appendage
Repair Limb
Restore Appendage
Restore Life, Greater
Restore Life, Lesser
Restore Life, Moderate
Restore Life, UItimate
Restore Limb
Rock Barrier
Shadow Shackles
Shock
Shudder the Soil
Sir Saja's Shrinking
Slice and Dice
Speak with Dead
Stabilize Vitals
Static Blast
Summon Person
Summon Person, Greater
Tekkit's Terrific Trick
Tekkit's Tiny Trick
Telepathic Message
Telepathic Oratory
Telepathic Speech
Teleport
Teleport, Greater
Teleport, Lesser
Teleportation Portal
Toxic Fumes
Wall of Death
Wall of Life
Water Barrier
Water Breathing
Wave of Frost
Wave of Heat
Wind Barrier