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Sascrian Witch Hunter
Hit Dice: d8
Alignment: Any Evil
Recruitment: A Witch Hunter must be recruited and trained by the Sascrian magocracy, or by its agents if outside Sascria. Witch-Hunters are never recruited from among divine casters, and are almost always Bards, Sorcerers, Summoners or Wizards.
Skills: a Craft skill at 3 ranks, Knowledge: Arcana 3 ranks, Spellcraft 3 ranks
Special: (revised) The Witch Hunter must also sacrifice their ability to cast spells, if any, to the Sascrian Magocracy. In exchange, the Witch-Hunter gains the ability to steal and use the spellcasting power of those she hunts.
Divine casters: forbidden from becoming a Sascrian Witch-Hunter
Non-casters: 1 mote for every character level before becoming a 1st level Sascrian Witch-Hunter
Bards: 2 motes for every spellcasting level sacrificed
Summoners: (they retain their Eidolon) 2 motes for every spellcasting level sacrificed
Sorcerers and Wizards: 3 motes for every spellcasting level sacrificed
When this sacrifice is made, for every level of spellcasting class the Witch-Hunter had, she loses the ability to cast those spells but gains the ability to absorb bonus motes of arcane energy equal to twice her spellcasting levels. For each level of Sascrian Witch-Hunter gained after that point, the character gains the ability to store 2 more motes.
A character who becomes a Witch Hunter of Sascria can never again gain levels as a spellcasting class.
Bluff, Diplomacy, Intimidation, Knowledge: Arcana, Knowledge: Planes, Perception, Sense Motive, Spellcraft, Stealth, Survival, Use Magic Device
Skill Points at each level: 4
|Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Special||Max Spell Level|
|1||+0||+2||+2||+2||Tracking, Spell Theft||2|
|2||+1||+3||Craft Soul Prison, Wtich-Hunter Strike 1/day||2|
|3||+2||+3||Urban Tracking, Bonus Feat||3|
|6||+4||+5||Witch-Hunter Strike 2/day||4|
|10||+7||+7||Witch-Hunter Strike 3/day||6|
Weapon and Armor proficiency: Sascrian Witch-Hunters gain no new weapon or armor proficiencies. However, Witch-Hunters can case spells from their own spell-list while wearing light armor and carrying a buckler or light shield.
Spell Theft: Whenever a Witch-Hunter is targeted with a spell directly, she has a chance to absorb the energy of that spell if her saving throw is successful. After a successful saving throw, the Witch-Hunter uses a swift action to attempt to steal the spell's energy with a Spellcraft check. The DC to steal spell energy is the same as for the saving throw. If successful, the Witch-Hunter now has one mote of spell energy per spell level used against them.
A Witch-Hunter stores motes of spellcasting energy. Each mote of energy corresponds to one spell level she can cast.
Tracking: Witch-Hunters receive the Tracking Feat at 1st level for free, and they receive Urban Tracking at 3rd level, even if they do not satisfy the requirements for these Feats.
Craft Soul Prison: At 2nd level, the Witch-Hunter is able to craft the Soul Prison she will use in her work serving Sascria. She does not need to make the Soul Prison alone, but she does need to be involved in every stage of it's construction. The Soul Prison is created as any magic item, or an existing magic item can be upgraded to become a Soul Prison. The cost of upgrading an existing item is 4000gp in materials. The cost of creating the Soul Prison from scratch is listed below. Depending on what item is chosen as a Soul Prison (any durable magic item will do) there are different effects that the Prison will have when it is used.
Weapon: A Soul Prison weapon deals 1d6 extra damage to any target with spells or spell-like abilities. This damage is doubled on a critical hit.
Armor: Soul Prison armor (either a piece of a suit of armor or a shield) grants Spell Resistance equal to 10 + Witch-Hunter level + Con bonus. If a spell fails due to Spell Resistance, it's energy can still be stolen as if the Witch-Hunter made a successful saving throw.
Ring: A Soul Prison ring enables a Wtich-Hunter to store more motes of arcane energy than would normally be possible. The ring itself is able to store arcane motes equal to the Witch Hunter's level, in addition to other motes she is able to store normally.
Rod: A Soul Prison rod grants the following powers that only apply to the Witch-Hunter's spells: Sudden Empower 1/day, Sudden Enlarge 1/day, Sudden Extend 1/day
Staff: As a standard action, a Soul Prison staff can be readied to be used to reflect a spell back on the caster. If successful, the spell takes effect with the caster as it's target or with the caster at the center of it's area of effect. The roll to reflect a spell is a Spellcraft roll against the spell's save DC
Wondrous Item: The special effect of a Soul Prison wondrous item should be negotiated with the DM based on what wonderous item is being used
Witch-Hunter Strike: As a swift action, a Witch-Hunter designates one opponent for her Strike ability. All of the Witch-Hunter's attacks against this opponent add her Intelligence modifier to the attack roll and her Witch-Hunter class level to the damage dealt. This ability only works against opponents with spells or spell-like abilities.
Bonus Feats: Witch-Hunters can take any of these bonus Feats as long as they meet the requirements: Iron Will, Combat Expertise, Improved Trip, Improved Disarm, Improved Unarmed Strike, Improved Grapple, Persuasive, Weapon Focus, Armor Proficiency (light)
Arcane Sacrifice: When a Witch-Hunter is in a position to kill an arcane spellcaster, or has just landed a blow that kills a spellcaster, she can either choose to steal as much arcane energy as possible or to entrap the caster's soul in her Soul Prison. Either is a full-round action that provokes attacks of opportunity. The Witch-Hunter rolls a Will save against a DC equal to 10 + the dead caster's level /2 + their Wisdom modifier. If successful, the Witch-Hunter either steals motes for every spell slot the caster had available that day (up to the Witch-Hunter's limit) or draws the caster's soul into the Soul Prison where it remains until it is transferred to a new prison or is used up.
Witch-Hunter Spell List
Alarm, Cause Fear, Comprehend Languages, Detect Secret Doors, Disguise Self, Endure Elements, Hold Portal, Mount, Ray of Enfeeblement
Alter Self, Arcane Lock, Blindness/Deafness, Darkness, Darkvision, Daze Monster, Detect Thoughts, Invisiblity, Misdirection, Scare, See Invisibility, Knock, Web, Whispering Wind
Arcane Sight, Clairaudience/Clairvoyance, Deep Slumber, Dispel Magic, Hold Person, Nondetection, Phanton Steed, Ray of Exhaustion, Slow, Suggestion,
Arcane Eye, Black Tentacles, Crushing Despair, Dimensional Anchor, Enervation, Greater Invisibility, Locate Creature, Scrying
Dismissal, Passwall, Prying Eyes, Hold Monster, Sending, False Vision, Seeming, Waves of Fatigue, Telekinesis
Greater Dispel Magic, Repulsion, Getaway, Analyze Dweomer, True Seeing, Mass Suggestion, Mislead, Unwilling Shield, Enemy Hammer