| Revilo |
Trying to create my own take on a witch hunter class. First time makng a class from scratch, any advice would be helpful. Mainly worried about it being too broken or too weak. Also still can't think of a decent level 20 capstone ability for it.
Witch Hunter
Alignment: Any
HD: 1d10
Full BAB, Good Reflex and Will saves
The witch hunter’s class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Knowledge (religion) (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), Survival (Wis), Swim (Str), and Use Magic Device (Cha)
Skill Ranks per Level: 6 + Int modifier
Weapon and Armor Proficiency: A witch hunter is proficient with all simple and martial weapons plus the hand crossbow, bolas, lasso and net. He is also proficient with light armor and shields (except tower shields).
1st Level
• Detect Magic: At will, a witch hunter can use Detect Magic, as the spell. A witch hunter can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is magical, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the witch hunter does not detect magic in any other object or individual within range.
• Spell Dodge: A witch hunter adds ½ his level (minimum +1) as an insight bonus to his AC and saving throws against spells and spell-like abilities whenever he is targeted by such effects. A helpless witch hunter does not gain the benefit of Spell Dodge.
2nd Level
• Hunter Talent: As a witch hunter gains experience, he learns a number of talents that aid him in tracking and slaying evil magic-users. Starting at 2nd level, a witch hunter gains one hunter talent. He gains an additional hunter talent for every 2 levels of witch hunter attained after 2nd level. A witch hunter cannot select an individual talent more than once.
Low-Light Vision: Years of hunting in the dim visibility of fading twilight or a carried lantern has given the witch hunter low-light vision.
Darkvision: Midnight tracking and maneuvering through dark caves and dungeons has granted the witch hunter with Darkvision to a range of 60 ft. The witch hunter must have low-light vision before selecting this talent, either naturally or by means of the hunter talent or other means. You may also select this talent if you already have Darkvision, in which case the talent improves the range of your Darkvision by 30 ft.
Exotic Training: Gain proficiency in one exotic weapon of your choice.
Firearms Training: Gain proficiency in one type of firearm.
Grit: A witch hunter with this talent receives the Amateur Gunslinger feat as well as a battered firearm identical to the one given to a 1st level gunslinger. A witch hunter must have Firearms Training or proficiency with firearms before selecting this talent.
Finesse: Gain Weapon Finesse as a bonus feat.
Endurance: Gain Endurance as a bonus feat.
Combat Talent: Choose one combat feat to receive as a bonus feat.
Trade Linguist: Choose two languages to learn from the following list: Abyssal, Aquan, Auran, Celestial, Draconic, Giant, Infernal, Ignan, Sylvan, Terran, Undercommon.
Charmer: Once per day on a Diplomacy skill check, you may roll twice and take the higher result.
Falsehood: Once per day on a Bluff skill check, you may roll twice and take the higher result.
Fast Stealth: A witch hunter may move at full speed while using the Stealth skill without penalty.
Stand Up: A witch hunter with this talent can stand up from a prone position as a free action. This still provokes attacks of opportunity for standing up while threatened by a foe.
Determined Glare: A witch hunter may add his Wisdom modifier along with his Charisma modifier to Intimidate skill checks.
Poison Use: A witch hunter with this talent is trained in the use of poison and cannot accidentally poison themselves when applying poison to a weapon.
Huntmaster: Some witch hunters employ the use of animals to aid in their quests. Handle Animal and Ride become class skills for the witch hunter. In addition, if the witch hunter has a familiar or animal companion from another class, add ½ his witch hunter level to the effective class level in regards to the familiar or animal companion.
Monastic Expertise: The witch hunter has trained alongside monks and learned a few of their secrets. He gains Improved Unarmed Strike as a bonus feat. In addition, if you are unarmored and unencumbered, you may add your Wisdom modifier as a dodge bonus to your AC. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
Snap Shot: A witch hunter with this talent may treat his initiative roll as a 20 for a surprise round, regardless of his initiative, but he may only take an attack action with a ranged weapon. His normal initiative roll is used in subsequent rounds. If two or more witch hunters possess this talent, their initiative determines the order in which they act, but they all go before any other creature. If a witch hunter is prevented from acting in the surprise round, this talent has no effect.
Swift Tracker: While following tracks, the witch hunter can move at her normal speed without penalty while using the Survival skill. In addition, the penalty for moving at up to twice his normal speed while following tracks is reduced to –10.
Keen Observation: Once per day, a witch hunter can add his class level to a Knowledge, Perception, Sense Motive or Survival skill check of his choosing as a swift action.
Minor Magic: Not all witch hunters are completely against the use of magic. Many believe in the philosophy of fighting fire with fire. Choose one 0-level spell from either the sorcerer/wizard spell list or the witch spell list. This spell can be cast three times per day as a spell-like ability. Use your witch hunter level as the caster level for the spell and your Intelligence modifier when applicable. A witch hunter must have an Intelligence score of 10 to select this talent.
Major Magic: The witch hunter has further studied the arcane for his own purposes. Choose one 1st-level spell from either the sorcerer/wizard spell list or the witch spell list. This spell can be used two times per day as a spell-like ability. A witch hunter must have an Intelligence score of 11 and Minor Magic to select this talent.
Hex: Some witch hunters have watched their prey so intently that they can exercise the trade rituals specific to their kind. A witch hunter with this talent may learn one witch’s Hex, given he meets all the prerequisites for the Hex. A witch hunter must have Minor Magic and Major Magic before selecting this talent.
Elemental Resistance: The witch hunter develops a resistance to a certain element. Choose one; acid, cold, electricity, or fire. The witch hunter gains 5 resistance to the chosen energy type.
Elemental Attack: The witch hunter conjures energy around his weapons to further harm his enemies. Choose an energy type that you have resistance to. As a swift action, your weapons deal an additional 1d6 damage of the selected energy type until the beginning of your next turn. You may use this ability a number of times per day equal to 3 + your Wisdom modifier. A witch hunter must have Elemental Resistance and Minor Magic to select this talent.
Investigate: Once per day, a witch hunter may take great dedication in learning what he wants to know. For a number of hours equal to his Intelligence modifier, a witch hunter adds his class level to all skill checks made in an effort to investigate. This can be Knowledge, Diplomacy, Perception, Sense Motive, Survival, or any other skills as long as they relate to the witch hunter’s goal.
Detect Undead: At will, a witch hunter can Detect Undead, as the spell. Unlike with a witch hunter’s usual ability to Detect Magic, Detect Undead takes twice as many rounds to sense undead presence and obtain information on them.
Detect Evil: At will, a witch hunter can Detect Evil, as the spell. Unlike with a witch hunter’s usual ability to Detect Magic, Detect Evil takes twice as many rounds to sense evil presence and obtain information on them.
Detect Good: At will, a witch hunter can Detect Good, as the spell. Unlike with a witch hunter’s usual ability to Detect Magic, Detect Good takes twice as many rounds to sense good presence and obtain information on them.
Form Lock: Witch hunters find shapeshifters and illusionists to be especially bothersome creatures to hunt. Whenever a witch hunter with this talent confirms a critical hit against a creature with the shapeshifter subtype or is under the effect of a polymorph or other shape-changing effect, he may forgo the additional critical damage in favor of ending any polymorph effect currently benefitting the target. If the target is a shapeshifter of some kind with a set number of forms it can take, the witch hunter chooses which form the target takes. The target cannot change shape or benefit from polymorphing for a number of rounds equal to the witch hunter’s Wisdom modifier.
Mental Wall: Witch hunters are ever cautious of the mind bending spells that can be used against them. A witch hunter with this talent targeted by a charm or compulsion effect can roll his saving throw twice and take the better result.
Unyielding Courage: Some witch hunters learn to face horrors unbearable to even the mightiest warriors. A witch hunter who gains this talent becomes immune to fear (magical or otherwise).
Extended Witchbane: A witch hunter with this talent can keep an offensive or defensive Witchbane active for two rounds per activation of the ability instead of just one round. A witch hunter must be at least 3rd level and have the Witchbane class feature to select this talent.
Expanded Spell Resistance: A witch hunter with this talent can spread his passive spell resistance like an aura around him to protect those near him. For a number of rounds equal to his witch hunter level, he can bestow his spell resistance to a number of targets up to his Wisdom modifier within a 20 ft. radius centered on the witch hunter. A witch hunter must be at least 7th level and have the Spell Resistance class feature to select this talent.
• Spellcraft Seeker: At 2nd level, a witch hunter adds ½ his level (minimum +1) to Spellcraft checks to identify spells and magical items, and also to Perception and Survival checks made to seek spellcasters or magical items.
3rd Level
• Witchbane: At 3rd level, a witch hunter can manifest a force that directly works against magical power. A number of times per day equal to ½ his witch hunter level + his Wisdom modifier, a witch hunter may create an offensive or defensive Witchbane about himself as a swift action. Against magical beasts, undead, monstrous humanoids, or enemies that cast spells or spell-like abilities, you may choose to add your Wisdom modifier as a bonus to attack and damage rolls OR as a bonus to AC and saving throws. This effect lasts until the beginning of your next turn, regardless of which benefit you choose.
At 6th level, your offensive Witchbane counts your attacks as magical for the purpose of overcoming damage reduction. Your defensive Witchbane also grants you Evasion, as the rogue special ability.
At 9th level, your offensive Witchbane counts your attacks as cold iron and silver for the purpose of overcoming damage reduction. Your defensive Witchbane can be conjured as an immediate action in response to an attack or spell from an appropriate source.
At 12th level, both offensive and defensive versions of Witchbane are powerful enough to affect creatures without any magic. Witchbane is no longer restricted to affecting certain enemies.
At 15th level, both offensive and defensive benefits of Witchbane are triggered with one activation of the ability and both last until the beginning of your next turn.
4th Level
• Hunter Talent
• Uncanny Dodge: Starting at 4th level, a witch hunter can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dex bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A witch hunter with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against him.
If a witch hunter already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.
5th Level
• Disruptive: At 5th level, a witch hunter gains Disruptive as a bonus feat, even if he does not meet the prerequisites. (The DC to cast spells defensively increases by +4 for all enemies that are within your threatened area. This increase to casting spells defensively only applies if you are aware of the enemy's location and are capable of taking an attack of opportunity. If you can only take one attack of opportunity per round and have already used that attack, this increase does not apply.)
• Dispel Magic: At 5th level, a witch hunter’s supernatural ability to suppress magic can be compressed into a nullifying blast. As a standard action at the cost of two uses of Witchbane, a witch hunter may cast Dispel Magic (as per the spell) as a spell-like ability using his witch hunter level as his caster level.
6th Level
• Hunter Talent
• Invigorate: At 6th level, a witch hunter learns to draw strength and motivation from the defeat of his enemies. Whenever he brings an enemy to 0 or fewer hit points, or is adjacent to a creature brought down by one of his allies, the witch hunter gains an additional use of Witchbane. Additional uses of Witchbane may number beyond your maximum uses per day, but any additional uses over your maximum are forfeited after 8 hours rest when you would normally regain your uses of the ability.
7th Level
• Spell Resistance: At 7th level, a witch hunter is surrounded by a passive protection against magic. He gains spell resistance equal to his with hunter level +10.
8th Level
• Hunter Talent
• Improved Uncanny Dodge: At 8th level and higher, a witch hunter can no longer be flanked. This defense denies a rogue the ability to sneak attack the witch hunter by flanking him, unless the attacker has at least four more rogue levels than the target has witch hunter levels.
If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
9th Level
• Spellbreaker: At 9th level, a witch hunter gains Spellbreaker as a bonus feat, even if he does not meet the prerequisites. (Enemies in your threatened area that fail their checks to cast spells defensively provoke attacks of opportunity from you.)
10th Level
• Advanced Hunter Talent: At 10th level, and every two levels thereafter, a witch hunter can choose one of the following advanced talents in place of a hunter talent.
Lay on Hands: Some witch hunters become so devoted to working against evil that their powers can manifest similarly to a paladin’s. A witch hunter with this talent can use Lay on Hands as a paladin a number of times per day equal to his Charisma modifier (minimum 1). Treat the witch hunter’s class level as his effective paladin level for this ability. A witch hunter must have Detect Evil before selecting this advanced talent.
Touch of Corruption: Hunters of good witches and cleric slayers often imitate the dark powers of antipaladins to achieve their ends. A witch hunter with this talent can use Touch of Corruption as an antipaladin a number of times per day equal to his Charisma modifier (minimum 1). Treat the witch hunter’s class level as his effective antipaladin level for this ability. A witch hunter must have Detect Good before selecting this advanced talent.
Elemental Blast: The witch hunter can release his fury as a bolt of energy. A witch hunter with this talent can conjure a blast of energy as a ranged touch attack dealing 2d6 energy damage plus his Wisdom modifier, with a range increment of 30 ft. The energy type is identical to the type that the witch hunter can conjure with Elemental Attack and expends two uses of that ability upon activation. A witch hunter must have Elemental Resistance, Minor Magic, Elemental Attack, and Major Magic before selecting this talent.
Evasion: The witch hunter gains Evasion, as the rogue special ability. When using his defensive Witchbane ability against an appropriate enemy, this ability functions as Improved Evasion.
Magic Negating Critical: If a witch hunter with this talent confirms a critical hit, he may forgo the additional critical damage in favor of affecting his target with Curse of Magic Negation, as the spell. The DC for this ability is equal to 10 + ½ Witch Hunter level + Wisdom modifier + any enhancement bonus of the currently equipped weapon that confirmed it’s critical against the target.
Double Reward: When a witch hunter personally brings an enemy to 0 hit points or fewer, he gains two uses of his Witchbane ability via his Invigorate class feature instead of just one. This does not change the Witchbane uses he gains if an ally brings a target to 0 hit points or fewer.
Major Hex: Some witch hunters delve deep into the mysteries of witchcraft to understand their hated enemies. A witch hunter with this talent may learn a witch Hex or Major Hex that he meets the prerequisites for. A witch hunter must have Minor Magic, Major Magic, and Hex before selecting this talent.
Further Extended Witchbane: A witch hunter with this talent extends the duration of an offensive or defensive Witchbane active for three rounds per use of the ability instead of just one. A witch hunter must have Extended Witchbane before selecting this talent.
• Antimagic Field: A number of rounds per day equal to your witch hunter level, you may create an Antimagic Field (as the spell) centered on yourself. These rounds do not need to be consecutive. You may expend a use of Witchbane to extend the duration of the Antimagic Field to one minute rather than one round. You cannot have Witchbane and Antimagic Field both active at the same time.
11th Level
• Arcane Sight: Your ability to sense magic has heightened to the point where you can witness energy even practiced spellcasters would miss. At 11th level, a witch hunter can use Arcane Sight (as the spell) at will.
12th Level
• Hunter Talent
• Improved Invigorate: In addition to the regular benefit of Invigorate, a witch hunter gains a number of temporary hit points equal to the Hit Die of the creature brought to 0 hit points or fewer.
13th Level
• Cunning Strike: A witch hunter adds his Wisdom modifier to all critical confirmation rolls.
14th Level
• Hunter Talent
• Spell Turning: If a spell targeting a witch hunter fails to pass his spell resistance, the witch hunter may spend a use of Witchbane to redirect the spell back at the caster (as Spell Turning).
15th Level
• Greater Dispel Magic: As a standard action at the cost of three uses of Witchbane, a witch hunter may cast Greater Dispel Magic (as the spell) as a spell-like ability using his witch hunter level as his caster level.
16th Level
• Hunter Talent
17th Level
• Spell Storing: The witch hunter has become adept at not just eliminating magic, but also containing it and using a spell for his own purposes. At 17th level, any enchanted weapon a witch hunter wields is considered to have the spell storing enchantment in addition to its regular abilities. The weapon only has the spell storing quality in the hands of the original witch hunter who placed it there. If the weapon is left out of the personal belongings of the witch hunter for more than 24 hours, the spell dissipates and is no longer stored in the weapon.
18th Level
• Hunter Talent
19th Level
• Spellstealing: The witch hunter has learned to siphon the magical benefits that protect the spellcasters he hunts. At 19th level, any enchanted melee weapon a witch hunter wields is considered to have the spellstealing enchantment in addition to its regular abilities. A witch hunter can choose to contain the spell using his Spell Storing ability instead of taking the benefit for himself right away.
20th Level
• Hunter Talent