Drager
2007-06-18, 10:32 AM
Requirements
Feats : Combat Reflexes, Iron Will, Lightning Reflexes
Skills : Knowledge (Arcana) 4 Ranks
Special : May not be able to cast Arcane Spells, May not worship a deity with Magic as a domain
Hit Die : d8
Skill Points : 6+Int modifier/level
Class Skills (and the key ability for each):Craft (Locksmith) (Int), Diplomacy (Cha), Gather Information (Cha),Hide (Dex), Intimidate (Cha), Knowledge (Arcana) (Int), Listen (Wis), Move Silently (Dex), Spot (Wis), Search (Int), Sense Motive (Wis), Survival (Wis), Tumble (Dex)
Witch Finder
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+2|
+2|Track, Detect Magic (Sp), Knowledge Manipulation
2nd|
+2|
+3|
+3|
+3|Fast Movement, Intimidating Presence
3rd|
+3|
+3|
+3|
+3|Mettle
4th|
+4|
+4|
+4|
+4|Evasion
5th|
+5|
+4|
+4|
+4|Disrupting Call, Capture
6th|
+6|
+5|
+5|
+5| Spell Sapping Blow
7th|
+7|
+5|
+5|
+5| Spell Resistance
8th|
+8|
+6|
+6|
+6| Craft Dampening Manacles
9th|
+9|
+6|
+6|
+6|Banishing blow (Su)
10th|
+10|
+7|
+7|
+7|Anti Magic Shell[/table]
Weapon and Armour Proficiencies: Witch Finders are proficient with all Light and Medium armour, the Dagger, Quarterstaff, Short sword, Light, Heavy and Hand crossbows and the Spear.
Class Abilities:
Track: At first level the Witch Finder gains Track as a bonus feat
Detect Magic (Sp): At first level the Witch Finder gains the ability to use Detect Magic as the spell at will.
Knowledge Manipulation: At first level the Witch Finder learns to turn the knowledge of his enemies against them. A Witch Finder gains +1 to the save DC of any save he forces an opponent to make for every 5 ranks in Knowledge (Arcana).
Fast Movement: At second level the Witch Finders constant physical training has allowed him to move faster than most normal men can, allowing him to match the speed of many of his magically augmented foes, this adds +10 feet to his base movement provided he is wearing Medium, Light or No Armour
Intimidating Presence: At second level a Witch Finder has developed a palpable contempt for casters, if he threatens one when they attempt to cast a spell he may make an attack of opportunity regardless of whether they have passed their concentration check for defensive casting.
Mettle: At third level the Witch Finder has trained his mind and body to shrug off many detrimental magical effects, if he would be partially affected by a spell or ability after succeeding Fortitude or Will save he is instead unaffected
Evasion: At fourth level the Witch Finder has learned to dodge that which he can not withstand and gains the Evasion class feature
Capture: At fifth level the Witch Finder gains the ability to quickly capture an opponent once he has them at a disadvantage, if a Witch Finder manages to pin an opponent in a grapple he may manacle them as a standard action, provided he has a pair of appropriate manacles in his hand or located on his belt.
Disrupting Call (Ex): A fifth level Witch Finder is now so ferocious and contemptuous of magic that his very words can terrify any spell caster to the pit of their soul and allow them to know with certainty that their magic will have no effect. A Witch Finder may, a number of times per day equal to his Class Level plus his Charisma modifier, give up an attack of opportunity to attempt to disrupt a spell caster in the act of casting a spell. To do this he must be within 30 feet and have clear line of effect to the caster, he must be able to speak and the caster to hear him, if these conditions are met when a spell caster attempts to cast a spell the Witch Finder may give up an attack of opportunity for the round to make an Intimidate check opposed by the casters Concentration check, if he beats the caster the spell fails.
Spell Sapping Blow (Ex): At sixth level the Witch Finder can strike a foe in such away as to cause him to bleed not only his life fluid, but his magical essence, any time a Witch Finder strikes a class capable of casting Arcane spells the caster must make a will save DC 10+damage dealt or lose a prepared spell slot or a spell slot (What are they called for sorcerers, not sure how to phrase this), this is a spell or slot must be of the highest available level for the caster struck.
Spell Resistance (Su): At seventh level a Witch Finder gains spell resistance equal to 15+Class Level
Craft Dampening Manacles: At eighth level any masterwork manacles crafted by the Witch Finder may be upgraded to prevent anyone wearing them from casting spells or using spell like abilities. Doing this costs 33000 Gold and 500 Exp.
Banishing Blow (Su): At ninth level a Witch Finder has learned to undo the foul machinations of his foes and any summoned creature he strikes must make a fortitude save DC 10+damage dealt or be Banished as the spell.
Anti Magic Shell (Su): At tenth level a Witch Finder has developed such contempt for magic that his disbelief can stop magical effects functioning in his presence. A Witch Finder may erect an ant magic field ten feet in radius centred around himself for a number of rounds per day equal to his charisma modifier times his class level, these need not be consecutive rounds and he may end the effect at will. The anti magic field moves with him.
Personality: Personality among Witch Finders varies widely, but there are common themes in sub groups. A large number of Witch Finders are former Paladins or religious Fighters who have found their calling in hunting down the unbelieving and dangerous arcane casters that oppose their gods cause and roam free in the land seemingly immune to justice because of their power. These Witch Finders tend to be very self righteous, but are not always so.
A second group are assassins and thieves who specialise in dealing with wizards and their like, these are typically reserved individuals who stay out of the lime light, but some are quite the opposite.
Other Classes: The typical Witch Finder will not travel with Arcane casters unless they are bound to serve him and submit to be chained at night with Dampening Manacles (whether crafted by him or another of his order), or are Witch Seekers. Other than that he will travel with most other classes freely he often finds that having a good number of rogues and capable fighters around can help immensely when dealing with a casters potential protectors whilst he goes after his prey.
Certain types of Witch Finder get on well with Paladins, who typically share their distrust of the arcane, these Witch Finders are typically religious themselves and find much in common with their paladin brothers.
Other types of Witch Finder hunt arcane casters not to bring them to justice but to have away with their treasures, these types of Witch Finders fit in well in thieves guilds or assassins halls and can be used to gain retribution on haughty wizards or simply to steal their most prized possessions whilst leaving them embarrassingly hog tied.
Feats : Combat Reflexes, Iron Will, Lightning Reflexes
Skills : Knowledge (Arcana) 4 Ranks
Special : May not be able to cast Arcane Spells, May not worship a deity with Magic as a domain
Hit Die : d8
Skill Points : 6+Int modifier/level
Class Skills (and the key ability for each):Craft (Locksmith) (Int), Diplomacy (Cha), Gather Information (Cha),Hide (Dex), Intimidate (Cha), Knowledge (Arcana) (Int), Listen (Wis), Move Silently (Dex), Spot (Wis), Search (Int), Sense Motive (Wis), Survival (Wis), Tumble (Dex)
Witch Finder
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+2|
+2|Track, Detect Magic (Sp), Knowledge Manipulation
2nd|
+2|
+3|
+3|
+3|Fast Movement, Intimidating Presence
3rd|
+3|
+3|
+3|
+3|Mettle
4th|
+4|
+4|
+4|
+4|Evasion
5th|
+5|
+4|
+4|
+4|Disrupting Call, Capture
6th|
+6|
+5|
+5|
+5| Spell Sapping Blow
7th|
+7|
+5|
+5|
+5| Spell Resistance
8th|
+8|
+6|
+6|
+6| Craft Dampening Manacles
9th|
+9|
+6|
+6|
+6|Banishing blow (Su)
10th|
+10|
+7|
+7|
+7|Anti Magic Shell[/table]
Weapon and Armour Proficiencies: Witch Finders are proficient with all Light and Medium armour, the Dagger, Quarterstaff, Short sword, Light, Heavy and Hand crossbows and the Spear.
Class Abilities:
Track: At first level the Witch Finder gains Track as a bonus feat
Detect Magic (Sp): At first level the Witch Finder gains the ability to use Detect Magic as the spell at will.
Knowledge Manipulation: At first level the Witch Finder learns to turn the knowledge of his enemies against them. A Witch Finder gains +1 to the save DC of any save he forces an opponent to make for every 5 ranks in Knowledge (Arcana).
Fast Movement: At second level the Witch Finders constant physical training has allowed him to move faster than most normal men can, allowing him to match the speed of many of his magically augmented foes, this adds +10 feet to his base movement provided he is wearing Medium, Light or No Armour
Intimidating Presence: At second level a Witch Finder has developed a palpable contempt for casters, if he threatens one when they attempt to cast a spell he may make an attack of opportunity regardless of whether they have passed their concentration check for defensive casting.
Mettle: At third level the Witch Finder has trained his mind and body to shrug off many detrimental magical effects, if he would be partially affected by a spell or ability after succeeding Fortitude or Will save he is instead unaffected
Evasion: At fourth level the Witch Finder has learned to dodge that which he can not withstand and gains the Evasion class feature
Capture: At fifth level the Witch Finder gains the ability to quickly capture an opponent once he has them at a disadvantage, if a Witch Finder manages to pin an opponent in a grapple he may manacle them as a standard action, provided he has a pair of appropriate manacles in his hand or located on his belt.
Disrupting Call (Ex): A fifth level Witch Finder is now so ferocious and contemptuous of magic that his very words can terrify any spell caster to the pit of their soul and allow them to know with certainty that their magic will have no effect. A Witch Finder may, a number of times per day equal to his Class Level plus his Charisma modifier, give up an attack of opportunity to attempt to disrupt a spell caster in the act of casting a spell. To do this he must be within 30 feet and have clear line of effect to the caster, he must be able to speak and the caster to hear him, if these conditions are met when a spell caster attempts to cast a spell the Witch Finder may give up an attack of opportunity for the round to make an Intimidate check opposed by the casters Concentration check, if he beats the caster the spell fails.
Spell Sapping Blow (Ex): At sixth level the Witch Finder can strike a foe in such away as to cause him to bleed not only his life fluid, but his magical essence, any time a Witch Finder strikes a class capable of casting Arcane spells the caster must make a will save DC 10+damage dealt or lose a prepared spell slot or a spell slot (What are they called for sorcerers, not sure how to phrase this), this is a spell or slot must be of the highest available level for the caster struck.
Spell Resistance (Su): At seventh level a Witch Finder gains spell resistance equal to 15+Class Level
Craft Dampening Manacles: At eighth level any masterwork manacles crafted by the Witch Finder may be upgraded to prevent anyone wearing them from casting spells or using spell like abilities. Doing this costs 33000 Gold and 500 Exp.
Banishing Blow (Su): At ninth level a Witch Finder has learned to undo the foul machinations of his foes and any summoned creature he strikes must make a fortitude save DC 10+damage dealt or be Banished as the spell.
Anti Magic Shell (Su): At tenth level a Witch Finder has developed such contempt for magic that his disbelief can stop magical effects functioning in his presence. A Witch Finder may erect an ant magic field ten feet in radius centred around himself for a number of rounds per day equal to his charisma modifier times his class level, these need not be consecutive rounds and he may end the effect at will. The anti magic field moves with him.
Personality: Personality among Witch Finders varies widely, but there are common themes in sub groups. A large number of Witch Finders are former Paladins or religious Fighters who have found their calling in hunting down the unbelieving and dangerous arcane casters that oppose their gods cause and roam free in the land seemingly immune to justice because of their power. These Witch Finders tend to be very self righteous, but are not always so.
A second group are assassins and thieves who specialise in dealing with wizards and their like, these are typically reserved individuals who stay out of the lime light, but some are quite the opposite.
Other Classes: The typical Witch Finder will not travel with Arcane casters unless they are bound to serve him and submit to be chained at night with Dampening Manacles (whether crafted by him or another of his order), or are Witch Seekers. Other than that he will travel with most other classes freely he often finds that having a good number of rogues and capable fighters around can help immensely when dealing with a casters potential protectors whilst he goes after his prey.
Certain types of Witch Finder get on well with Paladins, who typically share their distrust of the arcane, these Witch Finders are typically religious themselves and find much in common with their paladin brothers.
Other types of Witch Finder hunt arcane casters not to bring them to justice but to have away with their treasures, these types of Witch Finders fit in well in thieves guilds or assassins halls and can be used to gain retribution on haughty wizards or simply to steal their most prized possessions whilst leaving them embarrassingly hog tied.