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View Full Version : D&D 3.x Class The Witch Hunter [PEACH]



MrMonsterGuy18
2018-07-02, 01:26 AM
Witch Hunter

Dark warlocks make bargains with terrible demons in the dead of night. Wizards obsessed with magic lock themselves in high towers and learn strange rituals never meant to be learned. Cults to dark gods and Archdevils kidnap the innocent to convert them or sacrifice them for infernal blessings. When these magic users go too arrogant, to vile to be contained, the Witch Hunter steps in and slays the witch.
Witch Hunters are members of a hypocritical order. They seek to destroy magic users, seeing them as corrupted, yet they use magic themselves. Most justify their sorcery as a necessary evil, one that must be done for the survival of the Witch Hunter. After all, if you become an arcanist while killing three more, you have a net gain. In addition to their spellcasting, they learn secrets that help them in their trade, such as the ability to break abjurations and ward off harmful spells.

Becoming a Witch Hunter
The easiest way of becoming a Witch Hunter is by being a member of a martial class, however that is not necessary. Anyone can eventually gain the strength of arms needed to join their ranks, even arcan spellcasters. The most common members of this class are fighters or Rangers, however paladins are not unheard of


The Witch Hunter



Level
BAB
Fort
Ref
Will
Special
1st
2nd
3rd
4th
5th



1st
+1
+0
+0
+2
Armored Mage (Light), Smite Arcane 1/day, Arcane Vision
1
-
-
-
-



2nd
+2
+0
+0
+3
Mettle
2
-
-
-
-



3rd
+3
+1
+1
+3
Dispelling Blade 1/day
3
-
-
-
-



4th
+4
+1
+1
+4
Smite Arcane 2/day, Improved Pierce Magical Protection.
4
1
-
-
-



5th
+5
+1
+1
+4
Armored Mage (Medium), Spell Resistance, Invictus
4
2
-
-
-



6th
+6
+2
+2
+5
Dispelling Blade 2/day
4
3
1
-
-



7th
+7
+2
+2
+5
Smite Arcane 3/day
4
4
2
-
-



8th
+8
+2
+2
+6
Arcane Evasion
4
4
3
1
-



9th
+9
+3
+3
+6
Dispelling Blade 3/day
4
4
4
2
-



10th
+10
+3
+3
+7
Smite Arcane 4/day, Unyielding Strike
4
4
4
3
1



Base Attack Bonus: +5
Skills Knowledge (Arcana) 4, Spellcraft 4
Hit Die: 1d6

Class Skills (2 + Int modifier Per Level): Knowledge (Arcane), Knowledge (The Planes), Spellcraft, Use Magic Device, Concentration, Craft, Profession

Spells Known



Level
1st
2nd
3rd
4th
5th



1st
2
-
-
-
-



2nd
2
-
-
-
-



3rd
3
-
-
-
-



4th
3
1
-
-
-



5th
4
2
-
-
-



6th
4
2
1
-
-



7th
5
3
2
-
-



8th
5
3
2
1
-



9th
5
4
3
2
-



10th
5
4
3
2
1




Class Features
All the following are class features of the Witch Hunter prestige class. Witch hunters focus on a mix of arcane spells and how to break them.

Spellcasting
A Witch Hunter casts arcane spells (The same type as a sorcerer or wizard) which are drawn from the sorcerer/wizard spell list. He can cast any spell he knows without preparing it ahead of time, like a sorcerer.

To learn or cast a spell, a Witch Hunter must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Witch Hunter’s spell is 10 + the spell level + the Witch Hunter‘s Charisma modifier.

Like other spellcasters, a Witch Hunter can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table above. In addition, he receives bonus spells per day if he has a high Charisma score.

A Witch Hunter‘s selection of spells is extremely limited. A sorcerer begins play knowing two 1st-level spells of your choice. At each new Witch Hunter level, he gains one or more new spells, as indicated on the table above. (Unlike spells per day, the number of spells a Witch Hunter knows is not affected by his Charisma score; the numbers on the above table are fixed.) These new spells are common spells chosen from the sorcerer/wizard spell list.

Unlike a wizard or a cleric, a Witch Hunter need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. He does not have to decide ahead of time which spells he’ll cast

Armored Mage (Ex): Normally, armor of any type interferes with an arcane spellcaster's gestures, which can cause his spells to fail (if those spells have somatic components). A Witch Hunter specialized training, however, allows him to avoid arcane spell failure as long as he sticks to light armor and light shields. This training does not extend to medium or heavier armors, nor to heavy shields. Nor does this ability apply to spells gained from a different spellcasting class.

At 5th level, a Witch Hunter learns to use medium armor and heavy shields with no chance of arcane spell failure.

Arcane Vision (Sp): A Witch Hunter is considered under the effects of detect magic and read magic at all time. If this is ever dispelled, the Witch Hunter can turn it back on as a free action. The Witch Hunter can turn it off at any point as a free action.

Smite Arcane (Su):Once per day, a Witch Hunter may attempt to smite an arcane spellcaster with one normal attack. She adds her Charisma bonus (if any) to her attack roll and deals 2 extra point of damage per Witch Hunter level. If the Witch Hunter accidentally smites a creature that does not have the ability to cast arcane spells, the smite has no effect, but the ability is still used up for that day.

In addition, a Witch Hunter can spend an additional daily uses of his Smite Arcane ability to, in addition to the normal smite, for the arcane spell caster to make a Will save (DC = 10 + Cha modifier + Witch Hunter levels.

At 4th level, and at every three levels thereafter, the Witch Hunter may use Smite Arcane one additional time per day, as indicated on Table: The Witch Hunter, to a maximum of four times per day at 10th level.

Mettle (Ex):At 2rd level and higher, a Witch Hunter can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping Witch Hunter does not gain the benefit of mettle.

Dispelling Strike (Sp):Once per day at third level, a Witch Hunter may declare their attack a Dispelling Strike. If the attack lands, the target is affected by the dispel magic spell with a caster level equal to the Witch Hunters character level.

In addition to this, a Witch Hunter can sacrifice on of her spells per day so that she can gain twice the spell level as a bonus on her dispelling check (whether it comes from Dispelling Strike or not)

At 6th level and every 3rd level beyond that the Witch Hunter gains an additional use of Dispelling Strike.

Improved Pierce Magical Protection At 4th level, a Witch Hunter gains the benefit of the Pierce Magical Protection feat, (CArc pg. 82) however they do not suffer the -4 cater level from the feat.

Spell Resistance (Su): Due to the amount of magic the Witch Hunter has to fight, he learns to resist its power. At 5th level, the Witch Hunter gains Spell Resistance equal to 10 + Her hit dice.

Invictus (Su): At 5th level, a Witch Hunter gains the ability to sacrifice one of her Smite Arcane uses for the day in exchange to reroll a saving throw against an arcane spell that came up as a natural. The Witch Hunter decides to use this ability after rolling the 1.

Arcane Evasion (Ex):At 2nd level and higher, a Witch Hunter can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Arcane Evasion can be used only if the Witch Hunter is wearing armor that does not impose spell failure chance or no armor. A helpless Witch Hunter does not gain the benefit of Arcane Evasion.

Unyielding Strike (Sp) One per day, a Witch Hunter of 10th level may, when targeted by an arcane spell, make an attack of opportunity against the caster. If the attack lands, the spell is treated as if under the effect of spell turning.

There is the Witch Hunter prestige class. Please share your thoughts and ideas so that I can improve the class.

Goaty14
2018-07-02, 12:10 PM
Needs
-Table
-Non-contradictory spellcasting section (says it casts spontaneously like a wizard/cleric, except wizards/clerics don't cast spontaneously).
-Witch Hunters can smite other Witch Hunters?
-SR should be changed to HD + 10, to be more in line with other SR.

MrMonsterGuy18
2018-07-02, 02:42 PM
Needs
-Table
-Non-contradictory spellcasting section (says it casts spontaneously like a wizard/cleric, except wizards/clerics don't cast spontaneously).
-Witch Hunters can smite other Witch Hunters?
-SR should be changed to HD + 10, to be more in line with other SR.
Fixed the table (was using the old table system)
Fixed the spell casting section for clarity (Was meant to read the clerics and wizards must prepare spell, and Witch Hunters don’t, but I see were it could confuse people)
Yes, Witch Hunters can smite other Witch Hunters. While it’s not common, some evil Witch Hunters kill their fellow Witch Hunters to gain a reputation as very successful.
SR was changed to 10 + HD

JoshuaZ
2018-07-02, 03:56 PM
Table says "School resistance" but text says "arcane resistance." Text also refers to "resistance rolls" which aren't a thing in 3.5 or PF. Do you mean saving throws?

As written, it is a bit weak against actual casters. Additional things I'd consider:

Gain evasion and mettle at some points.

Gain ability to reroll failed saves some number of times daily.

When using a dispel magic effect (either as a spell or other effect), allow them to sacrifice a spell slot to add twice the spell level to the dispel check or (or caster check if PF).

The smite ability should also cause those smited to lose spell slots or prepared spells (maybe one of highest level) unless they make a save.

Maat Mons
2018-07-02, 08:24 PM
My favorite "witch hunter" character from published material is a Cleric with the Divine Defiance feat (Fiendish Codex II, p83). Counterspelling as an immediate action, whith none of that losing your next rounds actions crap from that other counterspelling feat. You can even get spontaneous casting of Dispel Magic from an ACF, and +4 on dispel checks from a domain.

Also, I feel like being a divine caster who opposes other spellcasters is easier to rationalize than being an arcane caster who does the same. Magic that stems from your deity is good and pure. Magic from other deities, or not from a deity, is twisted and perverse.

Spell resistance is kind of a problematic class feature. It blocks beneficial spells from your allies too. And if you want to accept a spell from an ally, you have to spend a round doing nothinf other than lower your spell resistance. And, during that time, your defenses are lowered for enemy spells as well, not just the particular spell you wanted.

I don't feel like +4 to saves against a single school of magic is very good. I mean, if you were under the effects of Death Ward and Sheltered Vitality, that's basically immunity to the Necromancy school. Wearing armor with the Proof Against Transmutation ability is basically immunity to Transmutation, as the name implies. True Seeing is basically immunity to Illusion, and is available as an item. Mind blank is immunity to two schools, Divination and Enchantment, and that's also available as an item.

If someone's going to make a career out of fighting spellcasters, some good things to have would be Mettle, Freedom of Movement, flight, and an ability to reroll 1s on saves. Arcane Sight wouldn't hurt either. Nor would a few casting of the Energy Immunity spell, for complete immunity to acid, cold, electricity, fire, and sonic damage. Though there's no guarantee that casters won't use more exotic damage types, or untyped damage.

You know, Spell Turning and some sort of defense against Dispel might also be good.

Saintheart
2018-07-02, 08:40 PM
Since this guy seems to be a sort of gish or is going to be primarily melee'ing against casters, maybe some form of ability akin to the Pierce Magical Protection feat out of Complete Arcane? (Except without the nerfing to caster level that the feat imposes, since this would just make his spellcasting pointless.)

MrMonsterGuy18
2018-07-03, 12:20 AM
Changes;

Removed School Resistance due to its weakness
Added Mettle
Added Evasion (sort of, please let me know if its too powerful)
Added Save Rerolling on a 1 (for a price)
Changed Dispell and Smite so that you can buff them
Added a capstone ability that lets you reflect a spell
Added a way to break Mage Armor
Added the ability to see magical stuff



My favorite "witch hunter" character from published material is a Cleric with the Divine Defiance feat (Fiendish Codex II, p83). Counterspelling as an immediate action, whith none of that losing your next rounds actions crap from that other counterspelling feat. You can even get spontaneous casting of Dispel Magic from an ACF, and +4 on dispel checks from a domain.

Also, I feel like being a divine caster who opposes other spellcasters is easier to rationalize than being an arcane caster who does the same. Magic that stems from your deity is good and pure. Magic from other deities, or not from a deity, is twisted and perverse.

Spell resistance is kind of a problematic class feature. It blocks beneficial spells from your allies too. And if you want to accept a spell from an ally, you have to spend a round doing nothinf other than lower your spell resistance. And, during that time, your defenses are lowered for enemy spells as well, not just the particular spell you wanted.

I don't feel like +4 to saves against a single school of magic is very good. I mean, if you were under the effects of Death Ward and Sheltered Vitality, that's basically immunity to the Necromancy school. Wearing armor with the Proof Against Transmutation ability is basically immunity to Transmutation, as the name implies. True Seeing is basically immunity to Illusion, and is available as an item. Mind blank is immunity to two schools, Divination and Enchantment, and that's also available as an item.

If someone's going to make a career out of fighting spellcasters, some good things to have would be Mettle, Freedom of Movement, flight, and an ability to reroll 1s on saves. Arcane Sight wouldn't hurt either. Nor would a few casting of the Energy Immunity spell, for complete immunity to acid, cold, electricity, fire, and sonic damage. Though there's no guarantee that casters won't use more exotic damage types, or untyped damage.

You know, Spell Turning and some sort of defense against Dispel might also be good.

First off thank you for this post it was very helpful. Most of the stuff you said I added. However, I left alone flight and freedom of movement, because they are within the range of spells that a Witch Hunter can use. Spell Resistance, in my opinion, should be left in so that they can have more defense against spells. After all, they are meant to fight arcanist. I too think its easier to see a divine spellcaster who is focused around dispelling, but I believe an arcane wielding hypocrite who hunts mages is more interesting