Baron Corm
2008-02-25, 02:05 PM
The goal is to increase mobility and at least give the guy a chance to resist a donothing-and-dieanyway.
Witch Hunter
{table="head"]Level|BAB|Fort|Ref|Will|Special
1st|+1|+0|+0|+2|Hunter's Path
2nd|+2|+0|+0|+3|Practiced Spell Avoidance (2 rolls)
3rd|+3|+1|+1|+3|Hunter's Path
4th|+4|+1|+1|+4|Practiced Spell Avoidance (3 rolls)
5th|+5|+1|+1|+4|Hunter's Path[/table]
Hit Die: d8
Skill Points at Each Level: 4 + Int modifier
Entry Requirements
BAB: +5
Base Will Save: +2
Skills: Spellcraft 4 ranks
Feats: Mage Slayer, Pierce Magical Protection, Pierce Magical Concealment
Hunter's Path (Su)
At each odd level, a witch hunter may select a path from the following list. The abilities are split into slayer (offensive) and stalker (defensive) abilities. You may only choose either the slayer or the stalker ability for a given path. The same path cannot be chosen again to get the other ability.
Foil Divination
Slayer: If you are ever the subject of divination magic, you may teleport (and plane shift if necessary) as a free action to a square adjacent to the diviner. You receive a divination of the area/caster first, at the same power level as the one used on you, and can use this information to decide whether or not you wish to teleport.
Stalker: You may not be affected by any magic from the Divination school. The area around you will be shown or detected, but you will not appear or have your secrets revealed.
Negate Hex
Slayer: Whenever a spell targets you, you can have that spell affect its caster as well. The spell is cast as if you had cast it, but has the caster level and save DC of the original spell.
Stalker: If a spell offers no save, you may make a Will save to negate it.
Remove Magic
Slayer: As a standard action, you can make an attack which removes 1 spell level worth of spell slots from an enemy caster for each point of damage you deal. The spells removed are random if prepared, though you always choose the spell levels. A Remove Magic attack can be combined with a Deny Power attack.
Stalker: As a full-round action, you can dispel any number of negative magical effects currently on you. You must be aware and able to do this (so it cannot be done while dominated) and it does not heal ability damage or similar which has already been done.
Deny Power
Slayer: As a standard action, you can make an attack which deals 1 point of ability damage per level of witch hunter to the ability which determines DCs for the target spellcaster (multiplied in the case of a critical hit). Your normal damage is also dealt. A Deny Power attack can be combined with a Remove Magic attack.
Stalker: You receive a bonus on saves vs. spells equal to your witch hunter level.
Seal Dimension
Slayer: If any dimensional travel spell is cast within 1200 feet of you, you can immediately receive the effects of the same spell as a free action to travel to a square adjacent to the caster (as if you were in the caster's original position, if distance would be limited).
Stalker: You may not be affected by any magic from the Conjuration school. You cannot be touched by conjured creatures or objects, and cannot be teleported against your will.
Practiced Spell Avoidance (Ex)
At level 2, you may roll your save for any spell twice, and take the better result. At level 4, you may roll your save three times, and take the best result.
Witch Hunter
{table="head"]Level|BAB|Fort|Ref|Will|Special
1st|+1|+0|+0|+2|Hunter's Path
2nd|+2|+0|+0|+3|Practiced Spell Avoidance (2 rolls)
3rd|+3|+1|+1|+3|Hunter's Path
4th|+4|+1|+1|+4|Practiced Spell Avoidance (3 rolls)
5th|+5|+1|+1|+4|Hunter's Path[/table]
Hit Die: d8
Skill Points at Each Level: 4 + Int modifier
Entry Requirements
BAB: +5
Base Will Save: +2
Skills: Spellcraft 4 ranks
Feats: Mage Slayer, Pierce Magical Protection, Pierce Magical Concealment
Hunter's Path (Su)
At each odd level, a witch hunter may select a path from the following list. The abilities are split into slayer (offensive) and stalker (defensive) abilities. You may only choose either the slayer or the stalker ability for a given path. The same path cannot be chosen again to get the other ability.
Foil Divination
Slayer: If you are ever the subject of divination magic, you may teleport (and plane shift if necessary) as a free action to a square adjacent to the diviner. You receive a divination of the area/caster first, at the same power level as the one used on you, and can use this information to decide whether or not you wish to teleport.
Stalker: You may not be affected by any magic from the Divination school. The area around you will be shown or detected, but you will not appear or have your secrets revealed.
Negate Hex
Slayer: Whenever a spell targets you, you can have that spell affect its caster as well. The spell is cast as if you had cast it, but has the caster level and save DC of the original spell.
Stalker: If a spell offers no save, you may make a Will save to negate it.
Remove Magic
Slayer: As a standard action, you can make an attack which removes 1 spell level worth of spell slots from an enemy caster for each point of damage you deal. The spells removed are random if prepared, though you always choose the spell levels. A Remove Magic attack can be combined with a Deny Power attack.
Stalker: As a full-round action, you can dispel any number of negative magical effects currently on you. You must be aware and able to do this (so it cannot be done while dominated) and it does not heal ability damage or similar which has already been done.
Deny Power
Slayer: As a standard action, you can make an attack which deals 1 point of ability damage per level of witch hunter to the ability which determines DCs for the target spellcaster (multiplied in the case of a critical hit). Your normal damage is also dealt. A Deny Power attack can be combined with a Remove Magic attack.
Stalker: You receive a bonus on saves vs. spells equal to your witch hunter level.
Seal Dimension
Slayer: If any dimensional travel spell is cast within 1200 feet of you, you can immediately receive the effects of the same spell as a free action to travel to a square adjacent to the caster (as if you were in the caster's original position, if distance would be limited).
Stalker: You may not be affected by any magic from the Conjuration school. You cannot be touched by conjured creatures or objects, and cannot be teleported against your will.
Practiced Spell Avoidance (Ex)
At level 2, you may roll your save for any spell twice, and take the better result. At level 4, you may roll your save three times, and take the best result.