PDA

View Full Version : D&D 3.x Class "Suffer not the witch to live." [3.5 hypermundane, PEACH]



Jormengand
2015-08-13, 01:46 PM
The Witch Hunter
http://img06.deviantart.net/dc1c/i/2011/231/1/0/witchhunter_by_ropart-d4740z1.jpg
Witchhunter by ropart
"Your magic shall not save you!"



Level
BAB
Fort
Ref
Will
Special

Overcome Wounds


1st+1+2+2+21st Favoured Enemy, Righteous Desperation, Tricks, Resilience, Combat Master, Holy Slayer
0
2nd+2+3+3+31st Apostate Nemesis
0
3rd+3+3+3+31st Landwalk, Enduring Tracker
0
4th+4+4+4+42nd Favoured Enemy
0
5th+5+4+4+42nd Landwalk
0
6th+6/+1+5+5+52nd Apostate Nemesis
1
7th+7/+2+5+5+53rd Landwalk
1
8th+8/+3+6+6+63rd Favoured Enemy
2
9th+9/+4+6+6+64th Landwalk
2
10th+10/+5+7+7+73rd Apostate Nemesis
3
11th+11/+6/+1+7+7+75th Landwalk
3
12th+12/+7/+2+8+8+84th Favoured Enemy
4
13th+13/+8/+3+8+8+86th Landwalk
4
14th+14/+9/+4+9+9+94th Apostate Nemesis
5
15th+15/+10/+5+9+9+97th Landwalk
5
16th+16/+11/+6/+1+10+10+105th Favoured Enemy
6
17th+17/+12/+7/+2+10+10+108th Landwalk
6
18th+18/+13/+8/+3+11+11+115th Apostate Nemesis
7
19th+19/+14/+9/+4+11+11+119th Landwalk
7
20th+20/+15/+10/+5+12+12+12Walk Any Land, Nemesis of my Nemesis, 6th Favoured Enemy
8

Alignment: Any
Hit Die: 1d10

Class Skills:
All class skills except for truespeak (Int), use magic device (cha) and use psionic device (cha) are class skills of the witch hunter.
Skill Points at 1st Level: (6 + Int modifier) 4
Skill Points at Each Additional Level: 6 + Int modifier

Class features
All of the following are the class features of the witch hunter.

Weapon and armour proficiency
Witch hunters have a variety of tools at their disposal: they are proficient with every type of weapon, armour and shield ever to come to be.

Holy Slayer
Witch hunter levels stack with ranger levels to determine a creature's effective ranger level, and with paladin levels to determine a creature's effective paladin level (A paladin 3/ranger 5/witch hunter 8 would be treated as a an 11th level paladin and a 13th-level ranger if either of those classes' levels were to be called into question). Of course, paladins must give up almost all of their class features, and rangers about half of them, or at least swap them out for something else, to be a witch hunter.

Witch hunter Trick (Ex)
At each level, a witch hunter gains witch hunter tricks. The witch hunter gains 1 witch hunter trick per level up to and including fifth, two per level for the next five, and so forth. Witch hunter tricks are detailed in their own section.

Shrug Off
Witch hunter can Shrug Off abilities which would hinder, incapacitate or even kill lesser beings. Shrugging Off an ability does not take an action any more than choosing a target to attack does; it is simply a thing that one does, or one does not.

A witch hunter who Shrugs Off an effect ignores it. It does not affect the witch hunter at all, even if it affects an area (irrespective of, for example, whether or not the witch hunter enters, leaves, and then re-enters an area). However, it still affects other people: the effect is still there, unlike with more magical means of removing an effect such as Dispel Magic or Iron Heart Surge. The source of the effect may still be there, even if the effect itself isn't (for example, a windstorm is still there even if the witch hunter isn't checked by it, and will automatically check the witch hunter again next round). Similarly, a witch hunter can't Shrug Off death by hit point damage, as the witch hunter would simply die again immediately. This makes the many effects on the table below unlikely at best to come up but they are included for completeness.

The witch hunter may Shrug Off an effect in progress, or even one which hasn't taken effect yet (for example, a witch hunter could Shrug Off a spell's effect upon being struck by it, ignoring it, even if that witch hunter wasn't aware of the spell until it dealt its effects). Witch hunters incapable of experiencing the world, such as those who are Dead, Petrified or Unconscious, can't Shrug Off effects. Those who are merely distracted, incapable of acting, or suffering sensory impairment (such as those who are Fascinated, Stunned or simultaneously Blinded and Deafened) can still Shrug Off further effects.

However, Shrugging Off an effect costs hit points. These hit points are dependent on the severity of the effect being Shrugged Off. Further, if the effect is permanent (except for spell effects and effects which are always or usually permanent), triple the number of hit points needed to remove it. A witch hunter can't Shrug Off an effect if doing so would kill the witch hunter. Use the following table to determine the hit point cost:



Effect

Cost



Ability Damaged

5/point



Ability Drained/Burned

15/point



Blinded

10



Blown Away*

20



Checked

10



Confused

10



Dazed

10



Dazzled

2



Dead*

50



Deafened

10



Disabled

20



Dying

30



Energy Drained

10/level



Entangled

10



Grappling*

5



Knocked Down*

15



Paralysed

20



Petrified

30



Pinned*

5



Prone*

5



Spell Lv 0**

3



Spell Lv 1**

6



Spell Lv 2**

13



Spell Lv 3**

21



Spell Lv 4**

30



Spell Lv 5**

40



Spell Lv 6**

51



Spell Lv 7**

63



Spell Lv 8**

76



Spell Lv 9**

90



Spell Level 10th**

100



Spell Level 11th***

111



Spell Level 12th***

123



Spell Level 13th***

136



Stable

20



Staggered

20



Stunned*

20



Unconscious

As stable/dying



*These effects can only be Shrugged Off before they take effect, due to one of three reasons: One, that they less are conditions and more cause them, two, that once the ability takes hold the witch hunter won't be able to Shrug them Off, or three, because simply being hard enough to prevent yourself falling down is one thing; being hard enough to go from being on the ground to on your feet in no time at all is another.
**This also covers (Sp) and (Ps) abilities, powers, and martial maneuvers.
***As **, and also these abilities tend not to exist, but a few classes such as the Worldspeaker have them. To find any spell level higher than 13th, add the new spell level to the previous number (for example, the 13th level value is calculated by adding 13 to the 12th level value).

Resilience (Ex)
Witch hunters are tougher than tough. They reduce any lethal or nonlethal damage they take by 1 per level. This powerful effect will simply negate damage of any type, even special damage such as vile damage. If the damage dealt by an ability is of multiple types, the witch hunter can choose which type of damage to ignore, or some of each (for example, a fireball with energy admixture (cold) deals both fire and cold damage. A witch hunter of 4th level could ignore 3 cold and 1 fire damage, not that it's likely to matter). Even untyped damage can be prevented in this way, but some damage results directly from divine power and can't be prevented by any means. That doesn't stop a witch hunter from reducing any accompanying damage of other types.

Combat Master (Ex)
Witch hunters get the rapid shot, two-weapon fighting, manyshot, improved two-weapon fighting, improved precise shot and greater two-weapon fighting feats.

Favoured Enemies (Ex)
Witch hunters have favoured enemies much as rangers do.

Apostate Nemesis (Ex)
Witch hunters also choose Apostate Nemeses, in the form of types of magic users: users of arcane spells, divine spells, powers, and each separate system of spell-like or supernatural abilities (such as truenamers and warlocks), as well as martial initiators, are all viable Apostate Nemeses. These work exactly like favoured enemies, except that they are tracked separately.

Landwalk (Ex)
This ability works like Woodland Stride, but each time it is obtained a new type of land (such as forests and briars, cities and towns, hills and plains, swamps and wetlands, and so forth) is chosen for the effect. At 20th level, a witch hunter can landwalk on any land.

Enduring Tracker (Ex)
From third level, witch hunters get the track and endurance feats, and benefit from the ranger's swift tracker, camouflage, and hide in plain sight abilities. Rather than the usual restriction, they can use camouflage and hide in plain sight abilities anywhere they could landwalk.


Righteous Desparation (Ex)
http://img10.deviantart.net/c1c4/i/2013/053/7/e/hunter_by_blaithiel-d5vm0o9.png
Hunter by blaithiel
"Witchcraft is among the viler things in this world. I aim to destroy it."

Witch hunters are masters of improvisation, of getting by, of making do with what they have, and this stems from their conviction, their vow never to use magic. Such is the way of the witch hunter.

A witch hunter who looks about for an improvised weapon to use can as a standard action take a search check whose DC is equal to the price of the item in gold pieces. Passing this check means the witch hunter finds (and can pick up as part of the check) an improvised weapon of the type for which the witch hunter is looking. Witch hunters never take a penalty for wielding an improvised weapon, although the improvised weapons found in this way are usually fragile, and break within a number of uses equal to 10, plus the number by which the search check DC was beaten.

Witch hunters might easily not be able to find anything they can fashion into a weapon of the correct type, but unless they are in a barren plain they can probably find something vaguely weapon-shaped.

Similarly, a witch hunter can find objects which function as tools, shields, and so forth in a similar manner. Again, they will break after the same number of uses as the weapon might and the witch hunter gets no penalty for using them.

Further, a witch hunter is immune to fear, sickness and tiredness effects (such as shaken, frightened, terrified, cowering, sickened, nauseated, fatigued and exhausted).

However, the witch hunter's guile and wit, their devotion and their motivation, all stem from the meaningfulness of the vow: the witch hunter cannot deliberately and knowingly use magic, psionics, martial strikes or stances, supernatural abilities, or magic or psionic items. They cannot accept direct magical or psionic aid to their person (Fireballing their foes doesn't count), and must take any save against that aid that is given to them. They are encouraged to shun those who repeatedly give them unwanted aid of this nature, and preferably all magic, but this is not actually required and witch hunter don't bear any particular enmity towards spellcasters, psionicists or initiators.

A witch hunter who breaks this vow feels mentally shattered by the transgression, and loses the conviction that fuels witch hunter abilities (other than class skills, proficiency, and hit dice). These other abilities are regained at a rate of one level per day by adventuring normally as a glorified warrior ("Normally" is subjective, but no attempt should be made to avoid combat beyond the usual measure). For example, an eighth-level witch hunter who breaks the vow can use a single witch hunter trick after one day of adventuring, and seven after six days of adventuring. These days don't need to be consecutive. New witch hunter tricks can be selected in this way, though it would have been faster to relearn them normally!

A creature who gets the vow from somewhere else other than a class loses all class abilities if they break the vow, and needs to recover them in the same way. Creatures such as factotums who steal the ability are only affected by breaking the vow for the duration of the ability that copies it.

Overcome Wounds (Ex)
A witch hunter of at least 6th level is very hard to kill, and no wound inflicted on them hinders them long. They gain fast healing as given on Table: The Witch Hunter.

Nemesis of my Nemesis (Ex)
A witch hunter is capable of choosing a single foe and hunting them down relentlessly. That witch hunter treats the targeted creature as her negative fifth favoured enemy, getting double the bonus for the first favoured enemy. Then, this stacks if they're actually her favoured enemy, and stacks again if they're her Apostate Nemesis!

A witch hunter can only target her Nemesis of my Nemesis ability once per day, except that killing her target lets her reallocate it immediately.


Learning Witch Hunter Tricks
http://orig08.deviantart.net/7afe/f/2012/140/d/5/dragon_hunter_by_lingy_0-d50g3f8.jpg
Dragon hunter by lingy
"You must always be ready to confront heretics, no matter how great or how small."

Learning a witch hunter trick works essentially exactly the same as learning a feat; indeed, they work in nearly the exact same way as feats, they just can't be taken as actual feats. You learn them when you gain the relevant level, and then retain them for use later.

The main difference is that it's a lot easier for a witch hunter to pick up new tricks. Indeed, once per day a witch hunter can simply pick up a trick that is useful in the current situation. However, he must choose and discard a previous witch hunter trick to do this. A witch hunter can do this once more per day for each five levels after first: at high levels, a witch hunter can near-constantly be learning on-the-spot to handle almost anything as and when it comes up.

Most witch hunter tricks can only be taken once.

Jormengand
2015-08-13, 01:47 PM
List of Witch Hunter Tricks.
http://img13.deviantart.net/c138/i/2009/201/4/1/inquisitor_by_krukof2.jpg
Inquisitor by krukof2
"Once you are beyond these walls, we cannot help you. You must learn for yourself to confront the evils of this world."

The following are the witch hunter tricks available to a witch hunter. Note that if the witch hunter is being used in the Pathfinder roleplaying system, all skill requirements should be reduced by 3.

Always Strike First
You are lightning fast, and none can match your speed.
Prerequisites: None
Benefit: You can't be surprised; if there's a surprise round, you can always act in it. You always go first in the initiative order.
Special: Two or more witch hunters with this trick roll normally to determine which acts first, but all act before anyone else in the combat.

Animal Companion
You acquire an unusually powerful animal who is fiercely loyal to you.
Prerequisites: None
Benefit: This trick works just like the druid class feature of the same name, except that the witch hunter can't share spells with it and it only takes 3 hours' searching for a new animal to find such a creature.
Special: You can take this trick more than once. Its effects do not stack normally. Instead, the witch hunter's effective level for the animal companion is increased by 3. If the rules in the Epic Level Handbook are not in play, this trick can be taken no more than 6 times (at which point a companion from the level - 15 list treats the witch hunter as being of whatever level the witch hunter actually is).

Armour Master
You are adept at moving about even fully armoured
Prerequisites: None.
Benefit: You take no penalties for wearing armour or using a shield. For example, you don't take an armour check penalty and you can run at full speed.
Special: This doesn't protect you against curses, or breaking your vow. A shield, of course, still takes up the hand that holds it as normal.

Battlesense
You have an instinctive awareness of everything about you.
Prerequisites: None.
Benefit: You have blindsight out to 30 feet.
Special: This trick can be taken multiple times; the range of the blindsight stacks.

Belkar's Gambit
You can use your own movement to force enemies to drop their guard.
Prerequisites: Jump Master, Sudden Movement, Combat Reflexes
Benefit: Not only do you not provoke attacks of opportunity for moving, you also cause foes to provoke attacks of opportunity if your threatened square moves out of them, as well as if they move out of your threatened square. That is, if you threaten an area including and them, they provoke an attack of opportunity from you if you move.

If you manage to grab a creature, and fall with them, they provoke an attack of opportunity for each 5 feet of the fall.
Special: Being a sexy shoeless god of war who is now leaving Azure City limits is entirely optional.

Bonus Feats
Alas, poor fighter.
Prerequisites: None.
Benefit: You choose three feats for which you qualify and gain their benefits, including being able to use them as prerequisites. You must qualify for them normally.
Special: You can take this trick more than once. You can use multiple instances, or even a single instance, of the trick to take the same feat more than once, if you could do so normally.

Combat Coup
You can make coups de grace against opponents you're fighting.
Prerequisites: None.
Benefit: You can Coup de Grace nonhelpless creatures, you can do so from up to 30 feet away, you can make Coups de Grace even against normally-immune foes, and making one doesn't take an attack of opportunity.
Special: If the target is immune to critical hits, resolve the Coup de Grace anyway; it's just not a critical hit.

Combat Maneuver Master
You are a legend at performing special attacks.
Prerequisites: None
Benefit: You gain the benefits of the following feats: Power Attack, Cleave, Great Cleave, Improved Bull Rush, Improved Sunder, Improved Overrun, Combat Expertise, Improved Disarm, Improved Feint, Improved Trip, Improved Unarmed Strike, Improved Grapple. You also get a +5 bonus on your attack roll to perform cleaves, bull rushes, sunders, overruns, disarms, trips, and grapples as well as +5 bonus to any additional rolls needed to perform any of these actions, or a feint, successfully.
Special: You can use these feats as prerequisites, but you can't retrain them or use spells such as Embrace the Dark Chaos to remove them. An effect that would remove one of these feats, short of removing the witch hunter trick itself, fails.

Counterattack
You can defend against enemies' attacks and strike back with your own.
Prerequisites: Witch hunter level 6th.
Benefit: The witch hunter gains the ability to counter attacks. As an immediate action, the witch hunter prevents one attack that would be made against the witch hunter, and makes one against the would-be-assailant. This can be done from any range, but can only defend against attacks which must roll to hit.
Special: A witch hunter can counter an attack regardless of ability or inability to attack back. If the witch hunter can't complete the counterattack, this doesn't stop an attack being prevented. Similarly, a witch hunter is under no obligation to attack even if capable of doing so.

Craft Flying Machine
You know how to create a simple machine that allows you to fly by body power.
Prerequisites: Craft 8 ranks.
Benefit: With a DC 25 craft check, you can create a flying machine. This consists of a large fixed-wing glider combined with a nonfixed-wing propeller connected to pedals that are used to operate the thing. You can direct the glider with one hand to move with clumsy maneuverability, with two to move at poor maneuverability, or with none to move straight forwards. Either way, you can move up to 30 feet per round as a move action. You can't charge, run or dive. Operating a flying machine requires a DC 10 strength check each round, or the machine falls 30 feet (as well as moving in the intended direction) as you lose control of it.

A flying machine can be collapsed or unfolded in 3 rounds, so that it can be carried easily when not in use.
Special: There's no reason another creature couldn't operate the machine. A flying machine costs 500 GP and weighs 20 lb. Flying machines require a large number of pre-built parts and only actually take 1/5 of the normal time to craft.

Craft Masterwork Flying Machine
You can make a superior flying machine.
Prerequisites: Craft Flying Machine, Craft 10 ranks.
Benefit: You can craft masterwork components for flying machines just as you might for weapons. When you construct a masterwork flying machine, it increases the user's strength check result by 2 just like any other masterwork tool, but also increases the speed to 45 feet and the maneuverability by 1 step. They can be collapsed or unfolded in just 2 rounds.

Death Mark
Your attacks mark enemies for death.
Prerequisites: None.
Benefit: When you attack an enemy, if you hit, you mark them for death. Their armour class is reduced by 2 for each death mark they have (Death marks stack). A creature with one or more death marks is always a viable target for a sneak attack, but if they couldn't be sneak attacked anyway, the sneak attack is limited to one die per death mark on the creature.
Special: A creature can remove a death mark with three rounds' rest.

Defender
You can block attacks headed for your allies.
Prerequisites: Counterattack, Sudden Movement
Benefit: You can move suddenly and counter an attack as the same immediate action to block an attack that would have hit an ally. To do this, you must interpose yourself between the attacker and the target. The attack is then countered just as though it was aiming for you.

Disappearance
You can disappear into thin air by distracting your foes and hiding.
Prerequisites: Hide 8 ranks.
Benefit: You can hide even while being observed. You can hide as a swift action. You can move while hidden.

Dominating Shout
You can rattle a creature so badly that they follow your commands.
Prerequisites: Intimidate 12 ranks.
Benefit: You can intimidate creatures normally immune to fear, and creatures don't get morale bonuses against intimidation attempts by you. If you pass an intimidate check of any type by 10 or more, you rattle the creature so much that they live in fear of your wrath for one day per level. Their terrifying experience haunts every waking moment, and they are shaken for the duration, but it also makes them fiercely loyal to you. They will obey any command you give them, even if that command puts them in immediate danger.

A will save with a DC equal to the amount you passed by negates the effect.
Special: You still can't intimidate mindless creatures, but you can intimidate those immune to mind-affecting abilities.

Escape Death
You're very hard to kill.
Prerequisites: Witch hunter level 8th
Benefit: If you're killed, you turn out not to have been dead and wake up 3d6 minutes later at 1 hit point (although your fast healing will quickly give you more). To all inspection, you are still dead for those minutes. If you die three times in a single 24-hour period, your body finally finally gives in and you don't get up.

Find Planar Rift
Between any two planes that are connected, there are countless rifts that allow for one simply to walk through, though to do so by accident would be almost an achievement as they require very specific negotiation.
Prerequisites: Witch hunter level 13th, Find Rift
Benefit: A witch hunter can take a knowledge (The planes) check to see whether or not there are any known planar rifts between the witch hunter's plane and a specific other plane. Beating a DC of 30 finds the closest, which is about (3d6-3) miles away (0 to 15). Beating a DC of 20 finds the second closest, which is about 5d6 miles away (5 to 30). Beating a DC of 10 finds some planar rift or other within 10d6 miles (10 to 60).

When a planar rift is found, a witch hunter can move through it through bodily contortions specific to that rift. This takes one minute to achieve, and planar rifts lead to a specific location on the other plane; a witch hunter who knows the rift's location on this plane knows its location on the other plane.

A witch hunter can instruct another creature on how to pass through the rift, but doing so takes five minutes as the witch hunter painstakingly instructs the other creature on exactly how to move their body.

Interrupting a creature who is trying to move through a rift disorientates them a little and they must start anew, but has no appreciable negative effects.
Special: Planar rifts are nonmagical and can't be detected magically, except perhaps by epic magic. Even in demiplanes or dead magic planes, there are planar rifts. A planar rift is usually the effect of planar movement, but sometimes due to repeated plane shifting. Either way, a witch hunter doesn't lose conviction for using one unless a wizard or wizards deliberately plane shift until they create a planar rift.

Find Rift
When mages teleport, they leave behind a small tunnel in space called a "Rift." To enter it accidentally is nigh-impossible, and even doing it deliberately requires much skill.
Prerequisites: Witch hunter level 9th
Benefit: A witch hunter can take a knowledge (The planes) check to see whether or not there are any known rifts between the witch hunter's location and a specific other location. Beating a DC of 30 finds the best, which is about (3d6-3) miles away (0 to 15) from both the start and end locations. Beating a DC of 25 finds the second best, which is about 5d6 miles away at one end (5 to 30) and 3d6-3 from the other. A DC of 20 finds one which is about 5d6 miles away at each end. Beating a DC of 15 finds some rift or other within 10d6 miles (10 to 60) at one end and 5d6 at the other, and a DC of 10 finds a rift which is about 10d6 miles away at each end.

When a rift is found, a witch hunter can move through it through bodily contortions specific to that rift. This takes one minute to achieve. A witch hunter who knows the rift's location at this end knows its location at the other end.

A witch hunter can instruct another creature on how to pass through the rift, but doing so takes five minutes as the witch hunter painstakingly instructs the other creature on exactly how to move their body.

Interrupting a creature who is trying to move through a rift disorientates them a little and they must start anew, but has no appreciable negative effects.
Special: Rifts are nonmagical and can't be detected magically, except perhaps by epic magic. A rift is usually the effect of planar movement, but sometimes due to repeated teleporting. Either way, a witch hunter doesn't lose conviction for using one unless a wizard or wizards deliberately teleport until they create a rift.

Full Attacker
You can make your full complement of attacks rapidly
Prerequisites: None
Benefit: You can make a full attack as a standard action, or as part of a charge. You can make a full attack twice as a full action.

Great Reach
You can reach further than usual.
Prerequisites: None.
Benefit: You can reach 5 feet further in each direction than normal - for example, a medium witch hunter with a greatsword can attack creatures 10 feet away or in the witch hunter's own square, while the same witch hunter with a glaive can attack creatures five to fifteen feet away.

You can also make any number of attacks of opportunity each round.

Headslam
You are capable of making spellcasters forget some of their spells with a handy knock to the head.
Prerequisites: None.
Benefit: A Headslam attack must be made as a full-round action, and you take a -5 penalty on the attack roll, but it ignores the wielder's armour (shields apply normally, and if the creature is wearing some kind of helmet it gives them a +2 armour bonus to armour class which is not ignored in this way). A Headslam that hits the target successfully is a critical hit. It also causes a spellcaster to lose some of their spells. A spellcaster who is Headslammed successfully loses 1d3 spells of each level they can cast; if they've run out of spells from a level they lose spells from the one below instead. Prepared casters lose random spells.

Any psionic creature who is Headslammed loses psionic focus. They also lose half their current psi points if they weren't focused, and one third if they were.

A creature who uses spell-like, psi-like or supernatural abilities (except supernatural maneuvers; see below instead) with some restriction on their use (including non-specific restrictions such as a Truenamer's Law of Resistance) is treated as having used each one a single time.

Martial Initiators who are Headslammed lose all their readied maneuvers. This doesn't stop them recovering them normally.
Special: A Headslam works even if it doesn't deal any damage. That said, you can Headslam a creature just to deal normal critical hit damage (though the Combat Coup trick might be better for this). You can Headslam a creature with a ranged weapon, but only if they're within 30 feet.

Creatures immune to critical hits, and creatures who don't actually have heads to speak of, can still be Headslammed: in the former case it's not a critical hit. In the latter, you hit whichever part of their body does the thinking, or equivalent.

Healing Hands
You are talented at healing creatures' wounds.
Prerequisites: Heal 4 ranks.
Benefit: You can, by spending a minute to heal a creature, restore hit points equal to the heal check result. You can also cure the effects of poison or disease by using your heal check in place of the fortitude save against the normal DC.
Special: If you're interrupted or choose not to take a full minute, you instead heal 1/10 of the normal number of hit points for each round you spent healing. For example, a witch hunter who would heal 36 hit points but is interrupted after 2 rounds instead restores only 7. Because the instances are counted holistically, not separately, they are rounded down together, not individually.

Witch hunters can heal themselves like this.

Heroic Killing Blow
You can kill anything you can hit.
Prerequisites: Killing Blow
Benefit: Any hit you make is automatically resolved as a successful coup de grace, even though it's not necessarily a critical hit.
Special: Just like the coups de grace from combat coup, these coups de grace ignore critical immunity: the coup de grace is still resolved, it's just not a critical hit.

Horsemanship
You are a skilled rider.
Prerequisites: None.
Benefit: You gain the benefits of the following feats: Mounted Combat, Mounted Archery, Ride-By Attack, Spirited Charge, Trample. In addition, when you charge an opponent while mounted, if you have remaining movement distance you keep going and can run them down with your mount, just as though the mount were trying to overrun them, and had the improved overrun feat, though it doesn't provoke an attack of opportunity and can't be knocked prone even if it fails. Further, the mount gains a special circumstance bonus equal to your strength modifier if you hit with your charge attack.

If your mount runs the foe down, you may then continue to move, and may continue to charge another target if there exists one who you can reach with your remaining move. You can, if you have enough movement, keep charging subsequent targets. You do not get to turn to charge a new target unless you had another way of turning during your charge.

Incorporeal Bane
Your weapon cuts through even ghosts and spirits.
Prerequisites: None
Benefit: Your attacks function absolutely normally against incorporeal and even ethereal creatures, the force of your blow carrying through much like a force effect.
Special: Your attacks are treated as force effects for anything related to incorporeality and etherealness.

Instant Identify
You know what an item does just by looking at it.
Prerequisites: None.
Benefit: You know what an item does just by looking at it. This includes its functions and how to activate them, its current hit point total, whether or not it is a cursed item, and anything else that is to do with an item's functionality, capabilities, or usage.
Special: This doesn't just apply to items that you can pick up and use, but also to houses, bridges, castles, and so forth.

Iron Mind
You are able to resist powerful spells of control.
Prerequisites: None.
Benefit: You are simply immune to divinations, enchantments, illusions and telepathies. You do not show up in scrying spells.

Jump Master
You are a master of jumping in all situations.
Prerequisites: None.
Benefit: You can Slow Fall any distance just like a monk does. Even if there's nothing for you to grab, you only take half damage from a fall. You can jump while grappling if you take the "Move while grappling" option. You can try to escape the grapple once during your jump as a free action; if you do your opponent falls and you complete the jump rather than moving into an adjacent space.

Killing Blow
You know how to score a deadly hit on a foe even in normal combat.
Prerequisites: Combat Coup
Benefit: Every critical hit you strike is automatically resolved as a successful coup de grace.
Special: This is useless if your foe is immune to critical hits, even though Combat Coup works normally.

Leopard Sprint
You can move at lightning speed for a short time
Prerequisites: Sudden Movement
Benefit: Once per minute, you can put on a massive burst of speed, moving 10 times your movement speed as a full-round action.
Special: If you have the Run feat, you move 12 times as far instead. If you're wearing heavy armour (and don't have an ability such as Armour Mastery which negates the penalty for doing so) you move 8 times as fast instead. If both are the case, you just move 10 times as fast.

Loyal Companion
You can obtain a companion on the field of war.
Prerequisites: Witch hunter level 6th.
Benefit: You obtain the service of an unusually strong cohort to aid you on the field of war. This cohort works much like the one from the Leadership feat, with a few exceptions. First, the cohort cannot take levels in any class with the righteous desperation class feature. Second, the cohort acquires the righteous desperation class feature as though they had levels in such a class. Third, the cohort is always of the witch hunter's own level, and doesn't gain experience separately.

Master at Arms
You can use any weapon proficiently
Prerequisites: None.
Benefit: Whenever you are wielding two weapons, you can wield them as though you had any feat with the words "Two-weapon fighting" in them as long as you meet the non-feat prerequisites. Whenever you are wielding a non-reach melee weapon in two hands (whether it is two-handed or not) you gain the benefits of the Power Attack feat. Whenever you're wielding a reach weapon, you gain the benefits of the combat reflexes feat. Whenever you're wielding a weapon in one hand and a shield in the other, you gain the benefits of combat expertise (even if you don't meet the prerequisite) and improved shield bash. If you're unarmed, you gain the benefits of improved unarmed strike. If you have a ranged weapon, you gain the benefits of point blank shot. If you're wielding a weapon in one hand and nothing in the other, you gain the benefit of weapon finesse.
Special: You are treated as having the benefit of the above feats for purposes of prerequisites, but any feat contingent on one of these feats is lost temporarily when you don't meet the correct conditions. For example, if you selected stunning fist using master at arms as the prerequisite, then you could not apply it to an attack with your left hand if you held a sword in your right.

Magic Resistance
You have started to resist the magic of your enemies
Prerequisites: None.
Benefit: You gain SR and PR 6+level, or increase your current SR and PR by 5.
Special: This talent can be taken more than once. Its effects stack.

Master of Disguise
You can change your disguise at a moment's notice.
Prerequisites: None
Benefit: You can disguise once per round as a free action. You get a +10 bonus on disguise checks.

Mortal Wound
Your attacks are difficult to heal and impossible to resist.
Prerequisites: None.
Benefit: Your attacks with any kind of weapon always do the full complement of damage, regardless of damage reduction, resistances, or any other clever way your opponent can think of to reduce the damage you deal. You can deal lethal or nonlethal damage entirely at your option, even if an opponent has a special ability such as regeneration which would normally stop you.

Any damage, lethal or nonlethal, that you deal should be tracked separately. This damage is impervious to magical healing and can only heal naturally or through other nonmagical action (including by the giving of long-term care).
Special: There's nothing to stop you missing due to cover, concealment, or simply failing to beat your foe's AC.

Nature's Gift
You are capable of making things from naturally-occurring materials
Prerequisites: Survival 4 ranks
Benefit: You can find natural components with a survival check taking 10 minutes. These natural components can be made into an assortment of special items, as given below:

Deadly Poison: DC 20 to make, injury or ingested, fort. DC (10 + level/2 + WIS) vs death/4d6 con.
Healing Salve: DC 10 to make. Restores 1d6 HP and 1 ability score per level. Permanent drain is removed by sacrificing 4 points of damage removal (so at level 8, can remove 3 CON damage 5 INT damage, or 1 STR drain 4 DEX damage, or 1 WIS drain 1 CHA drain, for example).
Spikelash: DC 20 to make. A spikelash is wielded like a whip, but when you hit with a spikelash you make a special grapple check with a +5 bonus. If you succeed, the creature hit is wrapped up in the spikelash, otherwise the spikelash is wasted. A creature wrapped up in a spikelash is entangled, gets a -4 penalty on all attack rolls, and takes 1d6 points of piercing damage immediately, each round, and for each action they take. A spikelash can be destroyed by dealing it 10 points of slashing or fire damage and the spikelash's AC is 5. The strength check to burst a spikelash directly is DC 24.
Vine Trap: DC 15 to make. A Vine Trap deals 1d6 points of damage (never miss) to a creature who triggers it by stepping on it. It cannot be reset. You can put poison on a vine trap, and you can also put a spikelash on it so that it attaches the spikelash to a creature that triggers it.

Special: Any additional information about the feat, for example whether it can be taken more than once.

Not on My Watch
Witch hunters are responsible for everyone not dying, and they take that responsibility seriously.
Prerequisites: Heal 12 ranks, Healing Hands
Benefit: You are so good at healing that you can heal creatures after anyone else would pronounce them dead. For 6 hours after someone has obtained the Dead condition, you can use your Healing Hands ability to restore them above -10 hit points, after which they are no longer Dead.

Paragon
You have more raw ability in one or more areas.
Prerequisites: None.
Benefit: You gain a +4 perfection bonus divided as you wish between any number of ability scores.
Special: You can take this trick more than once. Its effects stack.

Perfect Aim
You can shoot past cover to strike foes you can barely see.
Prerequisites: None.
Benefit: You ignore all cover and concealment with any type of attack you make.
Special: Your opponent might still be invisible to you.

Resolute Shout
Your shouts daze enemies who hear them.
Prerequisites: None
Benefit: As a standard action, you can unleash a Resolute Shout. An enemy who hears the Resolute Shout is stunned for 2 rounds. A fortitude save (DC 10 + 1/2 level + strength modifier) negates this effect.

Scars of War
Your skin is tough enough to withstand a beating
Prerequisites: None.
Benefit: You gain a natural armour bonus to armour class equal to 1, plus 1 per 3 witch hunter levels.

Skilled
You are simply more skilful than others of your kind
Prerequisites: None
Benefit: You retroactively and forevermore increase the witch hunter's skill points per level by 4 (16 at first level). You spend these extra skill points immediately, even though you couldn't normally spend them at this time. Further, you get a +1 bonus on all skill checks and treat all skills as trained.
Special: You must remember which skill points are a result of this witch hunter trick in case it is lost or swapped out. You can take this trick more than once; its effects, where relevant, stack.

Snap Out of it!
You can allow people to regain control over themselves.
Prerequisites: None
Benefit: You can negate the effect of an enchantment, illusion or telepathy by shouting at someone to snap out of it. This takes a swift action, as it's a little more strenuous than actually talking.
Special: Obviously, you can't end instantaneous effects like Phantasmal Killer.

Snap Shooter
You can shoot enemies who are distracted
Prerequisites: None
Benefit: You gain the benefits of the Quick Draw feat, and you can make attacks of opportunity with a ranged weapon, and don't provoke them for using one. Your threatened area is increased to the range of your weapon (or a weapon such as a throwing weapon that you can draw as a free action) but only for actions other than moving through a threatened space that provoke attacks of opportunity, such as casting a spell.

Sneak Attacker
You can use sneak attacks, and better still, you can use them on anything.
Prerequisites: Witch hunter level 2nd.
Benefit: The witch hunter can use the sneak attack and impromptu sneak attack abilities of an arcane trickster of a level equal to the witch hunter's level. Further, the witch hunter's sneak attacks do full damage even to targets who'd normally be immune.

Spellbreaker
You can cause people to lose concentration on an ability.
Prerequisites: Intimidate 8 ranks.
Benefit: As an immediate action, you can try to disrupt an ability forbidden to you by yelling. You take an intimidate check opposed by concentration, autohypnosis or truespeak of the user, and if you succeed, the creature's ability fizzles and is wasted.

You can apply Apostate Nemesis bonuses to the roll.

Sudden Movement
You are faster than most
Prerequisites: None
Benefit: You move twice as fast as normal. You can move up to half your new speed as an immediate action. You don't provoke attacks of opportunity for moving.
Special: You can move out of the effect of an ability, or out of a creature's attack. This might waste someone's action.

Swimmer
You swim masterfully, and move through water as though it were air even when you hit the bottom.
Prerequisites: Swim 4 ranks.
Benefit: You can hold your breath 10 times as long as normal. You get a +10 bonus on swim checks. When you're moving on ground that's under a body of water, the water doesn't slow or impede you.

Terrifying Presence
You demoralise your opponents into submission just by your presence.
Prerequisites: Witch hunter level 4th
Benefit: Your enemies within 120 feet get a -1 penalty on all D20 rolls per 4 levels, and a -1 penalty on damage rolls per 2 levels.
Special: This is not a morale penalty and stacks with morale penalties normally.

The Speed of Light
You can move insanely fast.
Prerequisites: Witch hunter level 16th, The Speed of Sound.
Benefit: Each turn you can take an extra standard action.
Special: Due to the fact that you invariably have an extra move action, this allows you to take an extra full-round action.

The Speed of Sound
You move faster than eye can see.
Prerequisites: Witch hunter level 11th
Benefit: You can take an extra swift action and an extra move action each round.
Special: This allows you to take extra immediate actions, and with a source of an extra standard action might entail allowing you another full-round action.

Unbound Feat
Alas, poor epic fighter.
Prerequisites: Witch hunter level 11th.
Benefit: You can take any feat, even if you don't qualify for it. You can even take epic feats with this trick.
Special: You can take this trick more than once.

Untouchable
You are near-impossible to hit.
Prerequisites: None
Benefit: You roll any saves twice and take the better result. Creatures attacking you roll the attack roll twice and take the worse result.

Volley of Arrows
You load a ranged weapon with a fistful of ammunition and fire the lot of it at your enemies.
Prerequisites: None
Benefit: As a full action, you can make a volley of arrows attack with a ranged weapon. You choose a location within the weapon's maximum range. Everyone within 20 feet of that location takes the weapon's base damage per level. For example, if you're 8th level, wielding a composite longbow (+3 strength bonus) then you'll deal 8d8+24 damage to each creature in the area.
Special: There's no reason you have to use a bow or even a crossbow: slings or even throwing weapons would work. Most firearms aren't suitable for this kind of attack, though.

Wallcrash
You are much better at breaking objects.
Prerequisites: Strength 16+
Benefit: Your strength check result (including the D20 result) for any strength check to break any object (including, for example, walls) is multiplied by 5.

This allows you to pull off some exceptional feats. If you can pass a DC 60 strength check, you can break a Wall of Force, an item made of Riverrine, or a similar force effect. A DC 100 strength check will break pretty much anything.

Wingclip
Despite the name, this allows you to bring even magical flyers to the ground.
Prerequisites: None
Benefit: Whenever you strike an opponent with an attack, you may injure them such as to prevent them flying for 1 round/2 levels (minimum 1). If they're actually flying, they fall (though spells such as Fly usually have special riders to prevent the user being damaged in this way).
Special: This doesn't prevent the use of spells like Feather Fall. For the purposes of this trick, any means of becoming airborne for longer than the duration of the actions taken to do so (such as levitation but not jumping) is treated as flight.

You have no power over me!
Enemy wizards find that their abilities aren't quite as good as they think they are.
Prerequisites: Witch hunter level 10th
Benefit: When the witch hunter's attack would be blocked, prevented, impeded or interrupted by a spell effect, it isn't.
Special: As normal, this includes powers, spell-like or psi-like abilities, as well as martial maneuvers.

Primal Fury
2015-08-13, 10:31 PM
You have no power over me!
Enemy wizards find that their abilities aren't quite as good as they think they are.
Prerequisites: Witch hunter level 10th
Benefit: When the witch hunter's attack would be blocked, prevented, impeded or interrupted by a spell effect, it isn't.
Special: As normal, this includes powers, spell-like or psi-like abilities, as well as martial maneuvers.
Why? The others make sense, but why this one?

Jormengand
2015-08-14, 07:27 AM
Why? The others make sense, but why this one?

It's... a hypermundanes thing. They have a coherent theme of the proper way to fight, which doesn't involve doing flashy sword maneuvers, teleporting around the battlefield, and breaking time but it's okay because it's (Ex). No. Not if you're a witch hunter it's not okay.

Elandris Kajar
2015-08-14, 08:07 AM
How many of these do you plan to make?

Primal Fury
2015-08-14, 11:40 AM
It's... a hypermundanes thing. They have a coherent theme of the proper way to fight, which doesn't involve doing flashy sword maneuvers, teleporting around the battlefield, and breaking time but it's okay because it's (Ex). No. Not if you're a witch hunter it's not okay.
That makes sense with supernatural maneuvers, but why "mundane" maneuvers? With Iron Heart, you're basically just hitting something REALLY hard, right?

Jormengand
2015-08-14, 02:37 PM
How many of these do you plan to make?

One. I don't usually plan to make them, but I have an idea for a paladin one.


That makes sense with supernatural maneuvers, but why "mundane" maneuvers? With Iron Heart, you're basically just hitting something REALLY hard, right?

Iron Heart's most notorious maneuver is like the witch hunter's Shrug Off, only with the sun. I mean, okay, it's not meant to do that, but you can still do some pretty magical things with it, and it's less "I'm hard enough to resist this spell" and more "I'm hard enough to dispel this spell." And that... kinda seems odd to me.

Eurus
2015-08-14, 07:35 PM
Some of the wording is a little hard to follow. The code of conduct is a little vague, I can't tell if it's supposed to mean "allies can totally cast friendly spells on you and you can benefit from them, you just have to at least attempt a saving throw against them" or "you cannot allow an ally to cast a friendly spell on you on pain of face-punching, but they can still sneak up and poke you in the back with it".

Either way, it sorta runs into the Vow of Peace problem where you're sorta screwing over your party. The fact that these guys have access to their own teleportation stuff helps with that, but it's still sort of an issue if you can't ride that airship/raid that underwater dungeon/camp with the rest of the party when they put up a magic tent. Not to mention the fact that you snub anyone who wanted to play a healer or support character, which is unfortunate.


Shrug Off is, I think out of necessity for such a broad ability, a little vague and will probably require some DM guesswork at the intended function sometimes. A few questions do come to mind regarding it, though:

--What exactly does it mean to shrug off "stable"? Do you start dying again? :smallconfused:
--There seems to be some self-contradicting language here.


A witch hunter who Shrugs Off an effect ignores it. It does not affect the witch hunter at all, even if it affects an area (irrespective of, for example, whether or not the witch hunter enters, leaves, and then re-enters an area). However, it still affects other people: the effect is still there, unlike with more magical means of removing an effect such as Dispel Magic or Iron Heart Surge. The source of the effect may still be there, even if the effect itself isn't (for example, a windstorm is still there even if the witch hunter isn't checked by it, and will automatically check the witch hunter again next round).

The first sentence and the last sentence in particular seem to be going in different directions. If there's a prolonged effect like a hurricane-force wind or an entangle spell, and you attempt to shrug it off, do you ignore it permanently (even if you leave and re-enter the area), or does it try to affect you again next round? Also, the example of shrugging off death by hit point damage says that you'd be dead again immediately, whereas the example of shrugging off wind effects says that you would ignore it until the next round, which also seems a little confusing.

--The bit about shrugging off permanent effects is extremely vague, I'm really having trouble understanding what you mean with the "except for spell effects and effects which are always or usually permanent" line. What effects do (or, it's probably a shorter list, don't) fall into that category?


The tricks are kind of a mixed bag. Many are good, but... not especially interesting? +X to ability scores, piles of bonus feats, various passive abilities, etc. And then you have a few outliers.

--Combat Coup and the chain based on it looks a little hard to deal with, from the DM side of things. It also makes half of your other abilities pointless, since you boil everything down to "if I hit you once, you just die", and that's a heck of a lot more efficient than messing around with wingclip or headslam.

--Counterattack could use an explanation, or possibly some clarification. Are you limited to the range of the weapon you're actually holding? If not, what are you actually attacking with?

--Flying Machine is an absolutely hilarious mental image. Imagining a grizzled old warrior furiously pedaling as he draws back his longbow is pretty great.

--Dominating Shout is another one of those things that's a little hard to figure out how you could deal with it as a DM, for obvious reasons. The combination of "bypasses immunities/works on everything", "more easily pumped up than the defense against it is", and "results in immediate victory" means that you really don't need anything but this. As glorious as it sounds to play an unarmed eighty-year-old lady who limps around shouting everyone into submission, it still seems like a shame when 90% of the class is eclipsed by one power.

--Escape Death still says Veteran level 8 for its prereq. Unless it's a multiclass-only trick, I assume that's a typo. :smallamused:

--Iron Mind could also use some more detail. Anything that says "immune to divinations" really needs an explanation of exactly what that means.

--Does Mortal Wound prevent fast healing? I mostly only ask because I'm curious as to what happens when two witch hunters fight, heh.

--Does Perfect Aim ignore total cover? That is to say, does it allow you to shoot around corners/through solid walls?

--Volley of Arrows as written requires no attack roll and allows no save, is that correct? Also, the text says it multiplies only base damage, but the example written uses the weapon's base damage and also whatever part of the user's strength modifier is applicable.


Finally, fluff-wise, I feel like lumping martial initiators of non-supernatural disciplines in with spellcasters is a little arbitrary, considering that 90% of what they do boils down to "hit hard, move fast, be tough" and the witch hunter does all those things to a massively greater extent. I'm pretty sure there's literally nothing that a Stone Dragon or Tiger Claw maneuver does that this class doesn't do flashier, bigger, and more improbably. But fluff is always subjective anyway, so I'm not going to make a big fuss about it.

Jormengand
2015-08-14, 08:05 PM
Some of the wording is a little hard to follow. The code of conduct is a little vague, I can't tell if it's supposed to mean "allies can totally cast friendly spells on you and you can benefit from them, you just have to at least attempt a saving throw against them" or "you cannot allow an ally to cast a friendly spell on you on pain of face-punching, but they can still sneak up and poke you in the back with it".

You're not supposed to let them or accept them, but you don't need to punch them in the face for it.


Either way, it sorta runs into the Vow of Peace problem where you're sorta screwing over your party. The fact that these guys have access to their own teleportation stuff helps with that, but it's still sort of an issue if you can't ride that airship/raid that underwater dungeon/camp with the rest of the party when they put up a magic tent. Not to mention the fact that you snub anyone who wanted to play a healer or support character, which is unfortunate.

Mm, maybe. I mean, riding an airship that happens to be magical I'd probably not even think of, let alone disallow, but ehh.


Shrug Off is, I think out of necessity for such a broad ability, a little vague and will probably require some DM guesswork at the intended function sometimes. A few questions do come to mind regarding it, though:

--What exactly does it mean to shrug off "stable"? Do you start dying again? :smallconfused:
It means you shrug off the whole unconsciousness: you'll see unconsciousness in the table tells you to see stable/dying.


--There seems to be some self-contradicting language here.

The first sentence and the last sentence in particular seem to be going in different directions. If there's a prolonged effect like a hurricane-force wind or an entangle spell, and you attempt to shrug it off, do you ignore it permanently (even if you leave and re-enter the area), or does it try to affect you again next round? Also, the example of shrugging off death by hit point damage says that you'd be dead again immediately, whereas the example of shrugging off wind effects says that you would ignore it until the next round, which also seems a little confusing.

Right, so, it says:


A witch hunter who Shrugs Off an effect ignores it. It does not affect the witch hunter at all, even if it affects an area (irrespective of, for example, whether or not the witch hunter enters, leaves, and then re-enters an area). However, it still affects other people: the effect is still there, unlike with more magical means of removing an effect such as Dispel Magic or Iron Heart Surge. The source of the effect may still be there, even if the effect itself isn't (for example, a windstorm is still there even if the witch hunter isn't checked by it, and will automatically check the witch hunter again next round).

A windstorm affects creatures each round. Entangle includes the line "Each round on your turn, the plants once again attempt to entangle all creatures that have avoided or escaped entanglement.". The Witch Hunter can therefore be affected again by both effects. However, Antipathy doesn't contain this language. You can Shrug Off an antipathy, walk out, and walk back in again.


--The bit about shrugging off permanent effects is extremely vague, I'm really having trouble understanding what you mean with the "except for spell effects and effects which are always or usually permanent" line. What effects do (or, it's probably a shorter list, don't) fall into that category?
Spell effects include things like blindness, while things which are always, or usually, permanent include petrification and death. Permanent Negative Levels which come from a Supernatural ability take 30 hit points to Shrug Off, not 10.

The tricks are kind of a mixed bag. Many are good, but... not especially interesting? +X to ability scores, piles of bonus feats, various passive abilities, etc. And then you have a few outliers.


--Combat Coup and the chain based on it looks a little hard to deal with, from the DM side of things. It also makes half of your other abilities pointless, since you boil everything down to "if I hit you once, you just die", and that's a heck of a lot more efficient than messing around with wingclip or headslam.

Mm, though you can wingclip a lot more stuff at once, and you'll always run up against constructs or something else fort-immune.


--Counterattack could use an explanation, or possibly some clarification. Are you limited to the range of the weapon you're actually holding? If not, what are you actually attacking with?
It's an attack. You make it like any other attack. With a weapon.


--Flying Machine is an absolutely hilarious mental image. Imagining a grizzled old warrior furiously pedaling as he draws back his longbow is pretty great.

You're welcome.


--Dominating Shout is another one of those things that's a little hard to figure out how you could deal with it as a DM, for obvious reasons. The combination of "bypasses immunities/works on everything", "more easily pumped up than the defense against it is", and "results in immediate victory" means that you really don't need anything but this. As glorious as it sounds to play an unarmed eighty-year-old lady who limps around shouting everyone into submission, it still seems like a shame when 90% of the class is eclipsed by one power.

So's Quest. Apart from the fact that it's [LD, MA] it will basically win against whatever you cast it on.


--Escape Death still says Veteran level 8 for its prereq. Unless it's a multiclass-only trick, I assume that's a typo. :smallamused:

Uhm, no it doesn't.


--Iron Mind could also use some more detail. Anything that says "immune to divinations" really needs an explanation of exactly what that means.

Divinations don't work on you. Anyone who tries fails. You don't show up in scryings. Divinations flat-out do not work on you.


--Does Mortal Wound prevent fast healing? I mostly only ask because I'm curious as to what happens when two witch hunters fight, heh.

"This damage is impervious to magical healing and can only heal naturally or through other nonmagical action (including by the giving of long-term care)."


--Does Perfect Aim ignore total cover? That is to say, does it allow you to shoot around corners/through solid walls?
You can only shoot someone who you have line of effect to, cover or no cover. It does ignore the miss chance from total cover, though.


--Volley of Arrows as written requires no attack roll and allows no save, is that correct? Also, the text says it multiplies only base damage, but the example written uses the weapon's base damage and also whatever part of the user's strength modifier is applicable.

That means to say "The base damage that one would do with the weapon without any special effects on it", but I see how it's confusing from being badly written.

Primal Fury
2015-08-14, 10:11 PM
and it's less "I'm hard enough to resist this spell" and more "I'm hard enough to dispel this spell." And that... kinda seems odd to me.
What's the difference? Or rather... what do you think the difference should be?

AmberVael
2015-08-14, 10:59 PM
So's Quest. Apart from the fact that it's [LD, MA] it will basically win against whatever you cast it on.

You keep making this comparison. Its not a good one.

Quest is available at level 11.
Dominating Shout is available at level 3.

Quest can affect anything living.
Dominating Shout can affect anything that isn't mindless.

Quest is language dependent and mind-affecting.
Dominating Shout has neither of those limitations.

Quest takes 10 minutes to cast.
Dominating Shout is a standard action.

Quest makes a creature attempt to carry out a single order.
Dominating Shout makes them completely loyal to you.

Dominating Shout most compares to Dominate Monster. And has some substantial advantages over it.

Eurus
2015-08-14, 11:08 PM
Mm, though you can wingclip a lot more stuff at once, and you'll always run up against constructs or something else fort-immune.

Once you pick up Heroic Killing Blow (at level 3, if you want it), you CdG automatically on every attack anyway. I interpreted the line that "you can make Coups de Grace even against normally-immune foes" as allowing you to CdG things like undead and constructs as well, my mistake. There are a few things that it won't kill, then, yeah.


So's Quest. Apart from the fact that it's [LD, MA] it will basically win against whatever you cast it on.

If you manage to finagle yourself quest as an at-will SLA, it totally does! I think Dragonfire Adepts actually have that as a hilariously poorly-written ability. Speaking from personal experience, when the game hits that point, someone usually needs to take a step back and re-evaluate things because it's very, very difficult to run any kind of campaign at all when no-save at-will mind control is on the table. But at least it can be prevented by mind-affecting immunity or Protection from Evil or the like.

But that's a digression. Really, what I was trying to say isn't "it's too powerful", because power level is relative. If you're playing a game that's so high-power that dominating and diplomancing every sentient enemy you come across is par for the course, more power to you, and such an ability is entirely appropriate. Rather, my concern is that it eclipses the rest of the class, because it's so efficient even in comparison to the wholesale slaughter you're otherwise capable of.


Uhm, no it doesn't.

That is the weirdest thing. I swear I saw that, but apparently not. My apologies. o_0


You can only shoot someone who you have line of effect to, cover or no cover. It does ignore the miss chance from total cover, though.

Well, that's why I asked, since "ignore cover" could mean that you calculate your LoE without regards to cover. Was just curious. Sniping people through solid walls is always a fun time.

Elandris Kajar
2015-08-15, 07:22 AM
Any PrCs planned for the series?
They should also be able to breathe underwater/really long breath holding as an ambush and pursuit tactic.

Jormengand
2015-08-15, 08:36 AM
What's the difference? Or rather... what do you think the difference should be?

It's the difference between walking into a hurricane and not caring and walking into a hurricane and suddenly there is no hurricane.


Once you pick up Heroic Killing Blow (at level 3, if you want it), you CdG automatically on every attack anyway. I interpreted the line that "you can make Coups de Grace even against normally-immune foes" as allowing you to CdG things like undead and constructs as well, my mistake. There are a few things that it won't kill, then, yeah.
Oh, yeah, I missed that line in my own thing. But yes, you can spend three talents on HKB (Save or die) or one on Wingclip (No save just suck). Oh, and you can wingclip someone from the best part of a mile away (or Unbound Feat to get Distant Shot), rather than 30 feet.


If you manage to finagle yourself quest as an at-will SLA, it totally does!
Dominating Shout most compares to Dominate Monster.
It should come as no surprise, given what we know about truenamers, that Reversed Singular Mind comes online fifteen levels too late. That said, I suppose I should move dominating shout up and give it a save.


I think Dragonfire Adepts actually have that as a hilariously poorly-written ability. Speaking from personal experience, when the game hits that point, someone usually needs to take a step back and re-evaluate things because it's very, very difficult to run any kind of campaign at all when no-save at-will mind control is on the table. But at least it can be prevented by mind-affecting immunity or Protection from Evil or the like.
Which quite a lot of stuff, at that, will have.


But that's a digression. Really, what I was trying to say isn't "it's too powerful", because power level is relative. If you're playing a game that's so high-power that dominating and diplomancing every sentient enemy you come across is par for the course, more power to you, and such an ability is entirely appropriate. Rather, my concern is that it eclipses the rest of the class, because it's so efficient even in comparison to the wholesale slaughter you're otherwise capable of.
That's fair, yeah.


That is the weirdest thing. I swear I saw that, but apparently not. My apologies. o_0
No worries. I'm very careful to avoid dawizard (http://selinker.livejournal.com/32929.html) (you wouldn't think that anything might have "Veteran" in it, but I managed to break an image like that) so it wouldn't surprise me if I'd accidentally failed to change anything at all.


Well, that's why I asked, since "ignore cover" could mean that you calculate your LoE without regards to cover. Was just curious. Sniping people through solid walls is always a fun time.

You only ignore it with any type of attack you make, so you have to be making the attack in the first instance.


Any PrCs planned for the series?
They should also be able to breathe underwater/really long breath holding as an ambush and pursuit tactic.

Well, one for each nonmagical PrC in core? :smalltongue:

Duelist, Dwarven Defender, Horizon Walker, Shadowdancer... why not? I mean, they need some love, right?

ericgrau
2015-08-15, 12:30 PM
Looks nice. 1st level is too frontloaded as a dip. The tricks are also overly open to dipping. The improvised weapon mechanic seems a bit clunky. I'd simply give the Witch hunter improvised weapon mastery. If the weapon is there then it's there, if it's not then it's not.

The tricks are obviously way more powerful than other mundane classes. It's going to ruin low op games, and if you're trying to beat a caster at high op it'll fail anyway. Try giving variety instead of power if you want to make this class versatile like a caster.

Jormengand
2015-08-15, 12:58 PM
Looks nice. 1st level is too frontloaded as a dip. The tricks are also overly open to dipping. The improvised weapon mechanic seems a bit clunky. I'd simply give the Witch hunter improvised weapon mastery. If the weapon is there then it's there, if it's not then it's not.

The tricks are obviously way more powerful than other mundane classes. It's going to ruin low op games, and if you're trying to beat a caster at high op it'll fail anyway. Try giving variety instead of power if you want to make this class versatile like a caster.

It's a terrible dip. If you're going to give up your ability to use or accept magic, you're gonna want to take the whole class.

They're not designed for low-OP games. And they're not really designed for high-OP games either. They're designed for the kind of middle optimisation level that, say, 90% of actual games take place at.

Elandris Kajar
2015-08-17, 08:58 AM
Hehehe
Yeah that sounds great. I think the PrCs could even be used in low op.

Pretty sure it was unclear, but when I asked about water breathing/ breath holding above, I meant for that witch hunter.

NineOfSpades
2016-02-29, 11:57 AM
Why does the witch-hunter not have the Herbalist and Brew-master Tricks as seen on some of your other Mundane Class Builds? It seems like a pretty iconic ability, for the hunter of the supernatural to have all manner of concoctions and bombs on hand with which to stymie and assault their prey. And frankly, there's only so much you can do with a flask of holy water and alchemists fire.

Jormengand
2016-02-29, 12:07 PM
Why does the witch-hunter not have the Herbalist and Brew-master Tricks as seen on some of your other Mundane Class Builds? It seems like a pretty iconic ability, for the hunter of the supernatural to have all manner of concoctions and bombs on hand with which to stymie and assault their prey. And frankly, there's only so much you can do with a flask of holy water and alchemists fire.

I dunno, they don't seem like very ranger-y abilities to me. It's tempting, though, to add some equivalent abilities that do something similar but survival-based. I might do that.

noob
2016-02-29, 12:43 PM
Did you already made an hypermundane singer?

NineOfSpades
2016-02-29, 03:06 PM
I dunno, they don't seem like very ranger-y abilities to me. It's tempting, though, to add some equivalent abilities that do something similar but survival-based. I might do that.

I guess I was thinking of Van Hellsing/Witcher Style rangers, who go into the fight with the best tools to exploit their prey's weaknesses. But yeah, survival based stuff might also work, I'm excited to see what you cook up.

Jormengand
2016-02-29, 03:47 PM
I'm excited to see what you cook up.

Seven steps ahead of you, bruh. Look at Nature's Gift.

@Noob no, bard's a good idea though. We've done barbarian, fighter, rogue, monk, druid, and ranger/paladin, so it's probably time to move up to the mid-casters. :smalltongue: