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Old 09-25-2012, 02:48 AM   Top  -  End  -  #5
Felyndiira
Bugbear in the Playground
 
 
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Default Re: GitP PrC Contest XXXV: The Last Harvest!

WITCH HUNTER


Artist: Yamaada

"I'm not strong - it's one of the first things that my teacher has taught us, that we are nothing against a witch. That is why I stake so much in my meager knowledge - in preparation, and in my allies; if I am not ready - if there is a single contingency that I have overlooked - my life would be over before the passing of the first night as a hunter."
- Alyssa Viearres, Master Witch Hunter

Countless millennia ago, the magicians and sorcerers of a long-forgotten age first came into contact with the denizens of the lower circles, and exchanged their soul and their humanity in their thirst for power.

These dark aspirants - many of whom were at first small time mages frustrated with their limited potential or seeking a quick and easy path to fame - were inescapably corrupted by the dark forces that they sought to master. Their souls twisted, these witches, as they were collectively named, became a blight upon their homelands. Sometimes, a powerful mage would catch wind of some particularly cruel act and end it with their mastery of magic, but many times it was said that the first witch hunters were mortals of little training who banded together and overwhelmed the delusions of these corrupted mages.

It is said that some of these men and women became especially adept at combating the corrupt sorcery of these so-called "witches", and decided to pass their knowledge down....

[I need to finish this description when I'm not half-asleep]

BECOMING A WITCH HUNTER
How you would normally become a member of this prestige class.

ENTRY REQUIREMENTS
BAB: +7
Skills: Concentration 8 ranks, Craft [Alchemy] 10 ranks, Knowledge [Arcana] 10 Ranks, Spellcraft 8 Ranks
Feats: Skill Focus (Craft [Alchemy]), Mage Slayer
Special: Must have undergone a major life event that has instilled a hatred of either arcane spellcasters in general, or specific groups of arcane spellcasters of your choosing. The groups may be an actual cabal (for example, "The Mages of the Crimson Lotus") or an abstraction (such as "spellcasters that regularly use their magic for evil"), ("sorcerers"), or ("spellcasters that willingly work with demons").
Special: Must receive training from a single established witch hunter (a "teacher") for at least six weeks.

Class Skills
The Class Name's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disable Device (Int), Hide (Dex), Knowledge [Arcana] (Int), Knowledge [Religion] (Int), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spellcraft (Int), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
Skills Points at Each Level: 6 + int

Hit Dice: d8

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialBase HatredAdditional HatredCharms Learned
1st
+0
+2
+0
+2
Hatred, Prejudice, Craft Charms2102 Minor Charms
2nd
+1
+3
+0
+3
Chasing the Target, Secret (First Circle)5151 Minor Charm
3rd
+2
+3
+1
+3
Pursuit and Rationality9202 Minor Charms
4th
+3
+4
+1
+4
Faintest of Traces, Secret (Second Circle)14251 Lesser Charm
5th
+3
+4
+1
+4
Unravel the Secret20301 Lesser Charm
6th
+4
+5
+2
+5
Turning the Spell, Secret (Third Circle)26352 Lesser Charms
7th
+5
+5
+2
+5
For Every Eventuality33401 Greater Charm
8th
+6
+6
+2
+6
Secret (Fourth Circle)40451 Greater Charm
9th
+6
+6
+3
+6
As a Hound to the Magic50501 Greater Charm
10th
+7
+7
+3
+7
Secret (Fifth Circle)60601 Master Charm

Weapon Proficiencies: Witch hunters gain proficiency with all simple and martial weapons. They gain proficiency with all light and medium armors, but no shields.

Hatred (Ex):
Spoiler

There was a point in every witch hunter's life when a witch had wronged them; these scattered memories shape themselves into pyres of anger and hatred, and the witch hunter - through intense discipline - has learned to shape his emotions into a power source to fuel their more supernatural abilities. The witch hunter's Base Hatred pool represents his discipline and the maximum hatred that he could fully control; a fledgling hunter can only control a small part of his anger at any given time, while a veteran is typically more apt at bending his rage to his will. A witch hunter needs only a minute of undisturbed introspection to restore all of his base hatred, and can be assumed to begin each encounters with all of his base hatred. In addition, hatred naturally recovers at the rate of 1 per round.

Anger, however, is a human emotion. A witch hunter has an additional hatred pool that represents situational anger that the hunter may utilize, and cannot be recovered through introspection or other natural means. Instead, this pool is can be recovered through other class features or feats, such as the Purpose class feature. Points in this additional pool may be used as hatred points to fuel the demon hunter's abilities and charms, although situational anger is a transient emotion - any hatred points remaining in this pool disappears at sunrise on each day.

Prejudice (Ex):
Spoiler

A witch hunter has been wronged by a witch in the past, and now devotes his life to the eradication of the mages that he considers to be a waste of flesh and soul. He may consider the group of arcane spellcasters that allowed him to qualify for this class as "witches" for the sake of his class abilities. In addition, with appropriate in-game justification, he may add additional groups of spellcasters to this list; these additional groups may be an actual group (for example, "Harper Mages") or an abstraction (such as "spellcasters that regularly use their magic for evil"), ("sorcerers"), or ("spellcasters that willingly work with demons"). Once added, groups cannot be removed without explicit DM approval.

Every time he enters combat against a witch, his additional hatred pool is instantly filled by 5 for each level of Witch Hunter that he possesses. A witch hunter that knowingly associate with a witch loses all of his hatred and cannot regain hatred for at least one month after he ceases cooperation with the witch. In addition, the witch hunter gains a +4 to all will saves against someone that he considers a witch, and treats all commands from or in cooperation with a witch while under a a mind-affecting spell as a suicidal order.

Spoiler


Craft Charms (Ex): At first level, the witch hunter learns to use a combination of his Craft [Alchemy] and his Spellcrafting skills to craft special "charms" that he may use to battle against his enemies. Charms are usually non-magical items (and thus do not have an associated XP cost), although the witch hunter can channel his hatred through them to achieve potent supernatural effects. A witch hunter may freely craft and use charms that he has learned, although he may also use charms crafted by another person with a successful Use Magical Device check against the DC of the charm (ignore the non-magical nature of charms for this check).

Secrets (Su): Hunting a witch is not an easy task; mundane preparations - and even the power of their charms - are often rendered obselete under their magical mastery, and as a result, many witch hunters turned to the supernatural to even the odds against an especially powerful witch. At his second level, a witch hunter may learn one secret from the first circle. Every two levels thereafter, a witch hunter gains access to another circle, and may learn a new secret from any circles that he can access.

Chasing the Target (Ex): Witches are powerful creatures. A single hunter who foolishly believes himself able to do battle against every last witch in the world is a hunter seeking a gruelsome fate for himself. At second level, a witch hunter learns to focus the entirety of their hatred against a single witch. As long as he knows the name or appearance of an individual that he believes to be a witch, he may designate that person as his current "target." A witch hunter cannot have more than one target at any given time. However, if a hunter hears of the passing of his original target, if he can confirm that his target is not actually a witch, or if thirty days has elapsed since he last designated his current target, a witch hunter may designate a new "target" in place of the old.

If the target is actually a witch, the witch hunter gains a +2 to all saves against the target, and some of his charms and secrets may gain additional effects when used against the target. If the target is not a witch, this ability has no affect.

Pursuit and Rationality (Ex): Preparation is the life-blood of a witch hunter; with no knowledge of the target of his hunt, a hunter may as well be a blind man throwing himself into a lion's den. At third level, a witch hunter may substitute his diplomancy score for all gather information checks related to his target. A successful gather information check also reveals whether the target is actually a witch (a part of a certain group). In addition, with an additional DC 20 bluff check, the witch hunter automatically avoids suspicion on all successful gather information checks related to his target.

Faintest of Traces (Ex):

Unravel the Secret

Turning the Spell

For Every Eventuality

As a Hound to the Magic

PLAYING A CLASS NAME
Brief description on how to play the class you are designing.
Combat: Here's a section where you will describe common combat methods for your class. Remember to include information on how your class will use his powers in combat.
Advancement: This is a section on different options and paths that the class can go down when they advance in power.
Resources: What resources might a member of this PrC be able to draw on..

CLASS NAME IN THE WORLD
A quote of somebody else talking about your class!

A brief description of how your class is persevered in the world and how he interacts with the world.
Daily Life: Some general information about the typical day in the life of your class.
Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

NPC Reaction
This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

CLASS NAME IN THE GAME
This is a good place to provide a quick note on how your class will effect game play statistically.
Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.
Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL x: Give the encounter level and description of a sample member of this class and a stat block for him/her.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions

Last edited by Felyndiira : 09-29-2012 at 10:29 PM.
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