Witch Hunterís class skills (and the key ability for each skill) are: Bluff, Concentration, Decipher Script, Gather Information, Intimidate, Knowledge (Arcana), Knowledge (the Planes), Knowledge (Religion), Knowledge (Local), Listen, Profession, Search, Sense Motive, Spellcraft, Spot, Survival.
Skills Points at Each Level : 4 + int
Hit Dice: d8
|1.|| +1|| +2|| +0|| +2|| Arcane Hunter +1|
|2.|| +2|| +3|| +0|| +3|| Detect Magic[|
|3.|| +3|| +3|| +1|| +3|| Mettle, Bonus Feat, Arcane Hunter +2|
|4.|| +4|| +4|| +1|| +4|| Protection from Evil|
|5.|| +5|| +4|| +1|| +4|| Slippery Mind, Arcane Hunter +3|
|6.|| +6|| +5|| +2|| +5|| Dispel Magic, Bonus Feat|
|7.|| +7|| +5|| +2|| +5|| Arcane Hunter +4|
|8.|| +8|| +6|| +2|| +6|| Momentary Disjunction|
|9.|| +9|| +6|| +3|| +6|| nondetection cloak|
|10.||+10|| +7|| +3|| +7|| Spellcaster's Bane, Arcane Hunter +5|
Weapon Proficiencies: Witch Hunter gains no new weapon or armor proficiencies.
Arcane Hunter (Ex)
: At 1st level, the witch hunter gains a +1 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against any character capable of casting arcane spells or using invocations (but not other spell-like abilities). Likewise, he gets a +1 bonus on weapon damage rolls against such creatures. This bonus increase by one at every odd level. And stacks with any bonus gained from the ranger favored enemy class ability.
): At 2nd level, a witch hunter can use detect magic at will, as per the spell.
(Su): Beginning at 3rd level, you can shrug off magical effects that would harm you. If you make a successful Will or Fortitude saving throw that would normally reduce (rather than negate) a spell or other magical effect, the magic has no effect at all. Any spell that is normally negated by a successful saving throw is unaffected by this ability.
Protection from Evil (Sp):A witch hunter may cast protection from evil as per the spell, this ability may be used 1 + your Cha modifier (minimum 1) times per day. The witch hunterís caster level for this ability equals his class level.
At 3rd, 6th, and 9th level a witch hunter may choose a bonus feat for which he meets the requirements off of the following list: Power Attack, Cleave, Pierce Magical Protection, Blind Fight, Pierce Magical Concealment, Improved Initiative, Weapon Focus, Weapon Finesse, Combat Reflexes. List should be expanded a little. More to come.
(Ex):The witch hunter gains the ability as per rogue PHB p.51
):A witch hunter may cast dispel magic as per the spell, this ability may be used 1 + your Cha modifier (minimum 1) times per day. A witch hunterís caster level for this ability is equal to his character level (maximum +10) for this ability.
(Su):At 8th level, a witch hunter can temporarily disable the spellcasting, spell-like, and supernatural abilities of a single creature within 30 feet as a swift action. If the target fails a Will saving throw (DC 20+ your Cha modifier), it cannot use spells, spell-like abilities, or supernatural abilities of any kind, as if affected by an anti-magic field, for one round. Once you have used this ability you cannot do so for another 5 rounds.
(Su):Upon reaching 9th level, a witch hunter (an any gear he wears or carries) becomes more difficult to locate through divinations such as clairaudience/calirvoyance, locate object, and other detection spells. The witch hunter gains magical protection from divinations equivalent to a nondetection spell (caster level equals the chracter's witch hunter level), except that it only affects the witch hunter and his possessions.
(Su):Upon reaching 10th level, a witch hunter becomes the bane of spellcasters. He gains
Spell Resistance 25. Spell resistance equal to 15+ his Witch Hunter level .