The Easting Reach Wiki
Ir witchhunt

The Witch Hunter is sometimes religious, often mercenary and always ready to deal with a rogue magic wielder. Though they have no magic of their own, they use alchemy and trapping skills to disable their targets. It is rumoured Witch Hunters are born in Dead Magic areas and use their residue to suppress and disrupt spells. Others claim such sites are merely the only ones where a Witch Hunter can sleep in peace.

Properties[]

Requirements[]

Progression[]

Available

Lvl BAB Saves Feats HP range Death Attack Deflect Magic
Fort Ref Will
1st +0 +0 +2 +0 Prepare Bolt 8±CON Modifier - -
2nd +1 +0 +3 +0 Deflect Magic I 16±CON Modifier - 1st Level Spells and Below
3rd +2 +1 +3 +1 Craft Witch Hunter Trap 24±CON Modifier - 1st Level Spells and Below
4th +3 +1 +4 +1 Alchemy 32±CON Modifier - 1st Level Spells and Below


Not Accessible

Lvl BAB Saves Feats HP range Death Attack Deflect Magic
Fort Ref Will
5th +3 +1 +4 +1 Death Attack 40±CON Modifier 1d6 1st Level Spells and Below
6th +4 +2 +5 +2 Deflect Magic II 48±CON Modifier 1d6 2nd Level Spells and Below

Feats[]

  • Prepare Bolt - 3x/day the Witch Hunter can create 5 special crossbow bolts which deal only 1 point of damage but confer one of five effects. The bolts can only be used by the Witch Hunter and a Witch Hunter can never have more than 15 of these at once.
    • Sever Divinity - The victim cannot be affected by Cure or Vigour spells for the next turn
    • Sever Escape - The victim cannot be affected by Sanctuary, Invisibility or movement increasing spells for the next turn
    • Disrupt Prayer - The victim's WIS is drained by 2 points for the next turn
    • Disrupt Spellcraft - The victim's INT is drained by 2 points for the next turn
    • Disrupt Sorcery - The victim's CHA is drained by 2 points for the next turn
  • Deflect Magic - The Witch Hunter is immune to cantrips and first level spells. At level 6, the Witch Hunter becomes immune to level 2 spells as well.
  • Craft Trap - The Witch Hunter can craft 3 additional types of trap through the Craft Menu:
    • Dull Magic Snare - A single victim gains a 75% chance of spell failure for the next turn. Requires venom (insectoid).
    • Bondbreaker Snare - All nearby summoned creatures must make a will save vs dismissal. Requires abjuration spell crystals (level 4).
    • Strip Magic Snare - A single victim is stripped of magical effects as though targetted by Dispel Magic. Requires abjuration spell crystals (level 3).
  • Alchemy - The Witch Hunter can treat a Tiny melee weapon (dagger or kukri) with one of three alchemical solutions twice/day. A weapon can only hold one solution at a time. Solutions wear off after a single turn, though their effects (wounding, spell loss) may last longer.
    • Oil of Biting - Wounds caused by the weapon continue to grow until healed. This has the Wounding effect.
    • Mindworm Toxin - The victim loses d3 memorized spells (or spell uses/day) with each wound inflicted.
    • Dead Metal Oil - The weapon counts as +5 for purposes of damage penetration but does not gain a bonus to attack or damage.
  • Death Attack - The Witch Hunter can make 1d6 Sneak Attacks which Paralyze the victim for one turn upon a failed Fortitude check (DC 10 + INT).

Class Route to Prestige[]

This assumes the character has only a single class to meet the requirements and is non-human before taking the prestige class (PrC). Human characters will have greater flexibility in regards to feat progression due to the extra feat granted at character creation by their racial bonus, Quick to Master. Some class routes to prestige may also favour multi-classing in order to more effectively meet pre-requisites or to better synergise the character's skill set to suit the PrC, however caution is advised as most PrCs have strict skill requirements and the wrong combination of classes (due to cross-classing of skills) may result in further delaying and reducing the levels of a prestige class obtainable or render it entirely unobtainable for the character.

Base Class Minimum Base Class Level Maximum Prestige Class Level Perception Set Trap Spellcraft Arcane Defense
Barbarian 5th Level 3rd Level 4th Level 5th Level 3rd Level 3rd Level
Civilian 4th Level 4th Level 4th Level 1st Level 1st Level 1st or 3rd Level
Fighter 5th Level 3rd Level 4th Level 5th Level 3rd Level 3rd Level
Monk 5th Level 3rd Level 4th Level 5th Level 3rd Level 3rd Level
Ranger 4th Level 4th Level 4th Level 1st Level 3rd Level 3rd Level
Rogue 4th Level 4th Level 4th Level 1st Level 3rd Level 3rd Level

Notes[]

All prestige classes require a PC to met the real (unmodified) rank of a skill, refer to Skills for clarification, in order to progress into the prestige class.

Classes
Base Classes BarbarianBardCivilianDruidFighterMonkPaladinPriestRangerRogueSorcererWizard
Prestige Classes Arcane ArcherAssassinBlackguardBreach GuardDaemonbinderHarper ScoutHigh MagePale MasterShadowdancerShifterSkincarverSpirit CallerSword LeaderTriadic KnightWeapon MasterWild ShotWitch Hunter