There are a fair few other b/x witch hunters out there and while I try not to repeat stuff that has been done too often here is my take on a witch hunter.
Witch hunter
Requirements: Minimum STR 9
Prime requisite: WIS, CHA
Hit Dice: 1d6
Maximum level: 14
Armour: Any, including shields
Weapons: Single handed melee weapons and crossbows
Languages: Alignment, Common
Prime requisites: A witch hunger with at least 13 WIS and CHA gains a 5% bonus to experience. A witch hunter with at least 16 WIS and at least 16 CHA gains a 10% bonus.
Alignment: Witch hunters must be of lawful alignment.
Charm Immunity
Witch hunters of 7th level and above are immune to the charms of witches, hags and other human magic users.
Divine Magic
Holy symbol: A witch hunger must carry a holy symbol.
Deity disfavour: Witch hunters must be faithful to the tenets of their alignment, order, and religion. Witch hunters who fall from favour with their deity may incur penalties.
Protection from Evil
Witch hunters may cast protection from evil once a day.
Stronghold
Any time a witch hunter wishes (and has sufficient money), they can build a castle or stronghold and control the surrounding lands.
Turning the Undead
Witch hunters turn undead as clerics of the same level.
Vow of Purification
In combat a witch hunter is compelled to seek out any evil magic user or cleric.
Witch Hunter Skills
Witch hunters can use the following skills with a range of 30’, with the chance of success shown below:
▶ Detect Evil (DE): Requires 1 turn of concentration on an object or living being. Failed checks may be re-attempted, if the witch hunter is willing to spend the additional time.
▶ Detect illusion (DI): Requires 1 turn of concentration on an object. Failed checks may not be re-attempted.
▶ Detect Magic (DM): Requires 1 turn of concentration on an object. Failed checks may be re-attempted, if the witch hunter is willing to spend the additional time.
May only be attempted once per subject.
▶ Read Magic (RM): Allows the witch hunger to decipher magical scripts and runes. Failed attempts cannot be retried until the witch hunter gains a level.
Witch hunter Level Progression
Saving Throws
Level XP HD THAC0 D W P B S
1 0 1d6 19 [0] 11 12 14 16 15
2 1,500 2d6 19 [0] 11 12 14 16 15
3 3,000 3d6 19 [0] 11 12 14 16 15
4 6,000 4d6 17 [+2] 11 12 14 16 15
5 12,000 5d6 17 [+2] 9 10 12 14 12
6 25,000 6d6 17 [+2] 9 10 12 14 12
7 50,000 7d6 14 [+5] 9 10 12 14 12
8 100,000 8d6 14 [+5] 9 10 12 14 12
9 200,000 9d6 14 [+5] 6 7 9 11 9
10 300,000 9d6+1* 12 [+7] 6 7 9 11 9
11 400,000 9d6+2* 12 [+7] 6 7 9 11 9
12 500,000 9d6+3* 12 [+7] 6 7 9 11 9
13 600,000 9d6+4* 10 [+9] 3 5 7 8 7
14 700,000 9d6+5* 10 [+9] 3 5 7 8 7
* Modifiers from CON no longer apply. D: Death / poison; W: Wands;
P: Paralysis / petrify; B: Breath attacks;
S: Spells / rods / staves.
Witch hunter Skills Chance of Success
Level DE DI DM RM
1 30 5 25 20
2 40 10 30 25
3 50 15 35 30
4 55 20 40 35
5 60 25 45 40
6 65 30 50 43
7 70 35 55 46
8 75 40 60 50
9 80 45 65 53
10 85 50 70 56
11 90 55 75 60
12 94 60 80 63
13 97 65 85 66
14 99 70 90 70