Saturday, December 31, 2022

Witch hunter (new class)

 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 

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