The Best In Old School Roleplaying

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Wednesday, October 19, 2016

Octhorrorfest: Season of the Witch - Witch Hunter, A New Class For Swords & Wizardry Complete





Witch Hunter

Witch Hunters are servants of the powers of Law who strive ever to push back the tide of Chaos. All Witch Hunters must take vows to fight against the hordes of Chaos and the magicians and cultists who would aid the Lords of Chaos. Witch Hunters are similar to Paladins in their pursuit and destruction of Chaos. However, where Paladins follow a code of honor Witch Hunters may track and destroy their prey using means which the Paladin might find abhorring, including, but not limited to) torture and dirty fighting.

Prime Attribute: Strength and Wisdom 13+ (+5% experience bonus)
Hit Dice: 1d8 (Gains 2hp/level after 9th)
Armor/Shield Permitted: Any
Weapons Permitted: Any
Races: Human

About Witch Hunters

Alignment: Witch Hunters must be of Lawful alignment or they will revert to the abilities of a normal fighter.
Magic Items: Witch Hunters may own a suit of magic armor, a magic shield, and up to 3 magical weapons. They may never own more than 3 additional magic items. Witch Hunters may use any magic items that can normally be used by Fighters. At the Referee's discretion they may also use certain items used by Clerics of their own faith.
Alliance: Witch Hunters will not work with characters of Chaotic alignment.

Witch Hunter Class Abilities

Interrogate: Witch Hunters are trained in the art of interrogation. A Witch Hunter may coerce truthful answers from a creature. For every turn spent interrogating the captive, witness, etc. the Witch Hunter must make a d20 roll against her Charisma. If the roll meets or falls below the Witch Hunter's Charisma score she may have persuaded the target into talking. The target must then make a saving throw. If the save is failed the Witch Hunter gains some or all of the desired information. For every turn beyond the first that the target is successfully interrogated the target receives a penalty of 1 to its saving throw. This is becomes a penalty of 2 per turn if torture is employed. If the Witch Hunter employs some form of physical torture there is a 5% cumulative chance per turn that the target will die. If a target dies in this way, the referee may rule the that Witch Hunter must repent and atone for her actions. If this happens more than once, the Witch Hunter's alignment may slip into Neutrality or even Chaos.

Banishing Undead, Demons and Devils: A Witch Hunter armed with a Lawful Holy Symbol may “turn” undead, demons and devils as a Cleric two levels lower than her current experience level.
Detect Magic: Witch Hunters are trained to feel the presence of the arcane. Once per day per level a Witch hunter has attained, she can Detect Magic as the spell of he same name, except that the ability lasts only five minutes.
Protection From Evil: Once per day a Witch Hunter may use Protection From Evil, as per the Cleric spell.
Detect Evil:(3rd) A Witch Hunter can sniff out the Mark of Chaos wherever it is found. Beginning at third level a Witch Hunter may Detect Evil as the Cleric spell of he same name three times per day. The Witch Hunter's ability lasts only five minutes.
Protection From Evil, 10-Foot Radius (5th): Beginning at 5th level a Witch Hunter may use Protection From Evil, 10-Foot Radius as per the Cleric spell once per day.
Dispel Evil (8th): A Witch Hunter can Dispel Evil as per the Cleric spell twice per day beginning at 8th level.
Saving Throw Bonus: Witch Hunters gain a +2 bonus on saving throw rolls against any magic.

Table: Witch Hunter Advancement Table

Level
Experience Points Required for Level

Hit Dice (d6)*

Saving Throw
1
0
1
15
2
2,000
2
14
3
4,000
3
13
4
8,000
4
12
5
16,000
5
11
6
32,000
6
10
7
64,000
7
9
8
128,000
8
8
9
256,000
9
7
10
350,000
9+2
6
11
450,000
9+4
5
12
550,000
9+6
5
13
650,000
9+8
5
14
750,000
9+10
5
15
850,000
9+12
5
16
950,000
9+14
5
17
1,050,000
9+16
5
18
1,150,000
9+18
5
19
1,250,000
9+20
5
20
1,350,000
9+22
5
21+
+100,000 per level
+2 hp/level
5