TEXT: #11
  The WiTch hunTer
  (neW Base class)
  
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the 
  Coast, Inc (“Wizards”). All Rights Reserved.
  1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed 
  Open Game Content; (b)”Derivative Material” means copyrighted material including derivative works and 
  translations (including into other computer languages), potation, modification, correction, addition, extension, 
  upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, 
  transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly 
  display, transmit or otherwise distribute; (d)”Open Game Content” means the game mechanic and includes 
  the methods, procedures, processes and routines to the extent such content does not embody the Product 
  Identity and is an enhancement over the prior art and any additional content clearly identified as Open 
  Game Content by the Contributor, and means any work covered by this License, including translations and 
  derivative works under copyright law, but specifically excludes Product Identity. (e) “Product Identity” means 
  product and product line names, logos and identifying marks including trade dress; artifacts; creatures 
  characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, 
  designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other 
  visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, 
  teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, 
  magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or 
  registered trademark clearly identified as Product identity by the owner of the Product Identity, and which 
  specifically excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, 
  designs that are used by a Contributor to identify itself or its products or the associated products contributed 
  to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, 
  edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” or 
  “Your” means the licensee in terms of this agreement.
  2. The License: This License applies to any Open Game Content that contains a notice indicating that the 
  Open Game Content may only be Used under and in terms of this License. You must affix such a notice to 
  any Open Game Content that you Use. No terms may be added to or subtracted from this License except 
  as described by the License itself. No other terms or conditions may be applied to any Open Game Content 
  distributed using this License.
  3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of 
  this License.
  4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You 
  a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the 
  Open Game Content.
  5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, 
  You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the 
  rights conveyed by this License.
  6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to 
  include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying 
  or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the 
  COPYRIGHT NOTICE of any original Open Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to 
  compatibility, except as expressly licensed in another, independent Agreement with the owner of each 
  element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark 
  or Registered Trademark in conjunction with a work containing Open Game Content except as expressly 
  licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. 
  The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of 
  that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, 
  title and interest in and to that Product Identity.
  8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work 
  that you are distributing are Open Game Content.
  9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. 
  You may use any authorized version of this License to copy, modify and distribute any Open Game Content 
  originally distributed under any version of this License.
  10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game 
  Content You Distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of 
  any Contributor unless You have written permission from the Contributor to do so.
  12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect 
  to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You 
  may not Use any Open Game Material so affected.
  13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail 
  to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the 
  termination of this License.
  14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be 
  reformed  only to the extent necessary to make it enforceable.
  15 COPYRIGHT NOTICE
  Open Game License v 1.0 © 2000, Wizards of the Coast, Inc.
  System Reference Document. © 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte 
  Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  Pathfinder RPG Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on 
  material by Jonathan Tweet, Monte Cook, and Skip Williams.
  The Book of Experimental Might. © 2008, Monte J. Cook. All rights reserved.
  Tome of Horrors. © 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica 
  Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, 
  and Bill Webb; Based on original content from TSR.
  Anger of Angels. ©2003, Sean K Reynolds.
  The Book of Fiends © 2003, Green Ronin Publishing; Authors: Aaron Loeb, Erik Mona, Chris Pramas, 
  and Robert J. Schwalb.
  The Book of Hallowed Might. ©2002, Monte J. Cook.
  Monte Cook’s Arcana Unearthed. ©2003, Monte J. Cook.
  Path of the Magi. ©2002 Citizen Games/Troll Lord Games; Authors: Mike McArtor, W. Jason Peck, Jeff 
  Quick, and Sean K Reynolds.
  Skreyn’s Register: The Bonds of Magic. ©2002, Sean K Reynolds.
  Pathfinder Roleplaying Game Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: 
  Jason Bulmahn.
  Pathfinder Roleplaying Game Advanced Class Guide © 2014, Paizo Inc.; Authors: Dennis Baker, Ross 
  Byers, Jesse Benner, Savannah Broadway, Jason Bulmahn, Jim Groves, Tim Hitchcock, Tracy Hurley, 
  Jonathan H. Keith, Will McCardell, Dale C. McCoy, Jr., Tom Phillips, Stephen Radney-MacFarland, 
  Thomas M. Reid, Sean K Reynolds, Tork Shaw, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, 
  Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K 
  Reynolds, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, LLC; Authors: Jason 
  Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, 
  Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
  Angel, Monadic Deva from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published 
  and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
  Angel, Movanic Deva from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published 
  and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
  Brownie from the Tome of Horrors, Revised. ©2002, Necromancer Games, Inc.; Author: Scott Greene, 
  based on original material by E. Gary Gygax.
  Daemon, Ceustodaemon (Guardian Daemon) from the Tome of Horrors, Revised. ©2002, Necromancer 
  Games, Inc.; Author: Scott Greene, based on original material by E. Gary Gygax.
  Daemon, Derghodaemon from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary 
  Gygax.
  Daemon, Guardian from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published 
  and distributed by Frog God Games; Author: Scott Greene, based on original material by Ian McDowall.
  Daemon, Hydrodaemon from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary 
  Gygax.
  Daemon, Piscodaemon from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published 
  and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
  Daemon, Hydrodaemon from the Tome of Horrors, Revised. ©2002, Necromancer Games, Inc.; Author: 
  Scott Greene, based on original material by E. Gary Gygax.
  Daemon, Piscodaemon from the Tome of Horrors, Revised. ©2002, Necromancer Games, Inc.; Author: 
  Scott Greene, based on original material by E. Gary Gygax.
  Froghemoth from the Tome of Horrors. ©2002, Necromancer Games, Inc.; Author: Scott Greene, based on 
  original material by E. Gary Gygax.
  Ice Golem from the Tome of Horrors. ©2002, Necromancer Games, Inc.; Author: Scott Greene.
  Iron Cobra from the Tome of Horrors. ©2002, Necromancer Games, Inc.; Author: Scott Greene, based on 
  original material by Philip Masters.
  Marid from the Tome of Horrors III. ©2005, Necromancer Games, Inc.; Author: Scott Greene.
  Mihstu from the Tome of Horrors, Revised. ©2002, Necromancer Games, Inc.; Author: Scott Greene, based 
  on original material by E. Gary Gygax.
  Nabasu Demon from the Tome of Horrors. ©2002, Necromancer Games, Inc.; Author: Scott Greene, based 
  on original material by E. Gary Gygax.
  Necrophidius from the Tome of Horrors, Revised. ©2002, Necromancer Games, Inc.; Author: Scott Greene, 
  based on original material by Simon Tillbrook.
  Sandman from the Tome of Horrors, Revised. ©2002, Necromancer Games, Inc.; Author: Scott Greene, 
  based on original material by Roger Musson.
  Scarecrow from the Tome of Horrors, Revised. ©2002, Necromancer Games, Inc.; Author: Scott Greene, 
  based on original material by Roger Musson.
  Shadow Demon from the Tome of Horrors. ©2002, Necromancer Games, Inc.; Author: Scott Greene, based 
  on original material by Neville White.
  Wood Golem from the Tome of Horrors. ©2002, Necromancer Games, Inc.; Authors: Scott Greene and 
  Patrick Lawinger.
  Player Paraphernalia #11 The Witch Hunter (New Base Class) ©2015, The Knotty-Works, Author: John 
  Buckley
  Some artwork copyrighted by Avalon Games, used with permission.
  d20pfsrd.com. © 2010, John Reyst. 
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Inc.. See http://paizo.com/pathfinderRPG for more 
  information on the Pathfinder Roleplaying Game. Paizo Inc. does not guarantee compatibility, and does not endorse this product.
  Open Gaming License Copyright © 2007 Wizards of the Coast. All rights reserved, Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder 
  Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying 
  Game Compatibility License. See http://paizo.com/ pathfinderRPG/compatibility for more information on the compatibility license. Some rights reserved.
  
  1
  Player ParaPhernalia #11
  By the Knotty-Works
  Welcome to the eleventh issue of Player 
  Paraphernalia, a hodge podge of character ideas 
  and alternate rules that may be used with the 
  Pathfinder Roleplaying Game (Paizo, Inc©).  In 
  this issue the Witch Hunter (a new base class) is 
  introduced.  Although a bit inspired by the Witch 
  Hunter class published by Super Genius Games this 
  class takes a completely new spin on the concept 
  and focuses on opposing the witch (and other 
  arcane type) class.
  The Witch Hunter
  There are those that have been scarred by the 
  potent powers of those practicing witchcraft.  These 
  individuals take it upon themselves to hunt down 
  and ferret out practitioners of the arcane to meet out 
  their own brand of justice.  The witch hunter may 
  take on this role for either selfless or selfish motives, 
  may be sanctioned by a larger entity such as a 
  church or government or may be completely solitary 
  in his mission.  Most do not differentiate between 
  those that practice witchcraft for good or ill, though 
  those bent towards the powers of good may be a bit 
  more merciful than others.
  The witch hunter is a class that focuses on the hunt 
  and eradication of another class, the witch.  As such, 
  a GM may deem that this class may not be really 
  viable for player characters, though as a non-player 
  character nemesis the class has many features that 
  would prove useful to thwart a party with one or 
  more arcane casters.
  Role:  The witch hunter works well with others that 
  have a mission of divine favor, particularly to hunt 
  down and eradicate evil with a magical bent to it.  
  Most witch hunters will find cooperation with actual 
  witches unacceptable unless there is sufficient reason 
  to so do.  Witch hunters may tolerate other types of 
  spell casters but find such an experience distasteful 
  overall and long term associations are very rare.  
  The witch hunter is uniquely gifted to take on 
  witches and other arcane enemies while their divine 
  connection may also grant some assistance to other 
  divine characters.  Witch hunters are not as efficient 
  in combat as other martial characters but can 
  typically hold their own against common foes as long 
  as the opposing forces are not overwhelming.
  Alignment:  The witch hunter may be of any good or 
  evil alignment or lawful neutral.
  Hit Dice: d8
  Starting Wealth:  3d6 × 10 gp (average 105 gp.) In 
  addition, each character begins play with an outfit 
  worth 10 gp or less.
  Class Skills
  Appraise, Craft, Handle Animal, Heal, Intimidate, 
  Knowledge (arcane), Knowledge (history), Knowledge 
  (local), Profession, Sense Motive, Spellcraft, Survival, 
  Swim, and Use Magic Device
  Skill Ranks per Level:  2 + Int modifier
  Weapon and Armor Proficiencies:  The witch hunter 
  is proficient with all simple and martial melee and 
  thrown weapons, simple ranged weapons, the whip, 
  bola, lasso, and net.  The witch hunter is proficient 
  with light and medium armor and light shields.
  Hex Resistance (Su):  The witch hunter gains a 
  sacred (or profane if evil) saving throw bonus against 
  hexes cast directly on the witch hunter equal to ½ the 
  witch hunter’s class level (minimum of 1).
  In addition, if the saving throw is successful the 
  witch hunter automatically knows the origin of the 
  hex and gains the same saving throw bonus against 
  any spells cast by the individual that attempted to 
  hex the witch hunter.
  Detect the Bond (Ex):  At 1st level the Witch Hunter 
  may make an active perception check on a particular 
  animal to determine whether or not the animal is 
  a familiar.  The DC is equal to 10 plus the caster 
  level of the familiar’s master.  This does not grant 
  the witch hunter the ability to determine who the 
  familiar’s master is unless it is obvious.
  Protective Bond (Su):  At 2nd level the Witch Hunter 
  may summon a supernatural barrier that functions 
  identically to the Protection from (Good or Evil based 
  on the witch hunter’s alignment).  This ability may be 
  used a number of rounds per day equal to the witch 
  hunter’s class level plus his Wisdom modifier and 
  requires a move action to initiate and a free action 
  to end.  The limiting duration of this ability does not 
  have to be used consecutively, the witch hunter may 
  break down the uses of this ability as desired as long 
  as the total duration for the day does not exceed 
  the limit.
  
  2
  At 4th level this effect 
  even includes attacks 
  by Eidolons (which 
  normally may breach 
  the effects of the 
  Protection from Evil 
  spell unless unfettered 
  or actually summoned 
  from a spell).
  Detect Affliction (Ex):  
  At 3rd level the witch 
  hunter may make a 
  passive perception 
  check when coming 
  within 10 feet of 
  anyone afflicted from 
  a malevolent hex.  The 
  DC is 10 + ½ the hex 
  caster’s class level (or 
  hit dice for creatures 
  that may cast hexes) + 
  its Charisma modifier.  
  If the witch hunter 
  detects the affliction, 
  he may make a 
  spellcraft skill check 
  (with the same DC as 
  the Perception check) 
  to determine what 
  affliction the victim is 
  suffering.  This ability 
  does not grant the witch 
  hunter the ability to 
  determine who hexed the victim.  
  Disrupt the Bond (Su):  At 4th level, the witch hunter 
  may attempt to temporarily break the bond between 
  a familiar and its master.  If the witch hunter 
  successfully strikes a familiar with a melee attack 
  after determining to use this ability, the familiar’s 
  master must make a Will save with a DC equal to 
  10 + ½ the witch hunter’s class level plus the witch 
  hunter’s wisdom modifier.  If unsuccessful, the 
  familiar reverts back into a normal creature of its 
  type and species for a number of rounds equal to the 
  level of the witch hunter.  All special abilities granted 
  to the familiar by the bond with its master is nullified 
  for the duration of this effect.  The witch hunter may 
  only disrupt the bond of a particular familiar once per 
  day but there is no limit to the number of bonds that 
  may be broken.
  Once the bond is disrupted, the familiar will act 
  as a normal creature of its type including possibly 
  attacking its owner if held or physically tied to the 
  caster.
  Spells:  The witch hunter gains the ability to 
  cast divine spells from the witch hunter list 
  beginning at 4th level.  The witch hunter must 
  meditate for an hour at the beginning of each day and 
  select the spells desired for the day during this time.  
  He may choose any spell on the witch hunter spell 
  list while preparing his spells.
  The witch hunter must have a wisdom of at least 10 + 
  the spell level in order to cast the spell.  He does gain 
  bonus spells based on his Wisdom as listed in the 
  Pathfinder Roleplaying Game Core Rule Book
  TM Ability 
  Modifiers and Bonus Spells table.  The witch hunter’s 
  effective caster level is equal to his class level - 3.
  Disrupt Minor Affliction (Su):  At 5th level, the 
  witch hunter may attempt to disrupt the effects of 
  a malevolent normal hex as a standard action by 
  touching the victim.  This effect allows the victim to 
  make another saving throw against the effect, gaining 
  the Hex Resistance bonus of the witch hunter for the 
  saving throw.  Other normal bonuses may be applied 
  as allowed, though other sacred or profane bonuses 
  do not stack with the Hex Resistance bonus granted 
  by the witch hunter.  This ability only functions on 
  living creatures, areas are not affected.
  The witch hunter may only use this power once per 
  individual per affliction within a 24 hour period.  
  Witch Hunter Progression Table
  Level
  Base 
  Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Spells Per Day
  1st
  2nd
  3rd
  4th
  1
  +0
  +2
  +0
  +2
  Detect the Bond, Hex 
  Resistance
  —
  —
  —
  —
  2
  +1
  +3
  +0
  +3
  Protective Bond
  —
  —
  —
  —
  3
  +2
  +3
  +1
  +3
  Detect Affliction
  —
  —
  —
  —
  4
  +3
  +4
  +1
  +4
  Disrupt the Bond
  0
  —
  —
  —
  5
  +3
  +4
  +1
  +4
  Disrupt Minor Affliction
  1
  —
  —
  —
  6
  +4
  +5
  +2
  +5
  Hex Ward
  1
  —
  —
  —
  7
  +5
  +5
  +2
  +5
  1
  0
  —
  —
  8
  +6/+1
  +6
  +2
  +6
  Protective Circle
  1
  1
  —
  —
  9
  +6/+1
  +6
  +3
  +6
  2
  1
  —
  —
  10
  +7/+2
  +7
  +3
  +7
  Sever the Bond
  2
  1
  0
  —
  11
  +8/+3
  +7
  +3
  +7
  2
  1
  1
  —
  12
  +9/+4
  +8
  +4
  +8
  Disrupt Summoner 
  Bond
  2
  2
  1
  —
  13
  +9/+4
  +8
  +4
  +8
  Disrupt Major Affliction
  3
  2
  1
  0
  14
  +10/+5
  +9
  +4
  +9
  Greater Hex Ward
  3
  2
  1
  1
  15
  +11/+6/+1
  +9
  +5
  +9
  3
  2
  2
  1
  16
  +12/+7/+2
  +10
  +5
  +10
  Back Bite
  3
  3
  2
  1
  17
  +12/+7/+2
  +10
  +5
  +10
  4
  3
  2
  1
  18
  +13/+8/+3
  +11
  +6
  +11
  Sever the Summoner 
  Bond
  4
  3
  2
  2
  19
  +14/+9/+4
  +11
  +6
  +11
  Disrupt Grand Affliction
  4
  3
  3
  2
  20
  +15/+10/+5
  +12
  +6
  +12
  Ultimate Hex Ward
  4
  4
  3
  3
  
  3
  He may use this ability a total number of times per 
  day equal to ½ his class level (minimum of 1).
  Hex Ward (Su):  At 6th level the witch hunters’ 
  protective bond becomes more powerful and normal 
  hexes cast directly against the witch hunter cannot 
  pierce the ward.
  Protective Circle (Su):  At 8th level the witch hunter’s 
  protective bond increases to a magic circle with a 
  10 foot radius about the witch hunter as the Magic 
  Circle versus (Good or Evil) spell.
  Sever the Bond (Su):  At 10th level, the Witch Hunter 
  may target a familiar and upon a successful strike 
  the familiar’s master must make a Will save with a 
  DC equal to 10 + ½ the witch hunter’s class level + 
  the his wisdom modifier.  If the familiar’s master fails 
  the saving throw, the link between the familiar and 
  master is sundered and the familiar reverts back 
  to a normal creature of its type and species.  The 
  master may attempt to relink with the familiar or 
  gain another one through the normal rules regarding 
  replacing a lost or slain familiar.  If the master of the 
  familiar succeeds with the saving throw, he cannot be 
  subjected to this ability from the same witch hunter 
  for another 24 hours.
  The witch hunter may use this ability a number of 
  times per day equal 3 plus his wisdom modifier.  
  Disrupt Summoner Bond (Su):  At 12th level, the 
  effects of the witch hunter’s Disrupt the Bond may 
  be applied to attacks against an Eidolon.  While the 
  bond is temporarily disrupted, the Summoner may 
  not use the following abilities with the Eidolon: Life 
  Link, Bond Senses, Maker’s Call, Transposition, Life 
  Bond, or Merge Forms.
  Disrupt Major Affliction (Su):  At 13th level, the 
  witch hunter may attempt to disrupt the effects 
  of a malevolent major hex as a standard action by 
  touching the victim.  This effect allows the victim to 
  make another saving throw against the effect, gaining 
  the Hex Resistance bonus of the witch hunter for 
  the saving throw.  Other normal bonuses may be 
  applied as allowed, though other sacred bonuses do 
  not stack with the Hex Resistance bonus granted by 
  the witch hunter.  This ability only functions on living 
  creatures, areas are not affected.
  The witch hunter may only use this power once per 
  individual per affliction within a 24 hour period.  The 
  Disrupt Affliction abilities (both minor and major) 
  may only be used a total number of times per day 
  equal to half the witch hunter’s class level.
  Greater Hex Ward (Su):  At 14th level the witch 
  hunter’s protective bond extends to major hexes cast 
  directly at the witch hunter or anyone within the 
  boundary of the protective circle.
  Back Bite (Su):  At 16th level, whenever the witch 
  hunter successfully resists the effects of a hex power, 
  the effect is automatically sent back to the originator 
  of the hex and the witch is not allowed a saving 
  throw to avoid the effect of her own hex.  This does 
  not apply to hexes that are warded from the witch 
  hunter’s protective bond ability.
  Sever the Summoner Bond (Su):  At 18th level, 
  the witch hunter may attempt to sunder the bond 
  between the summoner and his Eidolon.  If the witch 
  hunter successfully makes a melee attack against 
  an Eidolon after declaring use of this ability, the 
  summoner must make a will saving throw with a 
  DC equal to 10 + ½ the witch hunter’s class level 
  plus his wisdom modifier.  If the summoner fails the 
  saving throw then the Eidolon becomes unfettered 
  and the link between the two is lost while in that 
  state.  If the Eidolon is sent back to its home plane, 
  the Summoner may then again summon it normally, 
  but not until then.  The summoner may not send the 
  Eidolon back to its home plane while it is unfettered, 
  but if it is reduced to zero hit points the Eidolon will 
  automatically return to its home plane. 
  The witch hunter may use this ability a number of 
  times per day equal to 3 plus his wisdom modifier.  A 
  summoner that successfully makes a saving throw 
  against this effect is not subject to it again from the 
  witch hunter for 24 hours.
  Disrupt Grand Affliction (Su):  At 19th level, the 
  witch hunter may attempt to disrupt the effects of 
  a malevolent grand hex as a full round action by 
  touching the victim.  This effect allows the victim to 
  make another saving throw against the effect, gaining 
  the Hex Resistance bonus of the witch hunter for 
  the saving throw.  Other normal bonuses may be 
  applied as allowed, though other sacred bonuses do 
  not stack with the Hex Resistance bonus granted by 
  the witch hunter.  This ability only functions on living 
  creatures, areas are not affected.
  This ability may only be used once per day and 
  counts toward the limit imposed on Disrupt Affliction 
  abilities (Minor and Major) for a total number of times 
  per day equal to half the witch hunter’s class level.
  Ultimate Hex Ward (Su):  At 20th level the witch 
  hunter’s protective bond extends to grand hexes cast 
  directly at the witch hunter or anyone within the 
  boundary of the protective circle.
  Witch Hunter Spell List
  1st Level: Abundant AmmunitionUC, Air BubbleUC, 
  Alarm, Ant HaulAPG, Bane, Bless, Cause Fear, 
  Command, Cure Light Wounds, Dead Eye’s LoreUC, 
  Detect Chaos/Evil/Good/Law, Detect Magic, Disguise 
  Self, Divine Favor, Doom, Endure Elements, 
  Expeditious Retreat, Forced QuietUM, Hex 
  
  4
  WardUM, Inflict Light Wounds, InterrogationUM, 
  Invisibility AlarmACG, Lock GazeUC, LongshotUC, Magic 
  Weapon, Protection from Chaos/Evil/Good/Law, 
  Read Magic, Refine Improvised WeaponACG, Remove 
  Fear, Returning WeaponUC, Shield of Faith, Stunning 
  BarrierACG, Tireless PursuitAPG, True Strike, Unerring 
  WeaponUC, Wartrain MountUM, WrathAPG
  2nd Level: Aid, Align Weapon, Bear’s Endurance, 
  BloodhoundAPG, Bull’s Strength, Calm Emotions, 
  CastigateAPG, Cat’s Grace, ConfessAPG, Delay PainUM, 
  Delay Poison, Detect Thoughts, Disguise OtherUM, 
  Effortless ArmorUC, Endure Elements (Communal)
  UC, Enthrall, Find Traps, Focused ScrutinyACG, Hold 
  Person, Invisibility, Knock, Protection from Chaos/
  Evil/Good/Law (Communal), Remove Paralysis, 
  Resist Energy, Restoration (Lesser), Returning 
  Weapon (Communal)UC, See Invisibility, Silence, 
  Sound Burst, Spiritual Weapon, Weapon of AweAPG, 
  Zone of Truth
  3rd Level:  Adjustable DisguiseACG, Align Weapon 
  (Communal)ACG, Arcane Sight, Burst of SpeedUC, 
  Countless EyesUM, Cure Moderate Wounds, Daybreak 
  ArrowUC, Delay Poison (Communal)UC, Eldritch 
  FeverUM, Glyph of Warding, Heroism, Hunter’s EyeAPG, 
  Inflict Moderate Wounds, Invisibility Purge, Keen 
  Edge, Locate Object, Magic Circle versus Chaos/Evil/
  Good/Law, Magic Weapon (Greater), Nondetection, 
  Obscure Object, Protection from Energy, Remove 
  Blindness/Deafness, Remove Curse, Remove Disease, 
  RetributionAPG, Righteous VigorAPG, Seek ThoughtsAPG, 
  Stunning Barrier (Greater)ACG, Summoner ConduitUC, 
  Water Breathing, Water Walk, WitnessUM
  4th Level:  Air Walk, Aura SightACG, Battlemind 
  LinkUM, Blessing of FervorAPG, Control Summoned 
  CreatureUM, Coward’s LamentAPG, Cure Serious 
  Wounds, Curse of Magic NegationUM, Death Ward, 
  Detect Scrying, Discern Lies, Dismissal, Divination, 
  Enchantment FoilACG, Fear, Force RepentanceAPG, 
  Freedom of Movement, Hold Monster, Inflict Serious 
  Wounds, Invisibility (Greater), Neutralize Poison, 
  Persistent VigorACG, RebukeAPG, Restoration, Ride 
  the WavesUM, Sending, Spell Crash (Lesser)ACG, Spell 
  Immunity, Spiritual AllyAPG, Tireless PursuersAPG, 
  Terrible RemorseUM
  ACG Advanced Class Guide
  APG Advanced Player’s Guide
  UC  Ultimate Combat
  UM  Ultimate Magic
  New Feat
  Improved Affliction Disruption
  Your touch practically melts away the afflictions of 
  witches.
  Prerequisites:  Disrupt Minor Affliction class feature
  Benefits:  You may use your disrupt affliction ability 
  a total number of times per day equal to your class 
  level.  Limitations per individual treated still applies.  
  Improved Hex Resistance
  You are nearly impervious to the effects of malevolent 
  hexes.
  Prerequisites:  Hex Resistance class feature
  Benefits:  Your wisdom adjustment (minimum of 
  +1) is added to your sacred/profane bonus to your 
  hex resistance regardless of the type of saving throw 
  required.  
  Special:  This bonus is also granted to those treated 
  with the Disrupt Affliction class feature.
  Improved Protective Bond
  You can summon additional fortitude to resist the 
  supernatural powers that assault you.
  Prerequisites:  Protective Bond class feature
  Benefits:  You can initiate or maintain the protective 
  bond for two additional rounds per day.  In addition, 
  you may initiate it as a swift action rather than a 
  move action.
  
  5
  Other KnOtty WOrKs 
  Pathfinder cOmPatible PrOducts
  If you enjoyed this product, please check out these other 
  Pathfinder supplements produced by the Knotty Works.  
  Each of the Spell Works Compendiums offer over 
  fifty new and unique spells.  Advancing with Class 
  supplements offer new abilities for existing 
  classes or introduce a new class with unique 
  mechanics for the Pathfinder game.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Knotty-Works/Player Paraphernalia 11 - The Witch Hunter (Base Class).pdf