TEXT: #13
  The WiTch hunTer iii
  (neW class archeTypes)
  
  B
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  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.
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  original content from TSR.
  Pathfinder Roleplaying Game Advanced Player’s Guide. Copyright 2010, Paizo 
  Publishing, LLC; Author: Jason Bulmahn.
  Player Paraphernalia #13 The Witch Hunter III (New Class Archetypes). ©2015, The 
  Knotty-Works; Author John Buckley
  d20pfsrd.com. © 2010, John Reyst. 
  
  1
  Player ParaPhernalia #13
  By the Knotty-Works
  Welcome to the thirteenth issue of Player 
  Paraphernalia, a hodge podge of character ideas 
  and alternate rules that may be used with the 
  Pathfinder Roleplaying Game (Paizo, Inc©).  Last 
  issue the Witch Hunter hybrid class was introduced.  
  This issue is offers Witch Hunter archetypes for 
  three of the core character classes including the 
  barbarian, fighter, and rogue.  These archetypes 
  grant abilities to intuitively sense magical auras as 
  well as abilities that grant advantages when fighting 
  arcane spell casters.
  The Witch Hunter I (Barbarian)
  There are those that see magic as an abomination to 
  the natural world and the mere presence sends them 
  into a killing frenzy.  The witch hunter can smell the 
  stink of magic and use to hone his skills and abilities 
  when fighting those that would deign to use such 
  forces of darkness.
  Rage Powers
  The witch hunter gains the Superstition rage power 
  at 1st level.  At 2nd level he automatically gains the 
  Witch Hunter rage power.  At 4th level he gains either 
  the Spell Sunder or Hex Marked rage power.  At 6th 
  level he gains the Disruptive rage power.  At 8th level 
  he gains either the Sunder Enchantment or Hex 
  Slayer rage power.  At 10th level he gains the Spell 
  Breaker or Arcane Harrier rage power.
  These replace the rage powers gained up through 10th 
  level.
  Evasion & Uncanny Dodge
  The Barbarian gains the Evasion class feature at 2nd 
  level and Uncanny Dodge at 4th level.  At 14th level he 
  may choose either the Improved Evasion or Improved 
  Uncanny Dodge ability.  This ability modifies and 
  replaces Uncanny Dodge and Improved Uncanny 
  Dodge abilities and replaces the Indomitable Will 
  class ability gained at 14th level.
  Eldritch Sense (Ex)
  At 3rd level the witch hunter may make a perception 
  check to detect any magical auras within 5 feet of 
  him with a DC equal to 20 - effective spell level or 
  based on aura for magic items (Faint 20, Moderate 
  15, Strong, 12).  The witch hunter cannot determine 
  what type of magic is present, its effect, or its exact 
  source or location; only that it is within his presence.  
  If the witch hunter possesses magic items or under 
  the effects of a spell or magic effect the DC increases 
  equal to the effective spell level or based on the 
  strongest aura of magic items possessed (+2 for faint, 
  +5 for moderate, +10 for strong).  
  In addition to items, arcane spellcasters or creatures 
  that can cast arcane spell-like abilities also generate 
  a magical aura that may be sensed by the witch 
  hunter.  The effective aura of the spell caster is 
  based on the effective caster level of the spellcaster 
  or creature.  5th level or less spellcasters (or creatures 
  with 5 or less hit dice) give off a faint magical aura.  
  Spellcasters between 6th and 12th level (or creatures 
  with 6 to 15 hit dice) produce a moderate magical 
  aura. Spellcasters between 13th and 18th level (or 
  creatures with 16 to 24 hit dice) produce a strong 
  magical aura.  If the spellcaster is 19th level or 
  above (or creatures with more than 24 hit dice) are 
  considered to have overwhelming auras.  
  If the witch hunter detects a spellcaster or creature 
  with an overwhelming aura and its hit dice or level 
  is at least twice that of the witch hunter’s class level, 
  the witch hunter must make a Will save (DC equal 
  to level of spellcaster or creature’s hit dice) or be 
  stunned for one round.
  At 6th level the witch hunter may identify the 
  source of the magic.  At 9th level he may attempt to 
  determine the strength and location of each aura and 
  determine the school of magic involved as allowed by 
  the Detect Magic spell.  The witch hunter does not 
  have to possess Knowledge (arcana) but may use his 
  Perception skill instead though he must spend at 
  least three rounds to determine the strength and type 
  of magic involved within reach.  The witch hunter 
  cannot determine the school of magic involved when 
  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.
  
  2
  detecting an aura from a spellcaster or creature 
  unless the only spells or spell like effect originates 
  from only one particular school.
  This ability replaces the barbarian’s trap sense 
  ability.
  Spell Resistance (Su)
  The barbarian gains spell resistance equal to ½ his 
  class level at 7th level.  This ability replaces Damage 
  Reduction.
  New Rage Powers
  Hex Marked (Su)
  Prerequisites: Barbarian 6, Superstition rage power.
  The barbarian’s blood is more resistant to the hex 
  powers of the witch.  In addition to the bonus granted 
  by the Superstition rage power, the barbarian 
  may add his Constitution modifier on top of any 
  other modifiers regardless of the type of saving 
  throw against a hex cast at him.  In addition, if the 
  barbarian’s class level is higher than the witch’s 
  class level, and effects with a duration longer than 
  instantaneous are halved (except for permanent 
  effects).  If the Barbarian is 15th level or higher, any 
  hexes that cause death or changes the Barbarian’s 
  form automatically fail, though other effects of the 
  hex may still apply.
  Hex Slayer (Ex)
  Prerequisites: Barbarian 10, Disruptive rage power
  Any opponent within reach of the barbarian that uses 
  a hex power provokes an attack of opportunity from 
  the barbarian after the hex is cast.  This supersedes 
  the rule that casting hexes do not provoke attacks of 
  opportunity.
  Arcane Harrier (Ex)
  Prerequisites:  Barbarian 12, Disruptive rage power
  The barbarian adds half his class level to the DC 
  to cast spells defensively for all enemies within the 
  barbarian’s threatened area.  This is in addition to 
  the +4 granted by the Disruptive rage power.  If the 
  barbarian has no available attacks of opportunity 
  until the beginning of his next turn the DC increase 
  does not apply.
  The Witch Hunter II (Fighter)
  The art of fighting those that wield arcane energies 
  is not beyond the realm of possibility for a few select 
  warriors.  The witch hunters still believe in the 
  strength of their own limbs and weapons but 
  have gained the ability sense the aura that 
  exudes from magical energies both spent and active.  
  It is this sense that gives them the edge when taking 
  on those that wield such energies.
  Eldritch Sense (Ex)
  At 1st level the witch hunter may make a perception 
  check to detect any magical auras within 5 feet of 
  him with a DC equal to 20 - effective spell level or 
  based on aura for magic items (Faint 20, Moderate 
  15, Strong, 12).  The witch hunter cannot determine 
  what type of magic is present, its effect, or its exact 
  source or location; only that it is within his presence.  
  If the witch hunter possesses magic items or under 
  the effects of a spell or magic effect the DC increases 
  equal to the effective spell level or based on the 
  strongest aura of magic items possessed (+2 for faint, 
  +5 for moderate, +10 for strong).
  In addition to items, arcane spellcasters or creatures 
  that can cast arcane spell-like abilities also generate 
  a magical aura that may be sensed by the witch 
  hunter.  The effective aura of the spell caster is 
  based on the effective caster level of the caster or 
  creature.  5th level or less spell \casters (or creatures 
  with 5 or less hit dice) give off a faint magical aura.  
  Spellcasters between 6th and 12th level (or creatures 
  with 6 to 15 hit dice) produce a moderate magical 
  aura. Spellcasters between 13th and 18th level (or 
  creatures with 16 to 24 hit dice) produce a strong 
  magical aura.  If the spellcaster is 19th level or 
  above (or creatures with more than 24 hit dice) are 
  considered to have overwhelming auras.  
  If the witch hunter detects a spellcaster or creature 
  with an overwhelming aura and its hit dice or level 
  is at least twice that of the witch hunter’s class level, 
  the witch hunter must make a Will save (DC equal 
  to level of spellcaster or creature’s hit dice) or be 
  stunned for one round.
  At 4th level the witch hunter may identify the 
  source of the magic.  At 8th level he may attempt to 
  determine the strength and location of each aura and 
  determine the school of magic involved as allowed by 
  the Detect Magic spell.  The witch hunter does not 
  have to possess Knowledge (arcana) but may use his 
  Perception skill instead though he must spend at 
  least three rounds to determine the strength and type 
  of magic involved within reach.  The witch hunter 
  cannot determine the school of magic involved when 
  detecting an aura from a spellcaster or creature 
  unless the only spells or spell like effect originates 
  from only one particular school.
  This ability replaces bonus feats gained at 1st, 2nd, 6th, 
  and 10th levels.
  
  3
  Resilience (Ex)
  At 2nd level the witch hunter may choose one arcane 
  school, and he gains a +1 bonus to any saving throws 
  against spells from that school.  This bonus increases 
  every 4 levels.  At 10th level he may choose another 
  school and gain a +1 bonus to any saving throws 
  against spells from that school as well.  This bonus 
  also increases every 4 levels
  This ability replaces Bravery
  Resistance
  At 3rd level the witch hunter gains an innate spell 
  resistance equal to ½ his class (minimum of 1).  The 
  witch hunter may voluntarily lower this resistance as 
  desired as a standard action and return it as a swift 
  action.
  This ability replaces Armor Training
  Bonus Feats
  The witch hunter gains Disruptive at 4th level and 
  Spellbreaker at 8th level.  These replace the bonus 
  feats gained at 4th and 8th level.
  The Witch Hunter III (Rogue)
  While many learn skills of stealth and sleight of 
  hand for the excitement and adventure, there are 
  those who take on a cause of their own.  The witch 
  hunter is one such profession, with individuals who 
  seek out to eliminate threats or victims imbued with 
  arcane skills and talents.  Where most learn the art 
  of disarming traps, the witch hunter instead attunes 
  her senses for residual energies of arcane energies.
  Class Skills
  The witch hunter gains Knowledge (arcana) and 
  Spellcraft as class skills.  The witch hunter loses 
  Disable Device as a class skill.
  Eldritch Sense (Ex)
  At 1st level the witch hunter may make a perception 
  check to detect any magical auras within 5 feet of 
  him with a DC equal to 20 - effective spell level or 
  based on aura for magic items (Faint 20, Moderate 
  15, Strong, 12).  The witch hunter cannot determine 
  what type of magic is present, its effect, or its exact 
  source or location; only that it is within his presence.  
  If the witch hunter possesses magic items or under 
  the effects of a spell or magic effect the DC increases 
  equal to the effective spell level or based on the 
  strongest aura of magic items possessed (+2 for faint, 
  +5 for moderate, +10 for strong).
  In addition to items, arcane spellcasters or 
  creatures that can cast arcane spell-like 
  abilities also generate a magical aura that may be 
  sensed by the witch hunter.  The effective aura of 
  the spell caster is based on the effective caster level 
  of the caster or creature.  5th level or less spell \
  casters (or creatures with 5 or less hit dice) give off 
  a faint magical aura.  Spellcasters between 6th and 
  12th level (or creatures with 6 to 15 hit dice) produce 
  a moderate magical aura. Spellcasters between 13th 
  and 18th level (or creatures with 16 to 24 hit dice) 
  produce a strong magical aura.  If the spellcaster is 
  19th level or above (or creatures with more than 24 
  hit dice) are considered to have overwhelming auras.  
  If the witch hunter detects a spellcaster or creature 
  with an overwhelming aura and its hit dice or level 
  is at least twice that of the witch hunter’s class level, 
  the witch hunter must make a Will save (DC equal 
  to level of spellcaster or creature’s hit dice) or be 
  stunned for one round.
  At 5th level the witch hunter may identify the 
  source of the magic.  At 9th level he may attempt to 
  determine the strength and location of each aura and 
  determine the school of magic involved as allowed by 
  the Detect Magic spell.  The witch hunter does not 
  have to possess Knowledge (arcana) but may use his 
  Perception skill instead though he must spend at 
  least three rounds to determine the strength and type 
  of magic involved within reach.  The witch hunter 
  cannot determine the school of magic involved when 
  detecting an aura from a spellcaster or creature 
  unless the only spells or spell like effect originates 
  from only one particular school.
  This ability replaces the rogue’s Trapfinding and Trap 
  Sense abilities.
  The witch hunter gains access to the following rogue 
  talents.
  Additional Rogue Talents
  Disruptive (Ex)
  Your skills with the blade are especially dangerous to 
  spell casters.
  Prerequisites:  Rogue 6
  You gain the effects of the Disruptive combat feat 
  normally only available to fighters.
  Hex Ward (Ex)
  You have built up reserves of energy to resist the 
  harmful effects of the witch’s hex.
  You gain a +1 bonus to all saving throws against 
  hexes cast on you.  This bonus increases by 1 for 
  every four levels possessed by the witch hunter.
  
  4
  Major Magic II (Sp)
  You have spent more time studying the arcane arts 
  and have unlocked the ability to cast a more potent 
  spell on occasion.
  Prerequisites:  Intelligence 12, Major Magic rogue 
  talent
  You gain the ability to cast a 2nd level spell from the 
  sorcerer/wizard spell list once a day as a spell-like 
  ability.  The caster level for this ability is equal to 
  your class level and the DC for any saving throws is 
  equal to 12 + your Intelligence modifier.
  Spellbreaker (Ex)
  You have honed your senses to take advantage of 
  those that attempt to cast a spell within your reach.
  Prerequisites:  Rogue 10, Disruptive talent
  You gain the effects of the Spellbreaker combat feat 
  normally only available to fighters.
  Additional Advanced Rogue Talents
  Arcane Mastery (Sp)
  Your studies of the paranormal has granted you the 
  ability to cast a powerful spell once a day
  Prerequisites:  Int 13, Major Magic II
  You choose one 3rd level spell from the sorcerer/
  wizard spell list and may cast it once per day as a 
  spell-like ability, treating your class level as your 
  caster level.  The DC for any saving throw for this 13 
  + your Int modifier.
  Arcane Resistance (Su)
  You have built up a supernatural resistance against 
  the harmful effects of spells cast on you.
  Prerequisites:  Arcane Mastery advanced talent
  You gain a spell resistance equal to half your 
  class level.  You may voluntarily lower this 
  resistance as a standard action and it automatically 
  resumes the next round.
  Distance Disruptor (Ex)
  You have a keen eye and can make a quick shot at 
  any spell caster within a short range if you have a 
  ranged or thrown weapon available.
  Prerequisites:  Disruptive talent
  You make a perception check to notice any spell 
  caster within 30 feet with a DC equal to 10 + the 
  caster’s level.  If you notice the caster you may make 
  an attack of opportunity against the caster if you 
  have a loaded ranged weapon or thrown weapon 
  in hand as long as you have at least one attack of 
  opportunity available.
  Improved Hex Ward (Su)
  You slough off the effects of most hexes cast on you 
  with no ill effects.
  Prerequisites:  Hex Ward talent
  You are immune to normal hexes cast on you, though 
  major and grand hexes are still effective (though you 
  still gain the saving throw bonus awarded by the Hex 
  Ward talent).
  Spellslayer (Ex)
  Your blade can find its way to a spell caster’s vital 
  organs when they attempt to cast a spell within your 
  reach.
  Prerequisites:  Spellbreaker talent
  If you make a successful attack of opportunity as 
  granted by the spellbreaker talent, you may apply 
  your sneak attack damage to the attack.
  
  5
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