TEXT: .
  
  CALL TO ARMS
  CALL TO ARMS: 
  WITCH HUNTER
  WRITING
  Alex Flagg
  ILLUSTRATION
  Christopher Wilhelm
  ART DIRECTION
  Patrick Kapera
  EDITING
  Patrick Kapera
  GRAPHIC DESIGN
  Steve Hough
  LAYOUT
  Michal E. Cross
  PLAYTESTERS
  The usual suspects behind the curtain at Crafty Games HQ
  Introduction  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 3
  Witch Hunter (Master Class) .  .  .  .  .  .  .  .  . 3
  Building the Shinobi  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .4
  Playing the Shinobi  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .5
  Basic Combat Feats  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 5
  Force of Will Basics  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .5
  Force of Will Mastery  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .5
  Force of Will Supremacy .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .5
  Spellcasting Feats  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 6
  Mage Hunter .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .6
  Terrain Feats  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 6
  Stalking Basics  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .6
  Stalking Mastery  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .6
  Stalking Supremacy  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .6
  New Class Ability NPC Qualities .  .  .  .  .  .  . 6
  OGL/OGC  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 7
  CRAFTY GAMES PRODUCT CFG02027
  Fantasy Craft and all related marks are ™ and © 2014 Crafty Games LLC . 
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  3
  WITCH HUNTER
  3
  INTRODUCTION
  Welcome to Call to Arms, a series of character expansions 
  for Fantasy Craft . In each installment we offer a new class, ap-
  propriate for any fantasy setting . Some, like this volume’s Witch 
  Hunter, come with additional character options and other sup-
  porting material . For more information on this and many other 
  great products, visit the Crafty Games website at www.crafty-
  games.com, your home for all things Fantasy Craft .
  WITCH HUNTER (MASTER)
  In many fantasy worlds magic is the greatest power in cre-
  ation . A single man with sufficient arcane might can rout armies, 
  topple castles, and undo the laws of nature . Faced with such ter-
  rible power, ordinary folk turn to those brave, skilled, or crazy 
  enough to hunt down and eliminate sorcerers . These few are 
  known as Witch Hunters . 
  Benefitting from extensive training, preternatural talent, or 
  good old-fashioned willpower, Witch Hunters can both detect and 
  defy magical power . These rare and deadly talents ensure these 
  adventurers are in constant and high demand, and many among 
  their ranks find employment as mercenaries and special agents of 
  the crown . No matter who employs a Witch Hunter or what his 
  or her methods, however, when it comes to persecuting sorcerers 
  there is no judge, jury, or executioner better equipped for the job .
  Depending on the campaign, a Witch Hunter could be…
  •
  A puritanical warrior who cuts down casters with cutlass
  and flintlock
  •
  A canny tribal hunter blessed and sent forth by his people to
  slay a fearsome enemy wizard
  •
  A skeptical killer whose disbelief shields him against spells
  of all types
  •
  A Church inquisitor tasked with scouring the blight of magic 
  from the world
  Party Role: Specialist . A Witch Hunter is a deadly hunter of 
  prey both divine and arcane . Every one of them is purpose-built 
  to endure magical assaults and not only survive but unleash just 
  as much vengeance in return .
  CLASS FEATURES
  Requirements: Sorcery campaign quality, Base Attack 
  Bonus 6+, Wis 13+, Notice 10+ ranks, Interest (witchcraft, the 
  occult, or related topic), Mage Hunter (see page 6) 
  Favored Attributes: Wisdom, Constitution
  Class Skills: Crafting, Intimidate, Investigate, Notice, Re-
  solve, Search, Survival, Tactics
  Continuity: At Level 1, choose 2 skills that are class skills 
  for any of your other classes . These become Witch Hunter class 
  skills for you . 
  Skill Points: 4 + Int modifier per level
  Vitality: 12 + Con modifier per level
  CLASS ABILITIES
  Sense Magic: You’re incredibly sensitive to magical energy . 
  At Level 1, when a character casts a spell or uses a magic item 
  within 50 ft . × your Class Level, you may make a Notice check 
  (DC 20) as a free action . With success, you identify the charac-
  ter casting the spell or using the item, as well as that character’s 
  location . This ability does not grant any information about the 
  spell being cast or the item being used — only who is using the 
  magic and where they are located . 
  Arcane Defiance I: When spellcasters try to enchant you, it 
  merely stokes your fury . At Level 1, the Spell Defense granted by 
  your Mage Hunter feat increases by 2 . Also, when an adversary 
  casts a spell that fails to overcome your Spell Defense, you gain 
  1 Edge .
  Arcane Defiance II: At Level 4, the Spell Defense granted 
  by your Mage Hunter feat increases by an additional 2 (for a total 
  increase of 4) . Also, when you successfully save against a spell 
  cast by an adversary, you gain 1 Edge . 
  Witchbane: At Levels 2 and 4, you gain one of the following 
  abilities . Each ability may only be chosen once . 
  •
  Disrupting Strike (Attack Trick): This attack ignores all the
  target’s magic bonuses to Defense and saves .
  •
  Null Field: You can extend your magical resistance to nearby 
  friends . All adjacent allies benefit from your Spell Defense . 
  •
  Reflect Magic: When a spell fails to overcome your Spell De-
  fense, you may spend 2 Edge to reflect that spell back against 
  its caster, as if he was the original target . 
  •
  Silencing Strike (Attack Trick): With a hit, you may spend 2
  Edge to prevent the target from speaking or casting spells for 
  1d6 rounds . 
  Smite Witches: At Level 3, when you spend and roll an 
  action die to boost damage against an opponent with 1 or more 
  Caster Levels, you may replace the action die’s result with 1/2 
  your Career Level (rounded up) . This may not cause the action 
  die to explode .
  Suffer Not the Witch to Live: You purge sorcerers from the 
  world with sword and flame . At Level 5, when you hit an oppo-
  nent who has 1 or more Caster Levels with an attack, you gain 1 
  Edge . Also, you gain a trick…
  Witch’s Pyre (Attack Trick): With a hit, you may spend 5 
  Edge to cause the target’s magical reserves to literally ignite 
  within him . If the target is an arcane caster, he also suffers 1 
  point of fire damage for each unspent spell point he has left 
  .
  
  4
  CALL TO ARMS
  (these points are lost in the process, leaving the caster with 
  0 spell points) . If the target is a divine caster, he also suffers 
  2 points of fire damage per Step he’s taken (all Steps from all 
  Paths are counted) . 
  BUILDING THE WITCH 
  HUNTER
  Fantasy Craft’s Witch Hunters aren’t simply blessed agents 
  hunting down sorcerers — they also rely upon martial prowess 
  and quick wit to dominate . Thus, favored Species offer high attri-
  bute bonuses, particularly to Constitution and Strength . Ogres 
  are perhaps the closest fit, followed closely by Orcs; both Species 
  are strong and tough, and suffer no penalties with attributes fuel-
  ing saves (Dexterity, Constitution, and Wisdom) . Unborn are a 
  close second with the many resistances granted by the Construct 
  type, and Dwarves are a reasonable third with their incredible 
  durability and general comfort operating without magic .
  Among Humans the best Talents are Crusading, Grizzled, 
  Stern, Single-Minded, and Vigilant, though other, less obvious 
  choices include Methodical (for calculating Witch Hunters and 
  those who must be particularly careful choosing their targets) 
  and Adaptable (for flexible Witch Hunters who rely heavily upon 
  action dice) . 
  Specialties that enhance a Witch Hunter’s investigative or 
  combat abilities serve him best . Ranger is perhaps the strongest 
  choice, thanks to its dramatic boost when stalking and eliminat-
  ing foes . Rogue is useful for ambushing unsuspecting opponents, 
  and if the era allows the Dragoon can support the Witch Hunter 
  archetype seen in Solomon Kane fiction . Adept may seem like 
  an unusual choice but its free Spellcasting feat is a great way to 
  grab the requisite Mage Hunter (see page 6), and its Heroism and 
  Turning options can be vital in this line of work . 
  Witch Hunters have many fitting base class options . The As-
  sassin is a natural fit if surgically eliminating special characters 
  and melting into the background is in order . The Explorer can 
  also work, offering a balance of book smarts and physical prow-
  ess . The Scout’s gift for hunting, the Keeper’s investigative abili-
  ties, and the Soldier’s killing acumen are all strong alternatives, 
  especially late in a Witch Hunter’s career .
  Only a limited number of expert classes mesh well with the 
  Witch Hunter’s focus . The Monster Slayer has some legs if the 
  character is hunting monstrous spellcasters, and the Deadeye is 
  spectacular for a long-range Witch Hunter . Another good can-
  didate is the Skirmisher, a new expert class released alongside 
  this one, which focuses on ambushes and turning the battlefield 
  against the opposition . 
  Suggested Species: Dwarf, Human, Ogre, Orc, Unborn
  Suggested Human Talents: Crusading, Grizzled, Methodi-
  cal, Single-Minded, Stern, Vigilant
  Suggested Specialties: Adept, Dragoon, Ranger, Rogue, 
  Warden
  Suggested Base Classes: Assassin, Explorer, Keeper, Scout, 
  Soldier
  Suggested Expert Classes: Deadeye, Monster Slayer, 
  Skirmisher
  PLAYING THE WITCH 
  HUNTER
  The Witch Hunter is a fairly straightforward combatant 
  with a particular focus on slaying spellcasters . His sense magic 
  ability is less accurate than some Divination spells but effective-
  ly grants him a “sixth sense” to notice and locate casters in the 
  area — the first step toward extermination . Witchbane offers 
  a range of offensive and support abilities, including silencing 
  strike to shut casters down and disrupting strike to outright 
  ignore many of the defensive buffs generated by Priests, Pala-
  dins, and Preservers . So long as the Hunter is willing to burn 
  a few action dice smite witches can make short work of any 
  character with a Caster Level, including monsters and divine 
  casters . The pinnacle of the Hunter’s abilities, however, is suffer 
  not the witch to live, which for a 5 Edge cost — not too high, 
  considering how quickly the class can generate Edge — lets the 
  character literally set a caster’s spell points or Path steps alight 
  within them, potentially immolating them from within .
  The Witch Hunter also enjoys very few weaknesses for cast-
  ers to exploit . He has strong saves, vitality, Defense, and also 
  benefits from excellent Spell Defense via his Mage Hunter feat 
  (see page 6) . His arcane defiance ability boosts his Spell Defense 
  even higher and makes casting against a Witch Hunter with Edge 
  a dangerous proposition . Some Witch Hunters can even extend 
  some of these benefits to their friends with the null field and 
  reflect magic options on offer from witchbane . 
  TABLE 1: THE WITCH HUNTER
  Level 
  BAB 
  Fort 
  Ref 
  Will 
  Def 
  Init 
  Lifestyle 
  Legend 
  Abilities
  1	
  +1	
  +1	
  +1	
  +1	
  +1	
  +1	
  +0	
  +1	
  Arcane	defiance	I,	sense	magic
  2	
  +2	
  +2	
  +2	
  +2	
  +1	
  +1	
  +0	
  +1	
  Witchbane
  3	
  +3	
  +2	
  +2	
  +2	
  +2	
  +2	
  +1	
  +2	
  Smite	witches
  4	
  +4	
  +2	
  +2	
  +2	
  +2	
  +2	
  +1	
  +2	
  Arcane	defiance	II,	witchbane
  5	
  +5	
  +3	
  +3	
  +3	
  +3	
  +3	
  +1	
  +3	
  Suffer	not	the	witch	to	live
  .
  
  5
  WITCH HUNTER
  Very few of a Hunter’s abilities dictate any particular meth-
  ods or weapons, so the character can tailor his own means of 
  ending caster lives . Melee attacks can place casters at a disadvan-
  tage, while ranged combat can be useful against mages who rely 
  on escape spells like Expeditious Retreat and Fly . Many Hunters 
  prefer to stay as close to the action as possible so they can get the 
  most out of their sense magic ability, and some wade directly into 
  fights, relying on their excellent defensive statistics and abilities 
  to carry them through . 
  The Witch Hunter must only possess one feat — Mage 
  Hunter (see page 6) — and beyond this it comes down to personal 
  preference. The character might consider Basic Combat feats that 
  improve saves, such as Lightning Reflexes or Iron Will, to improve 
  his chances against spells triggering those rolls. Combat feats 
  that generate Edge can fuel many of the Hunter’s class abilities, 
  the Force of Will tree (see page 6) is a great call for those expect-
  ing to take a beating, and the Lionheart tree (see the Adventure 
  Companion and Call to Arms: Monster Slayer) is a way to boost 
  damage and party prowess with Edge .
  Covert feats like the Misdirection tree offer vital benefits 
  against special characters (a common trait for NPC casters) . 
  Terrain feats like the Stalking tree (see page 6) are fitting for 
  Witch Hunters who must track their prey, and the Persecution 
  tree (see Call to Arms: Inquisitor) is great for those seeking 
  divine casters . Finally, the Witch Hunter can call upon magic 
  of his own with Gear feats like Alchemy Basics and Scroll-Cast-
  ing, and these options can be a big help in leveling the playing 
  field against certain targets . 
  In terms of gear, a Witch Hunter is largely a reflection of his 
  employer, his preferred methods, and the Era in which he lives . 
  Often a standard adventurer’s kit is all he really needs to pros-
  ecute his work but other iconic options include black powder 
  weapons (the mundane hero’s “Lightning Bolt”), melee weap-
  ons (with extras in case they get transmuted, Shattered, hit with 
  Rusting Touch, and so on), some light armor (even mages can 
  use knives), and maybe potions (for fighting fire with fire) . Even 
  really simple gear like rope and manacles can be game-changing 
  (bound hands prevent most spellcasting, and gags prevent a lot 
  more) . Cruel and spiteful Hunters may also want to carry brands 
  for marking the sanctioned, and oil for a good old-fashioned 
  witch burning .
  Suggested Feats: Alchemy Basics, Force of Will Basics (see 
  page 5), Iron Will, Lightning Reflexes, Lionheart Basics, Misdirec-
  tion Basics, Scroll-Casting, Stalking Basics (see page 6)
  Suggested Adventuring Equipment (500s): Rapier, cut-
  lass, 2 military pistols with 2 lanyards and 20 shots, blessed 
  moderate leather armor with light fittings, bandolier, 2 pairs 
  of manacles, anointed vial, 3 pints of oil, brand, 10 bandages, 2 
  batches of smelling salts, 5 torches, 7 days’ rations
  BASIC COMBAT 
  FEATS
  For more on Basic Combat feats, see Fantasy Craft page 85.
  FORCE OF WILL BASICS
  You’re unflappable in the face of overwhelming odds .
  Benefit: If you’ve already lost one or more wounds this 
  round, you gain a +2 bonus with saves and Defense until your 
  next Initiative Count . Also, you gain a stance .
  Stand Your Ground (Stance): While in this stance, you 
  may not be entangled, frightened, shaken, slowed, sprawled, or 
  stunned . You may not move while in this stance . 
  FORCE OF WILL MASTERY
  The closer you come to the brink, the harder you push back .
  Prerequisites: Force of Will Basics
  Benefit: Each time you lose one or more wounds, you gain 1 
  Edge . Also, you gain a trick .
  Share the Pain (Attack Trick): The more you’re hurt, the 
  more hurt you dish out . If you hit with this attack, you may im-
  mediately spend 3 Edge to inflict additional damage equal to the 
  number of wounds you’ve lost (e .g . if your attack hits and you 
  are down a total of 8 wounds, you may spend 3 Edge to inflict +8 
  damage with this attack) .
  FORCE OF WILL SUPREMACY
  When you go down, you’re gonna take ‘em all down with you .
  Prerequisites: Force of Will Mastery
  Benefit: Each time you lose 1 or more wounds from an 
  attack by an adjacent opponent, you may immediately spend 
  1 Edge to inflict an equal amount of damage on your attacker . 
  This damage is unaffected by Damage Reduction and resistances . 
  Also, you gain a trick .
  Pound of Flesh (Attack Trick): You’ll get what’s coming to you, 
  and then some . If this attack hits a character who has inflicted 1 or 
  more wounds on you during this combat, you gain 1 Edge . 
  .
  
  CALL TO ARMS
  SPELLCASTING 
  FEATS
  For more on Spellcasting feats, see Fantasy Craft page 105.
  MAGE HUNTER
  You shall be a brutal mage hunter… for all time .
  Prerequisites: Sorcery campaign quality, Caster Level 0
  Benefit: When you score a threat with an attack or skill 
  check against a character with 1 or more Spellcasting ranks, it 
  costs you 1 fewer action dice to activate it as a critical (minimum 
  0) . You also gain Spell Defense equal to 10 + your Career Level + 
  your Charisma modifier .
  Special: You may never gain levels in a class that grants 
  Caster Levels after selecting this feat .
  TERRAIN FEATS
  For more on Terrain feats, see Fantasy Craft page 108.
  STALKING BASICS
  You’re an expert at hunting down — and killing — certain prey .
  Prerequisites: Survival 1+ ranks
  Benefit: Taking 10 with Survival/Tracking checks doesn’t 
  take you twice as long, and taking 20 only takes you 10 times as 
  long . Also, you gain the favored foes Origin benefit .
  • Favored Foes: Choose 1 character Type from the follow-
  ing: Animal, Beast, Construct, Elemental, Fey, Folk, Horror, Ooze, 
  Outsider, Plant, Spirit, or Undead . Your threat range increases by 
  2 when attacking and making Notice, Sense Motive, and Survival 
  checks targeting standard characters of the chosen Type .
  STALKING MASTERY
  No trail is too cold for you . 
  Prerequisites: Stalking Basics
  Benefit: The distance after which you make Survival/Track 
  checks to stay on a character’s trail are doubled (i .e . to 1 check 
  every 2 miles outdoors, and to 1 check every 200 ft . indoors) . 
  Also, all favored foes benefits you have now apply to Investigate, 
  Search, and Tactics checks as well . 
  STALKING SUPREMACY
  No quarry can evade you . 
  Prerequisites: Stalking Mastery
  Benefit: It costs you 1 fewer action dice to activate a threat 
  with Survival/Track checks (minimum 0 dice), and all penal-
  ties you suffer with these checks are reduced to 1/2 normal, 
  rounded down (minimum –0) . Also, all favored foes benefits 
  you have now also apply to special characters of the chosen 
  Type . 
  NEW CLASS ABILITY 
  NPC QUALITIES
  The following Witch Hunter abilities are available to NPCs 
  using the class ability NPC quality (see Fantasy Craft, page 231) .
  Class Ability 
  XP Value
  Disrupting	strike	
  4
  Null	field	
  2
  Sense	magic	
  2
  Smite	witches	
  2
  6
  .
  
  7
  WITCH HUNTER
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  DESIGNATION OF PRODUCT IDENTITY: The following items are hereby designated 
  as Product Identity in accordance with section 1(e) of the Open Game License, version 1 .0a: 
  Any and all Fantasy Craft logos and identifying marks and trade dress, including all Fantasy 
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  The Fantasy Craft World Builder’s Guide, The Fantasy Craft Primer, Call to Arms, Cloak and 
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  DESIGNATION OF OPEN CONTENT: Subject to the Product Identity designation above,  
  all portions of Call to Arms: Witch Hunter are designated as Open Game Content .
  USE OF MATERIAL AS OPEN GAME CONTENT: It is the clear and expressed intent of 
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  to the canon of Open Game Content for free use pursuant to the Open Game License by future 
  Open Game publishers .
  Some of the portions of this product which are delineated OGC originate from the System 
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  OGC portions of this book are hereby added to Open Game Content and if so used, should bear 
  the COPYRIGHT NOTICE: “Fantasy Craft Copyright 2014, Crafty Games .”
  The mention of or reference to any company or product in these pages is not a challenge to 
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  ‘d20 System’ and the ‘d20 System’ logo are Trademarks owned by Wizards of the Coast and 
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  Dungeons & Dragons® and Wizards of the Coast® are registered trademarks of Wizards of 
  the Coast, and are used with permission . 
  All contents of this release, regardless of designation, are copyrighted year 2013 by Crafty 
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  is expressly forbidden, except for the purposes of review of use consistent with the limited license 
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SOURCE: textdata/thevault/FantasyCraft/Call to Arms - classes/Call_to_Arms-Witch_Hunter.pdf