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Sandbox 8 Edit

Created By
Leziad (talk)
Date Created: 19 October, 2009
Status: In a sandbox
Editing: Spelling and grammar only, please.
Balance: Rogue

{{#set:Summary=<-Paragraph description of the class-> }}

WitchhunterEdit

<-general description->.

Making a WitchhunterEdit

<-Strong points and weak points, and effectiveness with party members.->.

Abilities: <-description of most important attributes for this class->.

Races: <-description of relative likelihood of various races to join this class->.

Alignment: <-alignments allowed for this class, or write "Any"->.

Starting Gold: <-starting gold; YdZ->×10 gp (<-average starting gold. This calculated by multiplying the number of die rolls by the die size plus one and mulitplying the result by 5 [Y × (Z + 1) × 5].-> gp).

Starting Age: <-Select "Simple" or "As rogue", "Moderate" or "As fighter", or "Complex" or "As wizard", to let players know which starting age category to use for 1st-level characters->.

Table: The Witchhunter

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th
1st +0 +2 +2 +2 Faith, Righteous Fury, Track, Witchhunt +1/1d4 2
2nd +1 +3 +3 +3 Retinue (1), Sacred Blessing 30
3rd +2 +3 +3 +3 Detect Magic, Witchhunt +2/2d4 31
4th +3 +4 +4 +4 Inquisitor, Judgement, Retinue (2) 320
5th +3 +4 +4 +4 Witchhunt +3/3d4, Sacred Might 331
6th +4 +5 +5 +5 Cleasning Flames, Retinue (3) 332
7th +5 +5 +5 +5 Aura of Awe, Witchhunt +4/4d4 3320
8th +6/+1 +6 +6 +6 Inquisitor Lord, Retinue (4) 3331
9th +6/+1 +6 +6 +6 Witchhunt +5/5d4 3332
10th +7/+2 +7 +7 +7 Retinue (5) 33320
11th +8/+3 +7 +7 +7 Greater Righteous Fury, Witchhunt +6/6d4 33331
12th +9/+4 +8 +8 +8 Extended Judgement 33332
13th +9/+4 +8 +8 +8 Witchhunt +7/7d4 333320
14th +10/+5 +9 +9 +9 Retinue (6) 433331
15th +11/+6/+1 +9 +9 +9 Witchhunt +8/8d4 443332
16th +12/+7/+2 +10 +10 +10 Grand Inquisitor, Retinue (7) 4443320
17th +12/+7/+2 +10 +10 +10 Bind Essence, Witchhunt +9/9d4 4444331
18th +13/+8/+3 +11 +11 +11 Retinue (8) 4444432
19th +14/+9/+10 +11 +11 +11 Mighty Righteous Fury, Witchhunt +10/10d4 4444443
20th +15/+10/+5 +12 +12 +12 Hand of God, Persistent Judgement 4444444

Class Skills (Skill Points::8 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Int), Listen (Wis) Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex).

Class FeaturesEdit

All of the following are class features of the Witchhunter.

Weapon and Armor Proficiency: Witchhunters are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Spells: <-Delete this section if this class does not cast spells. description of spellcasting abilities: on what stat save DCs are based, on what stat bonus spells are based, and what stat determines the highest level spell that can be cast.->. <-pluralized class name-> choose their spells from the following list:

0—<-spells, spells, spells->

1st—<-spells, spells, spells->

2nd—<-spells, spells, spells->

3rd—<-spells, spells, spells->

4th—<-spells, spells, spells->

5th—<-spells, spells, spells->

6th—<-spells, spells, spells->

Faithful: A witchhunter is highly faithful and thus has faith points, a witchhunter only has faith point equal to half it witchhunter level + half of his charisma (rounded down). He regain 1 faith point by killing a foe with his witchhunt ability. He may use his faith on a variety of abilities as detailed below. All faith abilities are immediate action unless otherwise noted. The witchhunter know 2 faith power from the list below, she may permanently sacrifice a faith point to learn another.

Devotion: By spending a single faith point, a faithful may add a d6 to any d20 roll she make. Usable once per round.

Divine Guidance: By spending 3 faith point, a faithful gain aa =20 bonus to her attack roll for the next attack she make only. Doing so is a full-round action

Fanatical Eagerness: By spending a faith point, a faithful may add +4 on it initiative but take a -2 penalty to her AC in the first round of combat. She may also reroll her initiative and take the better result.

Great Faith: By spending a faith point, a faithful may take 10 on all her saving throw until the end of her next turn.

Zealot Surge: By spending a faith point, a faithful may reroll any saving throw she fail

Inquisitor-Tier Powers: After attaining the rank of an inquisitor (at 4th level) the witchhunter is granted access to stronger power. She may trade one of her faith power for a faith power from the list below. She may also purchase a single faith power from the list below using the rules presented above.

Aura of Menace (Su): By spending 3 faith point, a faithful gain Aura of Menace for 24 hours. Points used by this ability can only be recovered after the duration of the ability is dismissed or otherwise over.

Smite: By spending a faith point, a faithful imbue her next attack with the power of faith. A smite attack deal extra damage equal to the faithful's charisma modifier x2.

Inquisitor Lord-Tier Powers: After attaining the rank of an inquisitor lord (at 8th level) the witchhunter is granted access to stronger faith power. She may trade one of her faith power for a faith power from the list below. She may also purchase a single faith power from the list below using the rules presented above.

Righteous Fury (Ex): A witchhunter is a fanatic, a zealot of some deity which he pledge his loyalty and life in order to exterminate it enemies. Filthy heretics and witches must die by the witchhunter's hand. A number of round equal per day equal to her witchhunter level, a witchhunter may enter in a state of zealotry granting the witchhunter a +2 sacred (or profane if the witchhunter's deity is evil) bonus to strength and constitution and a +2 sacred/profane bonus on all saving throws against spells. The number of round this effect can be used are not cumulative. By spending 2 faith point, it is possible to restart the duration completely. Using this ability is a free action that can only be used in the witchhunter's turn.

At 11th level, the witchhunter gain access to Greater Righteous Fury. The bonus to strength and constitution become +4 and the witchhunter is granted spell resistance equal to her witchhunter level +15. The saving throw bonus againt spells and spell-like abilities become +4.

At 19th level the witchhunter gain access to Greater Righteous Fury. The bonus to strength and constitution become +8, the witchhunter is granted spell resistance equal to her witchhunter level +15 and the saving throw bonus against spell increase to +6.

Track (Ex): At 1st level, a witchhunter gain the track feat as a bonus feat.

Witchhunt (Ex): At the beginning of his turn, a witchhunter may, as a swift action, designate a target for his witchhunter ability. The witchhunter gain a typeless bonus to attack and a number of extra dices depending on his level (see the witchhunter table). To be able to do so, her target must be able to cast spells or spell-like abilities, otherwise witchhunt is useless and the swift action is wasted.

Retinue: At 2nd level, a witchhunter gain access to a retinue. A band of specialist working for/with the witchhunter. Each member of the retinue grant special bonuses to the witchhunter (as seen on the Retinue's member list below). At 2nd level, the witchhunter is granted a single retinue member (chosen from the witchhunter's henchmen list below) he is granted an additional henchmen each time he gain a rank (4th, 8th and 16th) and each 4 level.

Henchmens are nothing but glorified abilities, in-game they are represented by person for the sake of flavor. The retinue is not targetable in battle, they are not valid target any time. For the sake of simplicity, the retinue does not participate in combat, don't occupy space or otherwise do anything but grant thier bonus to the Inquisitor. The retinue can be roleplayed (using the witchhunter abilities, such as sending a Spy (Specialist) gathering information (which is basically a normal gather information check, just reflavored).

Designer Note: If a DM is bothered by the fact the retinue can't be targeted, just change the Retinue ability to Knack.

Witchhunter Henchmen List:

  • Assistant: An assistant grant a +2 bonus on 3 skills.
  • Sage: Grant the Witchhunter lore ability and +2 to knowledge checks.
  • Scribe: A scribe craft a single scroll each day (value equal witchhunter level x100), you can only hold 3 of such scroll made by a particular scribe, the scribe cannot craft anymore scroll until one is used.
  • Slave: A slave grant +1 hp/per level.
  • Specialist: A specialist grant +4 bonus on a single skill.
  • Tracker: A tracker grant you a +6 bonus on survival check made to track a creature.

Inquisitor's Henchmen List:

  • Doctor: A doctor grant the witchhunter fast healing 1. Once per day, the inquisitor may automatically succeed a single fortitude save.
  • Manager: A manager grant you no bonus, but grant you 2 extra henchmen from the witchhunter's henchmen list.
  • Preacher: A preacher grant a witchhunter an aura of courage, cease when the witchhunter is silenced.
  • Repentant: A repentant grant 2 extra faith point to the witchhunter, these cannot be used to purchase a faith power.
  • Torturee: The torturee grant the witchhunter an aura of despair affecting foes (-2 to all saving throw, 10 ft.).

Inquisitor Lord's Henchmen List:

  • Assistant Inquisitor: You gain a lesser inquistor at your service, he grant you no bonus but have his own retinue of 2 henchmen (chosen from the inquisitor's henchmen list).
  • Archivist: Allow the witchhunter to reroll any intelligence-based check once (take the better result).
  • Ecclesiastical Servant: Grant the witchhunter La bonus feat as long as he meet the prerequisite.
  • Repentant Witch: A repentant witch allow the witchhunter to add 1 spell from the wizard/sorcerer spell list per level he can cast to his own spell-list.

Grand Inquisitor's Henchmen List:

  • Expert Demonologist: Allow the witchhunter to turn evil or chaotic outsider as if she could turn undead as a cleric of her level.
  • Ordinator: An ordinator grant a witchhunter an extra attack at is best base attack bonus.
  • Priest: A priest do not grant any bonus, however he grant the witchhunter the service of his own retinue, 2 henchmen chosen from the Inquisitor Lord's henchmen list.
  • Veteran Inquisitor: A veteran inquisitor grant a +2 bonus on all saving throws.
  • Veteran Witchhunter: Turn the withhunter's witchhunter damage dice into a d6 instead of a d4.

<span id="<-extraordinary class feature->"><-extraordinary class feature-></span> (Ex): <-class feature game rule information->

<span id="<-psi-like class feature->"><-psi-like class feature-></span> (Ps): <-class feature game rule information->

<span id="<-spell-like class feature->"><-spell-like class feature-></span> (Sp): <-class feature game rule information->

<span id="<-supernatural class feature->"><-supernatural class feature-></span> (Su): <-class feature game rule information->

<span id="<-class feature->"><-class feature-></span>: <-class feature game rule information->

<span id="<-subclass feature ->"><-subclass feature -></span> <-"(Ex)", "(Su)", "(Sp)", or "(Ps)" if applicable.->: <-subclass feature game rule information->

<-Lather, rinse...->

<-... repeat as necessary.->

Ex-WitchhunterEdit

<-Describe what happens when a character violates the alignment restrictions of any other class restrictions. If there are no behavior or alignment restrictions delete this section->.

Human Witchhunter Starting PackageEdit

Weapons: <-Weapon selection for starting at 1st level with this class.->.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->

<-copy and paste the rows as necessary.->

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.

Campaign InformationEdit

Playing a WitchhunterEdit

Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.

Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.

Combat: <-Typical role in combat->.

Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.

Witchhunter in the WorldEdit

<-Some quote from a character of this class->
—<-NPC name->, <-race-> <-class->

<-Where characters of this class fit in a d20 world.->

Daily Life: <-day in the life of a character of this class->.

Notables: <-notable NPCs of this class->.

Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.

NPC Reactions: <-How NPCs react to PCs of this class->.

Witchhunter LoreEdit

Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DC Result
5 <-common knowledge->.
10 <-not so common knowledge->.
15 <-rare information->.
20 <-very rare information->.

Witchhunter in the GameEdit

<-How characters of this class fit in the game (PC and NPC) and what roles they play.->

Adaptation: <-Possible variant conceptions of this class.->.

Sample Encounter: <-DM placement for NPCs of this class.->.

EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.


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