Prestige Class - Witch Hunter

<H1> Prestige Class: Witch Hunter </H1>
Witch Hunters come from cultures where arcane magic use is prosecuted by a powerful body (such as a government, major religion or far-reaching guild). The Witch Hunter is trained to hunt down and slay arcane spellcasters through the use of her natural talents. Arcane magic use is strictly eschewed.
Generally, The Witch Hunter operates alone; she may lead an organized hunt, but she very rarely works with another Witch Hunter. It is not for lack of cooperative spirit -- it is simply that there are so many witches in the world that the Witch Hunters both know they can burn more witches if they split up.
Monks and Witch Hunters share a great deal in philosophy and training. Indeed, monks arguably make the best Witch Hunters. The discipline and trust in one's personal ki are central to the development of the self-reliant, relentless stalker of those who use witchcraft.
Rogues and Rangers also make excellent Witch Hunters, as they are well-adapted to the hunting and slaying of foes. Clerics can make particularly interesting Witch Hunters, matching their foes' spell power with divine power of their own.
Like the Paladin, the Witch Hunter draws her power from a kind of fanaticism. Also like the Paladin, this does not make her foolish by necessity; she can hide her hatred of a witch until the time is ripe to strike. Or should she find herself in a faraway land which is just rotten with witches, she can pick and choose which to slay. It is not unusual to find a Witch Hunter in such circumstances operating under the guise of an assassin. But a close examination of her list of victims will show an interesting pattern -- 100% arcane spellcasters.
<B>Hit Die:</B> d8<BR /><B>Skill Points:</B> 4 + Int modifier
<H2> Requirements </H2>
To qualify to become a Witch Hunter, a character must fulfill all the following criteria.
<B>Base Attack Bonus:</B> +4
<B>Feats:</B> Tracking, Iron Will, Great Fortitude, Lightning Reflexes
<B>Skills (Ranks):</B> Spellcraft (4), Sense Motive (4), Knowledge [Arcana] (4), Spot (4), Search (4), Listen (4)
<B>Special:</B> A Witch Hunter may never cast an arcane spell, trigger an arcane effect or (of her own free will) permit an arcane spell or effect to be used upon her. If she ever does, she immediately loses her status as Witch Hunter. See "ex-Witch Hunters" below. Arcane spellcasters who become Witch Hunters give up all arcane spellcasting ability but may immediately add one rank for each arcane spellcaster level to both Knowledge [Arcana] and Spellcraft.
<H2> Class Skills </H2>
As Ranger, plus Knowledge [Arcana] (Int), Spellcraft (Int), Sense Motive (Wis), Spot (Dex), Search (Int), Listen (Wis), Scrying (Int)
 
<TABLE width="500">
<TR>
 <TH width="05%"> Class Level </TH>
 <TH width="05%"> Base Attack Bonus </TH>
 <TH width="05%"> Fort Save </TH>
 <TH width="05%"> Ref Save </TH>
 <TH width="05%"> Will Save </TH>
 <TH> Special </TH>
</TR>
<TR>
 <TD width="05%"> 1 </TD>
 <TD width="05%"> +0 </TD>
 <TD width="05%"> +2 </TD>
 <TD width="05%"> +2 </TD>
 <TD width="05%"> +2 </TD>
 <TD> Spell Resistance 5, Spirit Fist </TD>
</TR>
<TR>
 <TD width="05%"> 2 </TD>
 <TD width="05%"> +1 </TD>
 <TD width="05%"> +3 </TD>
 <TD width="05%"> +3 </TD>
 <TD width="05%"> +3 </TD>
 <TD> Spell Resistance 8, monk level +1 </TD>
</TR>
<TR>
 <TD width="05%"> 3 </TD>
 <TD width="05%"> +1 </TD>
 <TD width="05%"> +3 </TD>
 <TD width="05%"> +3 </TD>
 <TD width="05%"> +3 </TD>
 <TD> Spell Resistance 10, Arcane Tracking </TD>
</TR>
<TR>
 <TD width="05%"> 4 </TD>
 <TD width="05%"> +2 </TD>
 <TD width="05%"> +4 </TD>
 <TD width="05%"> +4 </TD>
 <TD width="05%"> +4 </TD>
 <TD> Spell Resistance 13, monk level +2 </TD>
</TR>
<TR>
 <TD width="05%"> 5 </TD>
 <TD width="05%"> +3 </TD>
 <TD width="05%"> +4 </TD>
 <TD width="05%"> +4 </TD>
 <TD width="05%"> +4 </TD>
 <TD> Spell Resistance 15, Evade Scrying </TD>
</TR>
<TR>
 <TD width="05%"> 6 </TD>
 <TD width="05%"> +3 </TD>
 <TD width="05%"> +5 </TD>
 <TD width="05%"> +5 </TD>
 <TD width="05%"> +5 </TD>
 <TD> Spell Resistance 17, monk level +3 </TD>
</TR>
<TR>
 <TD width="05%"> 7 </TD>
 <TD width="05%"> +4 </TD>
 <TD width="05%"> +5 </TD>
 <TD width="05%"> +5 </TD>
 <TD width="05%"> +5 </TD>
 <TD> Spell Resistance 20, Sense Scrying </TD>
</TR>
<TR>
 <TD width="05%"> 8 </TD>
 <TD width="05%"> +5 </TD>
 <TD width="05%"> +6 </TD>
 <TD width="05%"> +6 </TD>
 <TD width="05%"> +6 </TD>
 <TD> Spell Resistance 22, monk level +4 </TD>
</TR>
<TR>
 <TD width="05%"> 9 </TD>
 <TD width="05%"> +5 </TD>
 <TD width="05%"> +6 </TD>
 <TD width="05%"> +6 </TD>
 <TD width="05%"> +6 </TD>
 <TD> Spell Resistance 25, Spell Break </TD>
</TR>
<TR>
 <TD width="05%"> 10 </TD>
 <TD width="05%"> +6 </TD>
 <TD width="05%"> +7 </TD>
 <TD width="05%"> +7 </TD>
 <TD width="05%"> +7 </TD>
 <TD> Spell Resistance 27, monk level +5 </TD>
</TR>
</TABLE>
<H2> Class Features </H2>
All of the following are class features of the witch hunter prestige class.
<B>Weapon and Armor Proficiency:</B> simple weapons, martial weapons, light armor, medium armor, shields
<B>Spell Resistance:</B> The Witch Hunter gains the listed spell resistance, but only against arcane spells.
<B>Monk Level:</B> The Witch Hunter follows a similar training regimen to that of the monk. As such, Witch Hunters receive the monk's level-based class benefits (excluding hit dice, base attack and saves). To determine what class benefits the Witch Hunter is eligible for, add the listed bonus to any monk levels the Witch Hunter currently has. Further, monks who become Witch Hunters do not lose the ability to gain levels in monk at a later time, as they have not truly abandoned the monk's path.
<B>Spirit Fist:</B> This supernatural ability allows the character to strike with bare hands or weapons and ignore damage resistance by subtracting that amount from her attack roll. Spirit Fist only works against damage resistance possessed by extraplanar creatures or conferred by arcane means.
<B>Arcane Tracking:</B> Similar to Tracking, this feat allows the Witch Hunter to examine arcane spells, items or the aftereffects of them for signs of origin. Arcane Tracking requires a full minute of examination. Using the Spellcraft skill in the same way as Tracking uses Wilderness Lore, the Witch Hunter can determine the following information:
<TABLE width="500">
<TR>
 <TH HALIGN="LEFT"> DC </TH>
 <TH HALIGN="CENTER"> Information </TH>
</TR>
<TR valign="TOP">
 <TD> 15 </TD>
 <TD> Time since the event was initiated or triggered </TD>
</TR>
<TR valign="TOP">
 <TD> 15 </TD>
 <TD> School of magic </TD>
</TR>
<TR valign="TOP">
 <TD> 15 </TD>
 <TD> Level of event </TD>
</TR>
<TR valign="TOP">
 <TD> 20 </TD>
 <TD> Class of caster/creator </TD>
</TR>
<TR valign="TOP">
 <TD> 20 </TD>
 <TD> Level of caster/creator </TD>
</TR>
<TR valign="TOP">
 <TD> 20 </TD>
 <TD> Specialty of caster/creator </TD>
</TR>
<TR valign="TOP">
 <TD> 20 </TD>
 <TD> Alignment of caster/creator </TD>
</TR>
<TR valign="TOP">
 <TD> 25 </TD>
 <TD> Intent of caster/creator when the event was initiated or triggered; if no specific intent, caster/creator's state of mind instead </TD>
</TR>
<TR valign="TOP">
 <TD> 25 </TD>
 <TD> Direction and distance to other aspects of the event (destination of Teleport or Dimension Door, for example) </TD>
</TR>
<TR valign="TOP">
 <TD> 30 </TD>
 <TD> Identity of caster/creator (as if a Legend Lore were used to obtain the information) </TD>
</TR>
</TABLE>
<BLOCKQUOTE>
<B>Modifiers:</B> +1 DC per duration multiple since the event occurred (if not currently operating) *<BR />+1 DC per active spell or arcane effect within 10 feet of the tracker<BR />+10 DC if check is made in a single round.<BR />-1 DC per previous successful Arcane Tracking attempt on an arcane event from the same caster/creator<BR />-5 DC if caster/creator is known personally.
*This modifier is based on the duration of the effect. The duration of the effect is used as a time unit to determine the DC modifier for Arcane Tracking attempts. So, for a spell which lasts 8 rounds, the DC is adjusted every 8 rounds after the spell ends. For effects with indeterminate lengths, the time unit is the actual duration of the effect before it ended. So, a dispelled Glyph of Warding which had sat there for 50 years uses 50 years as the time unit for adjusting DC. (50-year-old magic leaves an enduring mark.</FONT>)</p> </BLOCKQUOTE> <P> <B>Evade Scrying:</B> When scrying on a character with this supernatural ability, the scryer must win a contest of Scrying skills or the attempt fails and cannot be retried for an hour.
<B>Sense Scrying:</B> This extraordinary ability allows the character to detect scrying attempts as though the Detect Scrying spell were active, but it requires a full-round action to do so.
<B>Spell Break:</B> This supernatural ability allows the character to save against a continuing spell effect to end that effect on her. It cannot break spells which create a physical reality (such as Cause Wounds, Stinking Cloud or Wall of Stone), and it only frees the <I>character</I> from area effects (such as Symbol) it does not free others under those effects. This attempt is made at the same DC and in the same category as the original save, if there was one. For effects which originally allowed no save, Spell Break grants a Will save at DC 20 or (caster level + spell level + caster's attribute bonus), whichever is higher. <P> Spell Break is a full-round action which can only be attempted a number of times per day equal to one plus the character's Wisdom attribute modifier (with a minimum of once/day). </P>
<H2> Ex-Witch Hunters </H2>
A Witch Hunter who loses her zeal for destroying arcane spellcasters, either by giving up the profession or by using arcana herself, loses the spiritual power of the true believer which fuels her abilities. She loses all spell resistance and can no longer use Spell Break, Evade Scrying or Sense Scrying. She keeps all hit dice, saves and monk levels, and may continue to use Arcane Tracking.