Witch Hunter

Playability

Complex
Intuition
Quickness

The witch hunter is a quick and clever fighter specialising in combat with spellcasters. They can never use magic themselves, but have an uncanny ability to dodge and sometimes counter magical attacks.

The witch hunter will benefit from decent all-round abilities as they need both knowledge, social skills, and physical prowess to excel in their endeavor. 

Witch Hunters are often regarded with a mix of admiration and fear. Allies appreciate their ability to counter enemy spellcasters, while enemies view them as relentless hunters who can pierce through even the most arcane defenses. However, their single-minded focus on destroying magic can make them seem inflexible to more versatile fighters.

Weapon Categories

10

All

Magic Categories

0
None

Tech Categories

4

Skill Categories

26

Class Specific Bonuses

  • +10 to ‘Magic Insights’ Category
  • +10 to any 2 ‘Assassination’ skills
  • +10 to any 2 weapons
  • Add your Intuition bonus to your resilience score.

Class Restrictions

  • Can never learn magic
  • Can only use magical items designed to defend against magic attacks.

Recommended Professions

Bloodbound Enforcers
Physical
Standard
Hands of Stillness
Physical
Easy
Shadow Talon
Technical
Standard

Ability Rolls for Streamlined Character Creation

Intuition
Quickness
Agility
Presence
Empathy
Memory
Boldness
Creativity
Self Discipline
Constitution
Strength
Reasoning
80 + 2d10
80 + 2d10
60 + 4d10
60 + 4d10
10d10
10d10
10d10
10d10
20 + 6d10
20 + 6d10
20 + 6d10
20 + 6d10

Recommended Skills

No items found.

Ability Prioritization Explained

Core Abilities
Intuition: Drives Magic Insights reads and preemption; guides when to commit or disengage during anti-caster pressure.
Quickness: Seizes narrow windows—interrupts, closes distance, and gets out before a sequence completes.

Supporting Abilities
Agility: Precise movement and weapon handling for clean Assassination entries and counter-caster execution.
Presence: Controls attention and sells misdirection—great with Cloaking Systems and Social/Diplomatic pressure.

Important Abilities
Empathy: Helps sense motives and bait casts—useful across Magic Insights and Diplomatic de-escalation.
Memory: Procedures, tells, wards, and rune/item recognition—anchors Magic Insights and Academics.
Boldness: Commitment for all-in finish windows, trap springs, and risky gambits when hesitation would fail the counter.
Creativity: Inventive setups and decoys—pairs well with Cloaking Systems and nonstandard approaches around defenses.

Minor Abilities
Self Discipline: Focus for longer counter techniques and patient shadowing.
Constitution: Endures travel and chip damage while avoiding attrition fights.
Strength: Backup for forced entries or melee contingencies.
Reasoning: Planning and safe sequencing help, but live reads and tempo matter more here.