Journeying through Forbidden Lands as a Pathfinder Witch Hunter

By admin

The pathfinder witch hunter is a unique class in the world of role-playing games. This character combines the skills and abilities of a witch with the expertise of a hunter. They are known for their ability to track down and eliminate witches, sorcerers, and practitioners of dark magic. What sets the pathfinder witch hunter apart from other classes is their use of both magical and physical abilities. They possess the knowledge and spells of a witch, enabling them to cast powerful spells and harness the dark arts. In addition, they have honed their combat skills, making them formidable fighters with weapons and armor.


At 6th level, the witch hunter learns how to sense unique spell signatures, and can follow the trail of a cast spell or spell effect cast back to its source. Once per day, when the witch hunter comes into contact with or is exposed to a spell effect or a magic item, she can spend a full-round action to examine the spell effect or magic item, and then gains the effect of a locate creature spell. She can do this even if the spell effect was instantaneous, but must start her examination within 1 round after she experienced the spell’s effect. Instead of locating a known creature, the witch hunter locates the caster of the spell effect or magic item she examined. Doing so does not allow the witch hunter to gain any intelligence about the spellcaster other than its location.

Once per day, when the witch hunter comes into contact with or is exposed to a spell effect or a magic item, she can spend a full-round action to examine the spell effect or magic item, and then gains the effect of a locate creature spell. Witch s Bane Any creature that casts an arcane spell within 30 feet of the witch hunter takes a 2 penalty to AC against her attacks and a 2 penalty on saving throws against her spells while this judgment remains in effect.

Pathfineer wtich hunnter

In addition, they have honed their combat skills, making them formidable fighters with weapons and armor. One of the key abilities of the pathfinder witch hunter is their ability to sense magic. They can detect the presence of magic in their surroundings and use this knowledge to track down witches and other magical beings.

Witch Hunter

So, I want to make a witch hunter type of character for Reign of Winter. Originally, I wanted to make a Musket Master. But wouldn't a Witch Hunter Inquisitor work better? I want to use a gun, so I don't know wish to choose.

What race? If you're a human, you can use your extra feat to just be proficient with the type of firearm you're interested in.

Vamptastic wrote:

What race? If you're a human, you can use your extra feat to just be proficient with the type of firearm you're interested in.

Yeah. I was thinking human. But here's the thing. From what I heard, Book 5 is full of firearms. So the original idea was to create this powerful sniper. But as I thought about it, it became the idea of this mercenary/bounty hunter who wields a musket as his choice of weapon and deals greater damage to witches. I know that there is witch hunting traits. But is there anything else I can use to make the concept with a Gunslinger? Or will I need to go Witch Hunter Inquisitor and E.W.P (musket)?

I think an inquisitor is more thematic, but a witch hunter isn't really a class. An entire party of witch hunters (say, an inquisitor, a cleric, a paladin, a gunslinger, a wizard) could exist.

Kimera757 wrote:

I think an inquisitor is more thematic, but a witch hunter isn't really a class. An entire party of witch hunters (say, an inquisitor, a cleric, a paladin, a gunslinger, a wizard) could exist.

How about an inquisitor with the Black Powder Inquisition at first level? That an idea? I would need to spend my starting gold on a gun, though.

To be honest I'd probably just multiclass the two classes if I were you. Maybe first 3 or so levels as musket master then the rest as inquisitor?

I'd do 5 levels of gunslinger for DEX to damage.

Do 3 levels of trench fighter if you want Dex to damage. Inquisitor with black powder inquisition is pricey, but works. But really, you don't need to be a Witch Hunter (Inquisitor) to be a Witch Hunter (Character). You could be a Barbarian with rage powers against magic. Make a Spellslinger Wizard and focus on targeting witches.

Barbarians have a lot of good stuff for that too, with Superstition, Witch Hunter, and Spell Sunder. Not sure if that's what you're after, but just saying inquisitor isn't the only way you could go.

EDIT: Ninja'd by a wide margin. >_>

Trench Fighter combined with Inquisitor with the Black Powder Inquisition looks like it could disrupt Witches pretty good.

Me'mori wrote:
Witch Hunter?

I'm thinking of staying within Paizo's classes. That way it would avoid any conflict with GMs.

So from what I'm reading, here are some of my choices:

- Gunslinger (Musket Master)
- Inquisitor (Witch Hunter)
- Gunslinger (Musket Master) 5/Inquisitor (Witch Hunter) 15
- Add in 3 levels of Trench Fighter

The Chort wrote:
Not sure if that's what you're after, but just saying inquisitor isn't the only way you could go.

Maybe I should be more specific. I'll breakdown what I'm looking for both thematic and gameplay wise.

Thematic: I'm looking to build a bounty hunter/mercenary with a hatred for witches, specifically the Witches in Irrisen. He prefers to attack from a distance and with stealth using a musket.

Gameplay: What I'm looking for is a build that can reflect the concept. So he should be good with a musket and be able to do a lot of damage with it and fill out a sniper role in the party. He should also do even more damage to witches and any arcane spell using enemies.

So any other ideas?

As others have mentioned, 4 levels of barbarian, urban barbarian even to pump dex, will get you witch hunter rage power. Use a headband of havoc to increase the bonus another +1, and it'll help bring more damage.

If you want to be an actual inquisitor, a 5 level dip will hurt more than it helps.

I have a couple, and even a 2 level dip with mine hurt.

I would take a 1 level gunslinger dip at most, or just the black powder inquisition and not dip at all.

Bane is too good to delay more than a level or 2, even for a static +dex to damage.

TGMaxMaxer wrote:

If you want to be an actual inquisitor, a 5 level dip will hurt more than it helps.

I have a couple, and even a 2 level dip with mine hurt.

I would take a 1 level gunslinger dip at most, or just the black powder inquisition and not dip at all.

Bane is too good to delay more than a level or 2, even for a static +dex to damage.

It's not just for +dex to damage though, to my mind it'd be more for getting effective full attacks with a 2-handed firearm.

If it was me with that character concept I'd have the 3-5 levels of gunslinger for the (gattling) sniper element of the build and the rest of the levels as either inquisitor or ranger for the stealthy bounty hunting. Probably inquisitor because domains/inquisitions are cool and solo tactics seems like a great addition to the character, as well as wis to initiative and access to Follow Aura or Bloodhound (really funky spells).

Of course, I'd also be a dwarf for their innate defences against magic and for the dwarven gunsmith trope.

Not knowing the details of gunslingers, does the artifice domain's at-will mending ability help against alleviating the misfire worry of guns? I see that the dancing weapon property can't be used on ranged weapons but you can trade it for a supernatural ranger trap of your choice by taking the trap subdomain, which could also fit in with the character concept?

If you are looking for a bounty hunter type character, ranger might work. I think there is a gun-based ranger archetype, and the favored enemy could target the most common race the gm throws witch for you, and have favored terrain cold for irrisen

If you are thinking about using a two-handed firearm it is really hard to make any choice other than 3 levels in Gunslinger (Musket Master). It is really the only viable way you are going to get to be able to make full attacks with a two-handed fire arm.

I would also caution you about mixing up the idea of a witch hunter profession in gameplay and a class or archetype that says witch hunter.

Let's take a look at the Witch Hunter archetype and see if it really helps you hunt you some witches.

Spell Sage: You lose Monster Lore and can identify spells being cast better. Here's the thing though, you don't care what the spell is. You just care that they are casting. Ready an action against the suspected witch spellcasting and drop a huge hit on them and they will have a tough time getting that spell off (and you did a bunch of damage). This is generally a bad trade for you.

Knowledgeable Defense: Here is the payoff for the extra ability to identify spells. sometime you get a small bonus to resist that spell. As above, if you disrupt the spell with a crap ton of damage, I guarantee you will make a save against it (as they weren't able to cast it). Very small benefit and you lose some of the abilities I would think would make you most iconic as a witch hunting inquisitor. Discern Lies for example. I can see you using that in a village to help ferret out witches.

Spell Scent: This is pretty thematic, I actually like it. But I can't think of too many times it will make a big difference in the game. Typically you are going to find the witches you are facing. At least in the Reign of Winter.

Witch's Bane Judgement: This seems really thematic until you start looking at how it actually plays out. You can use it to make arcane casters within 30 feet (remember wanting to use the long range weapon?) get a -2 AC and -2 on saves vs you. But you probably aren't casting spells on them, so the saves don't help. And if you just use the +3 to hit you get to ALL creatures from the Justice Judgement (+4 at the next level). So it doesn't really make you any better at hunting witches than you were with out it.

On balance, I would stear clear of the Witch Hunter archetype if you want to be a Witch Hunter in gameplay. It won't make you any better at your job of hunting witches. it is pretty much just a name tag.

To be honest I'd probably just multiclass the two classes if I were you. Maybe first 3 or so levels as musket master then the rest as inquisitor?
Pathfineer wtich hunnter

This makes them invaluable in situations where their skills are needed to root out those who would use their magic for evil purposes. The pathfinder witch hunter is also skilled in the art of spell resistance. They have developed a resistance to the effects of spells, making them more difficult to target and control with magic. This ability allows them to enter into magical battles with confidence and stand up against even the most powerful of foes. Another important aspect of the pathfinder witch hunter is their ability to dispel magic. They have learned how to nullify and counteract the effects of spells, making them a formidable adversary for any witch or sorcerer. This skill is particularly useful when facing off against magical creatures or opponents who rely heavily on their magic. In terms of combat, the pathfinder witch hunter is skilled with a variety of weapons. They can use swords, bows, and other traditional weapons, as well as utilizing their magical abilities to enhance their combat prowess. This makes them a versatile and deadly opponent in both physical and magical combat. Overall, the pathfinder witch hunter is a unique and powerful class in role-playing games. They combine the skills and abilities of a witch with the expertise of a hunter, making them a formidable force against witches and practitioners of dark magic. With their ability to sense magic, resistance to spells, and skill in dispelling magic, they are a force to be reckoned with in the world of fantasy gaming..

Reviews for "Confronting Personal Demons as a Pathfinder Witch Hunter"

1. Jane Smith - 1 star
I found "Pathfinder Witch Hunter" to be extremely disappointing. The characters were poorly developed and lacked depth, making it difficult to connect with them. The plot was convoluted and hard to follow, with too many subplots that added nothing to the overall story. Additionally, the writing style was bland and lacked creativity. Overall, I wouldn't recommend this book to anyone looking for an engaging and well-written fantasy novel.
2. John Doe - 2 stars
I had high expectations for "Pathfinder Witch Hunter" based on the synopsis, but sadly, it fell short. The pacing of the story was inconsistent, with long stretches of dull exposition followed by rushed action scenes. The world-building was minimal, leaving me feeling disconnected from the setting. The dialogue felt forced and unnatural, making it difficult to become emotionally invested in the interactions between characters. Although the concept had potential, the execution left much to be desired.
3. Sarah Thompson - 2 stars
I struggled to finish "Pathfinder Witch Hunter" due to its lackluster storytelling. The narrative was predictable and formulaic, failing to offer any surprises or twists. The main protagonist was portrayed as overpowered and infallible, detracting from the tension and suspense of the plot. The dialogue was stilted and unrealistic, making it hard to engage with the characters. Overall, this book failed to capture my interest and I would not recommend it to fans of the fantasy genre.
4. Michael Brown - 1 star
"Pathfinder Witch Hunter" was a complete letdown. The writing was clichéd and unoriginal, with excessive descriptions that added little to the overall story. The characters lacked depth and their motivations were poorly explained. The world-building was minimal, leaving me feeling disconnected from the fantastical elements of the plot. I was constantly bored while reading this book and found it difficult to maintain interest. I would not recommend this to anyone seeking an immersive and engaging fantasy novel.
5. Emily Clark - 2 stars
I was disappointed with "Pathfinder Witch Hunter". The plot lacked coherence and the transitions between scenes felt abrupt and disjointed. The pacing was uneven, with long stretches of tedious exposition and rushed resolutions. The world-building was weak, with little explanation of the magical systems and the history of the world. The characters were one-dimensional and lacked depth, making it hard to care about their fates. Overall, I found this book to be a forgettable and unsatisfying read.

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