Witch Hunter Subclass
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Witch Hunter Subclass
This class is based on the thematic combination of the Templar class in the Showcase and my previously submitted Null Mage supplement. I don't have any experience writing tables for OSR games and could use some help with that.
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- Dimirag
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Re: Witch Hunter Subclass
Quick questions
Why Charisma as a requirement?
They should have a higher XP cost to compensate their abilities.
How does Detect Magic and Read Magic works with them?
I'm not convinced by the torch special ability...
The magical-elemental damage thing needs a better description...
The Null Touch needs more clarification.
A Witch Hunter weakens friendly magic while in combat?
Turn Arcane works similarly to Turning Undead?
Here's a little formatted file, it needs some info.
Why Charisma as a requirement?
They should have a higher XP cost to compensate their abilities.
How does Detect Magic and Read Magic works with them?
I'm not convinced by the torch special ability...
The magical-elemental damage thing needs a better description...
The Null Touch needs more clarification.
A Witch Hunter weakens friendly magic while in combat?
Turn Arcane works similarly to Turning Undead?
Here's a little formatted file, it needs some info.
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- BF-Witch-Hunter.odt
- (21.75 KiB) Downloaded 408 times
Sorry for any misspelling or writing error, I am not a native English speaker
Drawing portfolio: https://www.instagram.com/m.serena_dimirag/
Drawing portfolio: https://www.instagram.com/m.serena_dimirag/
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- Joined: Mon Mar 07, 2016 3:54 pm
Re: Witch Hunter Subclass
I chose Charisma as a bonus do the "warrior-zealot" aspect of the class. Witch Hunter is a Fighter who is passionate about their cause, so charisma seemed like a good choice.Why Charisma as a requirement?
Agreed, I'll be sure to take it into consideration when building the table.They should have a higher XP cost to compensate their abilities.
That is fair haha, this is more of a flavor ability than anything else. What good is a Witch Hunter who can't effectively burn witches.I'm not convinced by the torch special ability...
I'll clarify all that stuff in a new draft. Thanks for the feedback!How does Detect Magic and Read Magic works with them?
The magical-elemental damage thing needs a better description...
The Null Touch needs more clarification.
A Witch Hunter weakens friendly magic while in combat?
Turn Arcane works similarly to Turning Undead?
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- Posts: 21
- Joined: Mon Mar 07, 2016 3:54 pm
Re: Witch Hunter Subclass
Witch Hunter files updated.
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- Witch-Hunter.pdf
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- Witch-Hunter.odt
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Re: Witch Hunter Subclass
I always think of the "Warhammer" type Witch hunter...
To defend: This is the Pact.
But when life loses its value,
and is taken for naught -
then the Pact is to Avenge.
But when life loses its value,
and is taken for naught -
then the Pact is to Avenge.
- Dimirag
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Re: Witch Hunter Subclass
I'm not fond of the nonstandard HD progression...
Does it really needs a special ability for using a torch? Fighters can use any weapon, including torches... I would prefer a improvement in its use rather than an permission.
Is detect magic a constant ability?
Is the fire attack idea to hit creatures immune to non-silvered or non-magical attacks? If so, hitting with fire an opponent requiring immune to non-magical attacks won't harm it as its immune to the fire itself...
The half-effectiveness of magic should work constantly and not only when fighting magic users, magic is magic, aversion is aversion.
Does it really needs a special ability for using a torch? Fighters can use any weapon, including torches... I would prefer a improvement in its use rather than an permission.
Is detect magic a constant ability?
Is the fire attack idea to hit creatures immune to non-silvered or non-magical attacks? If so, hitting with fire an opponent requiring immune to non-magical attacks won't harm it as its immune to the fire itself...
The half-effectiveness of magic should work constantly and not only when fighting magic users, magic is magic, aversion is aversion.
Sorry for any misspelling or writing error, I am not a native English speaker
Drawing portfolio: https://www.instagram.com/m.serena_dimirag/
Drawing portfolio: https://www.instagram.com/m.serena_dimirag/
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- Posts: 21
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Re: Witch Hunter Subclass
I agree that it needs some work. The XP progression needs some finesse too, but I don't know what it should look like. Maybe that should be done last once the rest of the class is finished up. The plan for HD right now is to switch to a standardized d6 progression to ease up on the high XP costs.I'm not fond of the nonstandard HD progression...
I should have worded that part better. In the Equipment Emporium torches deal 1d3, so gave the Witch Hunter a buff of being able to deal 1d4 damage instead, plus the fire-as-magic buff.Does it really needs a special ability for using a torch? Fighters can use any weapon, including torches... I would prefer a improvement in its use rather than an permission.
Right now yes, but that ability is very subject to changes. I'm thinking a better alternative would be to have it work like the Elven version of Detect Secret Door where on a 1d6 <= 2 then can detect magic shenanigans.Is detect magic a constant ability?
YesIs the fire attack idea to hit creatures immune to non-silvered or non-magical attacks?
My reasoning behind this ability is that Witch Hunters as a class are going to be the most fun when you are fighting magical beasties. If you are in the middle of your battle with some mythical monster and something happens to your fancy silver sword you should still have some way of feeling effective in battle. The fire as magic damage rule is there to help the Witch Hunter feel as though their training and zealotry always poses some threat to magic.If so, hitting with fire an opponent requiring immune to non-magical attacks won't harm it as its immune to the fire itself...
The idea behind that rule was that when a Witch Hunter is fighting magic they are focused on not taking magic damage, and that focus dulls the effectiveness of friendly spells targeting the Witch Hunter. This one definitely needs some work, although I'm not sure how I want it to go.The half-effectiveness of magic should work constantly and not only when fighting magic users, magic is magic, aversion is aversion.
- Dimirag
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- Joined: Thu Oct 06, 2011 1:24 pm
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Re: Witch Hunter Subclass
I didn't check the EE for the torches, a mention of the EE could be nice.I should have worded that part better. In the Equipment Emporium torches deal 1d3, so gave the Witch Hunter a buff of being able to deal 1d4 damage instead, plus the fire-as-magic buff.
At first I thought about a % chance that increases in level, but a flat d6 chance may be better and more "basic".Right now yes, but that ability is very subject to changes. I'm thinking a better alternative would be to have it work like the Elven version of Detect Secret Door where on a 1d6 <= 2 then can detect magic shenanigans.
I understood that, but, the problem is that, per the rules a monster that is immune to fire damage will be immune to this ability, so, against a werewolf, a vampire or other creature this ability won't work as they are immune to fire unless it comes from a spell.My reasoning behind this ability is that Witch Hunters as a class are going to be the most fun when you are fighting magical beasties. If you are in the middle of your battle with some mythical monster and something happens to your fancy silver sword you should still have some way of feeling effective in battle. The fire as magic damage rule is there to help the Witch Hunter feel as though their training and zealotry always poses some threat to magic.
You can give them some kind of "anti-magic fury" or something similar, otherwise it feel weird that he can benefit from spells outside of combat or when not fighting a magic user.The idea behind that rule was that when a Witch Hunter is fighting magic they are focused on not taking magic damage, and that focus dulls the effectiveness of friendly spells targeting the Witch Hunter. This one definitely needs some work, although I'm not sure how I want it to go.
Sorry for any misspelling or writing error, I am not a native English speaker
Drawing portfolio: https://www.instagram.com/m.serena_dimirag/
Drawing portfolio: https://www.instagram.com/m.serena_dimirag/
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Re: Witch Hunter Subclass
What if there was a skill to the effect of:
Bane
Witch Hunter's weapon is temporarily imbued with flames and deals damage as if it were magic damage. After each attack the player roles a 1d6, if the roll is less than 5 the effect is lost. Cannot be reused until after a rest.
Bane
Witch Hunter's weapon is temporarily imbued with flames and deals damage as if it were magic damage. After each attack the player roles a 1d6, if the roll is less than 5 the effect is lost. Cannot be reused until after a rest.
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