WITCH HUNTER
Witch Hunters are dual-classed hunter/mystics, and are perhaps the most unusual individuals of the
Atlantean Age. Though some of these characters may be associated with a church or religious group, most prefer to work independently, accepting only such work as they see fit.
Atlantean Age. Though some of these characters may be associated with a church or religious group, most prefer to work independently, accepting only such work as they see fit.
Like the majority of bounty hunters, most witch hunters of the Atlantean Age are chaotic by nature. Unlike their mercenary counterparts, however, a professional witch hunter will often specialize in the hunting of spell casters. The fees commanded by witch hunters for such dangerous work will usually match a bounty hunter's highest rates. Witch hunters who work for a church or religious group will generally either waive their usual fee or accept only a small portion of the bounty and donate the rest to charity.
Because witch hunters are themselves spell casters, they may not wear armor of any sort. They may operate alone or with a group of adventurers, depending upon the preference of the individual witch hunter. It should be noted that members of this profession are generally regarded with distrust by most types of spell casters,
- Minimum Attributes: INT: 12 WILL: 14 PR STR: 12 DEX: 12 PER: 10
- Alignment: Any (Most are Chaotic)
- Combat Capabilities: Highly Trained
- Special Abilities: None
- Dual-Classed
SKILLS
Level 1
- Any 2 Weapons
- Spell Casting
- Read Tracks
- Tracking
- Read Magic (55%)
- Tailing
- Stealth
Level 2
- + 1 to Hit
Level 4
- + 1 to Hit One Additional Weapon
Level 6
- + 1 to Hit
Level 7
- 2 Attacks per Round
Level 8
- + 1 to Hit
Level 10
- + 1 to Hit One Additional Weapon
Level 12
- + 1 to Hit
Level 13
- 3 Attacks per Round
Level 14, 16, 18, 20, etc. + 1 to Hit