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Table 3-18 : The Yakuza

successful critical hit . The weapon master can use this ability once per day per class level.

Increased Multiplier (Ex) : A weapon master of 2nd level or higher can deal extra damage with a critical hit. The damage multiplier of the weapon master's favored weapon is increased by 1 . For example, the katana has a critical multiplier of x2 . Using this ability, the weapon master can increase that multiplier to x3 once per day at 2nd level . As a weapon master increases in level, he can use this ability more frequently . The weapon master must declare the use of this ability before rolling any damage dice .

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Superior Weapon Focus (Ex) : Stacking with any existing Weapon Focus bonus, a weapon master of 3rd level or higher adds an additional +1 to all attack rolls with his weapon of choice .

Superior Combat Reflexes (Ex) : A weapon master of 5th level or higher can make a number of attacks of opportunity in a round equal to his Dexterity modifier plus his Wisdom modifier .

Ki Critical : When a weapon master reaches 7th level, he gains the improved Critical feat for free. If he already possesses this feat, he adds an additional +2 to the threat range for his weapon of choice . This +2 bonus is applied last, after any multipliers, such as those given by the improved Critical feat or by keen weapons.

Ki Whirlwind Attack (Ex) : A weapon master of 9th level or higher can make a Whirlwind Attack as a standard action rather than a full-round action . Only one whirlwind attack can be made per round .

WITCH HUNTER

Witch hunters combine magical training with combat expertise to battle the spiritual forces of evil in the world . Ghosts and other evil spirits, demons and oni, and practitioners of black magic are the witch hunters' sworn enemies, and they bring unique abilities and expertise to bear in combating these foes .

A witch hunter typically begins his training as a shaman, shugenja, or wu jen . At some point in his career, he encounters an older witch hunter who selects him as an apprentice . After this selection, he learns weapon proficiency, wards and bindings, ways of detecting angry spirits, and combat techniques. By the time the witch hunter leaves his master and goes his own way, he is usually a multiclass fighter or ranger . In Rokugan, witch hunters are exclusively shugenjas from the Crab clan, trained in the Kuni school .

NPC witch hunters wander roads and fields in search of evil creatures or sorcerers . Rumors of hauntings or demonic sacrifices draw them like flies, which has made the witch hunters the subject of popular legend among the peasantry. The tales elevate them to a status paralleling that of the mysterious tattooed monks, and it comes as no surprise that witch hunters and tattooed monks tend to greet each other with respect .

Hit Die: d8 .

REQUIREMENTS

To qualify to become a witch hunter, a character must fulfill all the following criteria .

Alignment : Any nonevil .

Base Attack Bonus : +5 .

Skills: Knowledge (arcana) or Knowledge (Shadowlands) 10 ranks .

Feat : Track.

Spells : Able to cast magic circle against Taint or magic circle against evil.

Special : Must have been selected by another witch hunter, and trained under that mentor before entering the prestige class.

CLASS SKILLS

The witch hunter's class skills (and the key ability for each skill) are Alchemy (Int), Climb (Str), Concentration (Con), Craft (Int), Heal (Wis), Hide (Dex), Intuit Direction (Wis), Jump (Str), Knowledge (arcana) (Int), Knowledge (local) (Int), Knowledge (religion) (Int), Knowledge (Shadowlands) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Scry (Int, exclusive skill), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Swim (Str), Use Rope (Dex), and Wilderness Lore (Wis) . See Chapter 4: Skills in the Player's Handbook for skill descriptions . The Knowledge (Shadowlands) skill is only appropriate in Rokugan .

Skill Points at Each Level : 4 + Int modifier .

CLASS FEATURES

The following are class features of the witch hunter.

Weapon and Armor Proficiency: Witch hunters are proficient with all simple and martial weapons and with all armor.

Spells per Day: A witch hunter continues her magical training as well as practicing the techniques of the hunter . At 2nd, 5th, 7th, 9th, and loth level, the character gains new spells per day and spells known as if she had also gained one level in her spellcasting class . She does not, however, gain any other benefit of the spellcasting class . For example, if Kuni Osari, a 3rdlevel shuge nja/4th-level ranger/1st-level witch hunter, gains a level in witch hunter, she gains new spells as if she had risen to 4th level in shugenja, but uses the other witch hunter aspects of level progression such as attack bonus and save

TABLE 3-17 : THE WITCH HUNTER

Class Base Fort Ref Will

Level Attack Bonus Save Save Save Special 1st 2nd +1 +2 +2 +0 +2 Detect evil, kami's grace +3 +0 +3 Smite evil

3rd 4th +3 +4 +3 +1 +3 Aura of courage +4 +1 +4 Bonus feat : Power Attack

5th 6th +5 +6 +4 +1 +4 +5 +2 +5 Bonus feat : Cleave Spells per Day

+1 level of existing class

+1 level of existing class

7th 8th 9th 10th +7 +8 +9 +10 +5 +2 +5 +6 +2 +6 Resist evil magic +1 level of existing class

+6 +3 +6

+1 level of existing class +7 +3 +7 Bonus feat : Great Cleave +1 level of existing class

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