Witchfinder (Inquisitor/Witch)

The witchfinder utilizes the very tricks of those he hunts to bring them to their judgment. To best combat dark practices one requires the aid of dark pacts, but woe betides the witchfinder who blurs the line between ardent execution of duty and fervent desire for power.

Primary Class: Inquisitor. Secondary Class: Witch Alignment: Any. Hit Dice: d8.Bonus Skills and Ranks: The witchfinder may select three witch skills to add to his class skills in addition to the normal inquisitor class skills. The witchfinder gains a number of ranks at each level equal to 4 + Int modifier.

Table: Witchfinder

Weapon and Armor Proficiency

The witchfinder is proficient with all simple weapons, plus the hand crossbow, the longbow, the repeating crossbow, the shortbow, and the favored weapon of his deity. The witchfinders is also proficient with light armor.

Spellcasting

The witchfinder casts divine spells drawn from the inquisitor spell list and adds the following witch spells to his list at the indicated spell level: 1st level—fumbletongue**, ill omen*, mask dweomer*; 2nd level—haunting mists**, mask dweomer (communal)†, miserable pity**, severed fate*, share memory**, status; 3rd level—pain strike*, reckless infatuation**, sepia snake sigil, unadulterated loathing**; 4th level—debilitating portent†, shadow step**; 5th level—contact other plane, pain strike (mass)*; 6th level—analyze dweomer. (*Advanced Player’s Guide, **Ultimate Magic, †Ultimate Combat) A witchfinder otherwise learns and casts spells as an inquisitor equal to his witchfinder level.

Feybane Weapon (Su)

At 1st level, the witchfinder selects one weapon, which must be either his deity's favored weapon or any single martial weapon, and designates that weapon as his feybane weapon. If he is not proficient with that weapon, he becomes proficient with it. At 3rd level, the witchfinder gains the benefits of Penetrating Strike when wielding his feybane weapon, bypassing up to 5 points of damage reduction. This only applies to the damage reduction of fey, outsiders, undead, and animated or summoned creatures..

Inquisition

At 1st level, the witchfinder gains one of the following inquisitions: Anger, Fate, or Spellkiller. This ability replaces domain.

Judgment (Su)

A witchfinder's judgments function as normal for an inquisitor. Starting at 3rd level, however, the witchfinder gains a new use for his judgment. He may expend one of his daily judgments in order to use a hex on a creature who ordinarily could not be targeted by that hex due to daily hex usage restrictions. This requires no action in addition to the normal action required to use the hex. Beginning at 12th level, the witchfinder may expend two of his daily judgments to use a major hex in this manner.

Versatile Casting

Due to their dual nature, witchfinders have no qualms using any method to achieve their aims. A witchfinder may cast inquisitor spells of any alignment. This ability replaces detect alignment.

Erudite Incunabulist (Ex)

Witchfinders peruse ancient texts in order to better understand their foes. Beginning at 2nd level, the witchfinder adds his Wisdom bonus in addition to his Intelligence bonus on Knowledge skill checks made to identify the abilities and weaknesses of fey, outsiders, undead, and animated or summoned creatures, and on Spellcraft skill checks made to identify spells as they are being cast. This ability replaces monster lore.

Steel Mind (Ex)

Witchfinders have trained their thinking to counteract the wiles of the fey. At 2nd level, a witchfinder gains a +1 morale bonus on all saves against mind-affecting effects. This bonus increases by +1 at 5th level, and every three levels thereafter, to a maximum of +7 at 20th level. This ability replaces stern gaze.

Trace Essence (Ex)

The witchfinder is particularly adept at tracking his traditional enemies. When a witchfinder gains the benefits of his track ability against a creature identified via his erudite incunabulist ability, the bonus on Survival skills checks made to track that creature doubles (from +1 every 2 witchfinder levels to +1 per witchfinder level).

Patron

At 2nd level, a witchfinder chooses a witch patron and adds the patron's spells to his spell list. The inquisitor must still learn these spells before he can cast them, as normal for inquisitor spells. He casts his patron spells as divine spells. The following patrons complement the witchfinder: Ancestors**, Endurance*, Occult**, Strength*, Wisdom*, and Vengeance**. This ability replaces solo tactics and cunning initiative. (*Advanced Player’s Guide, **Ultimate Magic)

Hex

At 3rd level, and every three levels thereafter, a witchfinder gains one hex of his choice. The witchfinder may select the witchfinder's brand hex in addition to those normally available to witches. He cannot select an individual hex more than once, nor can he select the Cauldron* or Coven* hexes. This ability replaces the inquisitor's teamwork feats. (*Advanced Player’s Guide, **Ultimate Magic)

Feybane (Su)

At 5th level, the witchfinder can imbue his feybane weapon with the bane weapon special ability as a swift action. This functions as and replaces the inquisitor's bane ability, except that it can only be used with the weapon the witchfinder has designated as his feybane weapon.

Greater Feybane (Su)

At 12th level, the amount of bonus damage dealt when using feybane increases to 4d6. This ability otherwise functions as and replaces greater bane.

Major Hex

Starting at 14th level, the witchfinder can select a major hex anytime he could gain a hex. This ability replaces exploit weakness.

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