Witchhunter
Any Race, Humanoid; Minor; Black Soul (1500)
Stats
| Characteristic | Value | Attribute | Value | Skill | Value |
|---|---|---|---|---|---|
| Strength | 40 | Hit Points | 18 | Combat | 65 |
| Endurance | 35 | Wound Thr. | 11 | Magic | 65 |
| Agility | 40 | Magicka | 40 | Evade | 60 |
| Intelligence | 40 | Stamina | 3 | Observe | 70 |
| Willpower | 45 | Initiative | +12 | Stealth | 60 |
| Perception | 40 | Action Pts. | 3 | Knowledge | 60 |
| Personality | 25 | Speed | 12m | Social | 35 |
| Morale | 65 | Size | Std. | Physical | 60 |
Weapons & Armor
- • Wooden Crossbow: 1d10, Complex, Reload (2, min 1),
- Crushing (4), Range (20/100/250)
- ▪ Includes 12 Iron Splitting or Slashing Arrows
- • Steel Shortsword: 1d6+1; Slashing, Exploit Weakness;
- Reach 1m, 1H
- • Steel Mace: 1d8+1; Crushing, Unwieldy; Reach 2m, 1H
- • Full Leather Armor: 3 AR / Fire 1; Medium, Full
Special Abilities
- • Mage Slayer (1 AP): As a reaction, the Witch Hunter can
- make an attack against any opponent within their range that
- casts a spell.
- • Refresh (1 AP + 1 SP): The Witchunter can drink a potion
- which either refreshes their MP to full or regain all of the
- casts for their Spellcaster trait as a Secondary Action.
Traits
- • Occultist’ Bane: The Witch Hunter reduces the Reload trait
- by 1, and gains +1 DoS when in melee with 1 opponent.
- Lastly, during a dash action, they may make a free ranged
- attack with a -20 penalty to the roll.
- • Favored Enemy(The Cursed, Dark Arts Practitioners):
- Gains a +10 to any tests made to bring harm to their preferred
- enemy. Examples include vampires, lycanthropes, witches,
- warlocks, and necromancers.
- Slave
- Slaves are found throughout Tamriel, though the Empire has
Encountering Witchhunter
Spells • Conjure [Any Weapon] 2: 15 MP; Upkeep; [Chosen Weapon] (with ammo) with the Primitive quality appears r in the caster’s hands for 1 round. This weapon is not loaded when summoned, but the first reload action AP cost is reduced by 1. • Dispel 2: 9 MP; Remove all magical effects from any source of level 2 or lower from the caster. Constant enchantments reactivate after 1d4 rounds. • Reflect 2: 7 MP; Upkeep; If the caster would be hit by a spell, roll a d10. If the result is 2 or lower, resolve the spell against the original caster. Lasts 1 round. Summon Daedra spells for the following. Each spell has Upkeep, see original spell for details. • Daedrat: 7 MP; Upkeep, Mindlock(1) • Scamp: 8 MP; Upkeep, Mindlock (1) • Banekin: 9 MP; Upkeep, Mindlock (1) • Hell Hound: 12 MP; Upkeep, Mindlock (1) • Clannfear: 13 MP; Upkeep, Mindlock (1) • Flame Atronach: 16 MP; Upkeep, Mindlock (2) 86