Witchhunter

Any Race, Humanoid; Minor; Black Soul (1500)

Stats

CharacteristicValueAttributeValueSkillValue
Strength40Hit Points18Combat65
Endurance35Wound Thr.11Magic65
Agility40Magicka40Evade60
Intelligence40Stamina3Observe70
Willpower45Initiative+12Stealth60
Perception40Action Pts.3Knowledge60
Personality25Speed12mSocial35
Morale65SizeStd.Physical60

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