Pathfinder Witch Hunter: Best Builds and Strategies

By admin

The Pathfinder Witch Hunter is a unique class in the Pathfinder tabletop role-playing game. This class is specifically designed to deal with witches and other magical threats. The Pathfinder Witch Hunter has a strong connection to divine magic and is adept at using it to combat and counter the dark arts. One of the main abilities of the Pathfinder Witch Hunter is their ability to detect and track witches. They possess a heightened sense of awareness when it comes to magic, allowing them to sense the presence of witches and their magical activities. This ability makes them invaluable in hunting down and apprehending witches who may be causing harm to innocent people.

Pathfinder wotch hunter

This ability makes them invaluable in hunting down and apprehending witches who may be causing harm to innocent people. In addition to their detection abilities, Pathfinder Witch Hunters are also skilled in combat. They are trained in a variety of weapons and armor, making them formidable opponents in battle.

Witch Hunter

So, I want to make a witch hunter type of character for Reign of Winter. Originally, I wanted to make a Musket Master. But wouldn't a Witch Hunter Inquisitor work better? I want to use a gun, so I don't know wish to choose.

What race? If you're a human, you can use your extra feat to just be proficient with the type of firearm you're interested in.

Vamptastic wrote:

What race? If you're a human, you can use your extra feat to just be proficient with the type of firearm you're interested in.

Yeah. I was thinking human. But here's the thing. From what I heard, Book 5 is full of firearms. So the original idea was to create this powerful sniper. But as I thought about it, it became the idea of this mercenary/bounty hunter who wields a musket as his choice of weapon and deals greater damage to witches. I know that there is witch hunting traits. But is there anything else I can use to make the concept with a Gunslinger? Or will I need to go Witch Hunter Inquisitor and E.W.P (musket)?

I think an inquisitor is more thematic, but a witch hunter isn't really a class. An entire party of witch hunters (say, an inquisitor, a cleric, a paladin, a gunslinger, a wizard) could exist.

Kimera757 wrote:

I think an inquisitor is more thematic, but a witch hunter isn't really a class. An entire party of witch hunters (say, an inquisitor, a cleric, a paladin, a gunslinger, a wizard) could exist.

How about an inquisitor with the Black Powder Inquisition at first level? That an idea? I would need to spend my starting gold on a gun, though.

To be honest I'd probably just multiclass the two classes if I were you. Maybe first 3 or so levels as musket master then the rest as inquisitor?

I'd do 5 levels of gunslinger for DEX to damage.

Do 3 levels of trench fighter if you want Dex to damage. Inquisitor with black powder inquisition is pricey, but works. But really, you don't need to be a Witch Hunter (Inquisitor) to be a Witch Hunter (Character). You could be a Barbarian with rage powers against magic. Make a Spellslinger Wizard and focus on targeting witches.

Barbarians have a lot of good stuff for that too, with Superstition, Witch Hunter, and Spell Sunder. Not sure if that's what you're after, but just saying inquisitor isn't the only way you could go.

EDIT: Ninja'd by a wide margin. >_>

Trench Fighter combined with Inquisitor with the Black Powder Inquisition looks like it could disrupt Witches pretty good.

Me'mori wrote:
Witch Hunter?

I'm thinking of staying within Paizo's classes. That way it would avoid any conflict with GMs.

So from what I'm reading, here are some of my choices:

- Gunslinger (Musket Master)
- Inquisitor (Witch Hunter)
- Gunslinger (Musket Master) 5/Inquisitor (Witch Hunter) 15
- Add in 3 levels of Trench Fighter

The Chort wrote:
Not sure if that's what you're after, but just saying inquisitor isn't the only way you could go.

Maybe I should be more specific. I'll breakdown what I'm looking for both thematic and gameplay wise.

Thematic: I'm looking to build a bounty hunter/mercenary with a hatred for witches, specifically the Witches in Irrisen. He prefers to attack from a distance and with stealth using a musket.

Gameplay: What I'm looking for is a build that can reflect the concept. So he should be good with a musket and be able to do a lot of damage with it and fill out a sniper role in the party. He should also do even more damage to witches and any arcane spell using enemies.

So any other ideas?

As others have mentioned, 4 levels of barbarian, urban barbarian even to pump dex, will get you witch hunter rage power. Use a headband of havoc to increase the bonus another +1, and it'll help bring more damage.

If you want to be an actual inquisitor, a 5 level dip will hurt more than it helps.

I have a couple, and even a 2 level dip with mine hurt.

I would take a 1 level gunslinger dip at most, or just the black powder inquisition and not dip at all.

Bane is too good to delay more than a level or 2, even for a static +dex to damage.

TGMaxMaxer wrote:

If you want to be an actual inquisitor, a 5 level dip will hurt more than it helps.

I have a couple, and even a 2 level dip with mine hurt.

I would take a 1 level gunslinger dip at most, or just the black powder inquisition and not dip at all.

Bane is too good to delay more than a level or 2, even for a static +dex to damage.

It's not just for +dex to damage though, to my mind it'd be more for getting effective full attacks with a 2-handed firearm.

If it was me with that character concept I'd have the 3-5 levels of gunslinger for the (gattling) sniper element of the build and the rest of the levels as either inquisitor or ranger for the stealthy bounty hunting. Probably inquisitor because domains/inquisitions are cool and solo tactics seems like a great addition to the character, as well as wis to initiative and access to Follow Aura or Bloodhound (really funky spells).

Of course, I'd also be a dwarf for their innate defences against magic and for the dwarven gunsmith trope.

Not knowing the details of gunslingers, does the artifice domain's at-will mending ability help against alleviating the misfire worry of guns? I see that the dancing weapon property can't be used on ranged weapons but you can trade it for a supernatural ranger trap of your choice by taking the trap subdomain, which could also fit in with the character concept?

If you are looking for a bounty hunter type character, ranger might work. I think there is a gun-based ranger archetype, and the favored enemy could target the most common race the gm throws witch for you, and have favored terrain cold for irrisen

If you are thinking about using a two-handed firearm it is really hard to make any choice other than 3 levels in Gunslinger (Musket Master). It is really the only viable way you are going to get to be able to make full attacks with a two-handed fire arm.

I would also caution you about mixing up the idea of a witch hunter profession in gameplay and a class or archetype that says witch hunter.

Let's take a look at the Witch Hunter archetype and see if it really helps you hunt you some witches.

Spell Sage: You lose Monster Lore and can identify spells being cast better. Here's the thing though, you don't care what the spell is. You just care that they are casting. Ready an action against the suspected witch spellcasting and drop a huge hit on them and they will have a tough time getting that spell off (and you did a bunch of damage). This is generally a bad trade for you.

Knowledgeable Defense: Here is the payoff for the extra ability to identify spells. sometime you get a small bonus to resist that spell. As above, if you disrupt the spell with a crap ton of damage, I guarantee you will make a save against it (as they weren't able to cast it). Very small benefit and you lose some of the abilities I would think would make you most iconic as a witch hunting inquisitor. Discern Lies for example. I can see you using that in a village to help ferret out witches.

Spell Scent: This is pretty thematic, I actually like it. But I can't think of too many times it will make a big difference in the game. Typically you are going to find the witches you are facing. At least in the Reign of Winter.

Witch's Bane Judgement: This seems really thematic until you start looking at how it actually plays out. You can use it to make arcane casters within 30 feet (remember wanting to use the long range weapon?) get a -2 AC and -2 on saves vs you. But you probably aren't casting spells on them, so the saves don't help. And if you just use the +3 to hit you get to ALL creatures from the Justice Judgement (+4 at the next level). So it doesn't really make you any better at hunting witches than you were with out it.

On balance, I would stear clear of the Witch Hunter archetype if you want to be a Witch Hunter in gameplay. It won't make you any better at your job of hunting witches. it is pretty much just a name tag.

I think an inquisitor is more thematic, but a witch hunter isn't really a class. An entire party of witch hunters (say, an inquisitor, a cleric, a paladin, a gunslinger, a wizard) could exist.
Pathfinder wotch hunter

They are particularly skilled at using their divine magic to attack and weaken witches, exploiting their vulnerabilities with precision and strength. Another key aspect of the Pathfinder Witch Hunter is their knowledge of witchcraft. They have a deep understanding of both the light and dark sides of witchcraft, allowing them to identify and counter spells and curses used by witches. This expertise gives them a crucial advantage when engaging with witches, allowing them to anticipate and neutralize their magical attacks. The Pathfinder Witch Hunter is not just a solitary fighter. They often work in teams or are part of larger organizations dedicated to eradicating witchcraft. These groups share information and resources, allowing them to coordinate their efforts and effectively combat the witches they encounter. Overall, the Pathfinder Witch Hunter is a powerful and specialized class in the Pathfinder RPG. They bring a unique set of skills and abilities to the table, making them essential in the fight against witches and other magical threats. Their expertise in divine magic, combat skills, and knowledge of witchcraft make them formidable adversaries for any witch who crosses their path..

Reviews for "Confronting the Coven: A Pathfinder Witch Hunter's Tale"

1. Sarah - 1 star - I was really disappointed with "Pathfinder Witch Hunter". The story was confusing and all over the place, making it hard to follow. The characters were bland and lacked depth, making it impossible for me to connect with any of them. The action scenes were poorly executed and felt forced. Overall, I found the whole experience to be underwhelming and a waste of my time. I would not recommend this book to anyone looking for a gripping fantasy read.
2. James - 2 stars - Unfortunately, "Pathfinder Witch Hunter" fell short of my expectations. While the concept of witches and witch hunters intrigued me, the execution left much to be desired. The pacing was uneven, with long periods of slow development followed by rushed and unresolved plotlines. The world-building was lacking, leaving me with many unanswered questions. Additionally, the dialogue felt unnatural and awkward. Overall, the book had potential, but it failed to deliver a satisfying reading experience.
3. Emily - 1 star - "Pathfinder Witch Hunter" was a complete letdown for me. The writing style was dry and not engaging, making it difficult to stay interested in the story. The main character was poorly developed, making it hard for me to care about their journey. The plot was predictable, and the twists felt forced and poorly executed. I was hoping for an exciting and immersive fantasy adventure, but all I got was a lackluster and forgettable read. I would not recommend this book to anyone seeking an enjoyable reading experience.
4. Michael - 2 stars - As a fan of the fantasy genre, I had high hopes for "Pathfinder Witch Hunter," but unfortunately, it didn't meet my expectations. The pacing was inconsistent, with slow-moving sections that lost my interest. The world-building felt incomplete, leaving many details unexplained. The dialogue was stilted and lacked authenticity, making it difficult to believe in the characters and their interactions. While there were some intriguing ideas, the execution fell short, resulting in a mediocre read. I would caution fantasy enthusiasts to approach this book with caution.

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