An Empty Throne
Talents marked with an asterisk add effects to a Witchfinder’s devoted strike. Only one of these talents can be applied to an individual attack and the decision must be made before the attack roll is made.
Bias Against the Arcane (Ex): The Witchfinder gains a + 4 bonus (unnamed) to all saving throws against arcane spells and spell-like abilities. (Unless otherwise defined, spells drawn from arcane spell-caster class lists are considered arcane spells, and the spell-like abilities of creatures able to cast arcane spells are considered arcane spell-like abilities.) If the class gains a bonus from an arcane spell, spell-like ability, or a supernatural ability from a class that grants arcane spells, he received only half its numerical value (minimum + 0).
Bias Against the Divine (Ex): The Witchfinder gains a + 4 bonus (unnamed) to all saving throws against divine spells and spell-like abilities. (Unless otherwise defined, spells drawn from divine spell-caster class lists are considered divine spells, and the spell-like abilities of creatures able to cast divine spells are considered divine spell-like abilities.) If a Witchfinder gains a bonus from a divine spell, spell-like ability, or a supernatural ability from a class that grants divine spells, he received only half its numerical value (minimum + 0).
Burly (Ex): The Witchfinder is immune to reductions to his Strength from any poison, disease, curse, spell, spell-like ability, or supernatural ability. If the Strength drain is caused by a power or ability that deals other kinds of damage or causes some other penalty, the Witchfinder suffers those additional effects normally. The Witchfinder still suffers the normal penalty to Strength from being fatigued or exhausted as a result of non-magical exertion.
Canny Eye (Ex): Whenever the Witchfinder sees a creature use a spell, spell-like ability, or supernatural ability he may make a Perception check (DC 10 + creature’s level or hit dice) to determine what ability score modifier of the creature adds to the save DC of the spell, spell-like ability, or supernatural ability.
Casterbane (Ex): The Witchfinder gains a + 4 bonus (unnamed) to all dispel checks made with the spellbane or cursebreaker abilities. A Witchfinder must be at least 5th level to select this talent.
Confining Blow (Su): If the Witchfinder hits a foe with a confining blow, he immediately makes a single dispel check (1d20 + class level) against all transmutation (polymorph) spells or spell-like abilities and abilities that function as transmutation (polymorph) spells (including the change shape supernatural ability) the target has in effect. On a successful check, the polymorph abilities end and the target cannot change form again through any means for 1 round per Witchfinder level.
Dedicated Smite (Su): If the Witchfinder also has levels of paladin, he may add some Witchfinder levels to his effective paladin level for purposes of the smite evil ability. He may add a number of Witchfinder levels he possesses no greater than the number of paladin levels he has. Thus a 4th level paladin/4th level Witchfinder has an effective paladin level of 8 for smite evil, but a 1st level paladin/8th level with hunter has an effective paladin level of 2 for smite evil.
Devout Training: The Witchfinder may take one of the following feats as a bonus feat. The Witchfinder must meet all the feat’s prerequisites. Alertness, Armor Proficiency, Heavy, Bleeding Critical, Blind-Fight, Blinding Critical, Critical Focus, Deafening Critical, Diehard, Endurance, Exhausting Critical, Extra Devotion, Greater Weapon Focus, Improved Iron Will, Improved Vital Strike, Iron Will, Self-Sufficient, Sickening Critical, Staggering Critical, Step Up, Stunning Critical, Tiring Critical, Vital Strike.
Distracting Wound (Ex): If the Witchfinder hits a target with a distracting wound, it becomes more difficult for the target to cast spells. The target must make a concentration check with a DC of (10 + Witchfinder’s level) to cast any spell. This effect lasts for one round per three full Witchfinder levels. A Witchfinder must be at least 4th level to select this talent.
Dauntless (Ex): Though the Witchfinder feels fear, he does not allow it to prevent him from pressing forward. When the Witchfinder is under the effects of the frightened or panicked conditions, he acts as if he was only shaken. The Witchfinder never suffers fear penalties more severe than shaken, no matter the level of fear he suffers.
Intimidating Dedication (Ex): The Witchfinder may add his Wisdom modifier in addition to his Charisma modifier to Intimidate checks.
Liberating Blow (Su): If the Witchfinder hits a foe with a liberating blow, he immediately makes a single dispel check (1d20 + class level) against all enchantment (charm) spells or spell-like abilities the target has cast on other creatures. On a successful check, the enchantments end.
Magic Resistance (Ex): The Witchfinder takes 2 hit points less damage from all spells and spell-like abilities (minimum 0). Additionally, when the Witchfinder is the target of an ability drain or ability damage, he takes 1 point less drain or damage (minimum 0).
Revealing Blow (Su): If the Witchfinder hits a foe with a revealing blow, he immediately makes a dispel check (1d20 + class level) against any illusion spell or spell like ability on the target. On a successful check, the illusions end.
Scorpion Strike (Ex): If a scorpion strike hits, the target must make a Fortitude save (DC 10 + the Witchfinder’s level + the Witchfinder’s Wisdom modifier) or have its base land speed reduced by 5 feet for a number of rounds equal to the Witchfinder’s Wisdom modifier (minimum 1 round).
Shrewd Defense (Ex): A Witchfinder in light armor or no armor may add his Wisdom modifier (to a maximum of half his class level) to his AC and his CMD. This bonus (type?) to AC applies even against touch attacks or when the Witchfinder is flat-footed. He loses this bonus when he is immobilized or helpless, if he carries a shield, or if he carries a medium or heavy load.
Shrewd Shots (Ex): A Witchfinder may use his Wisdom bonus, rather than his Dexterity bonus, to add to ranged attack rolls.
Shrewd Strikes (Ex): A Witchfinder may use his Wisdom bonus, rather than his Strength bonus, to add to melee attack rolls.
Unafflicted (Ex): The Witchfinder gains a + 2 bonus (Unnamed) to saving throws against all afflictions (curses, diseases, and poisons).
Witch Bane (Ex): The Witchfinder gains a + 1 bonus (Unnamed) to weapon attack rolls made against witches, and a successful attack deals an additional 2d6 hit points of damage.