TEXT: #12
  The WiTch hunTer ii
  (neW hybrid class)
  
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  Player Paraphernalia #12 The Witch Hunter II (New Hybrid Class)  ©2015, The Knotty-Works, Author: John 
  Buckley
  Some artwork copyrighted by Avalon Games, used with permission.
  d20pfsrd.com. © 2010, John Reyst. 
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  1
  Player ParaPhernalia #12
  By the Knotty-Works
  Welcome to the twelfth issue of Player 
  Paraphernalia, a hodge podge of character ideas 
  and alternate rules that may be used with the 
  Pathfinder Roleplaying Game (Paizo, Inc©).  Last 
  issue the Witch Hunter as a new base class was 
  introduced.  This issue is offering another version 
  of the Witch Hunter as a new hybrid class based 
  off of the inquisitor and ranger.  Where the last 
  Witch Hunter class was specifically geared to battle 
  witches and summoners, this class focuses more on 
  those that employ arcane magics on a regular basis.
  The Witch Hunter
  Magic is a supernatural energy that permeates and 
  infuses everything it comes in contact when released 
  in the form of a spell or spell-like effect.  There are 
  those that have become sensitive to such energies 
  and have learned to detect them long after the 
  energies have actually been called forth.  Although 
  most with such sensitivities live in relative obscurity 
  and isolation, there are those that have decided 
  to turn that gift into a profession or even a cause.  
  These are the witch hunters.
  Magic is power, and for many such power easily 
  corrupts their very souls and tempts them down a 
  long dark path.  It is those that would harness such 
  powers for the purpose of evil that the witch hunter 
  thrives.
  Role:  The witch hunter works well with others that 
  have a mission of divine favor, particularly to hunt 
  down and eradicate evil with a magical bent to it.  
  Most witch hunters will find cooperation with actual 
  witches unacceptable unless there is sufficient reason 
  to so do.  Witch hunters may tolerate other types of 
  spell casters but find such an experience distasteful 
  overall and long term associations are very rare.  
  The witch hunter is uniquely gifted to take on 
  witches and other arcane enemies while their divine 
  connection may also grant some assistance to other 
  divine characters.  Witch hunters are not as efficient 
  in combat as other martial characters but can 
  typically hold their own against common foes as long 
  as the opposing forces are not overwhelming.
  Parent Classes:  Inquisitor and Ranger
  Alignment:  A witch hunter may be of any 
  alignment.
  Hit Dice: d8
  Starting Wealth:  4d6 × 10 gp (average 140 gp.) In 
  addition, each character begins play with an outfit 
  worth 10 gp or less.
  Class Skills
  Bluff, Climb, Craft, Disguise, Heal, Intimidate, 
  Knowledge (arcana), Knowledge (dungeoneering), 
  Knowledge (geography), Knowledge (nature), 
  Knowledge (planes), Knowledge (religion),Perception,  
  Profession, Ride, Sense Motive, Spellcraft, Survival, 
  Swim
  Skill Ranks per Level:  6 + Int modifier
  Weapon and Armor Proficiencies:  The witch hunter 
  is proficient with simple and martial melee and 
  thrown weapons, simple ranged weapons, the bola, 
  lasso, net, and whip.  The witch hunter is proficient 
  with light and medium armor and light shields.
  Arcane Sense (Ex):  Witch Hunter gains a +2 
  bonus to knowledge, perception, spellcraft, and 
  survival checks when dealing with arcane energies 
  and opponents that cast arcane spells or spell-
  like effects.  For purposes of this ability, any spell 
  found on the Sorcerer/Wizard spell list as well as 
  hexes are considered an arcane energy effect.  When 
  engaging an opponent that casts arcane spells, spell-
  like abilities, or hexes, the witch hunter gains a +2 
  circumstance bonus to hit and damage with melee 
  and thrown weapons.  This bonus increases by +2 
  at 5th level and every 5 levels thereafter for both skill 
  checks and attack and damage bonuses.
  At 1st level the witch hunter can actively try to sense 
  whether or not arcane energies have been used 
  in the immediate area (within 10 feet of the witch 
  hunter) within the last hour by making a perception 
  check.  The DC is 20 - the spell level of the effect.  
  In addition, if the witch hunter does detect the tell-
  tale signs of arcane energies he can then make a 
  spellcraft check to determine the type (school) of 
  energy that was used.  The DC for this check is 10 
  plus the spell level of the effect.
  Mistrusting Mind (Ex):  The witch hunter gains a 
  morale bonus to Sense Motive checks equal to ½ his 
  class level (minimum of 1).
  In addition, the witch hunter may make a 
  perception check to determine the presence of 
  an illusion (figment and glamer) effect within 
  
  2
  10 feet of him with a 
  DC equal to 10 plus 
  the spell level of the 
  illusionary effect.  This 
  ability does not allow 
  the witch hunter to 
  identify the illusion 
  or automatically 
  disbelieve it, but he 
  does gain a “feeling” 
  that something within 
  arm’s reach just 
  doesn’t feel right.
  Track (Ex):  The witch 
  hunter adds ½ his 
  class level (minimum of 
  1) to all Survival skill 
  checks made to follow 
  tracks.
  If the individual(s) 
  being tracked are 
  actively using magic 
  (either as an effect or 
  an active magic item 
  with a moderate or 
  strong aura), he gains 
  an additional +1 bonus 
  per two levels of effect 
  being used (minimum 
  of 1), +2 if actively 
  using magic items with 
  a moderate aura, and 
  +4 if actively using 
  magic items with a strong aura.  The magical effect 
  being used must have a duration of at least one hour 
  or more and used within the past 24 hours within the 
  witch hunter’s survival check.
  Hunting Prowess:  At 2nd level and every third level 
  thereafter, the witch hunter may choose one of the 
  following hunter’s gifts.  These features allow to witch 
  hunter to go down his own unique path, focusing 
  on certain abilities as he progresses in experience.  
  Unless otherwise noted, no gift may be chosen more 
  than once and some gifts may require the witch 
  hunter to have achieved a specific level before he may 
  choose the gift.
  Caster’s Bane (Ex):  The witch hunter may threaten 
  enemy spellcasters within reach while wielding 
  a melee weapon if he has at least one attack of 
  opportunity available.  The DC to cast a spell on the 
  defensive for the enemy caster increases by a number 
  of points equal to ½ the witch hunter’s class level.
  Hunter’s Zeal (Su):  The battle against the dark arts 
  fills the witch hunter with a supernatural zeal to 
  vanquish his foe.  The witch hunter may use 
  this ability once per day for every three class 
  levels (minimum of 1)he possesses, initiating it as a 
  swift action.  The effect lasts for the duration of the 
  combat as long as the witch hunter is participating.  
  If the witch hunter becomes incapacitated (any effect 
  that would prevent the witch hunter from attacking) 
  then he may not gain the benefit from the chosen 
  zeal, though it is still available if he can begin 
  participating again during the encounter.
  Formidable:  The witch hunter gains a +1 insight 
  bonus to his armor class.  This bonus increases 
  by +1 for every five levels possessed by the witch 
  hunter.
  Fortitude:  The witch hunter gains a DR 1/magic 
  while this zeal is in effect.  This bonus increases 
  by one for every five levels possessed by the witch 
  hunter.  At 10th level the witch hunter may change 
  the DR from magic to an alignment that is opposed 
  to his alignment.  A neutral witch hunter does not 
  gain the ability to gain aligned DR.
  Health:  The witch hunter is energized and gains 
  fast healing 1 while the witch hunter is conscious 
  and the zeal is in effect.  The rate of healing 
  increases by one for every five levels possessed 
  by the witch hunter.
  Witch Hunter Progression Table
  Level
  Base 
  Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Spells Per Day
  1st
  2nd
  3rd
  4th
  1
  +0
  +2
  +0
  +2
  Arcane Sense, 
  Mistrusting Mind, Track
  —
  —
  —
  —
  2
  +1
  +3
  +0
  +3
  Hunting Prowess
  —
  —
  —
  —
  3
  +2
  +3
  +1
  +3
  1st Arcane Resistance
  —
  —
  —
  —
  4
  +3
  +4
  +1
  +4
  Bonus Feat
  0
  —
  —
  —
  5
  +3
  +4
  +1
  +4
  Hunting Prowess
  1
  —
  —
  —
  6
  +4
  +5
  +2
  +5
  Arcane Bane
  1
  —
  —
  —
  7
  +5
  +5
  +2
  +5
  Bonus Feat
  1
  0
  —
  —
  8
  +6/+1
  +6
  +2
  +6
  Hunting Prowess, 2nd 
  Arcane Resistance
  1
  1
  —
  —
  9
  +6/+1
  +6
  +3
  +6
  Greater Arcane Sense
  2
  1
  —
  —
  10
  +7/+2
  +7
  +3
  +7
  Bonus Feat
  2
  1
  0
  —
  11
  +8/+3
  +7
  +3
  +7
  Hunting Prowess
  2
  1
  1
  —
  12
  +9/+4
  +8
  +4
  +8
  Arcane Fortitude
  2
  2
  1
  —
  13
  +9/+4
  +8
  +4
  +8
  Bonus Feat, 3rd Arcane 
  Resistance
  3
  2
  1
  0
  14
  +10/+5
  +9
  +4
  +9
  Hunting Prowess
  3
  2
  1
  1
  15
  +11/+6/+1
  +9
  +5
  +9
  Greater Arcane Bane
  3
  2
  2
  1
  16
  +12/+7/+2
  +10
  +5
  +10
  Bonus Feat
  3
  3
  2
  1
  17
  +12/+7/+2
  +10
  +5
  +10
  Hunting Prowess
  4
  3
  2
  1
  18
  +13/+8/+3
  +11
  +6
  +11
  4th Arcane Resistance
  4
  3
  2
  2
  19
  +14/+9/+4
  +11
  +6
  +11
  Bonus Feat
  4
  3
  3
  2
  20
  +15/+10/+5
  +12
  +6
  +12
  Hunting Mastery
  4
  4
  3
  3
  
  3
  Indomitable:  The witch hunter gains a +1 insight 
  bonus to all saving throws while this zeal is in 
  effect.  This bonus increases by +1 for every five 
  class levels possessed by the witch hunter.  At 
  10th level this bonus is doubled against curses and 
  hexes.
  Scourge:  The witch hunter’s weapon is treated 
  as magic for purposes of overcoming damage 
  reduction.  If the witch hunter is 6th level or higher, 
  he may also treat his weapon as aligned (having 
  at least one aspect of the witch hunter’s own 
  alignment) as well.  If the witch hunter is neutral he 
  cannot treat his weapon as aligned.
  At 12th level the witch hunter may treat his weapon 
  as admantine and cold iron at 15th level.
  Vengeance:  The witch hunter gains a +1 insight 
  bonus to all attack rolls.  This bonus increases 
  by +1 for every five levels possessed by the witch 
  hunter.
  Wounding:  The witch hunter gains a +1 insight 
  bonus to all damage attacks.  This bonus increases 
  by +1 for every five levels possessed by the witch 
  hunter.
  The witch hunter may switch between the type of zeal 
  as a swift action.
  Once the witch hunter takes this ability he qualifies 
  for feats that require the inquisitor’s judgment class 
  ability treating the witch hunter’s Zeal equivalent to 
  the inquisitor’s judgment.
  Martial Prowess(Ex):  The witch hunter may choose 
  one of the following feats as a bonus feat when this 
  ability is chosen.  Combat Expertise, Deadly Aim, 
  Improved Unarmed Strike, Mounted Combat, Power 
  Attack, Precise Shot, Rapid Shot, Two Weapon 
  Fighting, or Weapon Focus.  The witch hunter 
  does not have to meet any prerequisites normally 
  associated with the feat.
  The witch hunter may take this ability more than 
  once, selecting another feat from the list given.
  Hunter’s Bond (Ex):  The witch hunter gains a special 
  bond that may be with either an animal companion 
  or his traveling companions and must be selected 
  with this ability is chosen.
  If an animal companion is chosen, the witch hunter 
  may choose an animal normally granted to a druid 
  through the Nature Bond class ability, treating 
  the witch hunter’s effective level as three less than 
  his actual level.  In addition to the normal abilities 
  granted to the animal as a companion, it also gains 
  the same bonuses granted to the witch hunter for the 
  Arcane Senses class ability.
  If the witch hunter chooses to bond with his 
  companions, he may grant all allies within 30 feet 
  that can see and hear the witch hunter, half of the 
  attack bonuses granted for his Arcane Senses as a 
  move action against a single target.  The effect lasts 
  for a number of rounds equal to the witch hunter’s 
  Wisdom modifier (minimum of 1).  This bonus does 
  not stack with other bonuses granted from other 
  witch hunters or the effect of the favored enemy class 
  ability of the ranger for the same target.
  The witch hunter must be at least 5th level before he 
  may choose this ability and this ability may only be 
  taken once.
  Greater Zeal (Su):  The witch hunter may take this 
  ability at 8th level as long as he has already taken the 
  Hunter’s Zeal ability.  This ability allows the witch 
  hunter to select two different zeal abilities to initiate 
  at one time rather than just one as a swift action.  He 
  may change one of them as a swift action as desired. 
  Martial Mastery (Ex):  The witch hunter must have 
  chosen the Martial Prowess once before he may 
  select this ability.  This ability allows the witch 
  hunter to choose one of the following as a bonus 
  feat:  Clustered Shots, Deflect Arrows, Focused 
  Shot, Furious Focus, Greater Weapon Focus, 
  Improved Disarm, Improved Feint, Improved Grapple, 
  Improved Trip, Improved Two Weapon Fighting, 
  Mounted Archery, Perfect Strike, Ride-By Attack, 
  Stunning Fist, Trample, Vital Strike, and Weapon 
  Specialization.  The witch hunter does not have to 
  meet any prerequisites other than any feat listed 
  under the martial prowess ability.
  The witch hunter must be at least 8th level to take 
  this ability and he may take this ability multiple 
  times, choosing another feat each time this ability is 
  chosen.
  Arcane Prowler (Ex):  The witch hunter must be at 
  least 11th level before he can choose this ability.  This 
  ability allows the witch hunter to denote a single 
  arcane magic user or creature with one or more spell-
  like abilities within his line of sight as his target.  
  Once targeted, the witch hunter may automatically 
  take 10 on his Survival skill checks when tracking 
  the target while moving at his normal speed without 
  penalty.  The witch hunter also gains a +2 insight 
  bonus on attack and damage rolls against the target 
  while this ability is in effect and critical threats are 
  automatically confirmed.
  The witch hunter may only target one arcane user or 
  creature at a time.
  Ultimate Zeal (Su):  The witch hunter may take this 
  ability at 14th level as long as he has already taken 
  the Greater Hunter’s Zeal ability.  This ability 
  allows the witch hunter to select three different 
  
  4
  zeal abilities to initiate at one time rather than just 
  one as a swift action.  He may change one of them as 
  a swift action as desired.
  Zealot (Ex):  The witch hunter must have the Hunter’s 
  Zeal ability and be at least 17th level to take this 
  ability.  The witch hunter is treated as five levels 
  higher for one of the zeals initiated in regards to the 
  bonus gained.  Once the zeal is enhanced by this 
  ability, the witch hunter cannot change that zeal for 
  the duration of the encounter.
  Arcane Resistance (Su):  The witch hunter 
  gains resistance to magics from specific school 
  (enchantment, evocation, etc.) at 3rd level.  This 
  grants him a +2 bonus to any saving throws versus 
  spells cast on the witch hunter from the school 
  selected.
  At 8th level and every five levels thereafter the witch 
  hunter may choose another school to gain the +2 
  bonus.  In addition, he may choose a previous school 
  chosen at a lower level, and gain a cumulative +2 
  bonus as well.  If the bonus is +4 or greater, the 
  witch hunter also gains the ability to completely 
  avoid the effects of a spell that normally still affects 
  a target makes a successful saving throw (similar to 
  the ranger’s Evasion class feature but is not limited 
  to spells that only cause damage or require Reflex 
  saving throws).
  Bonus Feat (Ex):  The witch hunter may select a 
  Combat or Teamwork feat as a bonus feat at 4th level.  
  He must still qualify for the feat by meeting all of the 
  prerequisites for the feat.  The witch hunter gains an 
  additional bonus feat every 3rd level thereafter (7th, 
  10th, 13th, etc.).
  Spells:  The witch hunter gains the ability to cast 
  divine spells from the witch hunter list beginning 
  at 4th level.  The witch hunter must meditate for an 
  hour at the beginning of each day and select the 
  spells desired for the day during this time.  He may 
  choose any spell on the witch hunter spell list while 
  preparing his spells.
  The witch hunter must have a wisdom of at least 10 + 
  the spell level in order to cast the spell.  He does gain 
  bonus spells based on his Wisdom as listed in the 
  Pathfinder Roleplaying Game Core Rule BookTM Ability 
  Modifiers and Bonus Spells table.  The witch hunter’s 
  effective caster level is equal to his class level - 3.
  Arcane Bane (Su):  Beginning at 6th level, the witch 
  hunter may grant his weapon effects of the Bane 
  special ability as a swift action for a total number of 
  rounds per day equal to his level.  These rounds do 
  not have to be consecutively used and the effect may 
  be ended as an immediate action as desired.
  When activated, the witch hunter must choose 
  the creature type (and subtype for humanoids 
  and outsiders and the creature must have at least 
  one spell-like or supernatural ability) or he may 
  choose arcane magic targets.  This allows the witch 
  hunter to gain the +2 enhancement bonus to the 
  weapon and additional 2d6 points of damage anyone 
  that casts arcane spells or uses spell-like abilities.  
  He may change the target type as a swift action as 
  desired, but if the weapon is dropped or taken from 
  the witch hunter, the effect automatically ends.
  If this effect is used on a weapon that already has 
  the Bane special ability, the original Bane affect is 
  suppressed for the duration of this ability.
  Greater Arcane Sense (Ex):  At 9th level the witch 
  hunter’s arcane sense allows him to detect the 
  presence of arcane residue that has been generated 
  within the past 24 hours.  In addition, he may 
  attempt to determine the relative level / hit dice of 
  the caster by making a spellcraft check with a DC of 
  15 plus the spell level of the spell or spell-like ability.
  Arcane Fortitude (Su):  The witch hunter gains spell 
  resistance equal to ½ his class level for spells or spell 
  like effects from those schools that he has gained 
  Arcane Resistance (see above) once he attains 12th 
  level.
  Greater Arcane Bane (Su):  The damage caused by 
  the Bane effect increases from 2d6 to 4d6 points of 
  damage.
  Hunting Mastery (Su):  When the witch hunter 
  reaches 20th level his skills at hunting those that use 
  magics for their own evil ends reach their peak and 
  he gains the following abilities.  The witch hunter 
  may move at his full speed while using his Survival 
  skill to track others without penalty.  When following 
  the scent of magic he may even detect the residue 
  left behind by magic items with faint auras and 
  the bonus to track spell or spell like effects with a 
  duration longer than an hour increase to +2 per spell 
  level.
  The witch hunter may also smite an opponent 
  wielding arcane energies.  The witch hunter may 
  make a single attack as a standard action against 
  a single opponent that casts arcane spells, spell-
  like abilities, or hexes at his full attack bonus.  If 
  the attack is successful, the opponent must make a 
  Fortitude saving throw or be instantly slain.  The DC 
  for this saving throw is 10 + half the witch hunter’s 
  class level + the witch hunter’s wisdom modifier.  The 
  witch hunter may choose to cause non-lethal damage 
  equal to the opponent’s hit points instead if desired.  
  If the opponent succeeds with the saving throw, only 
  normal lethal damage will be caused instead.  The 
  witch hunter may use this ability a number of times 
  per day equal to his wisdom modifier and once it 
  
  5
  is used against a particular foe it cannot be used on 
  that opponent again for 24 hours.
  Witch Hunter Spell List
  1st Level: Abundant AmmunitionUC, Alarm, Animal 
  Messenger, Animal Purpose TrainingACG, Ant HaulAPG, 
  Bane, BowstaffUC, Call AnimalAPG, Cause Fear, 
  Cloak of ShadeAPG, Command, Compel HostilityUC, 
  Comprehend Languages, Dancing LanternAPG, 
  Deadeye’s LoreUC, Detect AberrationAPG, Detect Chaos/
  Evil/Good/Law, Detect Magic, Detect Poison, Detect 
  Snares and Pits, Diagnose DiseaseUM, Disguise Self, 
  Doom, Endure Elements, Forced QuietUM, GlideAPG, 
  Gravity BowAPG, Heightend AwarenessACG, Hex WardUM, 
  Horn of PursuitUM, Invisibility AlarmACG, Jump, 
  Keen SensesAPG, Know the EnemyUM, Lead BladesAPG, 
  Liberating CommandUC, LinebreakerARG, Lock GazeUC, 
  LongshotUC, Longstrider, Magic Weapon, Negate 
  AromaAPG, Pass without Trace, Persuasive GoadUM, 
  Read Magic, Refine Improvised WeaponACG, Remove 
  Fear, Residual TrackingAPG, Resist Energy, Returning 
  WeaponUC, Shield of FortificationACG, Stunning 
  BarrierACG, ThunderstompACG, Tireless PursuitAPG, 
  Unerring WeaponUC, Wartrain MountUM, WrathAPG
  2nd Level: Accelerate PoisonAPG, Acute SensesUM, 
  Align Weapon, Ant Haul [Communal]UC, Arrow 
  EruptionAPG, Badger’s FerocityUM, Blood ScentARG, 
  BloodhoundAPG, Brow GasherUC, Bullet WardACG, 
  Campfire WallAPG, Chameleon StrideAPG, ConfessAPG, 
  Cure Light Wounds, Darkness, Delay DiseaseARG, 
  Delay PainUM, Delay Poison, Discovery TorchUC, 
  Eagle EyeAPG, Effortless ArmorUC, Endure Elements 
  [Communal]UC,  Enthrall, Find Traps, Focused 
  ScrutinyACG, Follow AuraAPG, Hide CampsiteAPG, 
  Hunter’s EyeAPG, Improve TrapARG, Inflict Light 
  Wounds, InterrogationUM, Invisibility, Knock, Locate 
  WeaknessUC, Perceive CuesAPG, Protection from 
  Chaos/Evil/Good/Law, Protection from Energy, 
  Protective SpiritAPG, Reloading HandsUC, Remove 
  Paralysis, Returning Weapon [Communal]UC, Ricochet 
  ShotUC, See Invisibility, Shield Other, Silence, Snare, 
  Tongues, True Strike, Undetectable Alignment, 
  Versatile WeaponAPG, Weapon of AweAPG, Web 
  ShelterUM, Zone of Truth
  3rd Level:  Adjustable DisguiseACG, Align Weapon 
  [Communal]ACG, Arcane Sight, Banish SeemingAPG, 
  Battle TranceARG, Blessing of the MoleUM, Burst 
  of SpeedUC, Cast OutAPG, CastigateAPG, Chameleon 
  Stride [Greater]ACG, Cloak of WindsAPG, Continual 
  Flame, Coordinated EffortAPG, Countless EyesUM, 
  Cure Moderate Wounds, Darkvision, Daybreak 
  ArrowUC, Daylight, Deeper Darkness, Delay Poison 
  [Communal]UC, Dimensional Anchor, Disguise 
  OtherUM, Eldritch FeverUM, Flames of the FaithfulAPG, 
  Ghostly DisguiseUM, Heroism, Hold Person, Inflict 
  Moderate Wounds, Invisibility Purge, Keen Edge, 
  Life BubbleAPG, Longstrider [Greater]ACG, Magic 
  Weapon [Greater], Named BulletUC, Neutralize 
  Poison, Obscure Object, Protection from Chaos/Evil/
  Good/Law [Communal]UC, Protection from Energy 
  [Communal]UC, Remove Disease, Repel Vermin, 
  Resist Energy [Communal]UC, Restoration [Lesser], 
  RetributionAPG, Righteous VigorAPG, Sacred BondAPG, 
  Shield of Fortification [Greaer]ACG, Spell Immunity, 
  Spiritual Weapon, Stunning Barrier [Greater]ACG, 
  Thunderstomp [Greater]ACG, Tireless PursuersAPG, 
  WitnessUM
  4th Level:  Aura SightACG, Battlemind LinkUM, Bow 
  SpiritAPG, Break Enchantment, Command [Greater], 
  Coward’s LamentAPG, Cure Light Wounds [Mass], 
  Cure Serious Wounds, Curse of Magic NegationUM, 
  Darkvision [Communal]UC, Darkvision [Greater]UM, 
  Death Ward, Detect Scrying, Discern Lies, Dismissal, 
  Dispel Magic, Enchantment FoilACG, Fear, Fearsome 
  DuplicateARG, Find QuarryUC, Force RepentanceAPG, 
  Freedom of Movement, Healing WarmthARG, Hold 
  Monster, Inflict Serious Wounds, Invisibility [Greater], 
  Locate Object, Magic Circle vs. Chaos/Evil/Good/
  Law, Named Bullet [Greater]UC, Nondetection, 
  Persistent VigorACG, Planeslayer’s CallACG RebukeAPG, 
  Remove Curse, Restoration, Spell Immunity 
  [Communal]UC, Stoneskin, Terrible RemorseUM, True 
  Seeing, Unwilling ShieldAPG
  ACG Advanced Class Guide
  APG Advanced Player’s Guide
  ARG Advanced Race Guide
  UC  Ultimate Combat
  UM  Ultimate Magic
  New Feats
  Extra Hunter’s Prowess
  You have unlocked one additional skill in your fight 
  against the dark arts.
  Prerequisites:  Hunter’s Prowess class ability
  Benefits:  You gain one additional hunter’s prowess 
  class ability.  You must meet all of the prerequisites 
  for the ability chosen.
  Special:  you can take Extra Hunter’s Prowess 
  multiple times.
  Zealot’s Blessing
  You have learned to strengthen your zealous energies 
  when engaging those that practice the dark arts.
  Prerequisites:  Hunter’s Zeal ability chosen from the 
  Hunter’s Prowess class feature
  Benefits:  You gain 2 additional daily uses of your 
  Hunter’s Zeal ability.
  Special:  You may choose this feat multiple times, 
  gaining two additional uses per day.
  
  6
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SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Knotty-Works/Player Paraphernalia 12 - The Witch Hunter II (Hybrid Class).pdf