TEXT: 1
  9 Witch hunter Feats
  #1 With a Bullet Point
  	
  One	Idea.	One	Page.	One	Dollar.
  	
  Sometimes	rules	supplements	read	like	the	world-setting	bible	of	frustrated	novelists.	
  While	solid	world-building	is	a	useful	skill,	you	don’t	always	need	four	paragraphs	of	
  flavor	text	to	tell	you	swords	are	cool,	magic	is	power,	shadows	are	scary,	and	orcs	
  are	savage.	Sometimes	a	GM	doesn’t	have	time	to	slog	through	a	page	of	history	for	
  every	magic	weapon.	Sometimes	all	that’s	needed	are	a	few	cool	ideas,	with	just	
  enough	information	to	use	them	in	a	game.	Sometimes,	all	you	need	are	bullet	
  points.
   
  #1 With A Bullet Point is	a	line	of	very	short,	cheap	PDFs	each	of	which	gives	
  the	bare	bones	of	a	set	of	related	options.	It	may	be	five	spells,	six	feats,	eight	
  magic	weapon	special	abilities,	or	any	other	short	set	of	related	rules	we	can	
  cram	into	about	a	page.	Short	and	simple,	these	PDFs	are	for	GMs	and	players	
  who	know	how	to	integrate	new	ideas	into	their	campaigns	without	any	
  hand-holding,	and	just	need	fresh	ideas	and	the	rules	to	support	them.	
  No	in-character	fiction	setting	the	game	world.	No	charts	and	tables.	
  No	sidebars	of	explanations	and	optional	rules.	Just	one	sentence	of	
  explanation	for	the	High	Concept	of	the	PDF,	then	bullet	points.
  
  2
  The High Concept: Nine	 feats	 designed	 to	
  augment	 the	 options	 and	 utility	 of	 witch	 hunters	
  (from	The Genius Guide to the Witch Hunter)	or,	if	witch	
  hunters	aren’t	being	used	in	a	campaign,	that	can	be	
  taken	by	fighters	with	the	Disruptive	feat	(replacing	
  witch	 hunter	 level	 prerequisites	 with	 fighter	 level	
  prerequisites,	and	adding	Disruptive	as	a	prerequisite	
  to	all	feats).
  Bane of the Supernatural (ComBat)
  You	have	learned	to	recognize	when	a	creature	is	
  going	to	call	on	eldritch	powers,	and	to	take	advantage	
  of	that	moment.
  Prerequisites:	Witch	hunter	6,	Wis	15.
  Benefit:	Once	per	round	when	a	creature	within	
  your	reach	uses	a	supernatural	ability,	you	may	make	
  an	 attack	 of	 opportunity	 against	 that	 creature.	 This	
  does	 not	 prevent	 the	 creature’s	 supernatural	 ability	
  from	functioning.
  Brand of Binding
  You	have	learned	how	to	brand	foes	with	runes	
  and	sigils	that	neutralize	their	eldritch	powers.
  Prerequisites:	Witch	hunter	6,	Wis	15.
  Benefit:	 You	 can	 design	 a	 brand	 of	 binding	
  for	a	creature	you	have	seen	and	identified	with	an	
  appropriate	Knowledge	check	(DC	10	+	creature’s	CR).	
  Designing	the	brand	requires	1	hour	of	uninterrupted	
  concentration,	and	each	creature	has	a	unique	brand.	
  You	can	only	have	a	single	brand	researched	at	a	time.	
  To	deliver	the	brand,	you	must	deal	acid	or	fire	damage	
  to	the	target	creature.	This	forces	it	to	make	a	Will	save	
  (DC	10	=1/2	your	class	level	+	your	Wisdom	modifier)	
  or	 lose	 access	 to	 one	 spell-like	 ability,	 supernatural	
  ability,	or	one	level	of	spells	(your	choice)	for	24	hours.	
  A	creature	can	only	be	affected	by	one	brand	at	a	time.
  Branding CritiCal (CritiCal)
  You	can	carve	the	sigils	of	a	binding	brand	into	a	
  foe	with	a	perfect	weapon	strike.
  Prerequisites:	 Brand	 of	 Binding,	 Critical	 Focus,	
  witch	hunter	9,	Wis	15.
  Benefit:	When	you	score	a	critical	hit	with	a	melee	
  weapon	 against	 a	 foe	 you	 have	 seen	 and	 identified	
  with	 an	 appropriate	 Knowledge	 check	 (DC	 10	 +	
  creature’s	CR),	you	may	affect	that	target	with	a	brand	
  of	binding	(as	the	feat).	Because	of	the	hasty	nature	of	
  this	brand,	the	creature	gains	a	+2	bonus	to	its	saving	
  throw	against	the	effect.	You	do	not	have	to	research	
  this	brand	of	binding	in	advance,	and	it	does	not	count	
  against	the	number	of	brands	of	binding	the	target	can	
  be	affected	by	at	once.
  hex reSiStanCe
  You	have	hardened	your	body	and	mind	against	
  the	power	of	hexes.
  Prerequisites:	Witch	hunter	1,	Wis	15.
  Benefit:	 You	 gain	 Hex	 Resistance	 equal	 to	 your	
  class	 level	 +10.	 This	 works	 like	 Spell	 Resistance,	
  except	it	applies	against	hexes	(including	major	hexes	
  and	grand	hexes)	and	the	supernatural	and	spell-like	
  abilities	of	hags,	but	not	against	spells	(even	witches’	
  spells).	A	witch	or	hag	must	make	a	hex	user	check	
  (1d20	 +	 her	total	 witch	levels	 and	 hag	 hit	dice)	 that	
  exceeds	your	Hex	Resistance	for	such	abilities	to	affect	
  you.
  i Know Your triCKS
  You	use	your	experience	with	preternatural	foes	
  to	gird	yourself	against	their	magics.
  Prerequisites:	Witch	hunter	3,	Wis	13.
  Benefit:	If	you	make	an	appropriate	Knowledge	
  check	to	clearly	identify	a	creature	(DC	15	+	creature’s	
  CR)	you	gain	a	+2	bonus	to	saving	throws	against	its	
  spells	and	effects.
  lightBearer
  You	can	summon	light	into	the	darkness.
  Prerequisites:	Witch	hunter	7,	Wis	17.
  Benefit:	When	you	have	a	melee	weapon	in	hand,	
  as	a	standard	action	you	can	create	light	as	if	you	had	
  cast	 the	 light	 spell.	 If	 you	 have	 a	 magic	 weapon	 in	
  hand,	the	light’s	duration	is	10	minutes.	If	you	have	a	
  magic	weapon	that	creates	light	in	hand,	once	per	day	
  you	may	create	light	as	if	you	had	cast	daylight.
  preempt the Supernatural (ComBat)
  You	 can	 strike	 a	 creature	 so	 suddenly	 and	
  forcefully,	it	loses	its	control	of	its	eldritch	powers.
  Prerequisites:	 Bane	 of	 the	 Supernatural,	 witch	
  hunter	10,	Wis	15.
  Benefit:	 When	 you	 damage	 a	 foe	 using	 the	
  attack	 of	 opportunity	 you	 gain	 from	 Bane	 of	 the	
  Supernatural,	 that	 foe	 must	 make	 a	 concentration	
  check	(10	+	1/2	your	level	+	1/2	damage	dealt)	or	lose	
  its	action	without	successfully	using	its	supernatural	
  ability.	You	may	use	this	feat	once	per	day,	plus	1	time	
  per	day	for	every	4	levels	you	possess.
  Shrewd StudieS
  You	have	a	knack	for	learning	exactly	the	lore	you	
  need.
  Prerequisites:	Witch	hunter	1,	Wis	15.
  Benefit:	 You	 may	 add	 your	 Wisdom	 modifier,	
  rather	than	your	Intelligence	modifier,	to	Knowledge	
  skill	checks.
  Soulguard
  You	can	defend	an	ally’s	soul	and	mind,	as	well	
  as	body.
  Prerequisites:	 Bodyguard,	 Combat	 Reflexes,	
  witch	hunter	1,	Wis	15.
  Benefit:	 While	 using	 the	 aid	 another	 action	 to	
  improve	an	adjacent	ally’s	AC,	you	also	grant	the	ally	
  a	+2	bonus	to	all	its	Will	saves.	If	you	make	a	Will	save	
  against	an	effect	this	ally	fails	to	save	against,	you	may	
  expend	an	attack	of	opportunity	to	give	your	ally	a	
  second	saving	throw.	The	ally	must	accept	the	result	
  of	 this	 second	 save,	 even	 if	 it	 is	 worse.	 A	 creature	
  cannot	benefit	from	this	feat	more	than	once	per	effect.
  
  3
  3
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  #1 With a Bullet Point: 9 Witch Hunter Feats.	©	2012,	Super	Genius	Games.	Author:	Owen	K.C.	Stephens
  Designer:
  Owen	K.C.	Stephens
  Proofreader:
  Jeremy	Miller
  Art:
  Redpeggy,	Rick	Hershey,	Tamás	Baranya
  Creative Director:
  Stan!
  Graphic Design and Typesetting:
  R.	Hyrum	Savage	and	Lj	Stephens	
  Produced By:
  Super	Genius	Games
  www.supergeniusgames.com
  Contents	©2012	Owen	K.C.	Stephens
  Used	with	permission.
  
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