Introduction
In a land about as populous and civilized as Renaissance Europe the last few centuries have been a time of turmoil.
Centuries ago people wielded great powers of magic and worshiped beings called gods. Yet powers faded and the gods disappeared leading people to rely more on science and alchemy. During the following century magic was gradually forgotten and gods were reduced to myth. Even long lived races like elves and dwarves slowly became mundane and normal leading much shorter lives and looking almost human.
Yet then after a century of no magic, magic returned as a raging torrent of chaos. For a generation now magic has been present as a invisible force. Prolonged exposure to magical "radiation" turns people into abominations that kill mindlessly until destroyed. The effects of magic exposure have been studied to determine safe limits and organizations created to help clean areas of contamination.
Large intra-government entities now exist to oversee magic use and hunt down aberrations released by unwary magic users. The players are agents in this government Ministry. Your division investigates sites of unsafe magic use, and helps regulate people who use magic to prevent danger to society. You are a team of special agents within the Ministry of Magical Energy. You will be sent out to investigate hot-spots and protect people from magical dangers including aberrations.
Metadata about run
I am hoping to have about 3-5 players. The run is targeted to run bi-weekly for a few months. (Jan-March) Investigations will evoke the feel of CSI and be episodic in nature while uncovering elements of greater plots over time. Plot will be set up so that players can drop in or miss sessions and all players are not expected to make every run. This is partly to help scheduling and also partly due to it working really well with the concept of a team of investigators who do have life outside work. Sometimes there is a sickness or a vacation. This happens ot real police every day. The investigation goes on. Think of working at a large government agency where magic is common place occurrence. Finding old artifacts and cleaning up contaminated sites is something expert government agents do to protect the world from unrestrained chaos and possible destruction.
The party will be salaried workers with all items provided by the ministry to help them do their jobs. We will hand wave much about outside lives and income since d20 economy does not scale properly with magic items removed form the equation. The characters live comfortably but the days on the job usually consist of several calls or missions from the central office
Witch-hunter is Pathfinder run in a land bereft of gods yet filled with magic. Items are common and potentially deadly. Curses and intelligent items are common but are often as scary as they are powerful. "Does a Balor wield a Vorpal sword or does the Vorpal sword make the Balor?" Uncontrolled items are mines waiting to explode at any moment.
You don't need to know 3.6 rules, though reviewing them for your class would be a good idea. Let me know if you are interested and what days would be doable. I would like to run every other weekend and have the games at my place near Alewife.
Character Creation
All classes are available. Characters will be built using the pathfinder point buy system starting at 15 build points. Characters will start at first level as probationary field officers about to graduate from the Ministry academy. Do not worry about gear since it will be provided each mission.