A specialist in magical gunwork and highly advanced, specialized styles of fighting, the Witchgunner is a virtuoso of magic, sex, and demonic control.
With their Magic Bullets and advanced capabilities, a Witchgunner can easily fit any playstyle so long as they have a taste for magic and mayhem!
Hit Dice: d8
Skill Points: 8 + Favored Ability
Class Skills: Acrobatics (Dex), Climb (Str), Escape Artist (Dex), Intimidate (Cha), Linguistics (Int), Perception (Wis), Perform (Cha), Sense Motive (Wis), Spellcraft (Favored Ability), Seduction (Cha), Concentration (Con), Swim (Str), Jump (Str), Use Magic Device (Cha), Knowledge: Arcane (Int), Knowledge: Planes (Int), Knowledge: Occult (Int), Knowledge: Religion (Int), Listen (Wis), Ride (Dex), Search (Int)
Requirements: cast Arcane spells of at least level 2, Dodge, Combat Casting, Z-Run 1, Wall Run 1, Dynamic Sorcery 4, Concentration 5, must acquire the entire set of at least beginner level Quad Set Guns, and a Witchgunner battlesuit.
Special Requirements note: I bet you thought this job was only por la femmes? Not at all! On the other hand, one would THINK this is for chicks only, so until a dude steps up and says "I WANT TO LOOK PRETTY WITH STILETTO-HEEL GUNS!" we're just gonna leave this here as a ellipses…
Class basic abilities: Light Armor Proficiency, Ranged Weapon Proficiency (Quad Set Guns), Melee Weapons Proficiency, Simple Weapons Proficiency, Martial Weapons Proficiency
Imbue Bullets per day (by level)
Backlash - as a Witchgunner grows in power, there comes a time where they must overcome a set of trials. During Backlash, the Witchgunner suffers from double Spell Failure Chance, and they suffer from the constant negative effects:
*Backlash level 1 - total hp drop by 10%, -1 to all attributes
*Backlash level 2 - total hp drop by 20%, -1 to Wis and Int
*Backlash level 3 - total hp drop by 20%, can't cast the same spell more than once during a session
*Backlash level 4 - Clumsy (a natural 20 becomes a natural 1 once per session), Forget (upon casting a spell, roll -again- and pray you don't get a certain number. If you do, you won't be able to cast the spell again until level 10)
*Backlash Negate - Having suffered through the Trials, the Witchgunner now undergoes a powerful metamorphosis, gaining the following (all stat increases are literally whatever it was at before the Backlash began):
Original HP Total x3
Original EP Total x3
+4 to all Attributes
Double effects from Magic Number rolled
Demon Contract - the basis of the Witchgunner lays in the Contract. By acquiring Contracts (normally through Demons, but Divines, Angels, and more have been used), the Witchgunner is able to supplement their attacks, shift forms, and acquire upgrades through their relationship with the Contracted. Symbiotic and powerful, the Demon Contract can be acquired through seduction, diplomacy, flat-out battle, or even gambled but never through forced methods.
Hairstyle! (can only be done if wearing a Witchgunner Battlesuit) - a Witchgunner gains access to special hair-based Special Attacks as they grow in strength. Note: whenever a Witchgunner gains a new Demon Contract, they gain a new Hairstyle! After the initial four Hairstyles, the Witchgunner can “create” their own Hairstyle based on the Demon Contract they gain using the Special Attack feat as if each were Special Attack+5. Most Hairstyles can only be used once per combat.
(Special note: ten minutes between battles to recharge)
*Level 1 - Unicorn 4d6, crit x5, +5 To Hit
Costs: 5 ep
SPECIAL: if it crits, the target is skewered and is now suffering +4d4 bleeding damage for 1d4 rounds.
*Level 2 - Crow 2d8, crit x2, Flight+1 (Hovering as well), +5 To Hit, Magic Number +1
Costs: 5/10/50 ep
SPECIAL: if summoned for utility purposes, cost is increased to 10 and the creature hangs around for 1 minute. If summoned with the Magic Number upgrade, it costs 50 ep and a special Magic Number is rolled for the Witchgunner. This occurs only once per combat.
*Level 3 - Jaguar 5d8, crit x2, Speed+4, +10 To Hit
Costs: 25 ep
SPECIAL: if summoned for utility purposes, the creature hangs around for 2 minutes.
*Level 4 - Fucking Dinosaurs With Lasers AC totalx2
Costs: 50 ep/75 ep
-Short Range (50/100 ep) - 2d20, 18-20 crit x2, threatens targets up to 20 feet away, +10 To Hit
-Long Range (75/200 ep) - 2d20, 17-20 crit x3, can strike up to 1d4 targets up to 200 feet away, +10 To Hit
SPECIAL: upon utilizing Fucking Dinosaurs With Lasers, user must determine whether they’re summoning it as short range or long range. Both forms loses Dexterity bonus, but AC is doubled. If summoned with longer time, costs are increased (Short Range to 100, Long Range to 200), but the summon can be utilized for 1 minute.
SPECIAL: spend 1000 EP to summon Fucking Dinosaurs with Lasers with both AC x2 and access to both Short Range and Long Range form.
*Final Flash! - Goddess Form 10d20, crit x10, +20 To Hit, gets around the Pact of Pantheons due to Witchgunner Contract Clause.
Costs: 1/2 EP Total
Gnosis Required: 100
SPECIAL: permanently halve EP total in order to remain in Goddess Form for one minute. EP total must be 1000 or more.
Imbue Bullet - allows the ability to place a spell within a bullet. When fired at something (even something alive), it has a certain effect depending on the spell placed on the bullet. These magic bullets almost always improve the level/effect/strength of the spells placed upon them. To place the spells on the bullets, it still costs the amount of energy or materials the original spell cost.
Imbue Self - same as Imbue Bullet, but allows the Witchgunner to cast it upon themselves as if they were the bullet. Same spell cost and strength as Imbue Bullet. Spell effects last 1d4 rounds.
Exotic Weapon Proficiency (Quad Guns) - gained upon getting the Quad Guns while wearing the suit. Also allows a person without ranged attack abilities to use normal guns at a -2 penalty instead of the usual -4 or -8.
Alt Form - as a Witchgunner grows in power, they learn how to use their Touki and Hairstyle! familiars as part of their combat repertoire. With each new level of Alt Forms, they gain the ability to incorporate their familiars abilities in melee combat (hand to hand or combined hand/gun combat), supplementing their basic attacks with the stronger Contract’s attacks (so Unarmed Damage+4d6 from Unicorn).
Note: you canNOT use Fucking Dinosaurs or Goddess Form with Alt Form.
Ritual Shift - Through a conflux of extreme training and dedication to the magical and martial arts, a Witchgunner learns the fabulously powerful ability known as "Ritual Shift," an ability that exceeds simplistic Shapeshifting. This allows the Witchgunner to enter into a timed alternate form that grants extreme abilities, powers, and strengths.
Unlike Hairstyle!, Ritual Shifting allows the Witchgunner to utilize the form completely rather than for a single strike. During the Ritual Shift, the Witchgunner not only gains access to the forms used during Hairstyle! (and like Hairstyle!, is based around the Demon Contracts they’ve acquired), but may enjoy further benefits. As with most things, must have GM’s approval to ensure the proper Demon Contract is connected to the proper Ritual Shift.
There are four Ritual Shifts altogether, with each one based on these styles:
*Basic - the starting Ritual Shift form. Usually lasts 1 minute. To Hit+5, EP Total x2, HP Total x2.
*Specialized Long Range - the next one, usually a flying one. Long Range and sensory/analytical capabilities are emphasized here. Usually lasts 30 minutes. All skills/sensory abilities are doubled. All attacks gain Reach 20 feet unless specified otherwise.
*Specialized Defensive - the third form, usually large and/or simply that fast. Defensive capabilities are emphasized, and the combat capability becomes further specialized with either weapons, hand-to-hand, or magic. Usually lasts for 1 day. Adds +Spellcraft to AC.
*Upgraded Basic - incorporates the abilities of the previous three and upgrades them tremendously. The form can be any of the previous three, but most (for nostalgia sake) choose the very first. Lasts for one hour.
EP Total x2, HP Total x2, Range, Class Skills x2, Adds +Spellcraft to Damage, To Hit, and AC.
Please keep in mind that you cannot Ritual Shift during the day, unless the Demon Contract allows for it. Ritual Shifting allows for the use of forms, but HP, EP, To Hit and Damage Dice are unchanged unless specified otherwise. You can only Ritual Shift once per “day.”
Touki - Upon gaining their first contract, a Witchgunner is able to incorporate that creatures' basic presence on top of their own aura, acting as a shield as well as an enhancer. Must be activated through synchronization, lasts throughout the entirety of combat, and immediately disengages itself at end of combat unless directed otherwise by GM. While Touki is activated, player has the ability of combat arts, advanced combat arts, the ability to use Quad Guns, +1d6 unarmed melee attack bonus, and +1 AC (stacks with Battlesuit). The user gains these abilities if they do not actually have them, and they do not stack with existing already learned abilities.
Bullet Dance - by sacrificing energy points, a Witchgunner can go into a mode of mobilized attack that is effective enough to affect an entire cadre of enemies, doing 1d6+10 damage to every enemy in sight and allows the player to move up to 30 feet in any feasible direction during the duration of the Dance. Costs 3 energy point per enemy shot this way, it MUST hit every enemy within range (or until out of energy points), player must pass a Concentration check (DC15), and at the end of the Bullet Dance player can do a stylish, explosive pose to do an additional 10 points to all enemies hit. At end of Bullet Dance player must wait 1d4 rounds of cooldown before they can reload and use Quad Guns again.
Quad Shot - counts as a single action round. Allows the player to imbue four different bullets with four different (or same, whatever) spells, load their Quad Guns, and fire them all within a single round if they wish. Must pass a Concentration check of DC 15, takes twice the total amount of energy/materials as the four spells chosen. The spells fired as thus cannot be counterspelled.
Witch Moves - after passing a check of Concentration 20, and with Touki activated, the Witchgunner can enter into a hyperexcited state of existence known as "Witch Moves." Time seems to stop completely for the Witchgunner, improving their attack roll by +10, and allows them to attack again immediately afterwards (thus negating the whole "you can only take two actions per round" thing). The first action is free, every action after that costs 25 energy points. Witchgunners can only use normal attacks with Quad Guns, unarmed attacks, and magic during Witch Moves. This does not provoke an attack of opportunity, this cannot be countered nor interrupted. The only way to match this technique is to activate one's own Witch Moves (which can be done upon declaration), or another ability that speeds one up (beyond normal Haste). Time-controlling, reversing, altering, or reality-warping abilities can slow down or negate Witch Moves activation.