Death Hunter (3.5e Class)

Death Hunter
Standing in the forefront in the fight against the Undead, the Death Hunter is a veteran of countless skirmishes against zombies, ghasts, and mutated abominations. He roams the land either as a freelance Slayer or works exclusively for the Church.

This Class is based heavily off of BSAA Agents from the Resident Evil Universe.

Making a Death Hunter
The Death Hunter is first and foremost a survivalist. He mixes ranged and melee attacks with a specialized skill set to accomplish his goals.

Abilities: Strength, Constitution, and Dexterity are first and foremost to the Death Hunter, but Wisdom is important for some of their healing abilities, and Intelligence for their skills.

Races: Among the common races, humans are the most likely to join this class due to their ability to quickly adapt to any situation. It is not uncommon for Elves and Gnomes to become Death Hunters due to their natural hatred for the undead and aberrations. Undead or Aberrations almost never become Death Hunters

Alignment: Any Non-Evil.

Starting Gold: 2d6 x 10 GP

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Class Features
The Death Hunter's abilities are designed to help keep his party on their feet, and to aid him in the battle against undead and aberrations.

Weapon and Armor Proficiency: Death Hunters are proficient with Simple Weapons, Martial Weapons, and Repeating Crossbows. Death Hunters can wear Light Armor, but are not proficient with any type of shield.



This also allows him to sneak attack undead within 30', if he has such an ability. Finally, Any Favored Enemy (Undead) or (Aberration) bonus or Hunter's Veteran bonus can be added to damage rolls vs. Undead and Aberrations.



If the attack hits, the target is knocked prone unless it makes a reflex save equal to (10 + 1/2 Class Level + Str Mod.)

Death Hunters automatically gain the use of an Herb Satchel. On a successful DC 15 Profession (Herbalist) Check, he may prepare a single herb. When used, this Herb heals an amount of HP equal to his 1/2 his Ranks in Profession (Herbalist). For each additional use of the Green Herb Ability in a single day, increase the DC by 2. If he fails a check, he may not try again for 24 hours. When used in combat, it is treated as Administering a Potion, and thus provokes attacks of opportunity.

He may choose to Upgrade the Following. (Each may be selected only once, unless otherwise noted). These personal modification function solely for the Death Hunter, and if the Death Hunter loses his Crossbow, he can replace it by buying another Repeating Crossbow and spending 1 hour making his personal modifications to it. The Death Hunter may have up to Three Repeating Crossbows with these modification at any given time.


 * May be selected more than once

This represents his ability to handle a horde of undead without losing his concentration. This improves to Improved Uncanny Dodge at 10th level

This improves to Improved Evasion at 11th level

This is treated as being a +4 bonus at level 7, then a +6 at level 10, A +8 bonus at level 15, and a +10 bonus at level 20.





He must make a Profession (Herbalist) check vs the DC of the poison. If he succeeds, the target is cured. If he fails, he cannot try again for another 24 hours. If he passes the DC of his Profession (Herbalist) check to restore HP, he also restores HP, and can continue to try and restore HP until he fails. However, he cannot attempt to neutralize the poison again.







In addition, Aberrations or Undead with the Fast Healing or Regeneration quality cannot heal Damage Dealt to them by the Death Hunter using their Fast Healing or Regeneration Qualities.

If he already has this feat, he may choose another feat that he qualifies for.

This ability does not function if he is unconscious or otherwise helpless.



Playing a Death Hunter
Religion: Death Hunters are unfettered by the whims and wills of the Gods. Although most Agents who do worship a Deity pay homage to Pelor or other Deities who hate Undead or Aberrations

Other Classes: The Death Hunter finds he has most in common with the Ranger, and gets along well with Good Clerics and Paladins even though he usually doesn't agree with their Religious Tenets. He commonly mistrusts Arcane Spellcasters, Evil Clerics, or Neutral Clerics who rebuke rather than turn undead due to their tendency to create abominations for their own ends.

Combat: The Death Hunter is a Ranged Attacker who functions well in melee, and his rather good hit dice serves him well in almost any situation.

Advancement: Some Death Hunters take levels in Rogue or the Hunter of the Dead Prestige class, due to the fact that their skill sets are similar.

Death Hunters in the World
"I've got a job to do, and I'm going to see it through"

Although normally at home in a D20 Modern Setting, the Death Hunter is easily adapted to Traditional 3.5e by giving him prowess with the Repeating Crossbow rather than firearms (as shown above).

Daily Life: A Death Hunter is normally assigned to missions for the Church/Town Guard, in their Offtime, they may do freelance work eliminating undead or aberrational threats.

Notables: Chris Redfield, Sheva Alomar, Jill Valentine

Organizations: Death Hunters congregate together only when forced to by an immense threat, due to their small numbers and great responsibility to their respective territories.

NPC Reactions: Most Good Aligned characters show Death Hunters a measure of respect due to their tireless efforts to rid the world of Undead or Aberrational Threats.

Death Hunter Lore
Characters with ranks in Knowledge (Local) or Knowledge (History) can research Death Hunters to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Death Hunters in the Game
Death Hunters fit well into any campaign that deals primarily with the Undead or Aberrations.

Adaptation: A Church sends a Death Hunter with the party to destroy a Lich once and For All