Faithsworn Hunter (3.5e Prestige Class)

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Author: STDoc (talk)
Date Created: March 4, 2011
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Faithsworn Hunter[edit]

Try as you might, you cannot hide your sins from a Faithsworn Hunter.
—Jared Uu'Jorne, Halfling Rogue, From his personal diaries after retiring from adventuring.

When a temple needs to find an enemy of the church, they request the aid of a Ranger. When a temple requires a warrior to mete out retribution to an enemy of the church, they send a Paladin. When time is of the essence, and an enemy is too dangerous to let live for any length of time, they send a Faithsworn Hunter.

Becoming a Faithsworn Hunter[edit]

All Faithsworn Hunters have at least two levels in both the Ranger and Paladin Classes, and this prestige class is designed with those multi-classed warriors in mind. A few may be Prestige Paladins, but all applicants require at least two levels in Ranger in order to take this prestige class.

Entry Requirements
Alignment: Lawful Good
Base Attack Bonus: +4
Feats: Devoted Tracker
Special: Combat Style, Divine Grace.

Table: The Faithsworn Hunter

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will  0  1st 2nd 3rd 4th 5th 6th
1st +1 +2 +2 +2 Favored Enemy, Lay on Hands, Quarry, New Combat Style 4 2
2nd +2 +3 +3 +3 Faithsworn Tracking, Improved Combat Style 4 2 1
3rd +3 +3 +3 +3 Hunt the Unclean, Smite Evil +1 Use 5 3 2
4th +4 +4 +4 +4 No Evil Hears 5 3 2 1
5th +5 +4 +4 +4 Evasion, Mark the Unjust 5 3 3 2
6th +6/+1 +5 +5 +5 No Evil Sees 6 4 3 2 1
7th +7/+2 +5 +5 +5 Mettle, Smite Evil +1 Use, Master Combat Style 6 4 3 3 2
8th +8/+3 +6 +6 +6 No Evil Speaks 6 4 4 3 2 1
9th +9/+4 +6 +6 +6 Unerring Tracker 6 4 4 3 3 2
10th +10/+5 +7 +7 +7 Smite Evil +1 Use, Sins Revealed 6 5 4 4 3 2 1

Class Skills (6 + Int modifier per level.
Appraise (Int), Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (Dungeoneering) (Int), Knowledge (Geography) (Int), Knowledge (Nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), Use Rope (Dex).

Note: Add all skills from your Paladin Skill list, dependent upon your Paladin Type.

Class Features[edit]

All of the following are class features of the Faithsworn Hunter.

Spells: To cast a particular spell, you must have an Wisdom score of at least 10 + the spell's level. Your bonus spells are based on your Wisdom score. Saves to avoid the effects of your spells have a DC of 10 + the spell's level + your wis bonus (if any).

You cast spells as a cleric does. Your spells from Levels 1-4 are drawn from the Ranger and Paladin spell lists. Your 0th level, and 5th-6th level spells are drawn from the Cleric and Druid Spell lists. All alignment restrictions apply as normal, but you do not gain a domain like a cleric does.

Favored Enemy (Ex): At 1st level, the Faithsworn Hunter gains a new Favored Enemy. Evil. This bonus starts at +2, and increases by +2 at levels 5 and 10. No other Favored Enemy bonuses are gained.

Lay on Hands (Su): As the paladin ability of the same name.

Quarry (Ex): A Faithsworn Hunter can mark a target he can see and knows to be evil as his quarry. When he does this, he gains the following benefits. His Favored Enemy Bonus is doubled against the target, he does not provoke attacks of opportunity from other opponents for moving towards his quarry (But only if he has line of sight to said quarry). A Faithsworn Hunter can only mark one creature at a time, but he is free to designate a new target as his quarry. Marking a target is a Standard Action.

New Combat Styles (Ex): At 1st level, the Faithsworn Hunter may swap out his old combat style for one of four new ones. Also, the Faithsworn Hunter is no longer limited by his armor. He retains the use of his combat style even while wearing medium or heavy armor.

  • Sword and Shield: A Faithsworn Hunter may add their Shield AC bonus as a Shield Bonus to all Adjacent Allies' AC.
  • Two-Handed Weapon: A Faithsworn Hunter gains the Power Attack feat, even if he does not meet the prerequisites (if he already has Power Attack, he may select another feat for which he meets the prerequisites)
  • Mounted Combat: A Faithsworn Hunter gains the Mounted Combat Feat, even if he does not meet the prerequisites (If he already has the feat, he may select another feat for which he meets the prerequisites).
  • Faithful Combat Style: A Faithsworn Hunter gains the Renewed Zealousness (3.5e Feat), if they already have the feat, they may select another feat for which they meet the prerequisites.

Faithsworn Tracking (Su): Whenever a Faithsworn Hunter is using his track skill to follow the trail of a creature he knows to be evil, he may utilize his Detect Evil in order to assist him in finding and following tracks. To determine the bonus he gains, consult the Detect Evil chart and locate the strength of the aura that was left by the creature he was tracking. An overwhelming evil persists for 6 days and grants a +8 bonus to the Survival check to track his foe. After 6 Days, the Aura degenerates into a Strong Aura, persisting for 6 hours, and providing a +6 bonus. After 6 Hours, a Strong Aura degenerates into a Moderate Aura, persisting for a mere 6 minutes and providing a +4 bonus. Finally, after 6 minutes, a Moderate Aura degenerates into a Weak Aura, persisting for a paltry 6 rounds and only providing a +2 bonus to survival checks to track before disappearing entirely.

Improved Combat Style (Ex): At 2nd Level, the Faithsworn Hunter's Combat Style Improves. If he has a standard ranger combat style, it improves to it's next tier (if he later gains enough levels in Ranger to grant him the Improved Combat Style/Master Combat Style again, he may select another feat for which he meets the prerequisites).

  • Sword and Shield: The Faithsworn Hunter gains the Improved Shield Bash Feat (even if he does not meet the prerequisites), and may use his shield as an offhand weapon with no penalty to any of his attacks. (And gains the Two-Weapon Fighting, Improved Two-Weapon Fighting, and Greater Two-Weapon Fighting feats as he meets the BAB prerequisites, but ONLY with a one handed/light weapon and a shield.)
  • Two-Handed Weapon: The Faithsworn Hunter's Power Attack improves. For Every point of BAB lost, he gains 2.5 points of damage per point of BAB lost (Rounded down).
  • Mounted Combat: The Faithsworn Hunter gains the Ride-By Attack feat (If he already has Ride-By Attack, he may select any feat for which he meets the prerequisites).
  • Faithful Combat: The Faithsworn Hunter gains the Steadfast Zealousness (3.5e Feat), if they already have the feat, they may select another feat for which they meet the prerequisites.

Hunt the Unclean (Ex): At level 3, the Faithsworn Hunter gains the ability to critically wound his Quarry. If his Quarry is immune to critical hits or precision damage, the Faithsworn Hunter can critically hit or apply his precision damage normally. If they are not immune to these abilities, then his critical threat range against his Quarry is Doubled, and precision damage deals an extra point of damage per die.

No Evil Hears (Su): At level 4, the Faithsworn Hunter gains the ability to partially mask his presence from all non-good creatures except his quarry for a short period of time. Activation of this ability is a standard action, and lasts up to 1 minute per class level per day (Rounds need not be consecutive, and can be split up between multiple uses). For as long as the Faithsworn Hunter has this ability active, non-good creatures cannot hear him as though he were under the effects of a silence spell. They can, however, see him. The only exception to this is his Quarry, who can hear him just fine. This ability also foils extrasensory abilities based on hearing. Making an attack of any kind ends this ability.

Mark the Unjust (Su): Starting at level 5, whenever the Faithsworn Hunter successfully smites his quarry, it leaves a small rune somewhere on the Quarry's body. After at least one round, the Faithsworn Hunter can detonate the rune as a free action, Dealing an amount of damage equal to twice their normal Smite Damage. Multiple smites on the same target leave multiple runes, and they may be detonated at any time.

Evasion (Ex):At 5th level, a Faithsworn Hunter can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. This form of Evasion is not hindered by Armor.

No Evil Sees (Su): At level 6, the Faithsworn Hunter gains the ability to completely mask his presence from all non-good creatures except his quarry whenever he uses his No Evil Hears ability. For as long as the Faithsworn Hunter has this ability active, non-good creatures cannot hear or see him as though he were under the effects of a silence and invisibility spell (Although See Invisibility does not foil this ability, True Seeing Does) The only exception to this is his Quarry, who can hear and see him just fine. This ability foils all extrasensory abilities. Making an attack of any kind ends this ability.

Master Combat Style (Ex): At 7th Level, the Faithsworn Hunter gains their Master Combat Style as per normal Ranger Rules. If they chose one of the alternate Combat Styles, they gain the following abilities.

  • Sword and Shield: The Faithsworn Hunter may add his shield's Enhancement Bonus to AC to any attack/damage rolls made when using the shield as a weapon.
  • Two-Handed Weapon: The Faithsworn Hunter's Power Attack improves yet again, increasing to 3 points of damage for every point of BAB lost.
  • Mounted Combat: The Faithsworn Hunter gains the Spirited Charge feat (If he already has Spirited Charge, he may select any feat for which he meets the prerequisites).
  • Faithful Combat: The Faithsworn Hunter gains a +2 Bonus to AC and All saves versus the attacks of a creature he has successfully smited.

Mettle (Ex): At 9th level, a Faithsworn Hunter gains the use of the Mettle ability.

No Evil Speaks (Su): At level 8, the Faithsworn Hunter's mastery over his Quarry is nearing perfection. Whenever he utilizes his No Evil Hears ability, in addition to the effects listed above, his Quarry cannot speak, cast spells, attack, or move in any fashion out of sheer terror unless he succeeds on a Will Save DC (10+ Class Level + Cha Modifier). This Holy Terror is so potent that even creatures normally immune to fear and mind affecting abilities must still make the save or be unable to act. This condition persists for one round after the Faithsworn Hunter ends the ability, but any creature who successfully makes their save is immune to the effects of No Evil Speaks for 24 hours.

Unerring Tracker (Su): Starting at 9th level, a Faithsworn Hunter does not need to make Survival Checks to track his Quarry. He is treated as having succeeded on the Tracking attempt even if the creature can Pass without Trace or has access to similar abilities. He instinctively knows what direction his quarry is headed and how far ahead (In miles) of him they are. If they are within one mile of him, he knows their general direction, but cannot discern how fresh the tracks are without making a survival check.

Sins Revealed (Su): At 10th Level, whenever a Faithsworn Hunter uses his Detect Evil ability for three full rounds, he gains divine insight into the sins the evil creatures he can detect have committed in the past week. Although useful information in and of itself, the Faithsworn Hunter gains a second boon. His first attack against each of the creatures he detected is treated as a Death Attack (DC 10+Class Level+Cha). Even creatures normally immune to death attacks (Such as Undead, Creatures protected by Death Ward, etc) must make their save or be destroyed.

Ex-Faithsworn Hunters[edit]

If a Faithsworn Hunter violates his Paladin Code, he loses all Faithsworn Hunter AND Paladin Abilities (Except for BAB and Ranger Bonuses) until he atones.

Campaign Information[edit]

Playing a Faithsworn Hunter[edit]

Combat: The Faithsworn Hunter can excel in any form of combat that he normally could as a Paladin or Ranger, depending on his combat style. He also is much better at utilizing divine magic than either a Paladin, or a Ranger, and makes a passable backup divine caster.

Advancement: Most Faithsworn Hunters continue advancing as a Paladin or Ranger after they complete this prestige class, while others may take other prestige classes that a Paladin or Ranger could normally take.

Resources: Faithsworn Hunters of the same alignment/church will aid their brethren with whatever they can spare, so long as it does not interfere with their own work. Normally, information and advice are what is offered, but another Faithsworn Hunter may offer healing free of charge to the Faithsworn Hunter PC and his companions.

Faithsworn Hunters in the World[edit]

You cannot hide from the Judgement of Tyr.

A Faithsworn Hunter can be inserted easily into any campaign world that has Paladins and Rangers. Perhaps the Faithsworn Hunters are a cadre of a Temple's most powerful warriors. Or maybe they are the Elite soldiers in a war between opposing churches/alignments.

NPC Reactions: Depending on the Faithsworn Hunter's alignment, an NPC might react with Awe or Fear. (Also dependent on the NPC's alignment).

Faithsworn Hunter Lore[edit]

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

Knowledge (Religion, Nature)
DC Result
11 Faithsworn Hunters are drawn almost exclusively from the Ranks of Paladins and Rangers.
16 Faithsworn Hunters learn new and interesting combat styles, and are not limited by their armor in performing said style.
21 Faithsworn Hunters are powerful Divine Spellcasters, easily outstripping any normal Paladin or Ranger's divine might.
26 A check this high will allow the researcher to garner information about specific Faithsworn Hunters and their deeds.

Faithsworn Hunters in the Game[edit]

As an NPC, a Faithsworn Hunter might be a mentor or superior to a Paladin or Ranger in the Party. They normally serve as Elite soldiers to their temples or orders. As a PC, the Faithsworn Hunter might be on a mission to destroy a particular cult of an opposing alignment, or they might simply be "muscle" for the church's activities.

Adaptation: Any Multi-Class Paladin/Ranger could be a Faithsworn Hunter in your campaign. Alternatively, you can restyle a Druid/Ranger or a Cleric/Paladin into a Faithsworn Hunter with little effort, provided that you haven't shown the PC's that they can cast 7th level or Higher Divine Spells.

Sample Encounter: The Party has been sent to find and kill a powerful, Evil Ranger of the Church of Bane. There are rumors that he apparently is also a powerful spellcaster of some type, at least, far more powerful than any ranger that the party is aware of.

EL 14: Ranger 2/Paladin of Tyranny 2/Faithsworn Hunter 10


Back to Main Page3.5e HomebrewClassesPrestige Classes

Allowed AlignmentsLawful Good +, Lawful Evil +, Chaotic Good + and Chaotic Evil +
Article BalanceVery High +
AuthorSTDoc +
Base Attack Bonus ProgressionGood +
Class AbilityDivine Spellcasting +, Prepared Spellcasting + and Other +
Class Ability ProgressionOther +
Fortitude Save ProgressionGood +
Identifier3.5e Prestige Class +
Minimum Level5 +
Rated ByThunderGod Cid +
RatingRating Pending +
Reflex Save ProgressionGood +
SkillAppraise +, Climb +, Concentration +, Craft +, Handle Animal +, Heal +, Hide +, Jump +, Knowledge +, Listen +, Move Silently +, Profession +, Ride +, Search +, Spot +, Survival +, Swim + and Use Rope +
Skill Points6 +
SummaryThe Ranger, a stealthy huntsmen capable of delivering death from melee or at range. The Paladin, stalwart warrior of the Faith. Combined, they are a force to be feared. +
TitleFaithsworn Hunter +
Will Save ProgressionGood +