Difference between revisions of "Death Hunter (3.5e Class)"

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|author_name=STDoc
 
|author_name=STDoc
 
|date_created= Oct 26, '09
 
|date_created= Oct 26, '09
|status=Complete
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|status= V2 Complete, July 8 2017
 
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|balance=Moderate
 
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{{3.5e Class Semantic
 
{{3.5e Class Semantic
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==Death Hunter==
 
==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.  
+
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.
 
This Class is based heavily off of BSAA Agents from the Resident Evil Universe.
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'''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.
 
'''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
+
'''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.
 
'''Alignment:''' Any Non-Evil.
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|-  
 
|-  
 
|4th||class="left" | +4 || +4 || +4 || +1
 
|4th||class="left" | +4 || +4 || +4 || +1
| class="left" | [[#Green Herb|Crossbow Upgrade]]
+
| class="left" | [[#Crossbow Upgrade|Crossbow Upgrade]], [[#Diehard|Diehard]]
 
|-  
 
|-  
 
|5th||class="left" |+5 || +4 || +4 || +1
 
|5th||class="left" |+5 || +4 || +4 || +1
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|-  
 
|-  
 
|17th||class="left" | +17/+12/+7/+2 || +10 || +10 || +5
 
|17th||class="left" | +17/+12/+7/+2 || +10 || +10 || +5
| class="left" | [[#Rapid Reload|Rapid Reload]], [[#Battle Medic|Battle Medic]]
+
| class="left" | [[#Supreme Reload|Supreme Reload]], [[#Battle Medic|Battle Medic]]
 
|-  
 
|-  
 
|18th||class="left" | +18/+13/+8/+3 || +11 || +11 || +6
 
|18th||class="left" | +18/+13/+8/+3 || +11 || +11 || +6
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|-  
 
|-  
 
|19th||class="left" | +19/+14/+9/+4 || +11 || +11 || +6
 
|19th||class="left" | +19/+14/+9/+4 || +11 || +11 || +6
| class="left" | [[#Diehard|Diehard]], [[#Tactical Retreat|Tactical Retreat]]
+
| class="left" | [[#Tactical Retreat|Tactical Retreat]]
 
|-  
 
|-  
 
|20th||class="left" | +20/+15/+10/+5 || +12 || +12 || +6
 
|20th||class="left" | +20/+15/+10/+5 || +12 || +12 || +6
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| colspan="42" class="skill" |
 
| colspan="42" class="skill" |
 
'''Class Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/>
 
'''Class Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/>
Climb, Craft, Disable Device, Escape Artist, Heal, Hide, Jump, Knowledge (Abominations), Listen, Open Lock, Profession (Herbalist), Search, Spot, Survival, Tumble.
+
Climb, Craft, Disable Device, Escape Artist, Heal, Hide, Jump, Knowledge (Dungeoneering), Knowledge (Religion), Listen, Open Lock, Profession (Herbalist), Search, Spot, Survival, Tumble.
 
|}
 
|}
  
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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.
 
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 proficcient with Simple Weapons, Martial Weapons, and Repeating Crossbows. Death Hunters can wear Light Armor, but are not proficcient with any type of shield.
+
'''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.
  
'''{{Anchor|Close Quarter's Marksman}}:''' When Using his Repeating Crossbow, a Death Hunter does not provoke attacks of Opportunity.
+
'''{{Anchor|Close Quarter's Marksman}}:''' When Using his Repeating Crossbow, a Death Hunter does not provoke attacks of Opportunity from adjacent foes, In addition, loading a clip into his Crossbow becomes a Standard Action and does not provoke an attack of opportunity.
  
'''{{Anchor|Critical Abomination}}:''' When Using his Repeating Crossbow, a Death Hunter can perform Critical Hits on Undead and Aberrations. This also allows him to sneak attack undead within 30', if he has such an ability. Finally, Any Favored Enemy (Undead) or (Abberation) bonus or Hunter's Veteran bonus can be added to damage rolls vs. Undead and Abberations.
+
'''{{Anchor|Critical Abomination}}:''' When Using his Repeating Crossbow, a Death Hunter can perform Critical Hits on Undead and Aberrations. 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.
  
'''{{Anchor|Improved Unarmed Strike}}:''' At 2nd Level, the Death Hunter gains the Improved Unarmed Attack Feat, even if he does not meet the prerequisites
+
'''{{Anchor|Improved Unarmed Strike}}:''' At 2nd Level, the Death Hunter gains the Improved Unarmed Attack Feat, even if he does not meet the prerequisites.
  
'''{{Anchor|Called Shot}}:''' Starting at 2nd level, When Using his Repeating Crossbow and within 5 ft of his Target, the Death Hunter can choose to take a -2 penalty to a single attack roll he makes. If he is successful in hitting his opponent, he may immediately make an unarmed strike against the opponent at his highest base attack bonus. This may only be done once per round.
+
'''{{Anchor|Called Shot}}:''' Starting at 2nd level, When Using his Repeating Crossbow and within 5 ft of his Target, the Death Hunter can choose to take a -2 penalty to all attack rolls that round to make a free unarmed attack at his highest BAB. He may only make this free attack against a foe he successfully hits with his repeating crossbow that round. If the attack hits, the target is knocked prone unless it makes a reflex save equal to (10 + 1/2 Class Level + Str Mod).
  
'''{{Anchor|Green Herb}}:''' At 3rd Level, the Death Hunter can gather and mix a variety of herbs into healing salves. 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 1d4 HP. For each additional use of the Green Herb Ability in a single day, increase the DC by 1. The Death Hunter must spend an hour each morning searching for medicinal ingredients, whether they be special stones, treebark, insects, algae, or some other type of ingredient.  
+
'''{{Anchor|Green Herb}}:''' At 3rd Level, the Death Hunter can gather and mix a variety of herbs into healing salves. 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.
  
'''{{Anchor|Crossbow Upgrade}}:''' At 4th Level and Every 4 Levels after that, the Death Hunter may upgrade his Repeating Crossbow. He may choose to Upgrade the Following. (Each may be selected only once, unless otherwise noted)
+
'''{{Anchor|Diehard}}:''' At 4th Level the Death Hunter gains the Diehard Feat, even if he doesn't meet the prerequisites. If he already has this feat, he may choose another feat that he qualifies for.
 +
 
 +
'''{{Anchor|Crossbow Upgrade}}:''' At 4th Level and Every 4 Levels after that, the Death Hunter may upgrade his Repeating Crossbow due to personal experimentation. 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.
  
 
{| class="zebra d20"
 
{| class="zebra d20"
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| Damage || class="left" | Increase the Damage Die of the Repeating Crossbow by 1 size category
 
| Damage || class="left" | Increase the Damage Die of the Repeating Crossbow by 1 size category
 
|-  
 
|-  
| Piercing || class="left" | When the Repeating Crossbow hits an opponent, it pierces through, striking a creature on the other side (As long as it doesn't exceed the range increment, as well as the second target being in a straight line from the Death Hunter and the first target)
+
| Piercing || class="left" | When using the Repeating Crossbow, it negates DR equal to 1/4 Class Level (Rounded Up).
 +
|-
 +
| Critical || class="left" | Improve the Critical Threat Range by 1/10 your Class Level (Rounded Up).
 +
|-
 +
| Power || class="left" | Gain an Enhancement Bonus to your Repeating Crossbow equal to 1/4 your Class Level (Rounded Up). This does not stack with the Masterwork Quality.
 
|-  
 
|-  
| Critical || class="left" | Improve the Critical Threat Range by 1.
+
| Clip || class="left" | Increase Clip Size by 5 Bolts *
 
|-  
 
|-  
| Power || class="left" | Increase Attack and Damage Rolls by 1 (This counts as an enhancement bonus)*
+
| Range || class="left" | Increase Range Increments by 20' *
 
|-  
 
|-  
| Clip || class="left" | Increase Clip Size by 5 *
+
| Modified Ammunition || class="left" | Increase Critical Damage Multiplier by 1.
 
|-  
 
|-  
| Range || class="left" | Increase Range Increments by 10' *
+
| Modified Stock || class="left" | Reloading (But not Loading) your Crossbow can be done with one hand, rather than two.
 
|}
 
|}
 
 
*May be selected more than once
 
*May be selected more than once
  
'''{{Anchor| Uncanny Dodge}}:''' At 5th Level, the Death Hunter gains the Uncanny Dodge Ability. This Represents his ability to handle a horde of undead without losing his concentration. This improves to Improved Uncanny Dodge at 10th Level
+
'''{{Anchor| Uncanny Dodge}}:''' At 5th level, the Death Hunter gains the Uncanny Dodge ability. This represents his ability to handle a horde of undead without losing his concentration. This improves to Improved Uncanny Dodge at 10th level
  
'''{{Anchor|Evasion}}:''' At 6th Level the Death Hunter gains the Uncanny Dodge Ability. This improves to Improved Evasion at 11th Level
+
'''{{Anchor|Evasion}}:''' At 6th level the death hunter gains the Evasion ability. This improves to Improved Evasion at 11th level
  
'''{{Anchor| Hunter Veteran}}:''' At 7th Level the Death Hunter Gains the Favored Enemy Bonus of the Ranger vs. Undead and Abominations. 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.  
+
'''{{Anchor| Hunter Veteran}}:''' At 7th level the Death Hunter gains the Favored Enemy bonus of the Ranger vs. undead and abberations. 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.  
  
'''{{Anchor|Red Herb}}:''' At 9th Level the Death Hunter's Green Herb Ability improves to Red Herb, allowing him to heal 2d4 points of damage with each application.
+
'''{{Anchor|Red Herb}}:''' At 9th level the Death Hunter's Green Herb ability improves to Red Herb, allowing him to heal HP equal to his full ranks in Profession (Herbalist).
  
'''{{Anchor|Bane of the Abomination}}:''' At 13th level, the Death Hunter can not only Critically Hit Undead and Abberations, but he uses his Hunter Veteran bonus as a Bonus to Attack Rolls to confirm Critical Hits vs. Undead and Abberations.
+
'''{{Anchor|Bane of the Abomination}}:''' At 13th level, the Death Hunter can not only critically hit undead and abberations, but he uses his Hunter Veteran bonus as a bonus to attack rolls to confirm critical hits vs. undead and abberations.
  
'''{{Anchor|Blue Herb}}:''' At 14th Level the Death Hunter's Red Herb ability becomes Blue Herb, and he can now heal Poisons with his Herbs. He must make a Proffession (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. In either case, the target is healed 3d4 HP.
+
'''{{Anchor|Blue Herb}}:''' At 14th level the Death Hunter's Red Herb ability becomes Blue Herb, and he can now heal poisons and diseases with his herbs. He must make a Profession (Herbalist) check vs the DC of the poison or disease. 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.
  
'''{{Anchor|Survivor's Resilience}}:''' At 15th Level the Death Hunter's gradual building immunities now render him unaffected by Magical And Non-Magical Disease.
+
'''{{Anchor|Survivor's Resilience}}:''' At 15th level the Death Hunter's gradually building immunities now render him immune to magical and non-magical disease.
  
'''{{Anchor|Rapid Reload}}:''' At 17th Level the Death Hunter gains the Rapid Reload Feat, even if he doesn't meet the Pre-Requisites. If he already has this feat, he may select another feat he qualifies for.
+
'''{{Anchor|Supreme Reload}}:''' At 17th Level the Death Hunter may load a clip into his Repeating Crossbow as a Swift Action that does not provoke an attack of opportunity.
  
 
'''{{Anchor|Battle Medic}}:''' At 17th Level the Death Hunter's Herb abilities no longer provoke attacks of Opportunity, and becomes a swift action.
 
'''{{Anchor|Battle Medic}}:''' At 17th Level the Death Hunter's Herb abilities no longer provoke attacks of Opportunity, and becomes a swift action.
  
'''{{Anchor|Everdeath}}:''' At 18th Level, any Aberration or Undead the Death Hunter kills can never be raised through magical means except through a Wish Spell.
+
'''{{Anchor|Everdeath}}:''' At 18th Level, any Aberration or Undead the Death Hunter kills can never return to life (or unlife). This ability also suppresses abilities that allow certain undead to rejuvenate or regenerate (Such as a lich's phylactery) 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.
  
'''{{Anchor|Diehard}}:''' At 19th Level the Death Hunter gains the Diehard Feat, even if he doesn't meet the prerequisites. If he already has this feat, he may choose another feat that he qualifies for.
+
'''{{Anchor|Tactical Retreat}}:''' The Death Hunter is treated as being under the effects of a continuous Freedom of Movement Spell. This ability does not function if he is unconscious or otherwise helpless.
  
'''{{Anchor|Tactical Retreat}}:''' When using the Full Withdraw action, the Death Hunter moves at his full movement speed, and gains a +2 Bonus to AC against Attacks of Opportunity. even if he is hampered by an effect that would lower his movement speed. If he is paralyzed or otherwise helpless, this ability does not function.
+
'''{{Anchor|Unrelenting}}:''' At 20th Level, when the Death Hunter fights a creature with at least 4 more HD than he has, he cannot be killed unless he is reduced to -20 HP, in addition, all attacks he makes vs. a creature that has 4 or more HD than him gain a +4 untyped bonus to attack and damage rolls.
 
 
'''{{Anchor|Unrelenting}}:''' At 20th Level, when the Death Hunter fights a creature with at least 4 more HD than he has, he cannot be killed unless he is reduced to -20 HP, in addition, all attacks he makes vs. a creature that has 4 more HD than him gain a +2 untyped bonus to attack rolls.
 
  
 
===Campaign Information===
 
===Campaign Information===
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| 15 || class="left" | Death Hunters are trained Herbalists, Archers, and Martial Artists.
 
| 15 || class="left" | Death Hunters are trained Herbalists, Archers, and Martial Artists.
 
|-  
 
|-  
| 20 || class="left" | Death Hunters rarely work in groups of more than two or three, due to the small number of agents available in any given city.
+
| 20 || class="left" | Death Hunters rarely work in groups of more than two or three, due to the small number of agents available in any given territory.
 
|}
 
|}
  
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[[Category:Class]]
 
[[Category:Class]]
 
[[Category:Base Class]]
 
[[Category:Base Class]]
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{{Navboxes}}

Latest revision as of 13:53, 8 July 2017

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Author: STDoc (talk)
Date Created: Oct 26, '09
Status: V2 Complete, July 8 2017
Editing: Clarity edits only please
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Death Hunter[edit]

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[edit]

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

Moderate

Table: The Death Hunter

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +2 +0 Close Quarters Marksman, Critical Abomination
2nd +2 +3 +3 +0 Improved Unarmed Strike, Called Shot
3rd +3 +3 +3 +1 Green Herb
4th +4 +4 +4 +1 Crossbow Upgrade, Diehard
5th +5 +4 +4 +1 Uncanny Dodge
6th +6/+1 +5 +5 +2 Evasion
7th +7/+2 +5 +5 +2 Hunter Veteran
8th +8/+3 +6 +6 +2 Crossbow Upgrade
9th +9/+4 +6 +6 +3 Red Herb
10th +10/+5 +7 +7 +3 Improved Uncanny Dodge
11th +11/+6/+1 +7 +7 +3 Improved Evasion
12th +12/+7/+2 +8 +8 +4 Crossbow Upgrade
13th +13/+8/+3 +8 +8 +4 Bane of the Abomination
14th +14/+9/+4 +9 +9 +4 Blue Herb
15th +15/+10/+5 +9 +9 +5 Survivor's Resilience
16th +16/+11/+6/+1 +10 +10 +5 Crossbow Upgrade
17th +17/+12/+7/+2 +10 +10 +5 Supreme Reload, Battle Medic
18th +18/+13/+8/+3 +11 +11 +6 Everdeath
19th +19/+14/+9/+4 +11 +11 +6 Tactical Retreat
20th +20/+15/+10/+5 +12 +12 +6 Crossbow Upgrade, Unrelenting

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Climb, Craft, Disable Device, Escape Artist, Heal, Hide, Jump, Knowledge (Dungeoneering), Knowledge (Religion), Listen, Open Lock, Profession (Herbalist), Search, Spot, Survival, Tumble.

Class Features[edit]

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.

Close Quarter's Marksman: When Using his Repeating Crossbow, a Death Hunter does not provoke attacks of Opportunity from adjacent foes, In addition, loading a clip into his Crossbow becomes a Standard Action and does not provoke an attack of opportunity.

Critical Abomination: When Using his Repeating Crossbow, a Death Hunter can perform Critical Hits on Undead and Aberrations. 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.

Improved Unarmed Strike: At 2nd Level, the Death Hunter gains the Improved Unarmed Attack Feat, even if he does not meet the prerequisites.

Called Shot: Starting at 2nd level, When Using his Repeating Crossbow and within 5 ft of his Target, the Death Hunter can choose to take a -2 penalty to all attack rolls that round to make a free unarmed attack at his highest BAB. He may only make this free attack against a foe he successfully hits with his repeating crossbow that round. If the attack hits, the target is knocked prone unless it makes a reflex save equal to (10 + 1/2 Class Level + Str Mod).

Green Herb: At 3rd Level, the Death Hunter can gather and mix a variety of herbs into healing salves. 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.

Diehard: At 4th Level the Death Hunter gains the Diehard Feat, even if he doesn't meet the prerequisites. If he already has this feat, he may choose another feat that he qualifies for.

Crossbow Upgrade: At 4th Level and Every 4 Levels after that, the Death Hunter may upgrade his Repeating Crossbow due to personal experimentation. 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.

Upgrade List
Upgrade Effect
Damage Increase the Damage Die of the Repeating Crossbow by 1 size category
Piercing When using the Repeating Crossbow, it negates DR equal to 1/4 Class Level (Rounded Up).
Critical Improve the Critical Threat Range by 1/10 your Class Level (Rounded Up).
Power Gain an Enhancement Bonus to your Repeating Crossbow equal to 1/4 your Class Level (Rounded Up). This does not stack with the Masterwork Quality.
Clip Increase Clip Size by 5 Bolts *
Range Increase Range Increments by 20' *
Modified Ammunition Increase Critical Damage Multiplier by 1.
Modified Stock Reloading (But not Loading) your Crossbow can be done with one hand, rather than two.
  • May be selected more than once

Uncanny Dodge: At 5th level, the Death Hunter gains the Uncanny Dodge ability. This represents his ability to handle a horde of undead without losing his concentration. This improves to Improved Uncanny Dodge at 10th level

Evasion: At 6th level the death hunter gains the Evasion ability. This improves to Improved Evasion at 11th level

Hunter Veteran: At 7th level the Death Hunter gains the Favored Enemy bonus of the Ranger vs. undead and abberations. 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.

Red Herb: At 9th level the Death Hunter's Green Herb ability improves to Red Herb, allowing him to heal HP equal to his full ranks in Profession (Herbalist).

Bane of the Abomination: At 13th level, the Death Hunter can not only critically hit undead and abberations, but he uses his Hunter Veteran bonus as a bonus to attack rolls to confirm critical hits vs. undead and abberations.

Blue Herb: At 14th level the Death Hunter's Red Herb ability becomes Blue Herb, and he can now heal poisons and diseases with his herbs. He must make a Profession (Herbalist) check vs the DC of the poison or disease. 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.

Survivor's Resilience: At 15th level the Death Hunter's gradually building immunities now render him immune to magical and non-magical disease.

Supreme Reload: At 17th Level the Death Hunter may load a clip into his Repeating Crossbow as a Swift Action that does not provoke an attack of opportunity.

Battle Medic: At 17th Level the Death Hunter's Herb abilities no longer provoke attacks of Opportunity, and becomes a swift action.

Everdeath: At 18th Level, any Aberration or Undead the Death Hunter kills can never return to life (or unlife). This ability also suppresses abilities that allow certain undead to rejuvenate or regenerate (Such as a lich's phylactery) 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.

Tactical Retreat: The Death Hunter is treated as being under the effects of a continuous Freedom of Movement Spell. This ability does not function if he is unconscious or otherwise helpless.

Unrelenting: At 20th Level, when the Death Hunter fights a creature with at least 4 more HD than he has, he cannot be killed unless he is reduced to -20 HP, in addition, all attacks he makes vs. a creature that has 4 or more HD than him gain a +4 untyped bonus to attack and damage rolls.

Campaign Information[edit]

Playing a Death Hunter[edit]

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[edit]

I've got a job to do, and I'm going to see it through
—Chris Redfield, Human Death Hunter

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[edit]

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.

Knowledge (Local/History)
DC Result
5 Death Hunters primarily use crossbows
10 Death Hunters typically fight Undead, but are skilled at destroying Aberrations as well.
15 Death Hunters are trained Herbalists, Archers, and Martial Artists.
20 Death Hunters rarely work in groups of more than two or three, due to the small number of agents available in any given territory.

Death Hunters in the Game[edit]

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



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Article BalanceModerate +
AuthorSTDoc +
Identifier3.5e Class +
Rated ByNolanf +, Eiji-kun + and Leziad +
RatingRating Pending +
SummaryA cross-bow using dealer of death at close quarters and far. +
TitleDeath Hunter +