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

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Revision as of 16:23, 26 October 2009

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Author: STDoc (talk)
Date Created: Oct 26, '09
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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

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
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 Rapid Reload, Battle Medic
18th +18/+13/+8/+3 +11 +11 +6 Everdeath
19th +19/+14/+9/+4 +11 +11 +6 Diehard, 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 (Abominations), Listen, Open Lock, Profession (Herbalist), Search, Spot, Survival, Tumble.

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

Close Quarter's Marksman: When Using his Repeating Crossbow, a Death Hunter does not provoke attacks 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 (Abberation) bonus or Hunter's Veteran bonus can be added to damage rolls vs. Undead and Abberations.

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 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.

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.

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)

Upgrade List
Upgrade Effect
Damage Increase the Damage Die of the Repeating Crossbow by 1 size category
Piercing 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)
Critical Improve the Critical Threat Range by 1.
Power Increase Attack and Damage Rolls by 1 (This counts as an enhancement bonus)*
Clip Increase Clip Size by 5 *
Range Increase Range Increments by 10' *
  • 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 Uncanny Dodge 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 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.

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.

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 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.

Survivor's Resilience: At 15th Level the Death Hunter's gradual building immunities now render him unaffected by Magical And Non-Magical Disease.

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.

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 be raised through magical means except through a Wish Spell.

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.

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.

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

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
—Chris Redfield, Human Death Hunter

Although normally at home in a D20 Modern Setting, the Death Hunter is easily adapted to Traditional DnD 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.

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 city.

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


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 +