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View Full Version : [Class/PrCs/Feats/Deity] Hunters of the Stag



Fax Celestis
2006-08-17, 03:52 AM
The Hunters of the Stag are an animist sect who worship Horjin, the Tiger-God of the Hunt.

Abilities: Charisma is your best ability, considering it dictates your class skills. Dexterity is good as well, since it dictates your archery prowess. Strength or Constitution is a good final choice as well, if only for the inherent bonuses they'll give you.

Races: Most Hunters of the Stag are human, though elves have also been known to become Hunters. Most other races don't show the dedication necessary.

Alignment: Hunters of the Stag tend towards neutrality. They must also be good.

Hit Die: d8

Starting Gold: 2d4x10 gp.

Starting Age: As fighter (PH 109).

Class Features

Weapon and Armor Proficiency: Hunters of the Stag are proficient with all simple weapons and all bows. They are also proficient with light and medium armor, but not with shields.

Class Skills (6 + Int modifier per level, x4 at 1st level): Climb, Concentration, Craft, Heal, Hide, Knowledge (Nature), Listen, Move Silently, Profession, Ride, Spot, Survival

Nine Traditions of Sagittarius:
Hunters of the Stag must follows this code of conduct at all times, or they lose all of their totem abilities until they atone for their sins.

* * 1. Hospitality
* * * * *Everyone, regardless of race, creed, or nationality, shall be provided hospice.

* * 2. The Sacred Hunt
* * * * *You have been granted a Sacred Hunt and a Quarry. It is your purpose to pursue them without relenting.

* * 3. Peace
* * * * *We are more than animals, and armed conflict is the way of beasts. Do not fight without honor or reason.

* * 4. Artistry
* * * * *Art is what separates man from beast. The pursuit of the arts, in any form, should take precedence in your life.

* * 5. Commune
* * * * *Show others the respect you wish to receive yourself.

* * 6. Domain
* * * * *The earth is sacred land. Treat it as such, and punish those who don't.

* * 7. Destruction
* * * * *Should the earth, the arts, or nature ever be threatened, it is your responsibility to protect them with your life.

* * 8. Station
* * * * *Show respect to those of higher station than you, but only respect they deserve.

* * 9. Mission
* * * * *It is your duty as a Hunter to cull the weak and promote evolution as best you can--even at the risk of making a species extinct.

Sacred Hunt: Hunters of the Stag all have a quest given to them by Horjin. Sometimes this quest doesn't make sense to the Hunter, but they are expected to follow it anyway. The DM should choose a Sacred Hunt for the Hunter at character creation and tell the player what it is (but not necessarily understandably: gods communicate cryptically). Treat this as a geas/quest spell that is permanent and cannot be dispelled.

Quarry: Similar to the Sacred Hunt, Hunters of the Stag set a personal goal for themselves. This should be chosen at character creation by the player and should never change (unless the goal is accomplished, in which case the character should choose a new one). Treat this as a lesser geas spell that is permanent and cannot be dispelled.

Weapon of Choice: Hunters of the Stag focus on a particular weapon throughout their training. As such, they may select any one weapon (simple, martial, or exotic) at 1st level and gain the required proficiencies for that weapon. They also acquire the Weapon Focus feat for the appropriate weapon.

Totem: At 2nd level, a Hunter of the Stag bonds with a nature spirit, chosen from the following list. This choice dictates their totem abilities.

Track: At 3rd level, a Hunter of the Stag gains the Track feat.

Endurance: At 4th level, a Hunter of the Stag gains the Endurance feat.

Woodland Stride: At 7th level, a Hunter of the Stag may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.

Swift Track: At 8th level, a Hunter of the Stag can move at his normal speed while following tracks without taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.

Improved Weapon of Choice: At 10th level, a Hunter's prowess with their chosen weapon increases. They receive the Weapon Specialization and Greater Weapon Focus feats for the appropriate weapon, even if they don't qualify for the feats.

Greater Weapon of Choice: At 15th level, a Hunter's prowess with their chosen weapon increases further. They receive the Greater Weapon Specialization feat, even if they don't qualify for the feat. In addition, they receive the Crushing Strike feat if their weapon is a melee bludgeoning weapon; the Driving Attack feat if their weapon is a melee piercing weapon; the Slashing Flurry feat if their weapon is a melee slashing weapon; or the Penetrating Shot feat if their weapon is a ranged weapon. They do not need to qualify for these feats in order to obtain them.

Supreme Weapon of Choice: At 20th level, a Hunter's prowess with their chosen weapon increases to legendary levels. They receive the Weapon Supremacy feat for their chosen weapon, even if they don't qualify for the feat.

Religion
All Hunters of the Stag worship Horjin, the Tiger-God of the Hunt.

Hunter of the Stag Progression
{table]
Level BAB Fort Ref Will Special Effective Totem Rank

1st +0 +2 +0 +2 Nine Traditions of Sagittarius, Sacred Hunt, Quarry, Weapon of Choice 1

2nd +1 +3 +0 +3 Totem 2

3rd +2 +3 +1 +3 Track 3

4th +3 +4 +1 +4 Endurance 4

5th +3 +4 +1 +4 - 5

6th +4 +5 +2 +5 - 6

7th +5 +5 +2 +5 Woodland Stride 7

8th +6/+1 +6 +2 +6 Swift Tracker 8

9th +6/+1 +6 +3 +6 - 9

10th +7/+2 +7 +3 +7 Improved Weapon of Choice 10

11th +8/+3 +7 +3 +7 - 11

12th +9/+4 +8 +4 +8 - 12

13th +9/+4 +8 +4 +8 - 13

14th +10/+5 +9 +4 +9 - 14

15th +11/+6/+1 +9 +5 +9 Greater Weapon of Choice 15

16th +12/+7/+2 +10 +5 +10 - 16

17th +12/+7/+2 +10 +5 +10 - 17

18th +13/+8/+3 +11 +6 +11 - 18

19th +14/+9/+4 +11 +6 +11 - 19

20th +15/+10/+5 +12 +6 +12 Supreme Weapon of Choice 20[/table]

Totems
Ape
ETR 2: The Hunter treats Balance as a class skill.

ETR 4: The Hunter gains a 20' climb speed.

ETR 8: The Hunter's gains two natural claw attacks. These deal 1d6 slashing damage (1d4 for a small creature, 1d8 for a large one) plus strength bonus.

ETR 12: The Hunter gains +2 Strength.

ETR 16: The Hunter gains the ability to rend with his claw attacks. If he hits with both of them in one attack, he automatically deals an extra 2d6 slashing damage plus two times his strength bonus.

ETR 20: The Hunter gains +2 Constitution.

Axdivijink Igesto
ETR 2: The Hunter treats Spellcraft as a class skill.

ETR 5: The Hunter gains the Dodge feat.

ETR 10: The Hunter gains telepathy out to thirty feet.

ETR 15: The Hunter gains Spell Resistance equal to ten plus his Hit Dice.

ETR 20: The Hunter is considered constantly under the effects of a tongues spell.

Badger
ETR 2: The Hunter treats Intimidate as a class skill.

ETR 4: The Hunter gains the ability to enter a rage. During this rage, he gains +4 Strength, +4 Constitution, and takes a -2 penalty to AC. This rage lasts for a number of rounds equal to his Charisma modifier and is fatigued when it ends. He can use this ability twice per day.

ETR 8: The Hunter gains a burrow speed of 10'.

ETR 12: The Hunter gains +2 Dexterity.

ETR 16: The Hunter's ability to rage improves. During this improved rage, he gains +8 Strength, +8 Constitution, but still takes a -2 penalty to AC. This rage lasts for a number of rounds equal to his Charisma modifier. He can use this ability once per day. This ability doesn't overwrite or overrule his preceding rage abilities; it is instead in addition to them.

ETR 20: The Hunter gains +2 Constitution.

Basilisk
ETR 2: The Hunter treats Intimidate as a class skill.

ETR 5: The Hunter gains a stunning gaze attack usable once every six rounds. This can be performed as a swift action, and can affect only one opponent. An opponent attacked by this gaze attack must make a Fortitude save versus a DC equal to 10 + 1/2 ETR + Charisma modifier or be stunned for one round.

ETR 10: The Hunter gains +2 Strength. In addition, his gaze attack can be used once every five rounds.

ETR 15: The Hunter gains +2 Constitution. In addition, his gaze attack can be used once every four rounds.

ETR 20: The Hunter gains a petrifying gaze in addition to his stunning one. Usable once every five rounds, this ability causes a single opponent to suffer a Fortitude save versus a DC equal to 10 + ETR + Charisma modifier or be turned to stone as per the flesh to stone spell.

Bat
ETR 2: The Hunter can speak Auran.

ETR 3: The Hunter gains a +4 bonus to Listen.

ETR 6: The Hunter gains a +4 bonus to Spot.

ETR 9: The Hunter gains +2 Dexterity.

ETR 12: The Hunter gains blindsense out to 30'.

ETR 15: The Hunter grows bat wings and gains the ability to fly at 40' with good maneuverability.

ETR 18: The Hunter gains the ability to cast vampiric touch once every five rounds (caster level 5th).

Bear
ETR 2: The Hunter treats Intimidate as a class skill.

ETR 4: The Hunter gains the Scent ability.

ETR 8: The Hunter gains +2 Strength.

ETR 12: The Hunter gains a 10' increase to his land speed.

ETR 16: The Hunter gains +2 Constitution.

ETR 20: The Hunter gains +2 Strength.

Blink Dog
ETR 2: The Hunter gains a +1 bonus to will saves.

ETR 4: The Hunter gains the Run feat as a bonus feat.

ETR 8: The Hunter gains low-light vision and darkvision out to 30'. If the Hunter already has darkvision, it improves its range by 30' instead.

ETR 12: The Hunter gains the ability to use blink as a spell-like ability, as the spell, three times per day.

ETR 16: The Hunter gains the ability to use dimension door as a spell-like ability, as the spell, once every 1d4 rounds.

ETR 20: The Hunter's blink and dimension door spell-like abilities become like second nature and are usable as free actions. The Hunter can even act immediately after using his dimension door ability.

Bulette
ETR 2: The Hunter treats Knowledge (Dungeoneering) as a class skill.

ETR 5: The Hunter gains a burrow speed of 10', and gains a +2 bonus to natural armor class.

ETR 10: The Hunter's bonus to natural armor class increases to +3. In addition, he gains +2 Strength.

ETR 15: The Hunter's bonus to natural armor class increases to +4. In addition, he gains +2 Constitution.

ETR 20: The Hunters bonus to armor class increases to +6. He receives an additional +2 Strength and +2 Constitution.

Cat
ETR 2: The Hunter treats Search as a class skill.

ETR 3: The Hunter gains two natural claw attacks. These are retractable claws that extend from the tips of the Hunter's fingers. These claws deal 1d6 slashing damage plus strength bonus (1d4 for small creatures, 1d8 for large), and like all natural weapons do not provoke attacks of opportunity.

ETR 6: The Hunter receives a +3 bonus to hide, listen, and move silently checks.

ETR 9: The Hunter receives low-light vision and darkvision out to 30'. If the Hunter already has darkvision, increase its range by 30' instead.

ETR 12: The Hunter receives the scent ability.

ETR 15: The Hunter's natural claw attacks improve. They now deal 1d10 damage, plus strength bonus (1d8 for small creatures, 1d12 for large). In addition, the Hunter receives a bite attack, which deals 1d12 piercing damage, plus 1/2 strength bonus (1d10 for small creatures, 2d8 for large).

ETR 18: The Hunter's bonuses to hide, listen, and move silently improve to +9.

Cheetah
ETR 2: The Hunter gains a 5' bonus to his land speed.

ETR 4: The Hunter's bonus to his land speed increases to 10'. He also gains the benefits of the Run feat.

ETR 8: The Hunter gains the ability to move at ten times his normal speed during a charge once per hour.

ETR 12: The Hunter gains the Cometary Collision feat even if he doesn't qualify for it.

ETR 15: The Hunter gains +2 Dexterity.

ETR 20: The Hunter's bonus to his land speed increases to 20'.

Chimera
ETR 2: The Hunter treats Knowledge (Arcana) as a class skill.

ETR 5: The Hunter's carrying capacity is calculated as if the Hunter's Strength were 2 points higher than it actually was.

ETR 10: The Hunter gains a breath weapon. This breath weapon deals 3d8 points of damage and has a DC 10 + 1/2 ETR + Cha modifier Reflex save for half damage. This breath weapon is a 20' cone of fire, 20' cone of gas, 20' cone of cold, 40' line of acid, or 40' line of lightning. It is also usable once every five rounds.

ETR 15: The Hunter gains +2 Strength.

ETR 20: The Hunter gains chimera-like wings. These wings give him a fly speed of 50' with poor maneuverability.

Crocodile
ETR 2: The Hunter treats Swim as a class skill.

ETR 4: The Hunter gains the ability to hold his breath for a number of rounds equal to 4 x his Constitution modifier before he risks drowning.

ETR 8: The Hunter gains a 15' swim speed.

ETR 12: The Hunter's swim speed increases to 30', and he gains +2 Strength.

ETR 16: The Hunter gains +2 Constitution.

ETR 20: The Hunter's swim speed increases to 45' and he gains +2 Strength.

Displacer Beast
ETR 2: The Hunter receives a +2 bonus to resist ranged magical attacks that specifically target him.

ETR 4: The Hunter gains darkvision out to 30'. If the Hunter already has darkvision, it improves by 30' instead.

ETR 8: The Hunter's darkvision improves to 60'. In addition, he gains the ability to use displacement as a spell-like ability (CL=ETR) three times per day.

ETR 12: The Hunter grows two tentacles out of his back. These tentacles deal 1d6 damage plus 1/2 strength modifier and have a reach of 10 feet.

ETR 16: The Hunter's resistance to ranged magical attacks increases to +5.

ETR 20: The Hunter is considered constantly under the displacement spell. He can suppress this ability at will for a number of rounds equal to his Charisma modifier.

Frost Worm
ETR 2: The Hunter can speak Aquan.

ETR 5: The Hunter gains the ability to release a piercing trill that forces his opponents to stand motionless. All creatures within 50' of the Hunter must make a Will save versus DC 10 + ETR + Charisma modifier or be stunned for 1d4 rounds. Once a creature has resisted or broken the effect, the trill cannot affect it again for 24 hours. This ability is usable once every five rounds.

ETR 10: The Hunter gains a burrow speed of 10 feet.

ETR 15: The Hunter can release a breath weapon. This is a 30' cone of cold that deals 1d6 points of damage per two points of ETR (Reflex DC 10 + ETR + Cha modifier for half). Opponents paralyzed by the Hunter's trill get no saving throw.

ETR 20: The Hunter becomes immune to cold.

Griffon
ETR 2: The Hunter can speak Auran.

ETR 4: The Hunter gains darkvision out to 60'. If he already has darkvision, it instead increases his range by 60'.

ETR 8: The Hunter grows a pair of eagle-like wings. These grant him a fly speed of 40' with average maneuverability.

ETR 12: The Hunter gains the ability to perform a full-attack after diving.

ETR 16: The Hunter receives +2 Dexterity.

ETR 20: The Hunter increases his fly speed to 80'.

Hawk
ETR 2: The Hunter receives a +2 bonus to spot checks.

ETR 3: The Hunter gains low-light vision.

ETR 6: The Hunter gains the Weapon Finesse feat.

ETR 9: The Hunter receives +2 Dexterity.

ETR 12: The Hunter's bonus to spot checks increases to +4.

ETR 15: The Hunter receives +2 Dexterity.

ETR 18: The Hunter grows a pair of hawk-like wings. These give him a fly speed of 60' and average maneuverability.

Horse
ETR 2: The Hunter's weight limits are treated as if his strength were 2 points higher.

ETR 4: The Hunter gains the Die Hard feat.

ETR 8: The Hunter gains the Run feat.

ETR 12: The Hunter gains the Cometary Collision Feat.

ETR 16: The Hunter gains the scent ability.

ETR 20: The Hunter gains +4 Strength.

Hydra
ETR 2: The Hunter receives a +2 bonus to spot checks.

ETR 5: The Hunter gains a swim speed of 20'.

ETR 10: The Hunter gains darkvision to 60' and low-light vision.

ETR 15: The Hunter gains the scent ability.

ETR 20: The Hunter regenerates lost hit points at an increased rate, regaining 15 hit points an hour.

Kraken
ETR 2: The Hunter gains a swim speed of 10'.

ETR 5: The Hunter gains the ability to move backwards while underwater at a speed of 140'. This is usable once every 5 rounds.

ETR 10: The Hunter gains +2 Strength, and his swim speed increases to 20'.

ETR 15: The Hunter gains the ability to release a cloud of ink. He can emit a cloud of jet-black ink in an 80-foot spread once per minute as a free action. The cloud provides total concealment, which the Hunter can use to escape a fight that is going badly. Creatures within the cloud are considered to be in darkness.

ETR 20: The Hunter gains the ability to breathe underwater at will, as if he were constantly under the effects of a breathe water spell.

Lion
ETR 2: The Hunter treats Balance as a class skill.

ETR 4: The Hunter gains low-light vision and the scent ability.

ETR 8: The Hunter gains +2 Strength.

ETR 12: The Hunter gains the ability to perform a full-attack after a charge. This ability is usable once every five rounds.

ETR 15: The Hunter gains +2 Strength.

ETR 20: The Hunter's ability to full-attack after a charge becomes usable once every three rounds.

Manticore
ETR 2: The Hunter gains low-light vision.

ETR 4: The Hunter gains darkvision to 60' and the scent ability. If he already has darkvision, add 60' to its distance instead.

ETR 8: The Hunter gains the ability to shoot 2 spikes out of the palm of his hand. He can use this ability once every five rounds. These spikes have a range of 100 feet, and deal 1d8 damage plus 1/2 strength modifier. This is a standard action. Each spike’s attack roll is rolled individually.

ETR 12: The Hunter's spike shooting ability increases to 3 spikes, and the range increases to 120 feet.

ETR 16: The Hunter's spike shooting ability increases to 4 spikes and the range increases to 150 feet.

ETR 20: The Hunter's spike shooting ability increases to 6 spikes and the range increases to 180 feet.

Owlbear
ETR 2: The Hunter treats Search as a class skill.

ETR 4: The Hunter gains the Alertness feat and the scent ability.

ETR 8: The Hunter gains +2 Strength.

ETR 12: The Hunter gains +2 Constitution.

ETR 16: The Hunter gains +2 Strength.

ETR 20: The Hunter gains +2 Constitution.

Pegasus
ETR 2: The Hunter treats Diplomacy as a class skill.

ETR 4: The Hunter gains the ability to detect evil as the spell, at will. (CL 5th)

ETR 8: The Hunter gains the ability to detect good as the spell, at will. (CL 5th)

ETR 12: The Hunter's carrying capacity is calculated as if his Strength were 2 points higher.

ETR 16: The Hunter grows a pair of wings. These wings give him a fly speed of 60' with poor maneuverability.

ETR 20: The Hunter's ability to fly improves. He can now fly at a fly speed of 120' with average maneuverability.

Phase Spider
ETR 2: The Hunter receives a +2 bonus to initiative checks.

ETR 4: The Hunter's base land speed increases by 10'.

ETR 8: The Hunter gains a climb speed of 20'.

ETR 12: The Hunter's natural attacks become coated with a potent poison. This deals 1d4 constitution damage as both primary and secondary damage, and has a save DC equal to 10 + 1/2 ETR + Cha modifier.

ETR 16: The Hunter gains the ability to shift to the Ethereal Plane from the Material Plane as a free action, and shift back again as a move action (or during a move action). The ability is otherwise identical with ethereal jaunt (caster level 15th).


ETR 20: The Hunter's bonus to initiative checks increases to +6.

Purple Worm
ETR 2: The Hunter gains Tremorsense to 10'.

ETR 5: The Hunter gains a burrow speed of 20' and a swim speed of 10'.

ETR 10: The Hunter's Tremorsense improves to 50'.

ETR 15: The Hunter's natural attacks become coated in potent venom. This has a Fortitude save of DC 10 + 1/2 ETR + Cha modifier, and deals an initial damage of 1d4 Str and a secondary damage of 1d6 Str.

ETR 20: The Hunter gains a +4 to Strength.

Rat
ETR 2: The Hunter treats Search as a class skill.

ETR 3: The Hunter treats Balance as a class skill.

ETR 6: The Hunter treats Swim as a class skill.

ETR 9: The Hunter gains low-light vision and the scent ability.

ETR 12: The Hunter gains +2 Dexterity.

ETR 15: The Hunter gains a +4 bonus to Hide and Move Silently.

ETR 18: The Hunter gains +2 Dexterity.

Remorhaz
ETR 2: The Hunter is immune to the effects of low temperatures, as if he were constantly under the effects of an endure elements spell.

ETR 5: The Hunter gains a +2 bonus to his natural armor class.

ETR 10: The Hunter gains a burrow speed of 20'.

ETR 15: The Hunter radiates heat from his body. Any creature striking him with a melee weapon (except a reach weapon) or natural attack takes 1d6 points of fire damage for each 4 points of ETR the Hunter has.

ETR 20: The Hunter's bonus to his natural armor class increases to +6.

Rhinoceros
ETR 2: The Hunter treats Intimidate as a class skill.

ETR 4: The Hunter gains low-light vision.

ETR 8: The Hunter gains +2 Strength.

ETR 12: The Hunter's charges deal 1.5 times their normal damage.

ETR 16: The Hunter gains +2 Strength.

ETR 20: The Hunter's charges deal 2 times their normal damage.

Rust Monster
ETR 2: The Hunter treats Appraise as a class skill.

ETR 4: The Hunter gains the darkvision out to 30' and the scent ability. If he already has darkvision, increase its range by 30' instead.

ETR 8: The Hunter gains a +2 bonus to his natural armor class.

ETR 12: The Hunter gains the ability to rust with his touch. A Hunter that makes a successful touch attack causes the target metal to corrode, falling to pieces and becoming useless immediately. The touch can destroy up to a 10-foot cube of metal instantly. Magic armor and weapons, and other magic items made of metal, must succeed on a DC 10 + 1/2 ETR + Cha modifier Reflex save or be dissolved.

A metal weapon that deals damage to a Hunter corrodes immediately. Wooden, stone, and other nonmetallic weapons are unaffected. Unfortunately, this means that a Hunter cannot use metal equipment or items.

ETR 16: The Hunter's bonus to his natural armor class improves to +6.

ETR 20: The Hunter's bonus to his natural armor class improves to +10.

Sea Cat
ETR 2: The Hunter can hold his breath for 4 x Con modifier rounds before risking drowning.

ETR 4: The Hunter gains two natural claw attacks. These claws deal 1d6 + Str modifier damage.

ETR 8: The Hunter gains the ability to rend when he hits with both of his claw attacks. This deals an additional 2d6 damage plus double the Hunter's Str modifier.

ETR 12: The Hunter gains a swim speed of 40'.

ETR 16: The Hunter gains +2 Strength and can hold his breath for 5 x Con modifier rounds before risking drowning.

ETR 20: The Hunter gains +2 Constitution and can hold his breath for 6 x Con modifier rounds before risking drowning.

Shark
ETR 2: The Hunter treats Intimidate as a class skill.

ETR 4: The Hunter gains the scent ability.

ETR 8: The Hunter gains a swim speed of 30'.

ETR 12: The Hunter gains blindsense out to 30'.

ETR 16: The Hunter gains the scent ability effective out to 180'.

ETR 20: The Hunter's swim speed improves to 60'.

Shocker Lizard
ETR 2: The Hunter treats Jump as a class skill.

ETR 4: The Hunter gains the ability to deliver a shock of electricity to an opponent. By succeeding on a melee touch attack, the Hunter can deal 1d8 points of non-lethal electrical damage to living opponents (Reflex DC 10 + ETR + Cha modifier for half) per two points of ETR. This ability can be used once every five rounds.

ETR 8: The Hunter gains the ability to deliver a lethal shock of electricity to an opponent. By succeeding on a melee touch attack, the Hunter can deal 1d8 points of lethal electrical damage to living opponents (Reflex DC 10 + 1/2 ETR + Cha modifier for half) per two points of ETR. This ability can be used once every five rounds.

ETR 12: The Hunter gains the ability to sense any electrical discharge within 100'.

ETR 16: The Hunter gains a climb speed of 20'.

ETR 20: The Hunter gains a swim speed of 20'.

Snake
ETR 2: The Hunter can use poisons without the risk of poisoning himself.

ETR 4: The Hunter treats Balance as a class ability.

ETR 8: The Hunter gains the scent ability.

ETR 12: The Hunter's natural attacks become coated in poison. This poison does 1d4 points of Constitution damage as both primary and secondary damage, and has a Fortitude save DC of 10 + 1/2 ETR + Cha modifier.

ETR 16: The Hunter gains a climb speed of 20'.

ETR 20: The Hunter gains a swim speed of 20'.

Tiger
ETR 2: The Hunter treats Balance as a class skill.

ETR 4: The Hunter gains low-light vision and the scent ability.

ETR 8: The Hunter gains +2 Dexterity.

ETR 12: The Hunter gains the ability to perform a full-attack after a charge. This ability is usable once every five rounds.

ETR 16: The Hunter gains +2 Dexterity.

ETR 20: The Hunter's ability to full-attack after a charge becomes usable once every three rounds.

Treant
ETR 2: The Hunter treats Sense Motive as a class skill.

ETR 4: The Hunter gains +2 Strength.

ETR 8: Whenever a Hunter deals damage to an object, he deals double damage.

ETR 12: The Hunter gains Damage Reduction 10/slashing.

ETR 16: The Hunter gains the ability to cast liveoak once per day (CL = ETR).

ETR 20: The Hunter gains a +4 bonus to his natural armor class.

Unicorn
ETR 2: The Hunter treats Jump as a class skill.

ETR 4: The Hunter can cast detect evil at will. (CL 5th)

ETR 8: The Hunter can cast cure light wounds (CL 5th) three times a day, cure moderate wounds (CL 5th) once a day, and neutralize poison (CL 8th) once a day.

ETR 12: The Hunter is continuously surrounded by a magic circle against evil.

ETR 16: The Hunter gains +2 Charisma.

ETR 20: The Hunter gains +2 Strength.

Winter Wolf
ETR 2: The Hunter gains the scent ability.

ETR 4: The Hunter gains darkvision out to 60' and the scent ability.

ETR 8: The Hunter gains the ability to breathe a cone of frost. This is a 15-foot cone and is usable once every 5 rounds. It deals 1d6 cold damage per two points of ETR, and has a Reflex save DC of 10 + ETR + Cha modifier for half damage.

ETR 12: The Hunter gains the Improved Trip feat.

ETR 16: The Hunter gains a +3 bonus to Listen, Spot, Hide, and Move Silently.

ETR 20: The Hunter gains Cold Resist 20.

Horjin
Horjin, Tiger-God of the Hunt

Domains: Animal, Celerity, Competition, Trickery

Horjin (hoar-jinn) is a gigantic tiger. He concerns himself with the protection of nature and the proliferation of harmony between nature and the intelligent races. He resides in a sub plane of the Beastlands, the Island of Naudia'Diva, eternally hunting big game.

History/Relationships: Horjin began his life as a regular tiger, but was blessed with intelligence and godhood for his prowess after he brought a deity's avatar to a stalemate. Horjin has little interaction with other gods.

Dogma: The Nine Traditions of Sagittarius are to be followed at all times. Your Sacred Hunt and your Quarry precede everything: follow them with all your heart. Do not fight when your time comes: you have served the earth in your time.

Clergy: There are very few priests of Horjin, though those that exist are zealous in their beliefs. They tend to be leaders to the Hunters, though a few travel the lands as recruiters of a sort. There are three leaders within the church: the First, the High Priest, and the Aurajinrale.

The First is the best Hunters among the Hunters, and epitomizes each of the Nine Traditions of Sagittarius. Most First have hunted the majority of the creatures over the land, or at least dueled with them. Few are intellectual or patient enough to go beyond rudimentary magic, but this--like all rules--has exceptions.

The High Priest is the spiritual leader of the Hunters, arbiter in most disputes, and caretaker of the Temple. He is well-versed in Horjinic scripture and magic, and is accepted as the living embodiment of Sagittarius, the first Hunter of the Stag.

The Aurajinrale is a genetic descendant of Torat, the first Aurajinrale, and is usually female. Aurajinralek all have visions and act as the High Priest's assistant in most religious ceremonies.

Fax Celestis
2006-08-17, 03:53 AM
Second Totem
Requirements: Effective Totem Rank 11, Charisma 17, Diplomacy 6 ranks

Due to your strength of personality and renown with the spirits of the world, you are able to acquire a second totem. Choose a second totem from the list, and immediately gain any applicable abilities for it. However, your Effective Totem Rank for that totem is considered to be 10 lower than it actually is.

Totem Focus
Requirements: Effective Totem Rank 5, Charisma 15

You get along with your totem notoriously well, and it shows. Whenever the two of you put your minds to a task, your combined efforts have a greater result.

When determining an effect based upon your ETR, increase your ETR by 1. This does not actually increase your ETR, just how effective your totem's powers are.

Totem Manifestation
Requirements: Effective Totem Rank 7, Constitution 13

Your totem can manifest its presence in near-physical form when it chooses to. Your totem can act like the Hexblade's Dark Familiar (see PHB-II) in all aspects but form. Despite the size of the base creature of your totem, it does not take up a space larger than a 5-foot square. Larger totems shrink to fit proportionally.

Fax Celestis
2006-08-17, 03:57 AM
The Ditantengon Regigoraau (http://img.photobucket.com/albums/v216/FaxCelestis/Horjinic/rune-di.png http://img.photobucket.com/albums/v216/FaxCelestis/Horjinic/rune-tan.png http://img.photobucket.com/albums/v216/FaxCelestis/Horjinic/rune-ten.png http://img.photobucket.com/albums/v216/FaxCelestis/Horjinic/rune-gon.png http://img.photobucket.com/albums/v216/FaxCelestis/Horjinic/rune-re.png http://img.photobucket.com/albums/v216/FaxCelestis/Horjinic/rune-gi.png http://img.photobucket.com/albums/v216/FaxCelestis/Horjinic/rune-go.png http://img.photobucket.com/albums/v216/FaxCelestis/Horjinic/rune-ra.png http://img.photobucket.com/albums/v216/FaxCelestis/Horjinic/rune-au.png ; trans: Spiritsigned Hunter) is a fighter, but not just any fighter. He uses minor magical abilities to store weapons in the form of tattoos around his body.

Abilities: Strength, Dexterity, and Constitution are all good abilities for you to have, though Charisma dictates how many tattoos you can have.

Races: Like all Hunters of the Stag, Ditantengon Regigoraauk are largely human, though other races have been known to take up the mantle.

Alignment: Like all Hunters of the Stag, Ditantengon Regigoraauk must not be evil.

Hit Die: d10

==Requirements==
BAB +5
Skills Craft (Tattoo) 10 ranks, Survival 10 ranks
Special Totem class feature (ETR 7)

==Class Features==

Weapon and Armor Proficiency: Ditantengon Regigoraauk gain no weapon or armor proficiencies

Class Skills (4 + Int modifier per level): Climb, Concentration, Craft, Handle Animal, Heal, Hide, Knowledge (Nature), Listen, Move Silently, Profession, Ride, Spot, Survival, Tumble

Totem: At the indicated levels, a Ditantengon Regigoraau gains Effective Totem Rank. In addition, he retains any class skills granted to him by his totem.

Spirited Tattoo: A Ditantengon Regigoraau deals with the spirits inherent in his weaponry and armor. By promising them use in battle, a Ditantengon Regigoraau may blend them with his body.

While not in use, a weapon, shield, or piece of armor appears as a tattoo on his skin. As a standard action, he may summon forth one of the tattoos back into physical form by touching the tattoo. Conversely, as a full-round action, he may summon forth three. Weapons and shields appear in his hands, while armor appears on top of any clothing he may be wearing. Reintegrating a weapon, shield, or piece of armor back into tattoo form takes a standard action.

A Ditantengon Regigoraau may have as many activatable tattoos as double his Charisma modifier, to a maximum of his current class level.

Weapon of Choice: A Ditantengon Regigoraau focuses on a particular weapon throughout his training. As such, they may select any one weapon (simple, martial, or exotic) at 1st level and gain the required proficiencies for that weapon. They also acquire the Weapon Focus feat for the appropriate weapon. If the Ditantengon Regigoraau already has the Hunter of the Stag's "Weapon of Choice" class feature, he instead gains "Improved Weapon of Choice" (see below).

Bonus Feat: At 2nd level, 5th level, and 8th level, a Ditantengon Regigoraau receives a bonus feat as a fighter would.

Quickened Tattoo: At 3th level, a Ditantengon Regigoraau's affinity with the spirits of his armaments increases. He may then call forth one armament as a quick action, to a maximum number of times per day equal to his class level.

Improved Weapon of Choice: At 5th level, a Ditantengon Regigoraau's prowess with their chosen weapon increases. They receive the Weapon Specialization and Greater Weapon Focus feats for the appropriate weapon, even if they don't qualify for the feats. If the Ditantengon Regigoraau already has the Hunter of the Stag's "Improved Weapon of Choice" class feature, he instead gains "Greater Weapon of Choice" (see below).

Greater Weapon of Choice: At 10th level, a Ditantengon Regigoraau's prowess with their chosen weapon increases further. They receive the Greater Weapon Specialization feat, even if they don't qualify for the feat. In addition, they receive the Crushing Strike feat if their weapon is a melee bludgeoning weapon; the Driving Attack feat if their weapon is a melee piercing weapon; the Slashing Flurry feat if their weapon is a melee slashing weapon; or the Penetrating Shot feat if their weapon is a ranged weapon. They do not need to qualify for these feats in order to obtain them.

===Playing A Ditantengon Regigoraau===
Ditantengon Regigoraauk are determined individualists, similar to other Hunters of the Stag. However, they are more martially oriented than the survivalist/naturalist Hunters, and so are more often the ones who journey out.

====Religion====
Ditantengon, as a whole, worship Horjin, the Tiger-God of the Hunt.

====Other Classes====
Rangers, scouts, druids, and barbarians get along with the Ditantengon Regigoraauk remarkably. Paladins and clerics admire their devotion.

====Combat====
Surprise is your best friend. Use your tattoo activation to generate yourself a weapon when it is thought that you have none. Subtlety and discretion are more so your realm than other fighters.

===Ditantengon Regigioraauk Progression===
{table]
Level Base Attack Bonus Fort Save Ref Save Will Save Special ECR

1st +1 +2 +0 +0 Spirited Tattoo, Weapon of Choice-

2nd +2 +3 +0 +0 Bonus Feat+1

3rd +3 +3 +1 +1 Quickened Tattoo-

4th +4 +4 +1 +1 -+1

5th +5 +4 +1 +1 Improved Weapon of Choice, Bonus Feat-

6th +6 +5 +2 +2 -+1

7th +7 +5 +2 +2 --

8th +8 +6 +2 +2 Bonus Feat+1

9th +9 +6 +3 +3 --

10th +10 +7 +3 +3 Greater Weapon of Choice+1[/table]

martyboy74
2006-08-17, 10:17 AM
Um, what's an adivinjink igesto????

Fax Celestis
2006-08-17, 12:50 PM
Um, what's an adivinjink igesto????
It's a jackalope (http://www.giantitp.com/cgi-bin/yabb/YaBB.pl?board=gaming;action=display;num=1152329846 ).

Fax Celestis
2006-08-17, 02:00 PM
Aurajinrale ( http://img.photobucket.com/albums/v216/FaxCelestis/Horjinic/rune-au.png http://img.photobucket.com/albums/v216/FaxCelestis/Horjinic/rune-ra.png http://img.photobucket.com/albums/v216/FaxCelestis/Horjinic/rune-jin.png http://img.photobucket.com/albums/v216/FaxCelestis/Horjinic/rune-ra.png http://img.photobucket.com/albums/v216/FaxCelestis/Horjinic/rune-le.png ) translates literally to "Sky-Gift". It was originally used to refer to those with oracular ability, but later became the title for any priest of the Hunters of the Stag.

Abilities: Wisdom is your prime ability, though your Charisma remains important for your totem. Other good abilities to have would be Constitution (for hit points) and Dexterity (to keep from being struck).

Alignment: Aurajinrale, like all Hunters of the Stag, must be good.

Hit Die: d6

===Requirements===
Abilities: Wisdom 15+

Special: Totem class ability (ETR 5)

===Class Features===
Class Skills (4 + Int modifier per level): Climb, Concentration, Craft, Handle Animal, Heal, Hide, Knowledge (Nature), Knowledge (Religion), Knowledge (The Planes) Listen, Move Silently, Ride, Spot, Survival

Weapon and Armor Proficiency: Aurajinralek gain no proficiencies with weapons or armor.

Totem: Aurajinralek increase their Effective Totem Rank on odd numbered levels. In addition, he retains any class skills granted him by his totem.

Spells: An Aurajinrale gains the ability to cast a number of divine spells. To cast a spell, an Aurajinrale must have a Wisdom score of at least 10 + the spell's level, so an Aurajinrale with a Wisdom of 10 or lower cannot cast spells. Aurajinralek bonus spells are based on Wisdom, and saving throws against these spells have a DC of 10 + spell level + Wisdom modifier.

The Aurajinrale spell list is identical to the druid spell list. An Aurajinrale has access to any spell on the list and prepares those spells as a druid, except that he does not have the ability to spontaneously cast ''summon nature's ally'' spells.

Turn Undead: Starting at 2nd level, the Aurajinrale can turn undead as a cleric. He uses his Aurajinrale level as the cleric level for determining success and damage. In addition, he may turn constructs with his turning ability.

Speak with Animals: Starting at 3rd level, the Aurajinrale gains the ability to converse with animals. Treat him as being constantly under the effects of a speak with animals spell.

Weapon of Choice: At 4th level, the Aurajinrale focuses on a particular weapon throughout his training. As such, they may select any one weapon (simple, martial, or exotic) at 4th level and gain the required proficiencies for that weapon. They also acquire the Weapon Focus feat for the appropriate weapon. If the Aurajinrale already has the Hunter of the Stag's "Weapon of Choice" class feature, he instead gains "Improved Weapon of Choice" (see below).

Speak with Plants: At 5th level, the Aurajinrale gains the ability to converse with plants. Treat him as being constantly under the effects of a speak with plants spell.

Improved Weapon of Choice: At 9th level, a Aurajinrale's prowess with their chosen weapon increases. They receive the Weapon Specialization and Greater Weapon Focus feats for the appropriate weapon, even if they don't qualify for the feats. If the Aurajinrale already has the Hunter of the Stag's "Improved Weapon of Choice" class feature, he instead gains "Greater Weapon of Choice".

===Aurajinrale Progression===
{table]
Level BAB Fort Save Ref Save Will Save Special ETR 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th

1st +0 +0 +0 +2 Totem +1 4 2 - - - - - - - -

2nd +1 +0 +0 +3 Turn Undead - 5 3 0 - - - - - - -

3rd +1 +1 +1 +3 Speak with Animals +1 5 3 1 0 - - - - - -

4th +2 +1 +1 +4 Weapon of Choice - 6 3 2 1 0 - - - - -

5th +2 +1 +1 +4 Speak with Plants +1 6 3 3 2 1 0 - - - -

6th +3 +2 +2 +5 - - 6 3 3 3 2 1 0 - - -

7th +3 +2 +2 +5 - +1 6 4 3 3 3 2 1 0 - -

8th +4 +2 +2 +6 - - 6 4 4 3 3 3 2 1 0 -

9th +4 +3 +3 +6 Improved Weapon of Choice +1 6 5 4 4 4 4 3 2 1 0

10th +5 +3 +3 +7 - - 6 5 5 4 4 4 4 3 2 1[/table]

Averem
2006-08-17, 02:13 PM
It's an explosion of flavor! No really, there is a lot of stuff here. The number of options. Mind boggling.

Fax Celestis
2006-08-17, 05:05 PM
The First are the elite of the Hunters of the Stag, focusing on multiple weapons and gaining incredible martial prowess. However, their increased martial abilities mean that their connections with their totems are not as strong as others.

Abilities: Unlike most Hunters, your Charisma is of lesser concern to you than the physical scores. A good Strength, Dexterity, and Constitution will help you far more than your other skills, since your talents lie with them.

Alignment: The First, like all Hunters of the Stag, must be good.

Hit Die: d10

===Requirements===
Abilities: Strength 15, Wisdom 13

Feats: Dodge, Blind-Fight

Skills: Concentration 10 ranks, Craft (Taxidermy) 6 ranks

Special: Weapon of Choice class ability

===Class Features===
Class Skills (2 + Int modifier per level): Climb, Concentration, Craft, Handle Animal, Heal, Knowledge (Nature), Listen, Ride, Spot, Survival

Weapon and Armor Proficiency: First gain no proficiencies with weapons or armor.

Totem: First increase their Effective Totem Rank on even numbered levels. In addition, he retains any class skills granted him by his totem.

Improved Weapon of Choice: At first level, a First's prowess with his chosen weapon increases. They receive the Weapon Specialization and Greater Weapon Focus feats for the appropriate weapon, even if they don't qualify for the feats. If the First already has the Hunter of the Stag's "Improved Weapon of Choice" class feature, he instead gains "Greater Weapon of Choice" (see below).

Combat Focus: This functions exactly as the Combat Focus feat of the same name (see PHB-II), except that the First may make a DC 25 Concentration check to gain focus.

Team Initiative: The First, and all allies within 30', gain a bonus to initiative equal to the First's class level.

Trophy Collector: At 3rd level, the First gains the Trophy Collector feat.

Combat Stability: At 3rd level, the First gains the Combat Stability feat.

Greater Weapon of Choice: At 4th level, a First's prowess with his chosen weapon increases further. They receive the Greater Weapon Specialization feat, even if they don't qualify for the feat. In addition, they receive the Crushing Strike feat if their weapon is a melee bludgeoning weapon; the Driving Attack feat if their weapon is a melee piercing weapon; the Slashing Flurry feat if their weapon is a melee slashing weapon; or the Penetrating Shot feat if their weapon is a ranged weapon. They do not need to qualify for these feats in order to obtain them. If the First already has the Hunter of the Stag's "Greater Weapon of Choice" class feature, he instead gains "Supreme Weapon of Choice" (see below).

Combat Defense: At 5th level, the First gains the Combat Defense feat.

Combat Awareness: At 6th level, the First gains the Combat Awareness feat.

Combat Vigor: At 7th level, the First gains the Combat Vigor feat.

Combat Strike: At 8th level, the First gains the Combat Strike feat.

Supreme Weapon of Choice: At 10th level, a Hunter's prowess with their chosen weapon increases to legendary levels. They receive the Weapon Supremacy feat for their chosen weapon, even if they don't qualify for the feat.

===First Progression===
{table]
Level BAB Fort Save Ref Save Will Save Special ETR

1st +1 +2 +2 +0 Totem, Improved Weapon of Choice -

2nd +2 +3 +3 +0 Combat Focus, Team Initiative +1

3rd +3 +3 +3 +1 Trophy Collector, Combat Stability -

4th +4 +4 +4 +1 Greater Weapon of Choice +1

5th +5 +4 +4 +1 Combat Defense -

6th +6 +5 +5 +2 Combat Awareness +1

7th +7 +5 +5 +2 Combat Vigor -

8th +8 +6 +6 +2 Combat Strike +1

9th +9 +6 +6 +3 - -

10th +10 +7 +7 +3 Supreme Weapon of Choice +1
[/table]

Fax Celestis
2006-08-19, 06:30 PM
Master Totemists have a stronger connection to the spirits inherent in everything than other Hunters.

Abilities: Charisma is perhaps your prime stat. Any other stat should be considered secondary.

Alignment: Master Totemists, like all Hunters of the Stag, must be good.

Hit Die: d6

===Requirements===
Abilities: Charisma 17

Feats: Totem Focus

Skills: Diplomacy 5 ranks

Special: Totem class ability

===Class Features===
Class Skills (4 + Int modifier per level): Climb, Concentration, Craft, Diplomacy, Handle Animal, Heal, Hide, Knowledge (Nature), Listen, Move Silently, Ride, Spot, Survival

Weapon and Armor Proficiency: Master Totemists gain no proficiencies with weapons or armor.

Totem: Master Totemists increase their Effective Totem Rank by 1 at first level. Between 2nd and 5th level, they increase their Effective Totem Rank by 2 per level. From 6th to 9th level, they increase their Effective Totem Rank by 3 per level. At 10th levl, they increase their Effective Totem Rank by 4.

Second Totem: At first level, a Master Totemist gains a second totem. He selects a totem from the list of totems as if he were a first-level Hunter. This totem acts as if the Master Totemist had the Second Totem feat.

Redesignate: At second level, a Master Totemist can redesignate his Effective Totem Ranks between his two totems by making a DC 10 + ECR Diplomacy check. This takes 4 hours of meditation and if interrupted is lost. After redesignation, the Master Totemist cannot have any one Effective Totem Rank be more than his Effective Character Level. Finally, his second totem no longer suffers a penalty to ECR.

Improved Weapon of Choice: At fifth level, a Master Totemist's prowess with his chosen weapon increases. They receive the Weapon Specialization and Greater Weapon Focus feats for the appropriate weapon, even if they don't qualify for the feats. If the First already has the Hunter of the Stag's "Improved Weapon of Choice" class feature, he instead gains "Greater Weapon of Choice".

Third Totem: At sixth level, a Master totemist gains a third totem. He selects a third totem from the list of totems as if he were a first-level Hunter. This totem does not suffer a penalty to ECR and is immediately redesignatable using the Redesignate ability. The same restrictions under Redesignate apply.

Fourth Totem: At tenth level, a Master totemist gains a fourth totem. He selects a fourth totem from the list of totems as if he were a first-level Hunter. This totem does not suffer a penalty to ECR and is immediately redesignatable using the Redesignate ability. The same restrictions under Redesignate apply.

===Master Totemist Progression===
{table]
Level BAB Fort Save Ref Save Will Save Special ETR

1st +0 +0 +2 +2 Totem, Second Totem +1

2nd +1 +0 +3 +3 Redesignate +2

3rd +2 +1 +3 +3 - +2

4th +3 +1 +4 +4 - +2

5th +3 +1 +4 +4 Improved Weapon of Choice +2

6th +4 +2 +5 +5 Third Totem +3

7th +5 +2 +5 +5 - +3

8th +6 +2 +6 +6 - +3

9th +6 +3 +6 +6 - +3

10th +7 +3 +7 +7 Fourth Totem +4
[/table]

CommanderFalken
2006-08-27, 12:23 AM
Holy Crap :o :o :o :o :o

That is awesome. I so need to make a Hunter now.

Is the Tiger god an invention of yours? Or is it from some supllemant I know nothing about?

Cheers, and hope you do more stuff!
-Falken

Fax Celestis
2006-08-27, 12:41 AM
The Tiger-God is an invention of mine.

...that reminds me, let me post the Horjinic Creation Myth and a few rites.
[hr]
Before there was Sky and Sea, before the Sky-Father, before the Moon-Sister, even before the beloved Earth-Mother herself, there were the four Muses: Creation, Alteration, Organization, and Destruction.

Creation was an ever-shifting form: one second appearing to be a beautiful woman, next a soaring eagle, then a great sunrise, then the purest blue. She (for Creation chose to be female most of the time) began existance as we know it with but a thought. She created the great ball of earth that became the foundation for the earth. She created the oceans, the mountains, and the most basic of animals. When she was finished, she turned to her sister, Alteration, and said: "I have made this; what would you do to make it better?"

Alteration, who chose the form of a sphere of immeasurable detail, said nothing, but immediately took the simple forms of life and changed them into the animals we know today. Jackalope and roc, sandworm and bullette, hydra, dragon, shark, tiger, wolf, squirrel, oak...all were her invention, her amendment to Creation's simple forms.

But the world was still not complete. The plants and animals had no spirits to accompany them, no souls for their shells. So Organization--who appeared to be a limitless repeating reflection--stepped forward and infused each with spirits. To the animals with serrated teeth and sharp senses, he gave the instincts of the predator: savage hunger, murderous desire, and vicious solitary will. To those with flat teeth and social inclination, he gave the instincts of the prey: communal ideals, peaceful desire, and measured social structure. To those he could place in neither group, he gave both instinct of predator and prey. And in the ones he favored most, he instilled not just instinct within the beast, but spirit as well. For most creatures only had spirit accompanyment; but the greatest had spirits within.

Finally, Destruction--an ever-burning ball of flame--said, "I have but one thing left for this world," and his flames brushed the earth. But instead of burning the newly created Earth-Mother, his touch caused all the creatures to suffer death. But Destruction was not cruel; his only claim was to their bodies: their spirits were allowed to return to the Earth-Mother and choose another form after their physical passing.

With that, Creation moved into the northern skies and said, "I will watch over this place as if it were my child." She remains there to this day: some call her the Aurora.

Alteration moved into the sky and grew smaller, though no less detailed. She spoke: "This world is not my own, but I helped in its creation. So, I too wil watch, but I will watch from afar, and not always." She also remains there in this day, as the Moon-Sister.

Organization moved into the minds of the ones he blessed with intellect, spread out across them to better learn how this world he had had a hand in creating worked.

And Destruction moved into the sky along with Alteration, also growing smaller, saying, "I too will watch this world, but I cannot focus my eye on any one part for long or all before me shall perish. So I shall rotate the earth, watching one part at a time, to keep the beasts from perishing."

And Creation's final act was to instill the very earth with a spirit in much the same way that Organization had blessed the intellected. We call her the Earth-Mother.

Fax Celestis
2006-08-27, 12:45 AM
Rites of the Hunters of the Stag
The Birthrite
When a child is born whose parents are both Hunters of the Stag, a special rite is performed to initiate the child into the Hunters.

The child is blessed by the High Priest and then baptized by the parents in each of the four elements.

The child is first dipped into mud and pulled forth, which represent both man's origin and a thanks to the Earth-Mother for the gift of the child.

Next, the child is held in the hot air over a fire, which represent the duality of life and death, in the form of air and fire.

Finally, the child is cleansed in holy water, representing the child's relation to the four elements, as well as their division from the four elements, because the Hunters are the Earth-Mother's chosen people.

The child is dried and clothed, and a wreath is placed on the child's head. The rest of the night is spent partying.

The event of a child born to Hunter parents is a cause for great celebration, as the Hunters do no have many new initiates.
[hr]
Bloodhunt
When a Hunter of the Stag commits a great crime, and refuses to repent or pay penance, there are two options: either exile the Hunter, or kill them. The first option is much preferred. This rite is reserved for when a Hunter is too dangerous to simply exile.

Infrequently, a Hunter's connection to the Earth-Mother is damaged or becomes garbled. When this happens a Hunter becomes depraved, dangerous, and potentially a threat to everything the Hunters stand for. In this instance alone is a Bloodhunt called without question.

The High Priest, the Aurajinrale, and the First are the only three who can call a Bloodhunt, and two out of the three have to call a Bloodhunt before the rite itself is performed.

The rite involves a gathering of all the Hunters in the Temple. Each brings a symbol of the hunted, representing their good memories of the hunted. These symbols are placed in a brass sconce and burnt. The fire is extinguished with the ash-water of fallen Hunters.

Once this is complete, the Hunters as a whole are charged with the destruction of the Lost Hunter.

Historically, a Lost Hunter has not survived for longer than six weeks after a Bloodhunt has been called.

Not every Hunter participates actively; in fact, very few of the Hunters actually actively hunt the Lost Hunter. Typically, the First and four chosen associates find and destroy the Lost Hunter, much as Sagittarius and his four allies hunted the first Lost Hunter, Diva.
[hr]
Funeral Rite
This rite is reserved for when a Hunter of the Stag falls in the line of duty.

Performed at nightfall, this rite involves a gathering of the deceased's friends. The deceased is placed on an unlit funeral pyre. Each person tells their feeling about their friend, taking literally no liberties. Each Hunter speaks in turn, speaking honestly and openly. When all are finished, the pyre is lit , and a phoenix feather is added to the flames.

The ritual is supposed to ensure a favorable rebirth, as well as settle the minds of each of the Hunter's friends.

For important Hunters, or for those who fell nobly, their final prey (or more infrequently, tiger's fur) is added to the pyre, blessed by the High Priest.

The ashes of the deceased are scattered from the top of a tall tree, except for a small amount, which is placed in a leather pouch and hung behind the altar for a year. After a year, the ashes are added to a pool of holy water. This holy water is reserved for blessing performed at all other rituals.
[hr]
Rite of Initiation
An aspiring Hunter must perform this rite before becoming a full-fledged member of the Hunters of the Stag.

The initiate is sent out on their own into the wilds of the Isle of Naudia'Diva, bearing a few simple items: a long or short bow, with a quiver of arrows; a bone dagger, carved with blessings; their own chosen weapon, usually a sword, spear, or dagger; and simple hunter's garb. They are not to return until a totem has chosen them.

The initiation ceremony is supposed to emulate Sagittarius' original travels before meeting Horjin.

A few notable initiations:

Penryn embarked on his journey foregoing traditional equipment. He ventured forth with only a shield. He returned in a month, bearing a dragon scale.

Segovia returned with no sign from her totem, instead being followed by Fox, who later became the God of Cunning.

Torat's initiation lasted for three years, the longest initiation in the history of the Hunters. He returned with no totem, but carried a meteor and had visions from that day forth. His children and followers are the Aurajinralek.
[hr]
Rite of War
Very infrequently used, and reserved for dire situations, this Rite requires the sacrifice of a Hunter's life.

The Rite of War transforms the ritualist into a tool of the Earth-Mother: an Earth-Beast.

The rite ends at the will of the Earth-Mother, at which point the ritualist returns to their normal form, unharmed. However, the ritualist's mind has been destroyed and replaced by pure instinct and a desire to destroy. If left alone, the ritualist will continue performing the Rite of War until they die. The cause of the mental destruction is theorized to be because of the ritualist's proximity to the Earth-Mother's mind and will.

It is rumored that Sagittarius knew how to rescue his mind from the Rite of War, but any details are unknown.
[hr]
Rite of the Earth-Mother
Hunters of the Stag, as a whole, have a Quarry and a Sacred Hunt. The Quarry is a granted by the Hunter's totem, by their superiors, and by themselves. A Hunter can have multiple Quarries at once, but they may only have one Sacred Hunt at a time, and the Sacred Hunt is granted by the Earth-Mother herself.

The Rite of the Earth-Mother is reserved for when a Hunter accomplishes a major breakthrough (or more rarely, completes) in the Sacred Hunt given by the Earth-Mother. To an outsider, the Rite looks much like a party. Indeed, the Rite is a cause for celebration, as the Earth-Mother herself is one step closer to completing her own Sacred Hunt.

The one performing the Rite and four assistants collect enough food for a great feast. It is cooked using special methods, and all Hunters currently on the island are expected to attend.

There is typically a large bonfire, a gigantic feast, and music. The Rite is performed only on a full moon, and concludes when the moon sets...or rather, truly begins. The feast continues, but the Hunter and his four assistants return to the main Temple. The assistants guard the Temple doors, and the Hunter is locked inside. Between the time he enters the Temple and when the moon next rises, the Hunter is possessed by the Earth-Mother herself, transforming into an Earth-Beast. Upon moon rise, the associates unlock the Temple and release the Hunter, who has returned to normal and now knows what the Earth-Mother wishes next.
[hr]
Rite of the Great Hunt
Once a year, at summer solstice, all the Hunters of the Stag return to the Isle of Naudia'Diva and carve a promise to the Earth-Mother and to Horjin himself into a stick of wood. All of these promise-sticks are gathered into a large bonfire and burnt.

The next morning, all the Hunters divide into four groups and head off into each region of the island. Each group works together to try to take down the largest, most difficult prey possible.

The hunt lasts for a week. After that time, the four groups reunite at the Temple. The largest prey are offered to the Earth-Mother and to Horjin, while the smallest is offered to Nelig. The last is feasted upon by the Hunters in a great celebration.

The tradition started with the first four Hunters: Sagittarius, Penryn, Segovia, and Rutaus.

Fax Celestis
2006-08-27, 12:46 AM
Horjinic Animism
Animism is the idea that everything has a spirit, up to and including ideas. These spirits exist in our world and in another, though they are far more comfortable in their own realm.

Spirits are created through two things: belief and existence. The latter is more common: if the object/being exists, it has a spirit. However, concepts have spirits as well, and those spirits are created through belief.

An example: the Kssthraitan and Phoenician gods both exist in the Horjinic mindset, because they are believed in. If the followers of those religions were to turn away, these gods would weaken and eventually die. Similarly, new gods spring into existence (and definition) because followers come to them.

This is not true only for religion. There is a spirit of Fenris, because it is, as a nation, an entity.

But there is not only one spirit of Fenris; rather, there is the major spirit known as "Fenris" and several other sub-spirits that are specific aspects of Fenris, such as "Eastshore," "Fenris-At-War," "Rebellious-Fenris," and many others. These sub-spirits report to (and are ultimately controlled by) the greater spirit, "Fenris."

This format holds true for almost all spirits. When enough power and belief is behind one spirit, it achieves godhood, similar to the Phoenician idea of Transcendence.

When this happens, the spirit takes a unique name and aspect, and becomes a god. For instance, the spirit "Hunting-Tiger" achieved power and belief enough to become a god, took the name "Horjin," and became the God of the Hunt.

Sometimes a spirit has more than one master. For instance, "Howling-Cave" will report to both "Wind" and "Mountain."

Ultimately, almost all spirits report to one of three main spirits, know and the Triumvirate: Earth-Mother, Sky-Father, and Moon-Sister. Only a few do not report to these, but instead report to the Muses: Organization, Creation, Alteration, and Destruction. Most who do not report to the Triumvirate are gods and ideas.

Horjin and Nelig are unique in that they do not report to the Muses; instead, they report to the Triumvirate, like most natural spirits. Horjin in particular reports only to the Earth-Mother.

Horjinic magic and Neligan magic are not really magics, per se, but are more a calling forth and manipulation of the spirits who are everywhere. The main process involved is a sudden increase in power and belief of a single spirit, allowing it the influence of a near-god for a single moment. But the way Horjinic and Neligan magics are designed, that belief is focused into a particular result.

For instance, say a mage wants to set something on fire. First he must offer a suitable sacrifice (usually something highly flammable), and then believe that the magic he desires will happen. The spirit consumes the offering and then fulfills the belief.

Some mages are known to work with "reversal magic." Using the example above, the mage would offer something cold instead (like an ice cube) and then believe that the spirit would go away. The cold spirits in the area would consume the offering and fulfill the belief, thus raising the surrounding temperature.

Reversal magic is inexact and dangerous, though results from it are frequently far more spectacular.

Horjinic mages also have patrons (known as totems), and this gives them a distinct advantage over the Neligan in that they will always, under any conditions, be able to call upon their totem's powers, frequently without an offering. Totem animals don't require immediate offerings, as long as they receive proper offerings later.

Argetlam15
2006-10-12, 03:29 PM
Won't the ability to have four totems be a bit overpowered?
If I've interpretted the master totemist PrC correctly, you can have four totems with max ETR, from a powergaming stand, this -is- insanely powerful... For instance, if I were to take Rhinoceros, Lion, owlbear and Bulette, I'd have:
+16 str, +8 con, +6 nat armor
And the ability to Full-attack after charges, which deals double damage
If you end with three attacks with Greater Weapon of choice, where all attacks deal double damage after a charge... With max str, we're speaking 18(base), +5(levels), 16 (totems), +6(item), 45 strength, a +17 modifyer... Full attacking at 36/31/26 Before magical weapon? I believe some of the totems are a bit overpowered....

Except for that: I love the class... The flavor just oozes out of it, and no matter how powerfull it might be, this might be what fighters need to not be sub-par at later levels!

Might I use this in a campaign I'm starting sometime as soon as I have the time for it? This is just purely genious:)

Fax Celestis
2006-10-12, 04:13 PM
Won't the ability to have four totems be a bit overpowered?
If I've interpretted the master totemist PrC correctly, you can have four totems with max ETR, from a powergaming stand, this -is- insanely powerful... For instance, if I were to take Rhinoceros, Lion, owlbear and Bulette, I'd have:
+16 str, +8 con, +6 nat armor
And the ability to Full-attack after charges, which deals double damage
If you end with three attacks with Greater Weapon of choice, where all attacks deal double damage after a charge... With max str, we're speaking 18(base), +5(levels), 16 (totems), +6(item), 45 strength, a +17 modifyer... Full attacking at 36/31/26 Before magical weapon? I believe some of the totems are a bit overpowered....

Except for that: I love the class... The flavor just oozes out of it, and no matter how powerfull it might be, this might be what fighters need to not be sub-par at later levels!

Might I use this in a campaign I'm starting sometime as soon as I have the time for it? This is just purely genious:)
Nonono, you divide your total ETR between your four totems. At Level 20, the most you can have to divide between them is 35 ETR, which (at best) will give you an L20 ability with one totem and L5s with the rest.

And feel free to use it. That's what it's here for.

Traveling_Angel
2006-10-13, 12:49 AM
*brain breaks*


Sweeeeeeeeet. Conceder sending into wizards. Seriously. You could get an entire Dungeon/Dragon set based around this. I am not joking. Heck, this is as good as VT's stuff.

*goes back to reading*

Fax Celestis
2006-10-13, 01:11 AM
Glad to see there's interest.

EDIT: I'm planning on compiling and publishing all my homebrew through Lulu.com (http://www.lulu.com), and sending WotC a copy.

Argetlam15
2006-10-14, 12:24 PM
Ahh... Now I see :)
Just me messing up, then, which will make it's balanced, then :)

Still, Kudo's to you, damned nice classes and PrC's =)

woc33
2006-10-14, 04:16 PM
one thing that bothered me is that the caster PrC can cast 9th level druid spells on CL 15 (hunter 5/PrC 10).
another thing is that you should mention the type of bonus to the abilities the totems give, i'd say its an inherent bonus, and i'm also pretty sure that inherent bonuses don't stack. that should prevent abusing the rules.

other than that it rocks, sounds great!