View Full Version : Demonhunter class

2012-02-11, 12:56 PM
Im trying to make a demonhunter class, but as im quite new to rp i dont know which feats to take etc.

been thinking about having ranger as starting class, to get favoured enemy, tracking and stuff like that.

about feats i thought about blindsense, as im heavily inspired by the warcraft demonhunter, so the character i want to make is born blind.

weapons: im thinking silver longsword, guns with silver bullets, the whole package:D

but can you guys help me complete this character

Kyuu Himura
2012-02-11, 01:18 PM
OK, wait, what exactly do you want?

A demon-hunter build??

A demon-hunter prestige class??

A demon-hunter base class??

If your inspiration is the Warcraft demon hunter, then you should know that there is an adaptation of Warcraft to d20, and one of their prestige classes is, in fact, the demon hunter.

Other than that, Clerics make good demon hunters, Paladins aren't that good at anything really, but they do get Protection From Evil, Magic Circle against Evil, Dispel Chaos (I think) and Holy Sword, so they are OK demon hunters if you know what your doing...

Also, you need to define "Demon", you mean Demon as in Warcraft, where they are evil extraplanar creatures?? All evil outsiders are demons in the game you're playing?? Is there a difference between Devils, Demons, Yugoloths, Daemons, etc??

Let's answer this questions first, and worry about building second.

2012-02-11, 01:44 PM
kinda looking for a prestige class, building up from ranger, but i checked alot of websites looking for that and i found zero, so i thought to make my own.

so kinda looking for help making a homebrew demonhunter, either as base class or prestige class.

about definition, what i want to hunt is any evil outsider be it devils or demons

and been thinking about dragon marks, but cant find anything on that subject, is there any books where it is mentioned?

Guess i need practice formulating myself:)

2012-02-11, 02:13 PM
I've got a partially-complete Witch Hunter class that might serve as what you want...

Witch Hunter

d6 HD
Full BAB, High Reflex save.
1st level: Accusation, Zeal
2nd level: Path of the Mageslayer, 1st tier path ability, Two Weapon Fighting
3rd level: Arsenal
4th level: 2nd tier path ability, Conviction
5th level: Somersault
6th level: 3rd tier path ability, Improved Two Weapon Fighting

Accusation: The Witch Hunter can, through word or weapon, strike fear in the hearts of her targets. Can be applied in two ways:
The Witch Hunter can use Accusation as a free action once, as she attacks a foe. Regardless of whether the attack hits or not, the Accusation is made against the target. If the attack does hit, the target takes a penalty to the saving throw against the Accusation equal to the Witch Hunter’s Charisma modifier.

The Witch Hunter can make an Accusation verbally. This is a swift action, requires that the target be within 25’ + 5’ per class level and that they be able to both hear the Witch Hunter and share a language with her
Regardless of the method employed, targets that are targeted with an Accusation must make a Will Save‡ or be Accused, suffering a -2 penalty to attacks, saving throws, skill checks and ability checks when attacking or being targeted by the Witch Hunter with an attack, spell or ability. This lasts until the victim has escaped the sight of the Witch Hunter for a number of rounds equal to the Witch Hunter's class level.

Only one target may be affected by Accusation at a time, and if a new Accusation is made, any preexisting Accusations immediately end. Accusation's effects are Extraordinary and untyped. They are not morale effects, and can affect mindless opponents. The effects are a combination of many factors, some affecting the Witch Hunter’s own fervor as much as the target, and all creatures are vulnerable to the effects in one fashion or another.

‡ (The Save DC for abilities marked with this character is 10 + ½ the Witch Hunter's ECL + the Witch Hunter's Charisma modifier. If the Witch Hunter used an attack to apply the effect, she may use her choice of her Strength modifier or Dexterity modifier instead.)

Zeal: Witch Hunters expect to face many threats, from mages that are akin to walking siege machines in the destruction they bring to bear, to lumbering monstrosities that can tear men in two at close range. To these ends, the Witch Hunter has trained to fight with two weapons; these weapons can be two melee, two one handed ranged weapons or a combination of the two.

The Witch Hunter can use a standard action to attack with both weapons. Should she do so to make both attacks against the same target, standard two weapon fighting penalties apply. If the attacks are both made against different targets, the Witch Hunter makes both attacks at her highest attack bonus.

Path of the Mageslayer: Witch Hunters take many different roads to combating the supernatural threats they face. After picking a particular Path, the Witch Hunter gains a class feature. Further class features are gained from the Path as she takes levels in the class. Pick one:

The Witch Hunter is an investigator, though calling her a detective would be a lie. She is a tracker and an interrogator, using pain and intimidation to cut to the truth that lies in the hearts of her targets. In battle, she leaves her opponents reeling and suffering, begging for mercy she is unlikely to give.
1st Tier - Torment - The Witch Hunter can elect to deal minimum damage as she hits with an attack, in which case the weapon’s damage rolls are automatic ones. In exchange, the victim is Pained, automatically suffering an untyped penalty to attack rolls, weapon damage rolls, saving throws, skill checks and ability checks until the damage is healed. If a victim would be sickened while suffering from this effect, they are nauseated for one round instead.

If the victim is already Pained or Accused when the Witch Hunter delivers a Torment attack, the Witch Hunter instead deals 1d6 bonus damage, plus 1d6 damage for every three Witch Hunter levels she has. Finally, for each time she has delivered this bonus damage to the target in the last hour, her Torment attack deals an additional 1d6 damage.

2nd Tier - Interrogate - The Witch Hunter is adept at cutting to the heart of the truth, sometimes literally. She may demoralize enemies as a swift action. Each time the opponent is brought to a higher state of fear (ie. shaken, frightened or panicked) as a consequence of her demoralization, she may either:
Ask the affected opponent one question they must answer to the best of their ability. While answering, they are treated as though they are in an extraordinary Zone of Truth effect, as the 2nd level divine spell. Affected enemies may make a Will save (DC 10 + ½ Witch Hunter's ECL + Witch Hunter's Cha modifier) to resist the effects and attempt to lie.
Gauge that opponent’s weakness. Her next successful hit against that foe is a critical threat.
Against an Accused target, the Witch Hunter can choose to apply both of the above effects at once, demoralize an opponent at any range after she’s hit them with a ranged attack or she may have her next attack be a critical hit instead of a critical threat. Only one of these cases may occur in a given round.

3rd Tier - Burn Away Lies - The Witch Hunter retains a small arsenal of capsules filled with augmented alchemist’s fire. These capsules are laced with blessed oils, slivers of silver, iron, magnesium and other alchemical components. They are commonly referred to as Angels Flares due to the white-blue coloring of the flames they create. During a preparation period (See the Arsenal class feature, below) the Witch Hunter can take one segment of time to make up to 1d4 canisters, carrying a maximum number equal to her Dexterity Limit (Her Dexterity modifier or her class level, whichever is less).

Should an individual be have more Angels Flares on their person than their limit (a character without this specific class feature is considered to have a limit of 0) then there is a 50% chance any time they fall prone, take falling damage, fail a balance check, fail a Reflex save or attempt to use the item, that the Angels Flare will explode on their person, as if it were thrown with them as a target.

Angel’s Flares can be used in two manners, each using one Angels Flare:
They may be thrown as a splash weapon as a ranged attack, much like Alchemist’s fire. Those affected, however, take damage equal to 1d6 magical fire damage, good aligned, for every two class levels of the Witch Hunter. Further, they must then make a Reflex save or be ignited, taking half that much damage every round for a duration of 1d6 rounds or until they extinguish themselves with a full round action that provokes attacks of opportunity.

A Witch Hunter can wreathe herself in flame by uncapping the canister and splashing the contents about herself as she fights. Igniting her immediate vicinity in this manner is a standard action. Thereafter, at the end of each of her turns, she deals 1d6 damage for every four class levels she has in the class, to a number of adjacent targets equal to her Dexterity modifier. This persists 2d4 rounds or until she goes a round without attacking a target or targeting them with one of her Witch Hunter class features.
Further, each round that a target takes damage from Burn Away Lies, they are affected as if they were affected by the ‘Area Dispel’ effect of Dispel Magic, removing a maximum of one ongoing effect a round from each target. The Witch Hunter has an effective caster level equal to her Witch Hunter level, and gets a +4 bonus on dispel checks against Illusions.

Against an accused target, residual flames persist for one round after they would otherwise go out (whether by the ending of the duration or extinguishing themselves with a full round action).

The Witch Hunter acts as judge, jury and executioner. She is a believer in delivering brutal justice by way of strength of arms. In battle, she secures her targets before she ends their unworthy existence with crushing force.
1st Tier - Condemn - The Judge lets none escape her verdict. She may take a -2 attack penalty to make a Condemn attack. If she does, and if her target is adjacent to a solid object (either an inanimate object weighing 75 pounds or more, or any terrain feature that is fixed to the ground), she may demand a Strength check from her target. If successful, her target is immobilized, pinned to the surface by the Witch Hunter’s weapon.

At the start of each turn the target spends pinned in this manner, they must roll a 1d6 and consult the following table:

{table=head]D6 Result|Effect
0-1|Target cannot take actions this turn.
2-3|Target cannot take a standard action this turn.
4-5|No effect, remains pinned.
6+|Target breaks free.
Accused targets take a -1 penalty on their rolls for the above table.

The mechanics vary somewhat depending on whether the target is pinned with a melee weapon or a ranged weapon. In the event of an opponent being pinned by a melee weapon, the victim's Strength check is opposed by the Witch Hunter's own, but the victim may only attack the Witch Hunter while pinned. If the victim wishes to attempt to break the pin, they can do so as a standard action, provided they beat the Witch Hunter in an opposed Strength check or make an Escape Artist check that beats or surpasses the the Witch Hunter’s attack roll (made fresh with each attempt). The Witch Hunter, for her part, cannot use the pinning weapon without freeing the target, but she may use a standard action to automatically deals weapon damage to the target each round without needing to roll to hit. Attacks made by the victim or made by the Witch Hunter against targets she isn’t pinning are made with a -4 penalty.

In the case of a ranged weapon (which must be a slashing or piercing weapon), the victim is pinned to the surface by ammunition, not the Witch Hunter herself. Their Strength check or Escape Artist check must simply beat a DC of 10 + the Witch Hunter’s Dexterity modifier (She may use her Strength modifier if she used a ranged weapon that applies strength to damage, such as a throwing axe or a composite bow).

Regardless of success or failure, each attempt to escape gives the victim a cumulative +1 bonus on their d6 results on the above table.

2nd Tier - Shackle - Witch Hunters deal with some of the most elusive prey on the Prime Material - opponents capable of traveling through walls, teleporting, phasing another dimension or leaping dozens of feet. To these ends, some Witch Hunters have taken to carrying specialized chains, surprisingly durable given how fine they appear, gilded with silver and traceries or charms of lead to confine their targets and prevent attempts to leave the material plane.

During a preparation period (see the Arsenal class feature), the Witch Hunter can use one segment of time to prepare a length of silvered chain with a weight on the end, carrying a quantity of up to her Dexterity limit (Dexterity modifier or class level, whichever is lower). Should an individual attempt to carry more than their limit, there is a 50% chance they will be tangled when they make a attack roll or a Strength check using one, and the action will effectively fail.

Use of a silvered chain is a ranged touch attack dealing no damage, and ignores miss chances due to an opponent’s incorporeality. Chains have a range increment of 15 feet, and entangle the target on a successful hit, with the target effectively being tethered to the Witch Hunter. Victims are forced to make an opposed Strength check with the Witch Hunter when attempting to move away from her. If they succeed, the Witch Hunter may elect to let herself be dragged the same distance behind them, and the victim may make a single free action Strength check to attempt to break the chain (see below for more on breaking chains).

Shackled opponents are rendered corporeal and cannot use teleportation, plane shifting, dimension door or similar effects to move outside the range of the chain’s current length (a radius around the Witch Hunter equal to the distance between her and the chained target). If her victim is Accused, they may not 5’ step of their own volition and the Witch Hunter may force them to make a 5’ step in the direction of her choice at the end of each of that opponent’s turns by manipulating and pulling the chain.

Breaking the chain requires a standard action and a successful opposed Strength check against the Witch Hunter. Doing so renders that chain useless until the Witch Hunter’s next preparation period. The Witch Hunter may have multiple opponents affected by Shackle, but suffers a cumulative -2 penalty on any and all rolls to oppose escapes, for each opponent after the first.

3rd Tier - Execute - The Witch Hunter serves justice with a heavy hand. She may declare an Execute attack as a full-round action. If she does, she makes one attack roll for every round that has passed since she first rolled initiative for the encounter, plus one additional roll if her target is Accused. These attack rolls are all applied to only a single Execute attack.

If any attack roll hits, so does the Execute attack. If any attack roll threatens a critical, so does the Execute attack. If two or more attack rolls threaten a critical, then the Witch Hunter calculates the damage of her critical strike and then multiplies it by two if it was a melee attack, and by 1.5 if it was a ranged attack.

Execute is an all-or-nothing effort, however. Should the victim survive, the Witch Hunter takes a -2 penalty to saving throws until the end of the encounter and suffers double damage for the round following the failed execution.

This Witch Hunter is ever watchful for dark forces. When a target is decided, she proves to be a force of elemental fury and swiftly dispensed death. Her combat style favors a flurry of hard hitting attacks to cut through swathes of enemies.
1st Tier - Assault - The Witch Hunter is adept at mowing through crowds of enemy minions to reach her target, or simply delivering relentless punishment to a single foe. She may take a -2 penalty to hit on an attack action to make it an Assault attack, with no penalty to hit if her target is Accused. If she does so with a melee attack and she hits her target, she deals her weapon damage to every foe adjacent to her target with an effective AC lower than her attack roll. If she performs this action with a ranged attack, she penetrates her foe to hit a series of targets behind them, up to a maximum number equal to her Dexterity modifier (or a Strength modifier if the ranged weapon allows a strength to affect calculated damage).

If there are no other foes within 15’ of her target when she takes an Assault action, she marks them instead. If she marked them with a melee weapon, then at the beginning of her next turn, she may make a ranged attack against them, provided she can see them. Conversely, if she marked them with a ranged weapon, then she may make a melee attack against them, provided they are in reach. If her target is accused, it does not matter if the attack is melee or ranged.

2nd Tier - Furious Reprimand - The Witch Hunter can go up against threats as calculating as wizards and mind flayers. To deal with opponents who always think five steps further ahead than they, resourceful Witch Hunters refined a weapon that their opponents wouldn’t expect or account for. This crescent shaped blade is a throwing knife balanced and shaped in such a manner that it can re-angle itself in the air.

The Witch Hunter can prepare 2d4 crescents with a time segment during a preparation period, up to an amount equal to her class level. For each one over the maximum that an individual carries, there is a 50% chance they will cut themselves for 1d3 damage when attempting to retrieve or throw one.

At its most basic, the crescent is a throwing knife that deals 1d6 damage (as a medium sized weapon; scale up or down as appropriate for size), with a critical threat range of 18-20 and a range increment of 20’. Hit or miss, a crescent continues in flight up until the end of the current range increment (For example, a knife that traveled 15’ to strike a foe would continue 5’ to the 20’ mark). At the start of the Witch Hunter’s next turn, the knife travels 20’ in the direction of the Witch Hunter’s choice, potentially striking the same foe again, using its current position (not the Witch Hunter’s) to determine if the opponent has cover or not. Should the Witch Hunter wish, she may make disarm or sunder attempts with these knives on either the initial flight or the return trip.

Should she use Furious Reprimand on an Accused foe, she may add either her Strength or her Dexterity modifier to damage dealt.

3rd Tier - Exit Wounds - The Witch Hunter twists her blades and adjusts her ammunition so they hurt as much coming out as they do going in. Damage die rolled by the Witch Hunter can ‘explode’; should she roll max damage on a damage die, she rolls another die of that same type. Weapons that do multiple die of damage (such as a greatsword that does 2d6 damage) counts each die individually for the purposes of this class feature. For example, if Mathilde the Witch Hunter were to attack with a Guisarme for 2d4 damage, rolling a 3 and a 4, she would deal a further 1d4 damage (thanks to the four rolled). This applies to damage dealt by melee and ranged weapons and to damage from class features or items pertaining to the Witch Hunter class. Against an Accused target, the Witch Hunter also rerolls ones when rolling damage.



Arsenal: The Witch Hunter maintains a collection of specialized weapons and tools, each requiring special attention to maintenance and use. The Witch Hunter can devote an hour to preparing her tools, allowing her to prepare an arsenal of these items equal to 1 + half her class level. This involves alchemical treatments, sharpening and balancing of blades, layering of chain and the careful placement of these items on her person to avoid having them snag on buckles or straps or get lost among other items in a pouch or pocket. As such, each preparation period starts with removing all pre-existing items from herself (As such, a Witch Hunter cannot use several preparation periods in a row to prepare every item she knows).

A Witch Hunter knows a number of items from the list below equal to her Intelligence Limit (Her Intelligence modifier or her class level, whichever is lower), picking new items for her arsenal when gaining a level, provided this value has changed. Many of these items exist in more mundane forms, but retain special qualities and/or benefits when prepared and put together by an individual as dedicated to their craft as the Witch Hunter is to hers:
Blessed Flask - As Holy Water, but deals 1d4 damage per two Witch Hunter levels, and 1 point of Constitution (Strength damage if the target has no Constitution score) damage for every three Witch Hunter levels. Further, the Blessed Flask can be poured out in an attempt to dispel a divine magic effect that afflicts a single individual. A Witch Hunter can create a number of blessed flasks equal to her Dexterity limit in a preparation period. The Witch Hunter has an effective caster level equal to her Witch Hunter level.
Quicksilver - With a move action, the Witch Hunter can apply alchemically treated Quicksilver to a weapon or ten units of ammunition, at which point it is treated as magical and as any and all materials and alignments for the purposes of penetrating DR or magical effects, if this would be beneficial. This persists for one minute. The Witch Hunter can prepare a number of vials equal to her Dexterity Limit.
Hacksmoke - Thrown to the ground somewhere within 15' of the Witch Hunter, a unit of Hacksmoke creates a cloud of smoke that works as an extraordinary Obscuring Mist effect. Due to noxious substances in the smoke, creatures with the Scent ability must make a Fortitude save or be nauseated for one round (DC 10 + ½ Witch Hunter's ECL + Witch Hunter's Int modifier). Use of Hacksmoke is a standard action, but if the Witch Hunter already used her standard action for the round and it wasn't to take offensive action against a foe, Hacksmoke requires a swift action to use.

Conviction: The Witch Hunter can reroll an attack roll against a foe she has accused, or she may choose to enhance her defense by rerolling a saving throw or forcing a reroll of the attack roll if the originator of the spell or effect is accused. Doing so removes the Accusation from the target. She must wait one round before re-initiating it, if she wishes to do so.


Somersault: At fifth level, the Witch Hunter gains the ability to 10’ step instead of 5’ step. She may reload a crossbow or draw a weapon in the process, but she cannot use her arsenal or attack (with the crossbow or otherwise) in the same round she does so.