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Mr. Darsena
2012-08-03, 02:54 PM
Demon Hunter


The Demon Hunter is a warrior from the Demon Hunter order who has sworn to track, find and slay any fiend or undead. They wield unholy power passed down century after century, such as the Warlocks do, but they channel it against the forces of darkness who they despise, fighting fire with fire. Their combat ability is unparalelled, allowing them to move around the battlefield with grace and talent while striking down their foes, being it from afar or at close combat. Their abilities are known as Hunts, and allow them to channel their unholy power into various forms, the most memorable being turning into a fiendish creature themselves.

Demon Hunter as a Base Class (D&D 3.5)

Abilities: Dexterity is important to the Demon Hunter for her artful dodge and evasive skills. Strength is important to tackle demons. Wisdom is important to make good intuitive decisions.

Alignment: Any Non-Chaotic, any Non-Evil

Special: Only races with Size Medium or smaller can become Demon Hunters, as acrobatic movement is impeded by the size of the larger races.

Starting Age: Moderate

Starting Gold: 5d6 x 10gp.

Hit die: d6

Class Skills (4 + Int modifier per level; x4 at first level): Climb (Str), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (The Planes / Nature / Religion) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha).

DEMON HUNTER

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialHunts KnownAcrobatic Strike DamageFavored Enemy Bonus

1st
+0
+0
+2
+2Track, Favored Enemy, Acrobatic Strike, Aura of Evil-+1d6+2

2nd
+1
+0
+3
+3Hunting Style Feat-+1d6+2

3rd
+2
+1
+3
+3Blindsense, Artful Dodge-+1d6+2

4th
+3
+1
+4
+4Path of the Demonslayer2+2d6+2

5th
+3
+1
+4
+4Cunning Initiative2+2d6+4

6th
+4
+2
+5
+5Hunting Style Feat3+2d6+4

7th
+5
+2
+5
+5Somersault3+3d6+4

8th
+6/+1
+2
+6
+64+3d6+4

9th
+6/+1
+3
+6
+6Vengeful4+3d6+4

10th
+7/+2
+3
+7
+7Hunting Style Feat5+4d6+6

11th
+8/+3
+3
+7
+7Evasion5+4d6+6

12th
+9/+4
+4
+8
+86+4d6+6

13th
+9/+4
+4
+8
+8Mettle6+5d6+6

14th
+10/+5
+4
+9
+9Hunting Style Feat7+5d6+6

15th
+11/+6/+1
+5
+9
+9Unforgiving7+5d6+8

16th
+12/+7/+2
+5
+10
+108+6d6+8

17th
+12/+7/+2
+5
+10
+10Improved Evasion8+6d6+8

18th
+13/+8/+3
+6
+11
+11Hunting Style Feat9+6d6+8

19th
+14/+9/+4
+6
+11
+119+7d6+8

20th
+15/+10/+5
+6
+12
+12Demonic Descent10+7d6+10


Class features:

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

Weapon and armor profficiency: A Demon Hunter is profficient with all simple, martial weapons, as well as with the exotic weapon of the Hand Crossbow, and with light armor, but not shields.

Bonus Languages: A Demon Hunter's bonus language options include Abyssal. This choice is in addition to the bonus languages available to the character because of her race.

Track: At 1st level the Demon Hunter gains Track as a bonus feat. She also increases her speed by 10' while tracking.

Favored Enemy (Ex): At 1st level the Demon Hunter has as Favored Enemies Outsider (Evil) and Undead. The Demon Hunter gains a +2 bonus on Bluff, Listen, Sense Motive, Spot and Survival when using these skills against this type of creatures. Likewise, she gets a +2 bonus on weapon damage rolls against such creatures.

At 5th level and every 5 levels thereafter, this bonus increases by +2.

Acrobatic Strike (Ex): At 1st level, the Demon Hunter's prowess in battle allows him to perform incredible acrobatic feats. As a standard action, with any weapon she holds, she can make a single attack roll against an enemy, even if it is outside her attack range. If the attack hits, she can move up to half her land speed and if after the movement the enemy is within her melee range or within the first range increment of a ranged weapon she wields, the attack deals damage normally. If the attack hits an Evil Outsider or an Undead creature, it will deal 1d6 bonus holy damage. Should the attack made a critical strike, this bonus damage will not be multiplied. The Demon Hunter may only use Acrobatic Strike while wearing light armor or no armor, and while carrying no more than a light load. The bonus damage increases by 1d6 at 4th level and every 3 demon hunter levels afterwards.

At 8th level and thereafter, attempting an Acrobatic Strike is considered a move action, and at 15th level and thereafter, the Demon Hunter may attempt to Acrobatic Strike twice per round.

Aura of Evil (Ex): The power of a Demon Hunter's aura of evil (see the detect evil spell) is equal to her Demon Hunter level.

Hunting Style Feat (Ex): At 2nd level a Demon Hunter must select one hunting style to pursue. The Demon Hunter's expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. She can choose feats from her selected hunting style, even if she does not have the normal prerequisites.

The benefits of the Demon chosen style feats apply only when she wears light, medium, or no armor. She loses all benefits of her hunting style feats when wearing heavy armor. Once a Demon Hunter selects a hunting style, it cannot be changed.

Hunting Styles
Archery
If the Demon Hunter selects archery style, she can choose from the following list whenever she gains a hunting style feat:

Far Shot, Focused Shot, Point Blank Shot, Precise Shot, and Rapid Shot.

At 6th level, she adds Crossbow Mastery, Improved Precise Shot, Parting Shot, Point Blank Master and Manyshot to the list.
At 10th level, she adds Pinpoint Targeting and Shot on the Run to the list.

Crossbow
If the Demon Hunter selects crossbow style, she can choose from the following list whenever she gains a hunting style feat:

Deadly Aim, Focused Shot, Precise Shot, and Rapid Reload.

At 6th level, she adds Crossbow Mastery and Improved Precise Shot to the list.
At 10th level, she adds Pinpoint Targeting and Shot on the Run to the list.

Mounted Combat

If the Ranger selects mounted combat style, she can choose from the following list whenever she gains a combat style feat:

Mounted Combat, Mounted Archery, Ride-By Attack, and Trick Riding.

At 6th level, she adds Mounted Shield and Spirited Charge to the list.
At 10th level, she adds Mounted Skirmisher and Unseat to the list.

Two-handed weapon
If the Demon Hunter selects two-handed weapon style, she can choose from the following list whenever she gains a hunting style feat:

Cleave, Power Attack, Pushing Assault, and Shield of Swings.

At 6th level, she adds Furious Focus and Great Cleave to the list.
At 10th level, she adds Dreadful Carnage and Improved Sunder to the list.

Two-weapon combat
If the Demon Hunter selects two-weapon hunting style, she can choose from the following list whenever she gains a hunting style feat:

Double Slice, Improved Shield Bash, Quick Draw, and Two-Weapon Fighting.

At 6th level, she adds Improved Two-Weapon Fighting and Two-Weapon Defense to the list.
At 10th level, she adds Greater Two-Weapon Fighting and Two-Weapon Rend to the list.



Blindsense (Ex): At 3rd level the Demon Hunter gains the Blindsense extraordinary ability at 20' range. This range extends by 5' every 2 demon hunter levels afterwards up to 60' at level 19.

Artful Dodge (Ex): At 3rd level the Demon Hunter gains a dodge bonus to her AC equal to her Wisdom modifier. This bonus is lost whenever she would be denied her Dexterity bonus to AC. This ability can only be used if the Demon Hunter is in light armor or no armor, carrying no more than light load and is not rendered helpless.

Path of the Demonslayer (Ex): The Demon Hunter walks a path torn between both hatred and discipline. At 4th level, she gains a hatred pool and a discipline pool. Her hatred pool may contain as many hatred points as she wishes, and her discipline pool may contain up to class level/4 + Wisdom modifier discipline points. At the start of each day, a Demon Hunter gains a number of discipline points equal to her Wisdom modifier (minimum 1), and loses any hatred points she had in her hatred pool. She may gain hatred points in the following ways:

- Critical Hit: Each time the Demon Hunter confirms a critical hit with an attack while in the heat of combat, she gains 1 hatred point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the Demon Hunter’s character level does not grant hatred.

- Killing Blow: When the Demon Hunter reduces a creature to 0 or fewer hit points with an attack while in the heat of combat, she regains 1 hatred point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the Demon Hunter's character level to 0 or fewer hit points does not grant any hatred.

- Combat against Evil Outsider: When the Demon Hunter hits an Evil Outsider with an attack, or is hit by an attack performed by an Evil Outsider while in the heat of combat, she gains 1 hatred point. Hitting a helpless or unaware creature or a creature that has fewer Hit Dice than half the Demon Hunter’s character level does not grant any hatred. Being hit by a creature that has fewer Hit Dice than half the Demon Hunter’s character level does not grant any hatred. A Demon Hunter may not gain more than 1 hatred point per creature per round, either by hitting them or being hit by them.

Hatred points and discipline points may be spent to perform Hunts. At 2nd level she learns 2 Hunts from her Hunts list and every 2 levels afterwards, the Demon Hunter may select an additional Hunt. A Demon Hunter may use any Hunt she knows as long as she can pay the hatred or discipline cost of the hunt. To use a Hunt she must have a Wisdom score of 10 + the Hunt's level and if a Hunt requires an enemy to make a save, unless otherwise stated the DC of the save is 10 + 1/2 the Demon Hunter's level + her Dexterity modifier.

A Demon Hunter may only choose level 1 Hunts. At 8th level, she may instead choose level 2 Hunts, at 12th level, she may instead choose level 3 Hunts, and at 16th level, she may instead choose level 4 Hunts.

Cunning Initiative (Ex): At 5th level, a Demon Hunter adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier. The Demon Hunter may only benefit from this ability when she is in light armor or no armor, carrying no more than light load and is not rendered helpless.

Somersault (Ex): At 7th level, the Demon Hunter's acrobatic prowess increases. Whenever the Demon Hunter would be able to make a 5' step, she may choose to make a 10' step instead. This also increases by 5' the distance she may move whenever she makes an Acrobatic Strike. She also retains her Artful Dodge and Dexterity bonuses to AC even if caught flat-footed or struck by an invisible attacker. She loses this benefit if she becomes immobilized. The Demon Hunter may only benefit from this ability when she is in light armor or no armor, carrying no more than light load and is not rendered helpless.

Vengeful (Su): At 9th level, whenever the Demon Hunter is hit by a creature, all of her attacks that would target that creature during her next round have a +1 morale bonus. This bonus increases by +1 every three levels beyond 9th level.

Evasion (Ex): At 11th level, a Demon Hunter can avoid magic and unusual attacks with great agility. If she makes a successful Reflex save throw against an attack that would normally deal half-damage on a successful save, she instead takes no damage. The Demon Hunter may only benefit from this ability when she is in light armor or no armor, carrying no more than light load and is not rendered helpless.

Mettle (Su): Beginning at 13th level, the Demon Hunter can shrug off magical effects that could harm him. If she makes a successful Will or Fortitude save that would normally reduce (rather than negate) a spell or other magical effect, the magic has no effect on the Demon Hunter at all. Any spell that is normally negated by a successful saving throw is unaffected by this ability. This ability can only be used if the Demon Hunter is wearing light armor or no armor. A helpless Demon Hunter does not gain the benefit of this ability.

Unforgiving (Su): At 15th level, the Demon Hunter increases her hatred against everything that is unholy. Whenever she would gain hatred points, so long as she is in the heat of combat against an Evil Outsider, she also gains the same amount of discipline points.

Improved Evasion (Ex): At 17th level, the Demon Hunter's reflexes increase. If the Demon Hunter makes a successful reflex check against an attack that would normally deal half-damage on a successful save, she instead takes no damage. If she fails the save, she only takes half-damage. The Demon Hunter may only benefit from this ability when she is in light armor or no armor, carrying no more than light load and is not rendered helpless.

Demonic Descent (Su): At 20th level, the Demon Hunter trascends the barrier between good and evil. For the purpose of her Demon Hunter Class Abilities, she can treat any Evil creature as if it were Good and any Good creature as it if were Evil, as well as treat any Outsider as if it were Humanoid or viceversa. Whenever she deals any amount of untyped, holy or unholy damage, she may choose to deal it as holy or unholy damage.

Additionally, the Demon Hunter himself is treated as an Outsider rather than as a humanoid for the purpose of spells and magical effects.

Ex-Demon Hunters

A Demon Hunter wanders between the path of good and evil, struggling to control her demonic powers. Thus, a Demon Hunter who changes to a prohibited alignment loses all her Hunts and Demon Hunter abilities (not including Weapon and armor proficiencies, Acrobatic Strike, Hunting Style feats, Evasion and Improved evasion). She also has to make a Will save against a DC equal to twice her Demon Hunter class level, or she will become a demon of CR equal to her class level.

Demon Hunter as a Ranger archetype (Pathfinder)

A demon hunter has the following class features.

Class Skills

A demon hunter's class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (Planes) (Int), Knowledge (Nature) (Int), Knowledge (Religion) (Int), Perception (Wis), Sense Motive (Wis), Stealth (Dex), Survival (Wis), Swim (Str), Use Magic Device (Cha).

These replace the standard ranger class skills.

Skill Ranks per Level

The demon hunter gets 4 + Int modifier skill ranks per level.

Weapon and armor profficiency

A demon hunter is proficient with all simple, martial weapons, as well as with the exotic weapon of the Hand Crossbow, and with light armor, but not shields.

This replaces the normal ranger armor and weapon proficiency.

Bonus Languages

A demon hunter's bonus language options include abyssal and infernal. This choice is in addition to the bonus languages available to the character because of her race.

Fiendish Enemy (Ex)

At 1st level, a demon hunter does not select a favored enemy. Instead, he automatically adds outsider (evil) and undead as his favored enemies. He does not gain additional favored enemies at higher levels. He does get to increase both his favored enemy bonuses by +2 at 5th, 10th, 15th, and 20th level.

This otherwise acts as and replaces the standard favored enemy ability.

Acrobatic Strike (Ex)

At 1st level, the demon hunter's prowess in battle allows him to perform incredible acrobatic feats. As a standard action, with any weapon she holds, she can make a single attack roll against an enemy, even if it is outside her attack range. If the attack hits, she can move up to half her land speed and if after the movement the enemy is within her melee range or within the first range increment of a ranged weapon she wields, the attack deals damage normally. If the attack hits any of her favored enemies, it will deal 1d6 bonus holy damage. Should the attack make a critical strike, this bonus damage will not be multiplied. The demon hunter may only use acrobatic strike while wearing light armor or no armor, and while carrying no more than a light load. The bonus damage increases by 1d6 at 4th level and every 3 demon hunter levels afterwards.

At 6th level and thereafter, attempting an acrobatic strike is considered a move action, and at 11th level and thereafter, the demon hunter may attempt to acrobatic strike twice per round.

This ability replaces quarry and improved quarry.

Aura of Evil (Ex)

At 1st level, the demon hunter gains an aura of evil. The power of a Demon Hunter's aura of evil (see the detect evil spell) is equal to her demon hunter level.

Hunting Style

A demon hunter may select a combat style from the following: archery, crossbow, mounted combat, two-handed weapon and two-weapon combat. This ability otherwise as and replaces the ranger's combat style feats.

Blindsense (Ex)

At 2nd level, a demon hunter gains the blindsense extraordinary ability at 30' range. This range extends by 5' every 3 demon hunter levels afterwards up to 60' at level 20.

This ability replaces endurance.

Relentless pursuit (Ex)

At 2nd level, a demon hunter adds half his level (minimum 1) to Diplomacy skill checks made to gather information about one of her favored enemies.

This ability replaces wild empathy.

Artful Dodge (Ex)

At 3rd level the demon hunter gains a dodge bonus to her AC equal to her Wisdom modifier. This bonus is lost whenever she would be denied her Dexterity bonus to AC. This ability can only be used if the demon hunter is in light armor or no armor, carrying no more than light load and is not rendered helpless.

This ability replaces the 1st favored terrain.

Path of the Demonslayer (Ex)

At 4th level, the demon hunter gains a hatred pool and a discipline pool. Her hatred pool may contain as many hatred points as she wishes, and her discipline pool may contain up to class level/4 + Wisdom modifier discipline points. At the start of each day, a demon hunter gains a number of discipline points equal to her Wisdom modifier (minimum 1), and loses any hatred points she had in her hatred pool. She may gain hatred points in the following ways:

- Critical Hit: Each time the demon hunter confirms a critical hit with an attack while in the heat of combat, she gains 1 hatred point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the demon hunter’s character level does not grant hatred.

- Killing Blow: When the demon hunter reduces a creature to 0 or fewer hit points with an attack while in the heat of combat, she regains 1 hatred point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the demon hunter's character level to 0 or fewer hit points does not grant any hatred.

- Combat against Evil Outsider: When the demon hunter hits an evil outsider with an attack, or is hit by an attack performed by an evil outsider while in the heat of combat, she gains 1 hatred point. Hitting a helpless or unaware creature or a creature that has fewer Hit Dice than half the demon hunter’s character level does not grant any hatred. Being hit by a creature that has fewer Hit Dice than half the demon hunter’s character level does not grant any hatred. A demon hunter may not gain more than 1 hatred point per creature per round, either by hitting them or being hit by them.

Hatred points and discipline points may be spent to perform Hunts. At 2nd level she learns 2 Hunts from her Hunts list and every 2 levels afterwards, the Demon Hunter may select an additional Hunt. A demon hunter may use any Hunt she knows as long as she can pay the hatred or discipline cost of the hunt. To use a Hunt she must have a Wisdom score of 10 + the Hunt's level and if a Hunt requires an enemy to make a save, unless otherwise stated the DC of the save is 10 + 1/2 the Demon Hunter's level + her Dexterity modifier.

A demon hunter may only choose level 1 Hunts. At 8th level, she may instead choose level 2 Hunts, at 12th level, she may instead choose level 3 Hunts, and at 16th level, she may instead choose level 4 Hunts.

This ability replaces hunter's bond and spellcasting.

Cunning Initiative (Ex)

At 8th level, a demon hunter adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier. The demon hunter may only benefit from this ability when she is in light armor or no armor, carrying no more than light load and is not rendered helpless.

This ability replaces the 2nd favored terrain.

Somersault (Ex)

At 7th level, the demon hunter's acrobatic prowess increases. Whenever the demon hunter would be able to make a 5' step, she may choose to make a 10' step instead. This also increases by 5' the distance she may move whenever she makes an acrobatic strike. She also retains her Artful Dodge and Dexterity bonuses to AC even if caught flat-footed or struck by an invisible attacker. She loses this benefit if she becomes immobilized. The demon hunter may only benefit from this ability when she is in light armor or no armor, carrying no more than light load and is not rendered helpless.

This ability replaces woodland stride.

Vengeful (Su)

At 9th level, whenever the demon hunter is hit by a creature, all of her attacks that would target that creature during her next round have a +1 morale bonus. This bonus increases by +1 every three levels beyond 9th level.

This ability replaces camouflage.

Mettle (Su)

At 13th level, the demon hunter can shrug off magical effects that could harm her. If she makes a successful Will or Fortitude save that would normally reduce (rather than negate) a spell or other magical effect, the magic has no effect on the demon hunter at all. Any spell that is normally negated by a successful saving throw is unaffected by this ability. This ability can only be used if the demon hunter is wearing light armor or no armor. A helpless Demon Hunter does not gain the benefit of this ability.

This ability replaces the 3rd favored terrain.

Unforgiving (Su)

At 15th level, the demon hunter increases her hatred against everything that is unholy. Whenever she would gain hatred points, so long as she is in the heat of combat against an Evil Outsider, she also gains the same amount of discipline points.

This ability replaces hide in plain sight.

Demonic Descent (Su)

At 20th level, the demon hunter trascends the barrier between good and evil. For the purpose of her class abilities, she can treat any evil creature as if it were good and any good creature as it if were evil, as well as treat any outsider as if it were humanoid or viceversa. Whenever she deals any amount of untyped, holy or unholy damage, she may choose to deal it as holy or unholy damage.

Additionally, the demon hunter himself is treated as an outsider rather than as a humanoid for the purpose of spells and magical effects.

This ability replaces master hunter and the 4th favored terrain.

Feats

Acrobatic Smite

Prerequisite: Ability to Smite Evil, Ability to Acrobatic Strike
Benefit: As a swift action, you may spend one of your daily Smite attempts to perform an Acrobatic Strike check. If you succeed, your next attack will deal the Acrobatic Strike bonus damage and Smite damage equal to the sum of the class levels which grant Acrobatic Strike ability and Smite Evil ability plus your Charisma modifier.

Radiant Hunt

Prerequisite: Charisma 13+
Benefit: You now gain bonus Hunts based on your Charisma score, and any Hunt which received any bonus from Wisdom, receives it now from your Charisma. This applies also to your Artful Dodge.

Huntsmaster

Prerequisite: 4th level Demon Hunter
Benefit: You know a number of additional Hunts equal to 1/2 of your Intelligence modifier rounded down (minimum 1).
Special: This feat may be taken more than once.

Mind-speed Reflexes

Prerequisite: 1st level Demon Hunter
Benefit: You mantain your Artful Dodge bonus as long as you are psionically focused. However, when you lose or spend your psionic focus, you automatically lose your Artful Dodge bonus. Your Dexterity bonus to AC is not affected by this feat.
Normal: You lose your Artful Dodge bonus whenever you would be normally denied your Dexterity bonus to AC.
Special: This feat may only be taken by Psionic characters.

Evil is Just a Point of View

Prerequisite: Ability to Acrobatic Strike, Base Attack Bonus +6
Benefit: Your Acrobatic Strike damage now also applies against any creature of Evil alignment.
Normal: Your Acrobatic Strike damage can only be applied against Evil Outsiders or Undead creatures.

Zale
2012-08-03, 04:01 PM
You may want to specify the range of the Blindsense.

Mr. Darsena
2012-08-04, 10:48 AM
Demon Hunter's Hunts

Level 1 Hunts

Accusation (Ex): The Demon Hunter can, through word or weapon, strike fear in the hearts of her targets. So long as the Demon Hunter has at least 1 hatred point and 1 discipline point, she may make an accusation in one of two ways:

- The Demon Hunter may make an accusation as she attacks a foe, as a free action. 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 Demon Hunter’s Wisdom modifier.

- The Demon Hunter may make an accusation verbally, as a swift action, that requires the target be within 25’ + 5’ per class level and that they be able to both hear the Demon 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 morale penalty to attacks, saving throws, skill checks and ability checks when attacking or being targeted by the Demon Hunter with an attack, spell or ability. This lasts one round per each four class levels, and making an accusation when there is an already accused target will end the accusation on the previous target.

Multi-Shot (Ex): The Demon Hunter gains the ability to shoot inhumanly fast. When she is wielding a ranged weapon, she may spend 1 hatred point to perform a multi-shot as a full-attack action. When doing so, she may make one adittional attack at her maximum BAB, taking a -2 flurry penalty on all of her attack rolls, as if using the flurry of blows class ability. Multi-Shot requires the Demon Hunter to stand still.

Slow Fall (Ex): A Demon Hunter use a nearby wall to slow her fall, allowing him to take little or no damage from otherwise fatal falls. A Demon Hunter may, as a swift action, spend 1 discipline point to take a Tumble Check at DC 12 to reduce the height of her fall by 20'. She may keep performing additional checks each round as long as she is falling to reduce by an additional 10' each time she succeeds in her check, but each consecutive check adds +4 to the DC. If the fall would be reduced so that she would fall less than 1/2 of her land speed, she instead takes no damage. The Demon Hunter can only use this Hunt while wearing light armor or no armor, and while carrying no more than a light load.

At 12th level, she may double the height reduction per check, and at 16th level, she may instead perform a Tumble check at 20 DC to gain glide speed equal to 1/2 of her land speed for as long as her fall continues, moving up to 10' horizontally for each 5' she moves vertically.

Cloak of Shadows (Su): As a standard action, the Demon Hunter may spend 1 discipline point to bring forth the shadows of underworld, covering a zone of 40' + 10' times her Wisdom modifier with magical darkness as if she had cast a blacklight spell. This effect lasts for 3 rounds or her Dexterity modifier, whichever is higher.

Retaliation (Ex): Whenever the Demon Hunter would be hit by an attack that targets him, she may spend 1 hatred point to make a single retaliatory strike against the creature that hit him, provided that the creature who hit him is threatened by the Demon Hunter. However, the Demon Hunter applies a stackable -2 unholy penalty to all her attack rolls on her next turn.

Sense Demons (Sp): The Demon Hunter is trained in detecting the foul trail of the evil creatures they hunt. So long as the Demon Hunter has at least 1 discipline point in her discipline pool, she can use at will detect evil, as the spell. A Demon Hunter can, as a move action, concentrate on a single item or creature within 60' and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the Demon Hunter does not detect evil in any other object or creature within range.

Hungering Arrow (Su): When the Demon Hunter succesfully hits an enemy with a ranged attack, she may, as a a swift action, spend 1 hatred point to make it target another enemy within a distance from the original target equal to the range increment of the weapon it was used with. This second attack uses the same roll as the first attack, and doesn't apply any range penalties.

Blur (Su): The Demon Hunter learns to fade from reality, avoiding attacks swiftly by fading temporarily into the Abyss. As a free action, the Demon Hunter may spend 1 discipline point to gain a 20% miss chance for 1 turn, as if using a blur spell. At 10th level this chance increases to 50%, as if using instead a displacement spell, and the cost increases to 2 discipline points.

Evasive Fire (Su): When using her Acrobatic Strike class ability with a ranged weapon, the Demon Hunter may spend 1 discipline point to make the attack, if able, when she makes the attack roll, and move the allowed distance after successfully hitting her target. If she would fail the attack roll, the discipline cost is refunded to her.

Quicktrap (Ex): The Demon Hunter's dexterity in battle allows him to quickly deploy traps against her foes. As a standard action, the Demon Hunter may spend 1 discipline points to move up to her land speed and make a Craft (Traps) check. If she succeeds at the check, she may deploy one of the following traps at any location within her path:

- Explosive Trap: When an enemy steps on the 5' tile this trap was deployed, the trap explodes, dealing 1d6 of fire damage per 3 class levels up to a maximum of 4d6 to all enemies in a 10' area of effect around the trap. A Reflex save allows for half damage. The Craft (Trap) DC is 26.

- Snaring Trap: When an enemy steps on the 5' tile this trap was deployed, the trap activates, preventing enemy movement for 1 round. The inmobilization can bea voided with a Reflex save. The Craft (Trap) DC is 22.

- Dispersing Trap: When an enemy steps on the 5' tile this trap was deployed, the trap activates, knocking back by 10' all enemies in a 5' area of effect around the trap. This effect stops any movement that was being made by the character who activated the trap. Any target of the trap may make a Reflex save to avoid being moved. The Craft (Trap) DC is 21.

- Blinding Trap: When an enemy steps on the 5' tile this trap was deployed, the trap explodes with shining light, blinding all enemies in a 30' area of effect around the trap for 1 turn. The enemies may make a Reflex save to be dazzled for 1d3 rounds instead. The Craft (Trap) DC is 24.

- Caltrops Trap: When an enemy steps on the 5' tile this trap was deployed, it springs, creating a 20' radius of caltrops, which are considered difficult terrain. Additionally, any enemy starting or ending his turn on the caltrops may only take a standard action on its turn. The Craft (Trap) DC is 24.

The Demon Hunter may spend an additional discipline point to perform this Hunt as a move action. The Demon Hunter can only use this Hunt while wearing light armor or no armor, and while carrying no more than a light load.

Lethal Bolts (Ex): The Demon Hunter learns how to make deadly bolts for her weapon with her Craft (Weapons) skill. As long as she has at least 1 discipline point, the Demon Hunter may take a full round action to switch her bolts between the following:

- Penetrating bolts: If the attack check is successful, the bolt passes through her target, attacking up to 3 additional targets in a line from the primary target each with a cummulative -2 attack penalty. These bolts take 1 minute/bolt to make and 10 gp per bolt and the DC to create them is 19.

- Explosive bolts: On impact, these bolts explode on a circular 5' area of effect. Total damage is dealt as fire damage to any valid target inside of said area and a Reflex save allows for half-damage. These bolts take 10 minute/bolt to make and 100 gp per bolt and the DC to create them is 24.

- Impact bolts: On impact on flesh, these bolts open, dealing 2d6 bonus damage on a critical hit. These bolts take 3 minute/bolt to make and 25 gp per bolt and the DC to create them is 22.

- String bolts: These bolts have a string attached to them, which can be used as a rope with a Use Rope check at DC 20. These bolts take 1 minute/bolt to make and 10 gp per bolt and the DC to create them is 18.

- Grapple bolts: This bolts cause a grapple attack on the enemy hit at a DC of the Demon Hunter's BAB + her Dexterity modifier. Should the enemy fail, she becomes grappled on the ground for 1d4-1 rounds and loses her Dexterity bonus to AC. These bolts take 5 minute/bolt to make and 50 gp per bolt and the DC to create them is 22.

If the Demon Hunter has no discipline points in her discipline pool, she may not use any of these bolts, and instead any bolts fired by him are considered normal bolts.

Level 2 Hunts

Condemn (Ex): The Demon Hunter may spend 2 hatred points and take a -2 attack penalty to perform a Condemn attack, empowered by her demonic power. If this attack hits, it will deal half of her Acrobatic Strike damage as bonus damage and the target must make a Fortitude save. If she fails the save, she is knocked back 30' + 5' per four Demon Hunter levels. If the target would be unable to move backwards or her path is blocked by a solid object or creature, she is stunned for 1 round and is dealt half of her Acrobatic Strike damage. The stun can be avoided with a Will save.

A Flame in the Night (Su): As a swift action, the Demon Hunter may spend 1 discipline point and 1 hatred point to bring forth the power of the flames, becoming engulfed with fire as she sets her weapon aflame, as if it were enchanted with a flaming enchantment and gains an enhancement bonus of +1 per each 4 class levels the Demon Hunter has. She also gains Darkvision at 60' range and increases her land speed by 10'. This effect lasts for a number of rounds equal to her Dexterity modifier or Wisdom modifier, whichever is higher.

Strategic Retreat (Ex): Should an enemy hit the Demon Hunter with a non-grapple melee attack whenever she would normally be allowed to use her Dexterity modifier bonus to AC, the Demon Hunter may spend 2 discipline points to make a Reflex save at DC the damage received and if she succeeds in the save, she can retreat up to 15' and take instead half damage. The Demon Hunter can only use this Hunt while wearing light armor or no armor, and while carrying no more than a light load.

Acrobatic Movement (Ex): The Demon Hunter's acrobatic sense grows even more powerful. As a standard action, she may spend 2 discipline points to make a Tumble check at DC 16 + the highest HD of the enemies in her path (if there are no enemies on her path, the DC is 16 instead), she may move up to 2x her land speed without being subject to opportunity attacks. She may also perform an Acrobatic Strike at any point in her path as a free action. The Demon Hunter can only use this Hunt while wearing light armor or no armor, and while carrying no more than a light load.

Preparation (Su): The Demon Hunter carefully plans the battles ahead of her. As a swift action, and only whenever she is not in the heat of combat, she may spend 2 discipline points to instantly recover 3 hatred points and gain a +3 insight bonus to her next skill check or attack roll.

Silver Bolts (Su): The Demon Hunter gains the ability to bless her weapons with holy power. So long as she has at least 2 discipline points, she may spend 1 hour to bless her weapons. As a result, her weapons are treated as cold iron and silver for purposes of overcoming damage reduction and are good-aligned, dealing 1d6 bonus damage to evil creatures, which is not doubled on critical strikes. This effect lasts 1 hour per class level, but if the Demon Hunter doesn't have at least 1 discipline point in her discipline pool, she loses this effect.

Animal Companion (Ex): The Demon Hunter gains an animal companion that helps him hunt down her foes. This ability functions like the druid animal companion ability, except that the Demon Hunter's effective druid level is equal to her Demon Hunter level –7.

Blood Vengeance (Su): The hatred the Demon Hunter feels for her fiendish foes feeds her combat ability. As a free action, she may spend 1 hatred point to act for 1 round as if affected by a haste spell. At 12th level, she may instead spend 3 hatred points to act as if affected by a haste spell and a heroism spell for 2 rounds. At 16th level, she may instead spend 5 hatred points to act as if affected by a haste spell and a greater heroism spell for 3 rounds.

Level 3 Hunts

Night's Veil (Su): As a standard action, the Demon Hunter may spend 3 discipline points to tap on to her demonic power to become invisible for a number of rounds equal to her Dexterity modifier or Wisdom modifier (whichever is higher) divided by 2 and rounded down (minimum 1 round) or until she attacks, whichever happens before. If she would be the target of a spell or spell-like ability with the intent of detecting him under her invisibility, the caster must succeed on a Will save or the spell will not be able to detect the Demon Hunter. Whenever she attacks to break the invisibility, the first attack roll will have a +4 circumstance bonus.

Fiery Trap (Sp): The Demon Hunter calls forth unholy power, creating a flaming circle which traps inside her enemies. The Demon Hunter must prepare by drawing the circle in the ground with oil. This process lasts takes 3 rounds and uses 10 ounces of oil per each four 5' tiles the circle covers. Should she try to perform this process in battle, she will have to pass a Concentration check at the appropiated DC.

When the circle is prepared, as an immediate action she may, as a swift action, spend 2 hatred points to set it aflame at any moment. At the moment of activating the ability, the Demon Hunter may choose any number of targets up to her Dexterity modifier inside the circle and subject them to a Grapple check at DC equal to her 6 + class level + Dexterity modifier + Wisdom modifier. Should they fail the Grapple check, they become pinned down in the ground, losing their Dexterity modifier to their AC and take 3d6 points of fire damage.

This ability also creates a wall of fire where she drew the circle, blocking the path. Any creature who passes it takes 6d6 points of fire damage and becomes burned. They may take half damage if they succeed at a Reflex save and they may avoid becoming burned with a Fortitude save. This effect lasts 2 rounds and 1 additional round per 4 class levels.

Momentary Disjunction (Su): The Demon Hunter may spend 2 hatred points and 2 discipline points to temporarily disable the spellcasting, spell-like, and supernatural abilities of a single creature within 30 feet as a swift action. If the target fails a Will save, it cannot use spells, spell-like abilities, or supernatural abilities of any kind, as if affected by an antimagic field, for 1 round.

Zeal (Su): The Demon Hunter's zeal protects him from magical effects. As a free action, whenever she is targeted by a spell, but before it hits him, the Demon Hunter may choose to spend 3 discipline points to gain a Spell Resistance of 15 + her Demon Hunter level until the end of her next turn.

Rain of Vengeance (Su): The Demon Hunter unleashes her fury upon her enemies, raining death upon them. As a full-attack action, when wielding a ranged weapon, the Demon Hunter may spend 3 hatred points to make one attack to each target within the first two range increments of her weapon, up to a number of targets equal to her Dexterity modifier, using her full base attack bonus - 2. For each successful attack roll, all attacks gain a +1 unholy bonus to the damage roll. For each failed attack roll, all other attacks gain a +1 circumstance bonus to the attack roll.

Demonic Form (Efreet, Adrammelch, Gelidar) (Su): The Demon Hunter taps on to her demonic essence, adopting the form of a powerful demon to instill fear on her enemies. As a full round action, the Demon Hunter may take on one of the following forms, or revert back to her original form. This Hunt may be taken more than once to gain a new form each time.

The Demon Hunter must spend 1 hatred point at the end of each round she stays in Demon Form. This cost increases by 1 additional hatred point every two rounds. If she would not be able to pay the hatred cost, this ability will end, and she will have to perform a Will Save against 16 + the number of rounds she stayed in Demon Form x 4 or she will take 4d6 points of damage and 2 points of Wisdom damage for each round she stayed. Even if she succeeds in the save, she still receives 2d6 points of damage and 1 point of Wisdom damage per each round she overstayed. Should she die from this damage, she will become a demon of CR equal to her class level.

When the Demon Hunter is in Demonic form, she becomes an Outsider with the Evil subtype and she gains a set of adjustments indicated in the description of each demonic form. She becomes immune to fear, poison, sleep, charm, burn, freeze, shock, dazzle, fatigue, stun and death effects. The Demon Hunter may not spend any discipline when in Demonic form and is considered as if having 0 discipline for the purposes of using any Hunt she knows. A Demon Hunter who dies when she is in Demonic Form does not enter the afterlife. Instead her soul is enslaved at the mercy of the abyssal lords of Hell. Thus, she cannot be resurrected except by a heightened true resurrection spell and she cannot be raised as an undead creature.

Demonic Forms
- Efreet:
Adjustments: +6 Strength, +4 Constitution, -2 Dexterity, -2 Wisdom
The Demon Hunter becomes engulfed in flames as she grows in size and power. Her base land speed increases by 10' and gains energy resistance 10 against fire She also gains a burning aura dealing 1 points of fire damage per class level to enemies in a 10' range and grows two natural claw weapons that deal 1d10 damage plus her Strength modifier. He's considered proficient with these attacks.

- Adrammelch:
Adjustments: +6 Dexterity, +2 Strength, -2 Charisma, -2 Wisdom
The Demon Hunter calls forth the speed of lightning as she morphs into a being of pure energy. Her land speed decreases by 10', but she gains flight speed equal to 2x her land speed with Good maneuverability, and may stand still as if using the Hover feat. She also gains energy resistance 10 against shock and the spell like ability to use chain lightning (as the spell) with caster level equal to her demon hunter level as many times as her 1 + 1/2 Wisdom modifier. She also gains a ranged touch attack which deals 1d6 electric damage + 1 per two Demon Hunter levels. He's considered proficient with this attack.

- Gelidar:
Adjustments: +2 Strength, +6 Constitution, +2 Wisdom, -4 Dexterity, -2 Charisma
The Demon Hunter becomes empowered with dark frost energies, taking on the form of an Ice demon. She grows in one size and gains a natural armor bonus of +1 per two Demon Hunter levels. She gains energy resistance 10 against frost. In this form she can use frost breath as though she were a white dragon with HD equal to her class level, a number of times equal to her Wisdom modifier. She gains a natural slam weapon that deals 1d8 + 1,5 times her Strength modifier damage to all creatures in a 5' range around him. He's considered proficient with this attack.

Level 4 Hunts

Doom (Sp): The Demon Hunter calls upon her underworldly power to strike a most fatal doom upon her target. As a standard action, she can spend 5 hatred points to force the target to make the target make a Fortitude save, a Reflex save and a Will save. If she fails the Fortitude save, she receives 2d6 of damage to her Constitution and 2d6 of damage to her Wisdom. This can not reduce the ability scores beyond 1, and the ability score damage can not be healed by a restoration or lesser restoration spell. If she fails the Reflex save, she becomes attached to the ground by flaming chains and must make a Grapple check against a DC equal to the Demon Hunter's class level + the Demon Hunter's Dexterity modifier each turn to break free. Every turn she fails the Grapple check, she is dealt 1d6 of fire damage. If she fails the Will save, she becomes unable to cast spells, spend power points, mantain a psionic focus, conjure invocations, shape spells, ready or use martial maneuvers, use spell-like abilities or otherwise use any kind of ability spell-like or supernatural in kind as if affected by an antimagic field. This effects last 1 round per each five class levels.

Demon Bane (Su): As a swift action, the Demon Hunter may spend 3 hatred points and 3 discipline points become imbued with demon-slaying energy for a number of rounds equal to her class level. Whenever she uses this ability, any creature looking at him becomes blinded for 1d3 rounds - this can be reduced to dazzled with a Fortitude save. Her weapon gains the evil outsider bane special property, in addition to any other property it already had, and she gains a +4 unholy bonus to Strength and Dexterity, DR 10/good and Fast healing 5. Any critical threat she scores against an Evil Outsider during the duration of this ability is automatically confirmed.

Banishing Strike (Su): The Demon Hunter becomes one with the demonic energies in her interior, and can channel them on a single strike. As a full-attack action, the Demon Hunter may spend 4 hatred points to attempt to strike an Evil Outsider with a Banishing strike. When hit with a weapon on a Banishing strike the Evil Outsider must, after taking damage, make a Will save equal to the damage dealt or be returned to their home plane and not be able to return to the plane the Demon Hunter is on as long as the Demon Hunter is alive. If she succeeds on the save (or is on it's plane of origin) it then the attack deals an additional 2d10 + the Demon Hunter's Dexterity modifier as holy damage. A Demon Hunter may only attempt a Banishing Strike once ever against a single Evil Outsider.

Demonic Form (Drakon) (Su): The Demon Hunter taps on to her demonic essence, adopting the form of a powerful demon to instill fear on her enemies. As a full round action, the Demon Hunter may take on one of the following forms, or revert back to her original form. This Hunt may be taken more than once to gain a new form each time.

The Demon Hunter must spend 1 hatred point at the end of each round she stays in Demon Form. This cost increases by 1 additional hatred point every round. If she would not be able to pay the hatred cost, this ability will end, and she will have to perform a Will Save against 16 + the number of rounds she stayed in Demon Form x 4 or she will take 4d6 points of damage and 2 points of Wisdom damage for each round she stayed. Even if she succeeds in the save, she still receives 2d6 points of damage and 1 point of Wisdom damage per each round she overstayed. Should she die from this damage, she will become a demon of CR equal to her class level.

When the Demon Hunter is in Demonic form, she becomes an Outsider with the Lawful Evil subtype and she gains a set of adjustments indicated in the description of each demonic form. She becomes immune to fear, poison, sleep, charm, burn, freeze, shock, dazzle, fatigue, stun and death effects. The Demon Hunter may not spend any discipline when in Demonic form and is considered as if having 0 discipline for the purposes of using any Hunt she knows. A Demon Hunter who dies when she is in Demonic Form does not enter the afterlife. Instead her soul is enslaved at the mercy of the abyssal lords of Hell. Thus, she cannot be resurrected except by a heightened true resurrection spell and she cannot be raised as an undead creature.

Demonic Forms
- Drakon:
Adjustments: +8 Strength, +4 Constitution, +4 Dexterity, -4 Intelligence, -2 Charisma
The Demon Hunter takes on the form of the powerful creator of the Demon Hunter order. She grows in two sizes and increases her land speed by 20'. She also gains a natural armor bonus of +1 per two Demon Hunter levels and damage reduction of 10/good and a spell resistance of 10 + her class level. In this form, her Base Attack Bonus is considered to be equal to her Demon Hunter class level and she gains two natural claw weapons that deal 2d8 + 1'5 times her Strength modifier, and she can make a ranged touch attack with that deals 2d6 of fire damage, 2d6 of ice damage and 2d6 of electricity damage. He's considered proficient with these weapons, and can use both her claw weapons and her ranged touch attack in a full-attack action, but the ranged touch attack is considered a secondary weapon and is made at her full BAB - 5. She has an Frightful Presence aura at a range of 30', which whenever she makes a dramatic action (such as charging or attacking), opponents with fewer HD than the Demon Hunter's class level, must make a Will save againts a DC of 10 + 1/2 the Demon Hunter's class level + the Demon Hunter's Charisma bonus or they may become frightened or shaken for 1d4 + her Charisma modifier rounds at DM discretion.

Mr. Darsena
2012-08-06, 09:16 PM
Can someone give me any insight on the class? It's my first homebrew and I'd like it to be balanced :/

Oh, and btw, what does PEACH mean?

Zale
2012-08-06, 09:29 PM
Nothing raises flags to me.

By quicken a Full-Round action, what do you mean?

Reduce it to standard/move action?

A swift action? Immediate?

Mr. Darsena
2012-08-06, 10:48 PM
Nothing raises flags to me.

By quicken a Full-Round action, what do you mean?

Reduce it to standard/move action?

A swift action? Immediate?

I guess move action, english is not my main language, but I assume a move action is like performing a full BAB (as many attacks as it gives you), or casting a spell or moving at your full movement, right? A swift action is like half a move action?

Zale
2012-08-06, 10:58 PM
I guess move action, english is not my main language, but I assume a move action is like performing a full BAB (as many attacks as it gives you), or casting a spell or moving at your full movement, right? A swift action is like half a move action?

Here (www.d20srd.org/srd/combat/actionsInCombat.htm).


In a normal round, you can perform a standard action and a move action, or you can perform a full-round action. You can also perform one or more free actions. You can always take a move action in place of a standard action.

A move action lets you move your speed.

Unifel
2013-08-22, 03:54 PM
Hey, I was just wondering about the "Huntsmaster" feat:

You know a number of additional Hunts equal to 1/2 of your Intelligence modifier rounded down.
Does this mean if someone's intelligence modifier was +1, 0, -1, e.t.c., that he would gain nothing for this feat? Or does it have the (minimum one) clause that's usual in feats like this?

Thanks!

Amechra
2013-08-22, 08:43 PM
So... why do you get Hunts per Day before you actually learn any Hunts?

Unifel
2013-08-22, 11:48 PM
So... why do you get Hunts per Day before you actually learn any Hunts?
Oh, that's to show progression, I would Assume. It keeps the hunts per day / character level progression stable throughout instead of having some levels where the formula doesn't apply. They're redundant, but it doesn't really matter, right?

Amechra
2013-08-23, 12:16 AM
It just looks messy, that's all.

And you can just say that you get half your level in Hunt uses, starting at 4th level, or some similar wording.

Unifel
2013-08-23, 05:30 AM
It just looks messy, that's all.

And you can just say that you get half your level in Hunt uses, starting at 4th level, or some similar wording.

It could also be that there is some way to get a hunt at earlier levels or something, through enchantments similar to the Maneuver items in ToB (which obviously isn't implemented but is a possibility for DMs to do so)

Lavranzo
2014-04-25, 11:35 AM
I really like the idea, a shame that I only play AD&D 2e :/

EDIT: I have now reworked the idea into AD&D 2e :D
If I post it, shall put a link to this post?

Mr. Darsena
2014-05-02, 05:09 PM
I know it's a bit late, but I'd really like to see your rework, Lavranzo, some insight is never bad :D

Mr. Darsena
2014-05-14, 07:21 AM
I did a complete overhaul of the class. Could anyone share some insight?