edsaurus
2011-06-26, 06:56 PM
Devil Hunter
Inspired by the new Dante from DMC.
http://images3.wikia.nocookie.net/__cb20101014204558/devilmaycry/images/thumb/f/ff/NewDante.jpg/800px-NewDante.jpg
I will post fluff later.
Alignment
Any.
Hit Die
d8
Class Skills
Balance, Climb, Concentration, Craft, Heal, Hide, Intimidate, Jump, Knowledge (The Planes), Listen, Martial Lore, Move Silently, Profession, Ride, Sense Motive, Swim, Tumble.
Skill Points at First Level
(6 + Int modifier) ×4.
Skill Points at Each Additional Level
6 + Int modifier.
{table=head]Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special
1st | +0 | +2 | +2 | +0 | Discipline focus (Weapon focus), Devil Trigger 1/day, Quick draw, Metamorphic weapon
2nd | +1 | +3 | +3| +0 | Strong personality, Two weapon fighting
3rd | +2 | +3 | +3| +1 | Devil trigger 2/day, +10 feet movement, Point blank shot
4th | +3 | +4 | +4 | +1 | Discipline focus (Insightful strike), Rapid reload
5th | +3 | +4 | +4 | +1 | Rapid shot, Precise shot
6th | +4 | +5 | +5 | +2 | Uncanny dodge, Devil trigger 3/day, +20 feet movement, Improved two weapon fighting
7th | +5 | +5 | +5| +2 | Sense devils, Improved devil trigger
8th | +6 | +6 | +6 | +2 | Discipline focus (Defensive stance), Snap kick
9th | +6 | +6 | +6 | +3 | Evasion, Devil trigger 4/day, +30 feet movement
10th | +7 | +7 | +7 | +3 | Improved metamorphic weapon
11th | +8 | +7 | +7 | +3 | Manyshot, Improved uncanny dodge
12th | +9 | +8 | +8 | +4 | Discipline focus (Insightful strike), Devil trigger 5/day, +40 feet movement
13th | +9 | +8 | +8 | +4 | Greater two weapon fighting
14th | +10 | +9 | +9 | +4 | Master devil trigger, Improved precise shot
15th | +11 | +9 | +9 | +5 | Devil trigger 6/day, +50 feet movement
16th | +12 | +10 | +10 | +5 | Discipline focus (Defensive stance)
17th | +13 | +10 | +10 | +6 | Improved evasion, Impetuous endurance
18th | +14 | +11 | +11 | +6 | Devil trigger 6/day, +60 feet movement
19th | +14 | +11 | +11| +6 | Devil trigger explosion
20th | +15 | +12 | +12 | +6 | Ultimate devil trigger, Devil trigger 7/day[/table]
{table=head]Level | Manuverus Known | Manuveurs Readied | Stances Known
1st | 6 | 4 | 1
2nd | 7 | 4 | 2
3rd | 8 | 5 | 2
4th | 9 | 5 | 2
5th | 10 | 6 | 3
6th | 11 | 6 | 3
7th | 12 | 6 | 3
8th | 13 | 7 | 3
9th | 14 | 7 | 4
10th | 15 | 8 | 4
11th | 16 | 8 | 4
12th | 17 | 8 | 4
13th | 18 | 9 | 4
14th | 19 | 9 | 5
15th | 20 | 10 | 5
16th | 21 | 10 | 5
17th | 22 | 10 | 5
18th | 23 | 11 | 5
19th | 24 | 11 | 5
20th | 25 | 12 | 6[/table]
Weapon and Armor Proficiency: As a Devil hunter, you are proficient with simple weapons, martial melee weapons (including those that can be used as thrown weapons), your Metamorphic weapon and with revolvers, and light armor, but not with shields.
Maneuvers: You begin your career with knowledge of six martial maneuvers. The disciplines available to you are Desert Wind, Diamond Mind, Setting Sun, Iron Heart, and Tiger Claw. Once you know a maneuver, you must ready it before you can use it (see Maneuvers Readied, below). A maneuver usable by Devil hunters is considered an extraordinary ability unless otherwise noted in its description. Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one.
You learn additional maneuvers at higher levels, as shown on the above table. You must meet a maneuver’s prerequisite to learn it. Upon reaching 4th level, and at every even-numbered swordsage level after that (6th, 8th, 10th, and so on), you can choose to learn a new maneuver in place of one you already know. In effect, you lose the old maneuver in exchange for the new one. You can choose a new maneuver of any level you like, as long as you observe your restriction on the highest-level maneuvers you know; you need not replace the old maneuver with a maneuver of the same level. For example, upon reaching 10th level, you could trade in a single 1st-, 2nd-, 3rd- or 4th-level maneuver for a maneuver of 5th level or lower, as long as you meet the prerequisite of the new maneuver. You can swap only a single maneuver at any given level.
A Devil hunter can consider his Metamorphic weapon as his favourite weapon for any discipline.
Maneuvers Per Encounter: You have four maneuvers per encounter at level 1, and as you advance in level and learn more maneuvers, you are able to use more in a single encounter.
You begin an encounter with all your maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your maneuvers can be used once per encounter unless you recover them. You can recover all of your expended maneuvers by using a standard action to quickly meditate. Doing this does not provoke attacks of opportunity.
Stances Known: You begin play with knowledge of one 1st-level stance from any discipline open to you. At 2nd, 5th, 9th, 14th, and 20th level, you can choose additional stances. Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you currently use as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike with maneuvers, you cannot learn a new stance at higher levels in place of one you already know.
Devil Trigger (Ex): A Devil Hunter can activate a state called Devil Trigger. When using the Devil trigger he temporarily gains a +4 bonus to Strength and a +2 dodge bonus to Armor Class and on Reflex and Will saves, and gains a Base Attack Bonus equal to his level, like a Fighter.
At 7th level, the Strength bonus increases to +6, and the dodge bonus to Armor Class and on Reflex and Will saves increases to +3. At 14th level, the Strength bonus increases to +8, and the dodge bonus to Armor Class and on Reflex and Will saves increases to +4. At 20th level, the strength bonus increases to +10, and the dodge bonus to Armor Class and on Reflex and Will saves increases to +5.
Entering a Devil trigger is a free action, and it lasts for a number of rounds equal to half the level of the Devil hunter + his charisma modifier.
Metamorphic Weapon (Ex): At 1st level, a Devil hunter obtains a Metamorphic weapon.
The Metamorphic weapon base form is that of a Bastard sword. The Devil hunter can change the form of his Metamorphic weapon as a free action, and can change the form every time he attacks.
For example, a 16 level Devil hunter, with a BAB of 12, can make 3 attacks. He could attack the first time with the base form, then he could change it for the second attack, and then again in the third.
The weapon can be broken (it has hardness 10 and 10 hit points); however, a Devil hunter can simply repair it with his next move action. A Metamorphic weapon is considered a magic weapon for the purpose of overcoming damage reduction.
The forms that the Metamorphic weapon can assume are:
-Bastard sword.
-Greataxe.
-Scythe.
-Halberd.
The Metamorphic weapon can assume another form, the one of a Whip.
In Whip form the Metamorphic weapons deals no damage, but has a reach of 20 feet. With it you can do trip attempt, and if your attack succeeds, you can pull the defender within your reach.
Whenever you give an enhancement bonus to your Metamorphic weapon, you can give different enhancements to all of your forms.
For example, if you give the Flaming enhancement to your Bastard sword form, you can give a different +1 enhancement bonus to the Gretaxe form, and another to the other forms.
If the Devil hunter is good-aligned, he can treat the Metamorphic weapon as good and silver, for overcoming damage reduction.
Unarmed damage (Ex): Like the Monk.
Discipline Focus (Ex): As a Devil hunter, you can focus your training to take advantage of each discipline’s fighting style. Each time you gain the discipline focus ability, select one of the six Devil hunter disciplines to which that focus applies. You can select a different discipline each time you gain discipline focus, but you must know at least one martial maneuver from the selected discipline. Even if you select a different discipline at higher levels, your discipline choice for earlier abilities does not change.
This focus manifests in the following ways.
Weapon Focus: At 1st level, you gain the benefit of the Weapon Focus feat for weapons associated with the chosen discipline.
Insightful Strikes: At 4th level, you can add your Charisma modifier as a bonus on damage rolls whenever you execute a strike from the chosen discipline. At 12th level, you can choose a second discipline to which this ability applies.
Defensive Stance: At 8th level, you gain a +2 bonus on saving throws whenever you adopt a stance from the chosen discipline. At 16th level, you can choose a second discipline to which this ability applies.
You gain a +2 bonus on Martial Lore checks made regarding a maneuver in a discipline in which you have discipline focus.
Bonus feats: A Devil Hunter gains a number of Bonus Feats as shown in the Table: Devil hunter.
He gains Quick Draw at 1st, Two weapon fighting at 2nd, Point blank shot at 3rd, Rapid reload at 4th, Rapid shot and Precise shot at 5th, Improved two weapon fighting at 6th, Snap kick at 8th, Manyshot at 11th, Greater two weapon fighting at 13th and Improved precise shot at 14th.
The feats Two weapon fighting, Improved two weapon fighting and Greater two weapon fighting can be used only with firearms.
Strong Personality: Starting at 2nd level, you can add your Charisma modifier as a bonus to Armor Class, so long as you wear light armor, are unencumbered, and do not use a shield. This bonus to AC applies even against touch attacks or when you are flat-footed. However, you lose this bonus when you are immobilized or helpless.
You can use your Charisma modifier with your Will save, in place of the Wisdom modifier.
Add your Charisma modifier to all your Balance, Climb, Escape Artist, Jump and Tumble skill checks, and to all your special attack checks. (Sunder, Bull Rush, Trip, Grapple and Disarm.)
Fast Movement (Ex): At 3rd level, a Devil hunter gains an enhancement bonus to his speed, as shown on Table: Devil hunter. A Devil hunter in armor heavier than light or carrying a medium or heavy load loses this extra speed.
Uncanny Dodge (Ex): Starting at 6th level, a Devil hunter can react to danger before her senses would normally allow her to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses her Dexterity bonus to AC if immobilized.
If a Devil hunter already has uncanny dodge from a different class he automatically gains improved uncanny dodge (see below) instead.
Sense Devils (Su): Beginning at 7th level, you can, as a standard action, detect Devils. It works like the Detect Evil ability of Paladin, but works only with chaotic evil, neutral evil and lawful evil outsiders.
Evasion (Ex): At 9th level, you can avoid even magical and unusual attacks with great agility. If you make a successful Refl ex saving throw against an attack that normally deals damage on a successful save, you instead take no damage. Evasion can be used only if you are wearing light armor or no armor. If you are helpless, you do not gain the benefi t of evasion.
Improved Metamorphic Weapon (Ex): At 10th level, your Metamorphic weapons becomes more stronger, everyone of the forms gains a new ability.
-Bastard sword: It becomes of one size larger, and you can wield it without penalty.
-Greataxe: It becomes of one size larger, and you can wield it without penalty.
-Scythe: It gains reach, but you can still use it against adjacent enemies.
-Halberd: Increase the reach to 15 feet.
-Whip: Increase the reach to 30 feet.
Improved Uncanny Dodge (Ex): A Devil hunter of 11th level or higher can no longer be flanked.
If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
Improved Evasion (Ex): From 17th level on, you gain the benefi t of improved evasion. You still take no damage if you make a successful Reflex save against an attack, and even if you fail the Reflex save, you take only half damage from the attack. If you are helpless, you do not gain the benefi t of improved evasion.
Impetuous Endurance (Ex): Starting at 17th level, your fighting spirit enables you to push your body beyond the normal limits of endurance. You no longer automatically fail a saving throw on a roll of 1. You might still fail the save if your result fails to equal or beat the DC.
Devil trigger explosion (Su): Everytime a Devil hunter actives his Devil trigger, every enemy within 5 feet has to make a reflex saving throw (DC: 10+Devil hunter's half level+Charisma modifier) or be stunned for one round.
{table=head]Firearm Cost | Dmg | Critical | Range | Capacity | Weight | Type |
Revolver | 750 gp | 1d8 | ×4 | 30 ft. | 6 | 6 lbs. | Bludgeoning and piercing[/table]
All rights are of Capcom and Ninja Theory.
This is a strong variant of the Swordsage class from Tome of Battle.
Inspired by the new Dante from DMC.
http://images3.wikia.nocookie.net/__cb20101014204558/devilmaycry/images/thumb/f/ff/NewDante.jpg/800px-NewDante.jpg
I will post fluff later.
Alignment
Any.
Hit Die
d8
Class Skills
Balance, Climb, Concentration, Craft, Heal, Hide, Intimidate, Jump, Knowledge (The Planes), Listen, Martial Lore, Move Silently, Profession, Ride, Sense Motive, Swim, Tumble.
Skill Points at First Level
(6 + Int modifier) ×4.
Skill Points at Each Additional Level
6 + Int modifier.
{table=head]Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special
1st | +0 | +2 | +2 | +0 | Discipline focus (Weapon focus), Devil Trigger 1/day, Quick draw, Metamorphic weapon
2nd | +1 | +3 | +3| +0 | Strong personality, Two weapon fighting
3rd | +2 | +3 | +3| +1 | Devil trigger 2/day, +10 feet movement, Point blank shot
4th | +3 | +4 | +4 | +1 | Discipline focus (Insightful strike), Rapid reload
5th | +3 | +4 | +4 | +1 | Rapid shot, Precise shot
6th | +4 | +5 | +5 | +2 | Uncanny dodge, Devil trigger 3/day, +20 feet movement, Improved two weapon fighting
7th | +5 | +5 | +5| +2 | Sense devils, Improved devil trigger
8th | +6 | +6 | +6 | +2 | Discipline focus (Defensive stance), Snap kick
9th | +6 | +6 | +6 | +3 | Evasion, Devil trigger 4/day, +30 feet movement
10th | +7 | +7 | +7 | +3 | Improved metamorphic weapon
11th | +8 | +7 | +7 | +3 | Manyshot, Improved uncanny dodge
12th | +9 | +8 | +8 | +4 | Discipline focus (Insightful strike), Devil trigger 5/day, +40 feet movement
13th | +9 | +8 | +8 | +4 | Greater two weapon fighting
14th | +10 | +9 | +9 | +4 | Master devil trigger, Improved precise shot
15th | +11 | +9 | +9 | +5 | Devil trigger 6/day, +50 feet movement
16th | +12 | +10 | +10 | +5 | Discipline focus (Defensive stance)
17th | +13 | +10 | +10 | +6 | Improved evasion, Impetuous endurance
18th | +14 | +11 | +11 | +6 | Devil trigger 6/day, +60 feet movement
19th | +14 | +11 | +11| +6 | Devil trigger explosion
20th | +15 | +12 | +12 | +6 | Ultimate devil trigger, Devil trigger 7/day[/table]
{table=head]Level | Manuverus Known | Manuveurs Readied | Stances Known
1st | 6 | 4 | 1
2nd | 7 | 4 | 2
3rd | 8 | 5 | 2
4th | 9 | 5 | 2
5th | 10 | 6 | 3
6th | 11 | 6 | 3
7th | 12 | 6 | 3
8th | 13 | 7 | 3
9th | 14 | 7 | 4
10th | 15 | 8 | 4
11th | 16 | 8 | 4
12th | 17 | 8 | 4
13th | 18 | 9 | 4
14th | 19 | 9 | 5
15th | 20 | 10 | 5
16th | 21 | 10 | 5
17th | 22 | 10 | 5
18th | 23 | 11 | 5
19th | 24 | 11 | 5
20th | 25 | 12 | 6[/table]
Weapon and Armor Proficiency: As a Devil hunter, you are proficient with simple weapons, martial melee weapons (including those that can be used as thrown weapons), your Metamorphic weapon and with revolvers, and light armor, but not with shields.
Maneuvers: You begin your career with knowledge of six martial maneuvers. The disciplines available to you are Desert Wind, Diamond Mind, Setting Sun, Iron Heart, and Tiger Claw. Once you know a maneuver, you must ready it before you can use it (see Maneuvers Readied, below). A maneuver usable by Devil hunters is considered an extraordinary ability unless otherwise noted in its description. Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one.
You learn additional maneuvers at higher levels, as shown on the above table. You must meet a maneuver’s prerequisite to learn it. Upon reaching 4th level, and at every even-numbered swordsage level after that (6th, 8th, 10th, and so on), you can choose to learn a new maneuver in place of one you already know. In effect, you lose the old maneuver in exchange for the new one. You can choose a new maneuver of any level you like, as long as you observe your restriction on the highest-level maneuvers you know; you need not replace the old maneuver with a maneuver of the same level. For example, upon reaching 10th level, you could trade in a single 1st-, 2nd-, 3rd- or 4th-level maneuver for a maneuver of 5th level or lower, as long as you meet the prerequisite of the new maneuver. You can swap only a single maneuver at any given level.
A Devil hunter can consider his Metamorphic weapon as his favourite weapon for any discipline.
Maneuvers Per Encounter: You have four maneuvers per encounter at level 1, and as you advance in level and learn more maneuvers, you are able to use more in a single encounter.
You begin an encounter with all your maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your maneuvers can be used once per encounter unless you recover them. You can recover all of your expended maneuvers by using a standard action to quickly meditate. Doing this does not provoke attacks of opportunity.
Stances Known: You begin play with knowledge of one 1st-level stance from any discipline open to you. At 2nd, 5th, 9th, 14th, and 20th level, you can choose additional stances. Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you currently use as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike with maneuvers, you cannot learn a new stance at higher levels in place of one you already know.
Devil Trigger (Ex): A Devil Hunter can activate a state called Devil Trigger. When using the Devil trigger he temporarily gains a +4 bonus to Strength and a +2 dodge bonus to Armor Class and on Reflex and Will saves, and gains a Base Attack Bonus equal to his level, like a Fighter.
At 7th level, the Strength bonus increases to +6, and the dodge bonus to Armor Class and on Reflex and Will saves increases to +3. At 14th level, the Strength bonus increases to +8, and the dodge bonus to Armor Class and on Reflex and Will saves increases to +4. At 20th level, the strength bonus increases to +10, and the dodge bonus to Armor Class and on Reflex and Will saves increases to +5.
Entering a Devil trigger is a free action, and it lasts for a number of rounds equal to half the level of the Devil hunter + his charisma modifier.
Metamorphic Weapon (Ex): At 1st level, a Devil hunter obtains a Metamorphic weapon.
The Metamorphic weapon base form is that of a Bastard sword. The Devil hunter can change the form of his Metamorphic weapon as a free action, and can change the form every time he attacks.
For example, a 16 level Devil hunter, with a BAB of 12, can make 3 attacks. He could attack the first time with the base form, then he could change it for the second attack, and then again in the third.
The weapon can be broken (it has hardness 10 and 10 hit points); however, a Devil hunter can simply repair it with his next move action. A Metamorphic weapon is considered a magic weapon for the purpose of overcoming damage reduction.
The forms that the Metamorphic weapon can assume are:
-Bastard sword.
-Greataxe.
-Scythe.
-Halberd.
The Metamorphic weapon can assume another form, the one of a Whip.
In Whip form the Metamorphic weapons deals no damage, but has a reach of 20 feet. With it you can do trip attempt, and if your attack succeeds, you can pull the defender within your reach.
Whenever you give an enhancement bonus to your Metamorphic weapon, you can give different enhancements to all of your forms.
For example, if you give the Flaming enhancement to your Bastard sword form, you can give a different +1 enhancement bonus to the Gretaxe form, and another to the other forms.
If the Devil hunter is good-aligned, he can treat the Metamorphic weapon as good and silver, for overcoming damage reduction.
Unarmed damage (Ex): Like the Monk.
Discipline Focus (Ex): As a Devil hunter, you can focus your training to take advantage of each discipline’s fighting style. Each time you gain the discipline focus ability, select one of the six Devil hunter disciplines to which that focus applies. You can select a different discipline each time you gain discipline focus, but you must know at least one martial maneuver from the selected discipline. Even if you select a different discipline at higher levels, your discipline choice for earlier abilities does not change.
This focus manifests in the following ways.
Weapon Focus: At 1st level, you gain the benefit of the Weapon Focus feat for weapons associated with the chosen discipline.
Insightful Strikes: At 4th level, you can add your Charisma modifier as a bonus on damage rolls whenever you execute a strike from the chosen discipline. At 12th level, you can choose a second discipline to which this ability applies.
Defensive Stance: At 8th level, you gain a +2 bonus on saving throws whenever you adopt a stance from the chosen discipline. At 16th level, you can choose a second discipline to which this ability applies.
You gain a +2 bonus on Martial Lore checks made regarding a maneuver in a discipline in which you have discipline focus.
Bonus feats: A Devil Hunter gains a number of Bonus Feats as shown in the Table: Devil hunter.
He gains Quick Draw at 1st, Two weapon fighting at 2nd, Point blank shot at 3rd, Rapid reload at 4th, Rapid shot and Precise shot at 5th, Improved two weapon fighting at 6th, Snap kick at 8th, Manyshot at 11th, Greater two weapon fighting at 13th and Improved precise shot at 14th.
The feats Two weapon fighting, Improved two weapon fighting and Greater two weapon fighting can be used only with firearms.
Strong Personality: Starting at 2nd level, you can add your Charisma modifier as a bonus to Armor Class, so long as you wear light armor, are unencumbered, and do not use a shield. This bonus to AC applies even against touch attacks or when you are flat-footed. However, you lose this bonus when you are immobilized or helpless.
You can use your Charisma modifier with your Will save, in place of the Wisdom modifier.
Add your Charisma modifier to all your Balance, Climb, Escape Artist, Jump and Tumble skill checks, and to all your special attack checks. (Sunder, Bull Rush, Trip, Grapple and Disarm.)
Fast Movement (Ex): At 3rd level, a Devil hunter gains an enhancement bonus to his speed, as shown on Table: Devil hunter. A Devil hunter in armor heavier than light or carrying a medium or heavy load loses this extra speed.
Uncanny Dodge (Ex): Starting at 6th level, a Devil hunter can react to danger before her senses would normally allow her to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses her Dexterity bonus to AC if immobilized.
If a Devil hunter already has uncanny dodge from a different class he automatically gains improved uncanny dodge (see below) instead.
Sense Devils (Su): Beginning at 7th level, you can, as a standard action, detect Devils. It works like the Detect Evil ability of Paladin, but works only with chaotic evil, neutral evil and lawful evil outsiders.
Evasion (Ex): At 9th level, you can avoid even magical and unusual attacks with great agility. If you make a successful Refl ex saving throw against an attack that normally deals damage on a successful save, you instead take no damage. Evasion can be used only if you are wearing light armor or no armor. If you are helpless, you do not gain the benefi t of evasion.
Improved Metamorphic Weapon (Ex): At 10th level, your Metamorphic weapons becomes more stronger, everyone of the forms gains a new ability.
-Bastard sword: It becomes of one size larger, and you can wield it without penalty.
-Greataxe: It becomes of one size larger, and you can wield it without penalty.
-Scythe: It gains reach, but you can still use it against adjacent enemies.
-Halberd: Increase the reach to 15 feet.
-Whip: Increase the reach to 30 feet.
Improved Uncanny Dodge (Ex): A Devil hunter of 11th level or higher can no longer be flanked.
If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
Improved Evasion (Ex): From 17th level on, you gain the benefi t of improved evasion. You still take no damage if you make a successful Reflex save against an attack, and even if you fail the Reflex save, you take only half damage from the attack. If you are helpless, you do not gain the benefi t of improved evasion.
Impetuous Endurance (Ex): Starting at 17th level, your fighting spirit enables you to push your body beyond the normal limits of endurance. You no longer automatically fail a saving throw on a roll of 1. You might still fail the save if your result fails to equal or beat the DC.
Devil trigger explosion (Su): Everytime a Devil hunter actives his Devil trigger, every enemy within 5 feet has to make a reflex saving throw (DC: 10+Devil hunter's half level+Charisma modifier) or be stunned for one round.
{table=head]Firearm Cost | Dmg | Critical | Range | Capacity | Weight | Type |
Revolver | 750 gp | 1d8 | ×4 | 30 ft. | 6 | 6 lbs. | Bludgeoning and piercing[/table]
All rights are of Capcom and Ninja Theory.
This is a strong variant of the Swordsage class from Tome of Battle.