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View Full Version : Burn That Witch! (Spell Hunter; Pathfinder Class)



LordErebus12
2012-09-08, 04:36 PM
Spell hunter

http://i.imgur.com/cbNoI.jpg

When pursuing justice for their faith, Spell hunters sometimes hunt sorcerers, witches, wizards, and other practitioners of arcane magic—but especially witches, since their devotion to a patron is often seen as suspect by many religions. The world is full of dangerous magic, and many recoil in the face of such power. The Spell hunter, by contrast, learns to recognize and resist certain types of magic, wading through waves of magic to reach her foes.

Role: Spell Hunter's are arcane killers, hunting down those who wield arcane magics and punishing them with a zealotus fervor. Spell Hunter's tend to move from place to place, chasing down enemies and researching emerging threats. As a result, they often travel with others, if for no other reason than to mask their presence.

Spell Hunters work with members of their faith whenever possible, but even such allies are not above suspicion. They dislike and distrust arcane spellcasters, but they do work with them from time to time, if their beliefs and goals are similar.

Alignment: An Spell Hunter's alignment must be within one step of her deity (if any), along either the law/chaos axis or the good/evil axis.

Favored Ability Scores: Wisdom (Saves, Spell-Like Abilities), Strength (Melee, Damage), and Constitution (Bonus Health, Saves)

Hit Die: d10.

Class Skills
The Spell Hunter class skills are Athletics (Str), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Heal (Wis), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), and Survival (Wis).

Skill Ranks per Level: 6 + Int modifier.

{table=head]{colsp=6}Table: Spell Hunter Class
Level| BAB | Fort| Reflex |Will| Special

1st |+1 |+2 |+0 |+2 |Judgement, Strong Willed, Spell Sage
2nd |+2 |+3 |+0 |+3 |Knowledgeable Defense
3rd |+3 |+3 |+1 |+3 |Defense Against Magic, Foil Casting
4th |+4 |+4 |+1 |+4 |Spell Hunter's Bond
5th |+5 |+4 |+1 |+4 |Hunter's Tricks

6th |+6 |+5 |+2 |+5 |Spell Sense
7th |+7 |+5 |+2 |+5 |Stern Gaze
8th |+8 |+6 |+2 |+6 |Second Judgement
9th |+9 |+6 |+3 |+6 |Radiant Ammunition
10th |+10 |+7 |+3 |+7 |I Can Still See You

11th |+11 |+7 |+3 |+7 |Word of Anathema
12th |+12 |+8 |+4 |+8 |Protective Life Bubble
13th |+13 |+8 |+4 |+8 |Flames of Belief
14th |+14 |+9 |+4 |+9 |Exploit Weakness
15th |+15 |+9 |+5 |+9 |Jolting Portent

16th |+16 |+10 |+5 |+10 |Third Judgement
17th |+17 |+10 |+5 |+10 |Slayer
18th |+18 |+11 |+6 |+11 |Antimagic Field
19th |+19 |+11 |+6 |+11 |Empty Body
20th |+20 |+12 |+6 |+12 |Impervious
[/table]

Class Features
The following are class features of the Spell Hunter.

Weapon and Armor Proficiency: A Spell Hunter is proficient with all simple and martial weapons, as well as with all firearms plus hand crossbows, shurikens, mancatchers, spiked chains, swordbreaker daggers and whips. They are also proficient with light armor, medium armor and shields (including tower shields).

1st - Judgment (Su): A Spell Hunter can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the Spell hunter receives a bonus or special ability based on the type of judgment made.

At 1st level, A Spell Hunter can use this ability once per day. At 4th level and every three levels thereafter, the Spell hunter can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The Spell hunter must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again.

When the Spell hunter uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type. If the Spell hunter is evil, she receives profane bonuses instead of sacred, as appropriate. Neutral Spell hunters must select profane or sacred bonuses. Once made, this choice cannot be changed.


Destruction: The Spell hunter is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three Spell hunter levels she possesses.

Healing: The Spell hunter is surrounded by a healing light, gaining fast healing 1. This causes the Spell hunter to heal 1 point of damage each round as long as the Spell hunter is alive and the judgment lasts. The amount of healing increases by 1 point for every three Spell hunter levels she possesses.

Justice: This judgment spurs the Spell hunter to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five Spell hunter levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.

Piercing: This judgment gives the Spell hunter great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target's spell resistance. This bonus increases by +1 for every three Spell hunter levels she possesses.

Protection: The Spell hunter is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five Spell hunter levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the Spell hunter.

Purity: The Spell hunter is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five Spell hunter levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons.

Resiliency: This judgment makes the Spell hunter resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the Spell hunter's. If she is neutral, the Spell hunter does not receive this increase.

Resistance: The Spell hunter is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three Spell hunter levels she possesses.

Smiting: This judgment bathes the Spell hunter's weapons in a divine light. The Spell hunter's weapons count as magic for the purposes of bypassing damage reduction. At 6th level, the Spell hunter's weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the Spell hunter's alignments. If the Spell hunter is neutral, she does not receive this bonus. At 10th level, the Spell hunter's weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).

Witch's Bane: Any creature that casts an arcane spell within 30 feet of the Spell hunter takes a –2 penalty to AC against her attacks and a –2 penalty on saving throws against her spells while this judgment remains in effect.


1st - Strong-Willed (Ex): A Spell hunter is able to stand strong against magical effects that seek to control, compel, or persuade her. The Spell hunter rolls twice and takes the best result when making a Will saving throw against a mind-affecting effect.

1st - Spell Sage (Ex): A Spell hunter adds her Wisdom modifier on Spellcraft checks in addition to her Intelligence modifier when attempting to identify a spell as it is being cast, to identify the properties of a magic item using detect magic, or to decipher a scroll.

2nd - Knowledgeable Defense: A Spell hunter who identifies a spell with Spellcraft gains a bonus against its effects, either a +1 bonus on saving throws or a +1 dodge bonus to AC against this spell. This bonus increases every four levels (to a maximum of +5 at 18th level).

At 20th level, once per day as a swift action, she can grant this bonus to all her allies within 60 feet, for 1 minute. The allies gain the bonus when the Spell hunter identifies the spell, and those among the allies who have at least 1 rank in Spellcraft can aid the Spell hunter's next Spellcraft check as a swift action while under the effect of this ability.

3rd - Defense against Magic (Ex): A Spell hunter picks a single wizard school. She gains a +1 bonus on saving throws against arcane spells of that school. Every four levels beyond 3rd, the Spell hunter picks a new school and gains this bonus against arcane spells of that school (to a maximum of five schools of magic at 19th level). Furthermore, each time the Spell hunter picks a new school, the bonuses for the schools she has already chosen increase by 1.

3rd - Foil Casting (Su): When an opponent tries to cast an arcane spell within a Spell hunter's threatened area, the DC for that caster to cast defensively increases by 2. This increase stacks with the effects of the Disruptive feat. Furthermore, the Spell hunter knows where to hit foes to foil casting from a distance. Each time she hits an arcane spellcaster or a creature that uses spell-like abilities with a ranged weapon attack, the DC of any Concentration checks the caster makes increases by 2 for 1 round.

4th - Spell hunter's Bond (Ex): A Spell hunter forms a bond in the form of a close bond with an animal companion. A Spell hunter who selects an animal companion can choose from the following list: badger, bird, camel, cat (small), dire rat, dog, horse, pony, snake (viper or constrictor), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the Spell hunter may choose a shark instead. This animal is a loyal companion that accompanies the Spell hunter on his adventures as appropriate for its kind. A Spell hunter's animal companion shares his favored enemy and favored terrain bonuses.

This ability functions like the druid animal companion ability (which is part of the Nature Bond class feature), except that the Spell hunter's effective druid level is equal to his Spell hunter level – 3.

5th - Hunter's Tricks: A Spell hunter learns the use of tricks, which typically grant a boon or bonus to the Spell hunter or a nearby ally. At 5th level, the Spell hunter learns one trick, selected from the list below. At 7th level, and every two levels thereafter, she learns another trick.

A Spell hunter can use these tricks a total number of times per day equal to 1/2 his Spell hunter level + his Wisdom modifier. Tricks are usually swift actions, but sometimes move or free actions that modify a standard action, usually an attack action. Once a trick is chosen, it can't be retrained. A Spell hunter cannot select an individual trick more than once. The following is a list of tricks and their effects.


Aiding Attack (Ex): The Spell hunter can use this trick as a free action when she hits a creature with an attack. The next ally who makes an attack against the target creature before the start of the Spell hunter's next turn gains a +2 circumstance bonus on that attack roll.

Bolster Companion (Ex): The Spell hunter can use this trick as an immediate action when his animal companion is hit with an attack or a combat maneuver. The companion's AC and combat maneuver defense increase by +4 for the purposes of that attack. If the attack still hits, the animal companion only takes half damage (if any). The animal companion must be able to see and hear the Spell hunter to benefit from this trick.

Catfall (Ex): The Spell hunter can use this trick as an immediate action when she falls 20 or more feet, ignoring the first 20 feet of the fall when calculating the falling damage. If the Spell hunter takes no damage from the fall, she does not fall prone.

Chameleon Step (Ex): The Spell hunter can move up to twice his speed as a move action. The Spell hunter does not take any penalty on Stealth checks for movement during this move. This move provokes attacks of opportunity as normal.

Cunning Pantomime (Ex): As a standard action, the Spell hunter can communicate with a single creature as if using the tongues spell for 10 minutes. Because the communication is slow and lacks subtlety, the Spell hunter suffers a –4 penalty on all Bluff and Diplomacy checks relating to the creature she is communicating with when using this trick.

Defensive Bow Stance (Ex): The Spell hunter can use this trick as a swift action. Until the start of his next turn, his ranged attacks do not provoke attacks of opportunity.

Deft Stand (Ex): The Spell hunter can spend a move action to stand up without provoking attacks of opportunity.

Distracting Attack (Ex): The Spell hunter can use this trick as a free action before she makes an attack. If the attack hits, the target takes a –2 penalty on all attack rolls for 1 round.

Hateful Attack (Ex): The Spell hunter can use this trick as a free action when she makes an attack against one of his favored enemies. The Spell hunter doubles the threat range of his weapon for this attack. This does not stack with other abilities that increase a weapon's threat range.

Heel (Ex): The Spell hunter can use this trick as an immediate action when his animal companion moves. When the companion moves, the square it starts out in is not considered threatened by any opponent it can see, and therefore visible enemies do not get attacks of opportunity against it when it moves from that square. The companion must end this movement in a square adjacent to the Spell hunter. The animal companion must be able to see and hear the Spell hunter to take this movement.

Hobbling Attack (Ex): The Spell hunter can use this trick as a free action when she hits with an attack. The target of the attack's land speed is reduced by 1/2 for 1d4 rounds.

Quick Climb (Ex): The Spell hunter can climb at his full speed as a move action without penalty.

Quick Healing (Ex): As a swift action, the Spell hunter can make a Heal check to administer first aid on an adjacent dying character. Alternatively, the Spell hunter can administer a potion to an unconscious character as a move action.

Quick Swim (Ex): The Spell hunter can swim at his full speed as a move action without penalty.

Spell hunter's Counsel (Ex): As a swift action, the Spell hunter can grant all allies within 30 feet that are within line of sight and can hear her a +2 bonus on skill checks with a single skill of his choice. The Spell hunter must have at least one rank in the chosen skill. This bonus lasts for 1 round.

Rattling Strike (Ex): The Spell hunter can use this trick as a free action before she makes a melee attack. If the attack hits, the target is shaken for 1d4 rounds.

Second Chance Strike (Ex): When she misses with a melee attack, the Spell hunter may reroll his attack at a –5 penalty. Using this ability is an immediate action.

Sic 'Em (Ex): The Spell hunter can use this trick as a swift action. His animal companion makes one melee attack against an adjacent creature. The animal companion must be able to see and hear the Spell hunter to make this attack.

Skill Sage (Ex): As a free action, the Spell hunter can roll twice on any one skill check and take the better result. She must have at least 1 rank in that skill to use this ability.

Stag's Leap (Ex): As a free action, the Spell hunter can attempt a running jump without moving 10 feet before the jump.

Surprise Shift (Ex): The Spell hunter can move 5 feet as a swift action. This movement does not provoke attacks of opportunity and does not count as a 5-foot step.

Tangling Attack (Ex): The Spell hunter can use this attack as a free action when she makes an attack. If the attack hits, the target is entangled for 1 round.

Trick Shot (Ex): As a standard action, the Spell hunter can make a ranged attack that ignores concealment (but not total concealment), soft cover, and partial cover.

Uncanny Senses (Ex): As an immediate action, the Spell hunter gains a +10 insight bonus on Perception checks for 1 round.

Upending Strike (Ex): The Spell hunter can use this trick as a free action just before she makes a melee attack. If the attack hits, she may make a free trip combat maneuver against the target.

Vengeance Strike (Ex): The Spell hunter can use this trick as an immediate action when an enemy adjacent to her hits an ally with a melee or ranged attack. The Spell hunter can make a single melee attack at his highest base attack bonus against the creature who attacked his ally.


6th - Spell Scent: the Spell hunter learns how to sense unique spell signatures, and can follow the trail of a cast spell or spell effect cast back to its source. Once per day, when the Spell hunter comes into contact with or is exposed to a spell effect or a magic item, she can spend a full-round action to examine the spell effect or magic item, and then gains the effect of a locate creature spell. She can do this even if the spell effect was instantaneous, but must start her examination within 1 round after she experienced the spell's effect. Instead of locating a known creature, the Spell hunter locates the caster of the spell effect or magic item she examined. Doing so does not allow the Spell hunter to gain any intelligence about the spellcaster other than its location. This ability replaces track.

7th - Stern Gaze (Ex): Spell hunters are skilled at sensing deception and intimidating their foes. A Spell Hunter receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her Spell hunter level (minimum +1).

8th - Second Judgment (Ex): whenever A Spell Hunter uses her judgment ability, she selects two different judgments, instead of one. This only consumes one use of her judgment ability. As a swift action, she can change one of these judgments to another type.

9th - Radiant Ammunition (Sp): A Spell Hunter can cause all ammunition, including shuriken, to exude radiant energy. Creatures that take penalties in bright light take these penalties for 1 round after being struck by such ammunition. Undead and creatures harmed by sunlight take an additional 1d6 points of damage from such projectiles. This ability causes up to 50 pieces of ammunition, all of which must be together at the time of the ability's use.

This extra damage and half of any other damage you deal with an affected projectile results directly from radiant energy and is not subject to damage resistance. Such a projectile sheds light as if it were a sunrod for 1 round after it is fired or thrown. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

10th - I Can Still See You (Sp): You gain the ability to see all things as they actually are. The Spell Hunter sees through normal and magical darkness, notices secret doors hidden by magic, sees the exact locations of creatures or objects under blur or displacement effects, sees invisible creatures or objects normally, sees through illusions, and sees the true form of polymorphed, changed, or transmuted things.

At 15th level, the subject can focus its vision to see into the Ethereal Plane (but not into extra-dimensional spaces). The range of true seeing conferred is 120 feet.

True seeing, however, does not penetrate solid objects. It in no way confers X-ray vision or its equivalent. It does not negate concealment, including that caused by fog and the like. True seeing does not help the viewer see through mundane disguises, spot creatures who are simply hiding, or notice secret doors hidden by mundane means.

In addition, the spell effects cannot be further enhanced with known magic, so one cannot use true seeing through a crystal ball or in conjunction with clairaudience/clairvoyance. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

11th - Word of Anathema (Sp): you can speak a word of anathema against a single creature within 60 feet (Will negates). This acts as bestow curse and lasts for 1 minute, giving the target a –4 penalty on attack rolls, saves, ability checks, and skill checks. You can use this ability a number of times per day equal to 1 + your Wisdom modifier.

12th - Protective Life Bubble (Sp): You surround the touched creatures with a constant and moveable 1-inch shell of tolerable living conditions. This shell enables the subjects to breathe freely, even underwater or in a vacuum, as well as making them immune to harmful gases and vapors, including inhaled diseases and poisons and spells like cloudkill and stinking cloud. In addition, the shell protects subjects from extremes of temperature (per endure elements) as well as extremes of pressure.

Life bubble does not provide protection from negative or positive energy (such as found on the Negative and Positive Energy planes), the ability to see in conditions of poor visibility (such as in smoke or fog), nor the ability to move or act normally in conditions that impede movement (such as underwater).

When you cast this spell it has a total duration of 2 hours per Spell hunter level. You can divide this duration up in any manner you wish, not necessarily equally, between up to 1 creature per Spell hunter level. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

13th - Fire of Belief (Sp): You can unleash a gout of holy or unholy flame that sears one target within 30 feet as a ranged touch attack. The target takes 3d6 points of fire damage plus half your Spell hunter level (minimum +1).

If you are good, the flames only harm nongood targets or arcane spellcasters. If you are evil, the flames only harm nonevil targets or arcane spellcasters. If you are neither good nor evil, when you gain this ability you must decide whether the flames harm either nongood or nonevil targets; once you make this decision, it cannot be changed (though if your alignment changes, the effect of the flames changes appropriately). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

14th - Exploit Weakness (Ex): the Spell hunter learns to take advantage of any opportunity that presents itself. Whenever the Spell hunter scores a critical hit, she ignores any damage reduction the target might have.

In addition, if the target has regeneration, the creature loses regeneration on the round following the critical hit and can die normally during that round. Creatures whose regeneration always functions are immune to this ability. Finally, if the Spell hunter deals energy damage to a creature with vulnerability to that energy type, she deals +1 point of damage per die rolled.

15th - Jolting Portent (Sp): The creature you designate is surrounded by a glowing red aura of vengeful fate. Once per round when the target makes an attack or casts a spell, it must succeed at a Fortitude saving throw with a DC = 10 + 1/2 caster level + Wisdom modifier. If the target fails the saving throw, it takes 4d6 + your Wisdom modifier in electricity damage.

It takes no damage on a successful saving throw. You can dismiss this spell as an immediate action when its subject confirms a critical hit to negate the critical hit and daze the creature for 1 round. The attack still hits its target and deals normal damage. The effects of the daze occur after the attack. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

16th - Third Judgment (Ex): whenever A Spell Hunter uses her judgment ability, she selects three different judgments, instead of just two. This only consumes one use of her judgment ability. As a swift action, the Spell hunter can change one of these judgments to another type.

17th - Slayer (Ex): A Spell Hunter learns to focus her judgment. Whenever A Spell Hunter uses her judgment ability, she must select one type of judgment. She is treated as if she were 5 levels higher for the purposes of determining the bonus granted by the judgment. Unlike other types of judgment, the one enhanced by this ability cannot be changed for the remainder of the judgment

18th - Antimagic Field (Sp): An invisible barrier surrounds you and moves with you. The space within this barrier is impervious to most magical effects, including spells, spell-like abilities, and supernatural abilities. Likewise, it prevents the functioning of any magic items or spells within its confines.

An antimagic field suppresses any spell or magical effect used within, brought into, or cast into the area, but does not dispel it. Time spent within an antimagic field counts against the suppressed spell's duration.

Summoned creatures of any type wink out if they enter an antimagic field. They reappear in the same spot once the field goes away. Time spent winked out counts normally against the duration of the conjuration that is maintaining the creature.

If you cast antimagic field in an area occupied by a summoned creature that has spell resistance, you must make a caster level check (1d20 + caster level) against the creature's spell resistance to make it wink out. (The effects of instantaneous conjurations are not affected by an antimagic field because the conjuration itself is no longer in effect, only its result.) You can use this ability a number of times per day equal to 1 + your Wisdom modifier.

19th - Empty Body (Su): A Spell hunter gains the ability to assume an ethereal state for 1 minute as though using the spell etherealness. Using this ability is a move action, usable 3 + Wisdom modifier times per day. This ability only affects the Spell Hunter and cannot be used to make other creatures ethereal.

20th - Impervious (Ex): A Spell hunter becomes immune to the effects of a single school of arcane magic. That school of magic must be the first one she picked for defense against magic (see above). Neither harmful nor helpful arcane spells of that school have an effect on the Spell hunter. If a spell of that school is an area of effect spell, the spell goes off as normal, but the Spell hunter is untouched by its effects. Once per day, as a swift action, the Spell hunter can grant this imperviousness to all allies in a 60-foot burst for 1 minute.

LordErebus12
2012-09-08, 04:38 PM
Its a start. any questions, concerns, additions, ideas, or other forms of PEACH-ing?

LordErebus12
2012-09-08, 04:40 PM
Below is now fine for commenting.

LordErebus12
2012-09-08, 07:13 PM
Officially Ready for everyone...

urkthegurk
2012-09-09, 09:35 PM
This seems like a really great class. Let me read over it a bit and see if I can find anything useful to say...

Jane_Smith
2012-09-09, 10:10 PM
With so many anti-mage classes/prc's/etc out there, I kinda wish someone would make an anti-anti-mage class. Like the "Arcane Guardian" or something. The whole witch hunter theme/mage hating thing has been kinda milked to death, id rather see what hunts the hunters.

LordErebus12
2012-09-10, 12:16 AM
With so many anti-mage classes/prc's/etc out there, I kinda wish someone would make an anti-anti-mage class. Like the "Arcane Guardian" or something. The whole witch hunter theme/mage hating thing has been kinda milked to death, id rather see what hunts the hunters.

its called a fighter... or barbarian, or paladin... or ranger... monk, or etc.

LordErebus12
2012-09-10, 12:18 AM
This seems like a really great class. Let me read over it a bit and see if I can find anything useful to say...

id appreciate it. its basically spell like abilities with Inquisitor abilities and Ranger tricks. no spells, too. which is a good change for an arcane killer. most mage hunters also use spells, which is weird but not unexpected.

Draconi Redfir
2012-09-10, 12:29 AM
Were she still around, i know this cute little Goblin girl who would Haaaate this class:smalltongue::smallbiggrin:

LordErebus12
2012-09-10, 12:35 AM
Were she still around, i know this cute little Goblin girl who would Haaaate this class:smalltongue::smallbiggrin:

really? why?

Draconi Redfir
2012-09-10, 01:10 AM
really? why?

Goblin witch you see.

Anyways asside from that, i find it's a pretty interesting Class, Would deffinetly play one if i ever got a DM that doesn't hate homebrew with a passion:smalltongue:

LordErebus12
2012-09-10, 02:27 AM
Goblin witch you see.

Anyways asside from that, i find it's a pretty interesting Class, Would deffinetly play one if i ever got a DM that doesn't hate homebrew with a passion:smalltongue:

any comments other than that? ideas?

Draconi Redfir
2012-09-10, 07:05 AM
any comments other than that? ideas?

Seems like there might be a few too many "as well as" weapons under weapon and armour proficiencies, might want to limit that down to like, two or three maybe, though it's not really a balance issue i don't think, just seems a little cluttered is all.

You may want to define whether or not Armour accounts for quick climb and quick swim, if a hunter is wearing armour that makes him move at 20ft, you wouldn't want him swimming at 30ft.

Might want to add a "Must declare the use of this trick before rolling skill check" onto Skill sage, I’m not entirely sure though.

Unsure about Uncanny scenes, seems like a bit much TBH. Maybe lower it to +4 or something?

Changing a judgement with Second Judgement might be a bit much as well. Perhaps if that swift action cost the use of another judgement? Otherwise it might be possible to exploit it to have three judgements for the price of one. (Judgement to help ally on allies turn, then swap it to a personal buff on the hunter's own turn while maintaining a debuff on the target.) or something like that.

While technically spell-like ability’s, i can't help but wonder if a spell-hunter, a being dedicated to hunting down and destroying anyone who can cast spells, is being a little hypocritical by having spells such as Word of Anathema, life bubble, fire of belief, and the like. Seems kind of like dedicating yourself to destroy all pyromaniacs... by using a flamethrower.


Mind you these are all just my personal thoughts,. i am by no means a professional homebrewer, nor a master of how to balance things. Just random suggestions i think might help, whether or not you use them is up to you.

LordErebus12
2012-09-10, 08:16 PM
Seems like there might be a few too many "as well as" weapons under weapon and armour proficiencies, might want to limit that down to like, two or three maybe, though it's not really a balance issue i don't think, just seems a little cluttered is all.

nah, i want them like that.

You may want to define whether or not Armour accounts for quick climb and quick swim, if a hunter is wearing armour that makes him move at 20ft, you wouldn't want him swimming at 30ft.

its kind of a given... if speed is reduced, its reduced for all movement types...

Might want to add a "Must declare the use of this trick before rolling skill check" onto Skill sage, I’m not entirely sure though.

not necessary for it to work.

Unsure about Uncanny scenes, seems like a bit much TBH. Maybe lower it to +4 or something?

i feel your pain, but its a ranger variant, straight from the main core books. Im not gonna change it because of that.

Changing a judgement with Second Judgement might be a bit much as well. Perhaps if that swift action cost the use of another judgement? Otherwise it might be possible to exploit it to have three judgements for the price of one. (Judgement to help ally on allies turn, then swap it to a personal buff on the hunter's own turn while maintaining a debuff on the target.) or something like that.

do you mean the fact that you get more judgements at the same time? yeah, the inquisitor can have up to three running at once at later levels. its copied straight from the inquisitor, too. nothing changed from how it works anyways.

While technically spell-like ability’s, i can't help but wonder if a spell-hunter, a being dedicated to hunting down and destroying anyone who can cast spells, is being a little hypocritical by having spells such as Word of Anathema, life bubble, fire of belief, and the like. Seems kind of like dedicating yourself to destroy all pyromaniacs... by using a flamethrower.

lol, as a divine slayer of arcane casters, yeah it gets spell-like abilities to kill them with. but it also allows them to protect the party, like with life bubble. i understand your side, if it kills casters, then it shouldnt cast. the thing is, its a divine caster without a spell list. anyways, i like them to have some spell-likes. using the enemy's weapons against them.

Mind you these are all just my personal thoughts,. i am by no means a professional homebrewer, nor a master of how to balance things. Just random suggestions i think might help, whether or not you use them is up to you.

i know your pain... this class was difficult to balance/make.

LordErebus12
2012-09-10, 11:28 PM
Gotta love how this class makes half the Tier 1 classes sweat a bit.

Razanir
2012-09-10, 11:31 PM
With so many anti-mage classes/prc's/etc out there, I kinda wish someone would make an anti-anti-mage class. Like the "Arcane Guardian" or something. The whole witch hunter theme/mage hating thing has been kinda milked to death, id rather see what hunts the hunters.

Find me more mage-killer classes than just this and I'll give the mage killer killer a shot. :smallamused: Oh, and I only have access to the SRD, so it would need to be homebrew probably