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Milo v3
2013-02-15, 07:47 AM
This isn't a very orginal idea, but I wanted to put a "non-magical" class to my campaign which can do the tricks of a mage with pure talent. And yes, I realise that it is a caster and technically a mage.

I think I may have gone overboard though.

The Hunter

Hunters are warriors specialized in using their prowess to defeat their foes. They utilise a combination of martial skill with agility and stealth. These talents make Hunters excellent assassins.

Role: In combat, a hunter would function similar to a rogue trying to attak their foes will their defenses are down. But unlike rogues they can use their talents to reach areas others wouldn't.

Alignment: A Hunter can arise from any alignment.

Hit Die: d8.

Starting Gold: As Fighter.

Class Skills
The Hunter’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Heal (Wis), Intimidate (Cha), Knowledge (History) (Int), Knowledge (Local) (Int), Knowledge (Nobility) (Int), Perception (Wis), Sense Motive (Wis), Stealth (Dex), Survival (Wis), Swim (Str).
Skill Points per Level: (6 + Intelligence Modifier)

Hunter
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|1|2|3|4|5|6
1st|
+0|
+0|
+2|
+0|Sneak Attack +1d6|1|-|-|-|-|-
2nd|
+1|
+0|
+3|
+0|Quarry +2|2|-|-|-|-|-
3rd|
+2|
+1|
+3|
+1|Evasion|3|-|-|-|-|-
4th|
+3|
+1|
+4|
+1|Uncanny Dodge|3|1|-|-|-|-
5th|
+3|
+1|
+4|
+1|Sneak Attack +2d6|4|2|-|-|-|-
6th|
+4|
+2|
+5|
+2|Fighter Tradition|4|3|-|-|-
7th|
+5|
+2|
+5|
+2|Weapon Training|4|3|1|-|-|-
8th|
+6/+1|
+2|
+6|
+2|Preternatural Warrior, Quarry +4|4|4|2|-|-|-
9th|
+6/+1|
+3|
+6|
+3|Sneak Attack +3d6|5|4|3|-|-|-
10th|
+7/+2|
+3|
+7|
+3| |5|4|3|1|-|-
11th|
+8/+3|
+3|
+7|
+3|Improved Uncanny Dodge|5|4|4|2|-|-
12th|
+9/+4|
+4|
+8|
+4|Fighting Tradition, Quarry +6|5|5|4|3|-|-
13th|
+9/+4|
+4|
+8|
+4|Sneak Attack +4d6|5|5|4|3|1|-
14th|
+10/+5|
+4|
+9|
+4|Preternatural Defense|5|5|4|4|2|-
15th|
+11/+6/+1|
+5|
+9|
+5| |∞|5|5|4|3|-
16th|
+12/+7/+2|
+5|
+10|
+5|Quarry +8|∞|5|5|4|3|1
17th|
+12/+7/+2|
+5|
+10|
+5|Sneak Attack +5d6|∞|5|5|4|4|2
18th|
+13/+8/+3|
+6|
+11|
+6|Fighting Tradition|∞|5|5|5|4|3
19th|
+14/+9/+4|
+6|
+11|
+6| |∞|∞|5|5|5|4
20th|
+15/+10/+5|
+6|
+12|
+6|Evoluting Hunter, Quarry +10|∞|∞|5|5|5|5[/table]

Hunter Techniques Known
{table=head]Level|1st|2nd|3rd|4th|5th|6th
1st|3|—|—|—|—|—
2nd|3|—|—|—|—|—
3rd|4|—|—|—|—|—
4th|4|2|—|—|—|—
5th|4|3|—|—|—|—
6th|4|4|—|—|—|—
7th|5|4|2|—|—|—
8th|5|4|3|—|—|—
9th|5|4|4|—|—|—
10th|5|5|4|2|—|—
11th|6|5|4|3|—|—
12th|6|5|4|4|—|—
13th|6|5|5|4|2|—
14th|6|6|5|4|3|—
15th|6|6|5|4|4|—
16th|6|6|5|5|4|2
17th|6|6|6|5|4|3
18th|6|6|6|5|4|4
19th|6|6|6|5|5|4
20th|6|6|6|6|5|5[/Table]

Weapon and Armour Proficiencies: A hunter is proficient with all simple and martial weapons, light armour, and shields (excluding tower shields). Hunter techniques do not incur any form of penalties from armour.

Sneak Attack (Ex): If a hunter can catch an opponent when he is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage.

The hunter's attack deals extra damage anytime his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the hunter flanks his target. This extra damage is 1d8 at 1st level, and increases by 1d8 every four hunter levels thereafter. Should the hunter score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a hunter can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

The hunter must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A hunter cannot sneak attack while striking a creature with concealment.

Techniques (Ex): A hunter has a group of talents which can mimic spells, these techniques are drawn from the hunter "spell list". He can use any technique he knows without preparing it ahead of time. Techniques don't require verbal, somatic, or material component (though they must still pay the cost if the spell would have expensive components). To learn or use a technique, a hunter must have a Dexterity score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a hunter's spell is 10 + the techniques level + the hunter's Dexterity modifier.

Similiar to spellcasters, a hunter can use only a certain number of techinques of each level per day. His base technique allotments are given on Table: Hunter. In addition, he receives bonus technique uses if he has a high Dexterity score, gaining additional techniques per day as a spellcaster would.

The hunter's selection of techniques is limited. A hunter begins play knowing three 1st-level techniques of the hunter's choice. At each new hunter level, he gains one or more new techniques, as indicated on Table: Hunter Techniques Known. (Unlike techinques per day, the number of techniques a hunter knows is not affected by his Dexterity score. The numbers on Table: Hunter Techniques Known are fixed.)

Upon reaching 5th level, and at every third hunter level after that (8th, 11th, and so on), a hunter can choose to learn a new technique in place of one he already knows. In effect, the hunter “loses” the old technique in exchange for the new one. The new technique's level must be the same as that of the technique being exchanged, and it must be at least one level lower than the highest-level hunter technique the hunter can cast. A hunter may swap only a single technique at any given level and must choose whether or not to swap the technique at the same time that he gains new techniques known for the level.

A hunter need not prepare his spells in advance. He can use any technique he knows at any time, assuming he has not yet used up his allotment of techniques per day for the technique's level.

As techniques are extraordinary abilities; they can be used in anti-magic fields, can't be dispelled, they bypass spell resistance, though they can be used as prerequistes in magic item creation and the hunter still possesses a caster level.

Quarry (Ex): After attaining second level, while taking an hour to focus you may select an individual as your quarry. The Hunter gains a +2 insight bonus on the following checks when they are directly related to the quarry: attack, bluff, damage, intimidate, knowledge, perception, sense motive, stealth and survival checks.

At eighth level and every four levels thereafter the bonus granted by this ability is increased by +2.

Evasion (Ex): At 3rd level and higher, a hunter can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the hunter is wearing light armor or no armor. A helpless hunter does not gain the benefit of evasion.

Uncanny Dodge (Ex): Starting at 4th level, a hunter can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose her Dex bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A hunter with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against him.

If a hunter already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.

Fighting Traditions (Ex): The heroes of legend were more than simple warriors, they were icons who embodied the myriad aspects of war. Some were cunning tricksters who defeated their enemies with guile and treachery; others were mystic warriors who blended arcane power with mastery of blade and bow; still others were paragons of knightly renown, matchless hunters and deadly duellists.

Through intense study, the hunter has learned to master the techniques of these skilled warriors, developing a heroic fighting style that grants great power. At 6th level and every 6 levels thereafter, the hunter learns one fighting tradition (also called styles). Fighting Traditions can be found here. (http://www.giantitp.com/forums/showpost.php?p=14390692&postcount=2)

Weapons Training: Hunters are natural warriors, and with training they can learn to use any weapon. Upon reaching 7th level; the Hunter can expend 100 xp, and spend 1d8 days learning how to use a weapon he lacks proficiency with. After this training he gains proficiency with the selected weapon.

In addition he can also expend 500 xp, and spend 1d8 days practicing how to use a weapon he has proficiency with. After this training he gains the Weapon Focus feat for the selected weapon.

Preternatural Warrior (Ex): The skill of some warriors is known to be seen as supernatural. But once a hunter has reached 8th level, any weapon he uses gain a +1 enhancement bonus per six levels of hunter, this enhancement bonus stacks with any the weapon already possesses (Maximum +10).

In addition a hunter can expend a move-action to exchange one or more of the enhancement bonuses from his Preternatural Warrior ability, for Magical Weapon qualities of equal cost. These qualities can be reverted to enhancement bonuses as a free action.

As this is an extraordinary ability, your weapon retains the granted magical qualities even while used in an anti-magic field, effected by a Dispel Magic or Disjunction effect, ect. Also, the weapon's appearance isn't modified by any enchantments this grants.

Improved Uncanny Dodge (Ex): A hunter of 11th level or higher can no longer be flanked. This defense denies a hunter or rogue the ability to sneak attack the character by flanking him, unless the attacker has at least four more hunter or rogue levels than the target does.

If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum hunter or rogue level required to flank the character.

Preternatural Defence (Ex): The hardiness of some warriors is said to be supernatural. Once a hunter has reached 15th level, any armour he dons gain a +1 enhancement bonus per eight levels of hunter, this enhancement bonus stacks with any the armour already possesses (Maximum +10).

In addition a hunter can expend a move-action to exchange one or more of the enhancement bonuses from his Preternatural Defence ability, for Magical Armour qualities of equal cost. These qualities can be reverted to enhancement bonuses as a free action.

As this is an extraordinary ability, your armour retains the granted magical qualities even while used in an anti-magic field, effected by a Dispel Magic or Disjunction effect, ect. Also, the armour's appearance isn't modified by any enchantments this grants (this means that Glamoured isn't an option for this ability).

Evoluting Hunter (Ex): After reaching 20th level, the hunter learns how to adept to any challenge. The hunter may make any skill check, even if the skill normally requires him to be trained. Also, at the start of each day the Hunter may choose a single skill, the hunter gains a +4 insight bonus to the chosen skill until it is changed the next day.

Hunter "Spell List"
Spell Modifications
A Hunter's techniques often don't mimic spell effects perfectly.
Spells listed with a +, have their casting time changed to a swift action, but can only target creatures they hit in the same round with a non-magical attack.
Spells listed with a &, have their targets changed to Personal.
Spells listed with a #, only continue to function while the target is in contact with the Hunter.

Level One
Ant Haul&, Brand+, Cause Fear+, Cloak of Shade&, Cure Minor Wounds&, Daze+, Detect Poison, Detect Secret Doors, Diagnose Disease, Disguise Self, Disrupt Undead+, Endure Elements&, Entropic Shield, Expeditious Retreat, Feather Step, Gravity Bow, Know the Enemy, Inflict Minor Wounds&, Jump&, Keen Senses&, Know Direction, Lead Blades, Lesser Confusion+, Pass without a Trace&, Negate Aroma&, Remove Fear&, Residual Tracking, Resistance&, Restful Sleep, Sift, Stone Fist&, Tireless Pursuit, Touch of Fatigue+, Touch of Gracelessness+, Undetectable Alignment&, Unprepared Combatant, Ventriloquism.

Level Two
Aspect of the Falcon, Bear's Endurance&, Bloodhound, Blur&, Bull's Strength&, Cacophonous Call+, Cat's Grace&, Charm Person, Cure Light Wounds&, Daze Monster+, Delay Pain&, Delay Poison&, Eagle's Splendor&, Fox's Cunning&, Grace, Heroism, Hold Person+, Honeyed Tongue, Inflict Light Wounds&, Invigorate, Locate Object, Magic Weapon#, Owl's Wisdom&, Perceive Cues, Rage&, Scare+, Shield Other#, Sleep+, Versatile Weapon#.

Level Three
Bestow Curse+, Chameleon Stride, Confusion+, Countless Eyes&, Cure Moderate Wounds&, Darkvision&, Deep Slumber+, Discern Lies, Displacement&, Fear, Haste&, Hunter's Eye, Inflict Moderate Wounds&, Lesser Age Resistance, Protection from Energy&, Remove Disease&, See Invisibility, Slow+, Speak with Animals, Spider Climb, Suggestion.

Level Four
Absorbing Touch, Age Resistance, Bloody Claws&, Charm Monster, Cure Serious Wounds&, Denounce+, Detect Scrying, Freedom of Movement&, Greater Darkvision&, Greater Magic Weapon#, Hold Monster+, Inflict Serious Wounds&, Legend Lore, Locate Creature, Neutralize Poison&, Poison+.

Level Five
Calcific Touch+, Cure Critical Wounds&, Deathward&, Find the Path, Greater Heroism, Inflict Critical Wounds&, Lesser Geas, Mass Suggestion, Slay Living+, Suffocation+.

Level Six
Analyze Dweomer, Feeblemind+, Greater Age Resistance, Harm&, Heal&, Major Curse+, Planar Adaption&, Spell Immunity&, True Seeing.