Jormengand
2016-05-23, 03:48 PM
Prerequisites:
Base Attack Bonus +20
Righteous Desperation class feature
LevelSpecial
1stGod Hunter Trick
2ndBypass Divine Armour
3rdGod Hunter Trick
4thUnstoppable
5thGod Hunter Trick
6thImperceptibility
7thGod Hunter Trick
8thRealmbreaker
9thGod Hunter Trick
10thDrain Divinity
Alignment: Any
Hit Die: 1d12
Class Skills:
All class skills except for Truespeak (Int), Use Magic Device (Cha) and Use Psionic Device (Cha) are class skills of the god hunter. God hunters' power comes from their conviction, and part of that is their vow never to use magic.
Skill Points at Each Level: 6 + Int modifier
Weapon and armour proficiency
God hunters are proficient with every type of weapon, armour or shield ever to come to be.
God Hunter Trick (Ex)
At 1st level, and every second level thereafter, and at 12th level, and every second level thereafter, the god hunter gains a single trick from the god hunter trick list.
Learning a trick works essentially exactly the same as learning a feat; indeed, they work in nearly the exact same way as feats, they just can't be taken as actual feats. You learn them when you gain the relevant level, and then retain them for use later.
The main difference is that it's a lot easier for a god hunter to pick up new tricks. Indeed, once per day a god hunter can simply pick up a trick that is useful in the current situation. However, he must choose and discard a previous god hunter trick to do this. A god hunter can do this once more per day for each four levels after first: at high levels, a god hunter can near-constantly be learning on-the-spot to handle almost anything as and when it comes up.
Most god hunter tricks can only be taken once.
Bypass divine armour (Ex)
From 2nd level, the god hunter's attacks ignore deflection, divine, enhancement, profane, sacred and resistance bonuses to armour class and saves.
Unstoppable (Ex)
From 4th level, the god hunter's attacks can't be prevented, mitigated or resisted in any way, except by making a successful save against them. This means that their mind-affecting abilities still affect deities, for example.
Imperceptibility (Ex)
From 6th level, the god hunter can only be perceived directly (or with the aid of a mirror or similar).
Realmbreaker (Ex)
From 8th level, the god hunter knows intricately the locations of planar rifts to divine realms. To this effect, the god hunter can travel between planes (as the find planar rift trick); if the god hunter already has that trick then no time is needed to search for the rift.
Drain divinity (Ex)
From 10th level, creatures within 1 mile of the god hunter lose their divine rank.
List of God Hunter Tricks
Epic Killing Blow
Your killing blows are even more deadly
Prerequisites: Heroic Killing Blow
Benefit: All your hits are automatically critical hits, even if the target is normally immune. If you actually roll a critical hit, apply double the multiplier, minus 1 (using normal rules for non-real-world multiplication).
Grappling Legend
You are a master of grappling.
Prerequisites: Combat Maneuver Master, Jump Master
Benefit: You can act normally in a grapple, and act using the normal grappling rules while pinned. If you try to escape a grapple while jumping, you succeed automatically.
Horse Lord
You are a peerless rider.
Prerequisites: Horsemanship, Ride 24 ranks
Benefit: You gain the legendary rider and spellcasting harrier feats. While you're mounted, your mount can move as an immediate action.
Immortal Soul
You're very, very hard to kill.
Prerequisites: Escape Death
Benefit: Your escape death ability works 3 more times per day, and heals you at 2d6 more hit points.
Special: You can take this trick more than once. Its effects stack.
Iron Body
You are able to resist many spells
Prerequisites: Iron Mind
Benefit: You are simply immune to evocations, necromancies, and psychokineses.
Nightmare Shout
You rattle enemies utterly, causing them to obey you or live in constant fear of you.
Prerequisites: Dominating Shout, Intimidate 24 ranks.
Benefit: Your dominating shout lasts 1 month/level, not 1 day/level.
Polymath
You are good at many things
Prerequisites: None
Benefit: Choose 6 veteran, berserker, mundane trickster, ascetic or hypnotist tricks immediately.
Special: Mark which tricks have been taken with this trick. You can't re-learn those tricks, but you can re-learn this one, replace it with itself, and learn 6 new tricks. You can take this trick more than once. Each time you do, take six new tricks for which you meet the prerequisites.
Superluminal
You are impossibly fast
Prerequisites: The Speed of Light
Benefit: You can take another additional swift, move and standard action each turn.
Worldcrash
You can break almost anything.
Prerequisites: Wallcrash, Strength 24+
Benefit: Your strength check to break objects is multiplied by 10 instead of 5. You can take a strength check to deal damage to a creature equal to the check result as a standard action, so long as you can hit on a melee touch attack.
Code of Conduct
The Righteous Desperation class feature's effects apply to god hunter levels.
Base Attack Bonus +20
Righteous Desperation class feature
LevelSpecial
1stGod Hunter Trick
2ndBypass Divine Armour
3rdGod Hunter Trick
4thUnstoppable
5thGod Hunter Trick
6thImperceptibility
7thGod Hunter Trick
8thRealmbreaker
9thGod Hunter Trick
10thDrain Divinity
Alignment: Any
Hit Die: 1d12
Class Skills:
All class skills except for Truespeak (Int), Use Magic Device (Cha) and Use Psionic Device (Cha) are class skills of the god hunter. God hunters' power comes from their conviction, and part of that is their vow never to use magic.
Skill Points at Each Level: 6 + Int modifier
Weapon and armour proficiency
God hunters are proficient with every type of weapon, armour or shield ever to come to be.
God Hunter Trick (Ex)
At 1st level, and every second level thereafter, and at 12th level, and every second level thereafter, the god hunter gains a single trick from the god hunter trick list.
Learning a trick works essentially exactly the same as learning a feat; indeed, they work in nearly the exact same way as feats, they just can't be taken as actual feats. You learn them when you gain the relevant level, and then retain them for use later.
The main difference is that it's a lot easier for a god hunter to pick up new tricks. Indeed, once per day a god hunter can simply pick up a trick that is useful in the current situation. However, he must choose and discard a previous god hunter trick to do this. A god hunter can do this once more per day for each four levels after first: at high levels, a god hunter can near-constantly be learning on-the-spot to handle almost anything as and when it comes up.
Most god hunter tricks can only be taken once.
Bypass divine armour (Ex)
From 2nd level, the god hunter's attacks ignore deflection, divine, enhancement, profane, sacred and resistance bonuses to armour class and saves.
Unstoppable (Ex)
From 4th level, the god hunter's attacks can't be prevented, mitigated or resisted in any way, except by making a successful save against them. This means that their mind-affecting abilities still affect deities, for example.
Imperceptibility (Ex)
From 6th level, the god hunter can only be perceived directly (or with the aid of a mirror or similar).
Realmbreaker (Ex)
From 8th level, the god hunter knows intricately the locations of planar rifts to divine realms. To this effect, the god hunter can travel between planes (as the find planar rift trick); if the god hunter already has that trick then no time is needed to search for the rift.
Drain divinity (Ex)
From 10th level, creatures within 1 mile of the god hunter lose their divine rank.
List of God Hunter Tricks
Epic Killing Blow
Your killing blows are even more deadly
Prerequisites: Heroic Killing Blow
Benefit: All your hits are automatically critical hits, even if the target is normally immune. If you actually roll a critical hit, apply double the multiplier, minus 1 (using normal rules for non-real-world multiplication).
Grappling Legend
You are a master of grappling.
Prerequisites: Combat Maneuver Master, Jump Master
Benefit: You can act normally in a grapple, and act using the normal grappling rules while pinned. If you try to escape a grapple while jumping, you succeed automatically.
Horse Lord
You are a peerless rider.
Prerequisites: Horsemanship, Ride 24 ranks
Benefit: You gain the legendary rider and spellcasting harrier feats. While you're mounted, your mount can move as an immediate action.
Immortal Soul
You're very, very hard to kill.
Prerequisites: Escape Death
Benefit: Your escape death ability works 3 more times per day, and heals you at 2d6 more hit points.
Special: You can take this trick more than once. Its effects stack.
Iron Body
You are able to resist many spells
Prerequisites: Iron Mind
Benefit: You are simply immune to evocations, necromancies, and psychokineses.
Nightmare Shout
You rattle enemies utterly, causing them to obey you or live in constant fear of you.
Prerequisites: Dominating Shout, Intimidate 24 ranks.
Benefit: Your dominating shout lasts 1 month/level, not 1 day/level.
Polymath
You are good at many things
Prerequisites: None
Benefit: Choose 6 veteran, berserker, mundane trickster, ascetic or hypnotist tricks immediately.
Special: Mark which tricks have been taken with this trick. You can't re-learn those tricks, but you can re-learn this one, replace it with itself, and learn 6 new tricks. You can take this trick more than once. Each time you do, take six new tricks for which you meet the prerequisites.
Superluminal
You are impossibly fast
Prerequisites: The Speed of Light
Benefit: You can take another additional swift, move and standard action each turn.
Worldcrash
You can break almost anything.
Prerequisites: Wallcrash, Strength 24+
Benefit: Your strength check to break objects is multiplied by 10 instead of 5. You can take a strength check to deal damage to a creature equal to the check result as a standard action, so long as you can hit on a melee touch attack.
Code of Conduct
The Righteous Desperation class feature's effects apply to god hunter levels.