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View Full Version : D&D 3.x Class The God Hunter [Epic Hypermundane PrC; PEACH]



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.

EdinoiZ
2017-05-21, 04:23 PM
Intriguing...

Hmm, is the Polymath trick intended to be non-stackable?

noob
2017-05-21, 04:47 PM
I believe that if it is not indicated that you can take multiple times the same trick you can not.

Jormengand
2017-05-21, 04:48 PM
Intriguing...

Hmm, is the Polymath trick intended to be non-stackable?

No, and it now is stackable.

noob
2017-05-21, 05:13 PM
It gets a lot less tricks than progressing other hypermundane classes in epic(since those gets tricks with a mathematics formulae that grows faster and faster at a regular rate)
The class features other than tricks are correct until above level 6 where you get stuff that is either a lot more situational or less good overall.
The three first levels are not really great.

Cosi
2017-05-21, 11:58 PM
So what is Epic supposed to look like in a world where I'm taking this class? Are people taking Epic Spellcasting? If so, how much are they abusing it? If not, what do you expect the Epic Wizard of this party would look like (in general terms, using only published material)? Epic is way too crazy to evaluate something in a vacuum for anything other than spelling errors.

Jormengand
2017-05-22, 07:44 AM
So what is Epic supposed to look like in a world where I'm taking this class? Are people taking Epic Spellcasting? If so, how much are they abusing it? If not, what do you expect the Epic Wizard of this party would look like (in general terms, using only published material)? Epic is way too crazy to evaluate something in a vacuum for anything other than spelling errors.

Epic is supposed to look like the kind of world where some kind of veteran 20/god hunter 10 is meant to scale fairly nicely (inasmuch as that's possible) with some kind of wizard 6/[PrCs] 24. Obviously if the wizard's using epic casting to throw animus blasts or hellballs at things then the God Hunter is probably fine sitting back and laughing, but if the wizard is actually vaguely competent then the God Hunter will have to be too, and if the wizard is well-optimised, the god hunter will probably have a bad day because everyone has a bad day against a well-optimised wizard, but at least a god hunter can have a go at him if he makes a mistake. That's roughly the theory.

noob
2017-05-22, 09:56 AM
On hypermundanes in general: the orb spell do not target the person it hits: it have no target no sr and so what was the powers of an hypermundane for protecting himself from an orb spell?
I mean I did not found back the trick for saving yourself from it.
If a wizard cast 1000 orb spells on an hypermundane what happens?

nikkoli
2017-05-22, 03:31 PM
On hypermundanes in general: the orb spell do not target the person it hits: it have no target no sr and so what was the powers of an hypermundane for protecting himself from an orb spell?
I mean I did not found back the trick for saving yourself from it.
If a wizard cast 1000 orb spells on an hypermundane what happens?

Large HD is your savior there, and a variety of energy resists. You could pick up enough feats to get DR/- and energy resist up decently high, and the paragon would let you boost your con go a point where it would be 10 or so twinned quickened xyz orbs to kill you out tight, then you could have the resurrection trick floating on the back burner for this situation.

Jormengand
2017-05-22, 04:43 PM
Also, you can shrug off non-targeted spells. They only have to affect you, not actually target you. Of course, sensible definitions of what that means should apply (you shouldn't be able to Shrug Off a summoned creature's ability to harm you), but orb of X is definitely shruggable.

nikkoli
2017-05-22, 05:29 PM
Also, you can shrug off non-targeted spells. They only have to affect you, not actually target you. Of course, sensible definitions of what that means should apply (you shouldn't be able to Shrug Off a summoned creature's ability to harm you), but orb of X is definitely shruggable.

Ah yes the mighty shrug. I shrugged my self yo like 3 hp avoiding sleeping gas from some kind of critter in an arena.

noob
2017-05-22, 05:35 PM
Shrugging off makes you take damage.
How about a talent removing that?(shrugging off without taking damage might be cool)

nikkoli
2017-05-22, 06:02 PM
Shrugging off makes you take damage.
How about a talent removing that?(shrugging off without taking damage might be cool)

That's would be immunity to everything that isn't a weapon. I could see getting something that reduces some of the high end costs maybe but not totally removing it.