Exocist
2016-10-16, 05:22 AM
http://orig10.deviantart.net/e533/f/2016/036/6/7/cm___father_gascoigne_by_enijoi-d9qmeqk.jpg
"What's that smell? The sweet blood, oh it sings to me. It's enough to make a man sick..."
http://bloodborne.wiki.fextralife.com/file/Bloodborne/Gascoigne%20Beast%20Frontal%201.png
Flavour:
Hunters are warriors who embrace their bestial instincts to become the ultimate predator.
Strength and Dexterity are the main stats of a Hunter, as they aim to strike quickly and lethally.
Authors Note:
Well, I tried to make a good martial class without resorting to Fightan Magic. I think there might be a bit many scaling class features, and it is probably a bit too powerful, but PEACH me anyway.
Statistics:
Hit Dice: D10
BAB: Full
Saves: Strong Fort/Strong Ref/Poor Will
Skill Points: 4+Int
Starting Gold: 6d4 x 10 (As Fighter)
Skills: As Fighter except lose Craft + Handle animal, gain Spot, Survival, Listen, Tumble, Balance.
Abilities:
http://cdn1.twinfinite.net/wp-content/uploads/2015/11/bloodborne-beast-mode.jpg
Weapon and Armor Proficiency: Hunters are proficient with all Simple and Martial melee weapons. They are not proficient with armor or with shields.
Claws of the Beast (EX): At 1st Level, a Hunter begins his transformation into beasthood, starting with his hands. He gains 2 Claw attacks that deal 1d6 + STR damage each (Regardless of size) and have a critical threat of 19-20/x3. These claw attacks can either be treated as natural or unarmed at the Hunter's discretion. If the Hunter chooses to treat these claws as unarmed he is also treated as having Improved Unarmed Strike as a bonus feat.
At 2nd and every 3 levels thereafter, the damage of the claws increases as shown by the table:
TABLE:
1st level - 1d6
2nd level - 1d8
5th level - 2d6
Every 3 levels after - +1d6
At 6th, these claws are treated as Adamantine for the purposes of overcoming hardness and damage reduction.
At 9th, these claws are treated as Magic for the purposes of overcoming hardness and damage reduction.
Dash Attack (EX): At 2nd level a Hunter learns to attack as part of natural movement. After every 5-ft step the hunter makes, he can choose to make a single attack against any enemy within his threatened area.
Leap of the Beast (EX): At 3rd level, the Hunter's legs become stronger and more bestial in nature, increasing his abilities to jump. He gains a +10-ft proficiency bonus to Jump checks and is always treated as having a running start when jumping.
At 6th and every 3 levels thereafter, this proficiency bonus increases by a further 10-feet.
Beast's Agility (EX): At 4th level, a Hunter can take 5-ft steps even if he has already moved in a turn (He still cannot exceed his movement capacity). In addition, the Hunter can make a 5-ft step even if his movement is hampered by difficult terrain or darkness. Other conditions that would stop a Hunter from moving still prevent his ability to make a 5-ft step, however.
Ferocious Surge (EX): At 5th level, the Hunter delves even further into beasthood. What were once mere steps now become a predator's jump as if trying to catch prey. The Hunter gains a +5-ft proficiency bonus to his 5-ft step (I.e. it becomes a 10-ft step). It is still treated as a 5-ft step for all other purposes.
At 10th and every 5 levels thereafter, this proficiency bonus increases by a further 5-feet.
Beast's Swiftness (EX): At 6th level, the Hunter takes on the speed of a beast. He gains Spring Attack as a bonus feat, even if he does not meet the Prerequisites. In addition, he also gains a +10-ft proficiency bonus to his movement speed.
At 8th and every 2 levels thereafter, this proficiency bonus increases by 10-feet.
At 11th level, he gains Bounding Assault as a bonus feat, even if he does not meet the Prerequisites. At 16th level, he gains Rapid Blitz as a bonus feat, even if he does not meet the Prerequisites.
Dodge Roll (EX): At 7th level, the Hunter's bestial instincts let him react quickly to avoid danger. As an Immediate action, the Hunter may make a 5-ft step. This 5-ft step can be made in addition to the single 5-ft step normally granted in a round and does not count against the Hunter's movement capacity.
Scent of the Beast (EX): At 8th level, a Hunter learns to track his prey via smell. He gains a 30-ft Blindsight, however this Blindsight is defeated by anything that would defeat Scent (See the Scent feat).
At 10th and every 2 levels thereafter, this Blindsight increases by 5-feet.
Beastly Fervor (EX): At 9th level, the Hunter combines both his Strength and Speed to escape situations in ways others could not. He is affected as if he had a permanent Freedom of Movement effect on him at all times.
Beastly Strength (EX): At 10th, the Hunter's muscles strengthen even further and his hairs become like a sheet of grey fur. He is treated as being one size category larger when it would be beneficial. In effect, this means the Hunter gains:
+8 to his Strength Score
+4 to his Constitution Score
+4 to his Bull Rush, Grapple, Disarm and Trip rolls.
Double his carrying capacity
His Weight is treated as 8 times his normal weight when it would be beneficial
At 20th level, the Hunter completes his beastly transformation. He is instead treated as being 2 size categories larger when it would be beneficial instead and his type changes to Magical Beast (He cannot, however, be tamed via Handle Animal or similar abilities).
Beast's Grip (EX): At 12th level, a Hunter learns to use his beastly prowess to move where others cannot. His movement does not provoke attacks of opportunity and in addition he is treated as having Climb, Swim and Burrow speeds equal to his land speed. He also gains a +20 proficiency bonus to all Balance checks he makes.
Reaction of the Beast (EX): At 13th level, the Hunter gains Combat Reflexes as a bonus feat (If he already has this feat, he may choose a different one instead). In addition, he can choose to take a 5-ft step instead of making an attack of opportunity. 5-ft steps taken this way do not count against the Hunter's number of 5-ft steps taken in a round or his movement capacity.
Visceral Attacks (EX): At 14th level, a Hunter dismembers his foes in a gory fashion. Whenever the Hunter slays a foe, each enemy within 30ft of the Hunter must succeed on a Fortitude Save (DC 10+Hunter's STR Mod+1/2 Hunter's HD) or become sickened (Cannot push beyond Sickened) and a Will Save (DC 10+Hunter's DEX Mod+1/2 Hunter's HD) or become frightened (Cannot push beyond Frightened.) If the attack was a critical hit, instead these conditions become Nauseated and Panicked respectively.
Pouncing Predator (EX): At 15th level, the Hunter can take any number of 5-ft steps in a round. He still cannot exceed his movement capacity using 5-ft steps.
Mind of the Beast (EX): At 16th level, a Hunter's mind becomes so primal that magic ceases to function on it. He is affected as though he had a permanent Mind Blank effect.
Beastly Zeal (EX): At 17th level, the Hunter becomes able to react to more as he gives in even further to his instincts. He gains a bonus immediate action each round, and immediate actions taken do not consume his swift action next turn.
Horrid (EX): At 19th level, a Hunter becomes ghastly to behold. He gains the benefits of the Dire and Horrid animal templates, except his type and alignment remain as normal.
Beastly Dismemberment (EX): At 20th level, a Hunter becomes able to land multiple blows in the blink of an eye. Whenever the Hunter is allowed an attack of opportunity, he may make as many attacks of opportunity as he wishes, provided the total number of Attacks of Opportunity he would take in that round do not exceed his maximum.
"What's that smell? The sweet blood, oh it sings to me. It's enough to make a man sick..."
http://bloodborne.wiki.fextralife.com/file/Bloodborne/Gascoigne%20Beast%20Frontal%201.png
Flavour:
Hunters are warriors who embrace their bestial instincts to become the ultimate predator.
Strength and Dexterity are the main stats of a Hunter, as they aim to strike quickly and lethally.
Authors Note:
Well, I tried to make a good martial class without resorting to Fightan Magic. I think there might be a bit many scaling class features, and it is probably a bit too powerful, but PEACH me anyway.
Statistics:
Hit Dice: D10
BAB: Full
Saves: Strong Fort/Strong Ref/Poor Will
Skill Points: 4+Int
Starting Gold: 6d4 x 10 (As Fighter)
Skills: As Fighter except lose Craft + Handle animal, gain Spot, Survival, Listen, Tumble, Balance.
Abilities:
http://cdn1.twinfinite.net/wp-content/uploads/2015/11/bloodborne-beast-mode.jpg
Weapon and Armor Proficiency: Hunters are proficient with all Simple and Martial melee weapons. They are not proficient with armor or with shields.
Claws of the Beast (EX): At 1st Level, a Hunter begins his transformation into beasthood, starting with his hands. He gains 2 Claw attacks that deal 1d6 + STR damage each (Regardless of size) and have a critical threat of 19-20/x3. These claw attacks can either be treated as natural or unarmed at the Hunter's discretion. If the Hunter chooses to treat these claws as unarmed he is also treated as having Improved Unarmed Strike as a bonus feat.
At 2nd and every 3 levels thereafter, the damage of the claws increases as shown by the table:
TABLE:
1st level - 1d6
2nd level - 1d8
5th level - 2d6
Every 3 levels after - +1d6
At 6th, these claws are treated as Adamantine for the purposes of overcoming hardness and damage reduction.
At 9th, these claws are treated as Magic for the purposes of overcoming hardness and damage reduction.
Dash Attack (EX): At 2nd level a Hunter learns to attack as part of natural movement. After every 5-ft step the hunter makes, he can choose to make a single attack against any enemy within his threatened area.
Leap of the Beast (EX): At 3rd level, the Hunter's legs become stronger and more bestial in nature, increasing his abilities to jump. He gains a +10-ft proficiency bonus to Jump checks and is always treated as having a running start when jumping.
At 6th and every 3 levels thereafter, this proficiency bonus increases by a further 10-feet.
Beast's Agility (EX): At 4th level, a Hunter can take 5-ft steps even if he has already moved in a turn (He still cannot exceed his movement capacity). In addition, the Hunter can make a 5-ft step even if his movement is hampered by difficult terrain or darkness. Other conditions that would stop a Hunter from moving still prevent his ability to make a 5-ft step, however.
Ferocious Surge (EX): At 5th level, the Hunter delves even further into beasthood. What were once mere steps now become a predator's jump as if trying to catch prey. The Hunter gains a +5-ft proficiency bonus to his 5-ft step (I.e. it becomes a 10-ft step). It is still treated as a 5-ft step for all other purposes.
At 10th and every 5 levels thereafter, this proficiency bonus increases by a further 5-feet.
Beast's Swiftness (EX): At 6th level, the Hunter takes on the speed of a beast. He gains Spring Attack as a bonus feat, even if he does not meet the Prerequisites. In addition, he also gains a +10-ft proficiency bonus to his movement speed.
At 8th and every 2 levels thereafter, this proficiency bonus increases by 10-feet.
At 11th level, he gains Bounding Assault as a bonus feat, even if he does not meet the Prerequisites. At 16th level, he gains Rapid Blitz as a bonus feat, even if he does not meet the Prerequisites.
Dodge Roll (EX): At 7th level, the Hunter's bestial instincts let him react quickly to avoid danger. As an Immediate action, the Hunter may make a 5-ft step. This 5-ft step can be made in addition to the single 5-ft step normally granted in a round and does not count against the Hunter's movement capacity.
Scent of the Beast (EX): At 8th level, a Hunter learns to track his prey via smell. He gains a 30-ft Blindsight, however this Blindsight is defeated by anything that would defeat Scent (See the Scent feat).
At 10th and every 2 levels thereafter, this Blindsight increases by 5-feet.
Beastly Fervor (EX): At 9th level, the Hunter combines both his Strength and Speed to escape situations in ways others could not. He is affected as if he had a permanent Freedom of Movement effect on him at all times.
Beastly Strength (EX): At 10th, the Hunter's muscles strengthen even further and his hairs become like a sheet of grey fur. He is treated as being one size category larger when it would be beneficial. In effect, this means the Hunter gains:
+8 to his Strength Score
+4 to his Constitution Score
+4 to his Bull Rush, Grapple, Disarm and Trip rolls.
Double his carrying capacity
His Weight is treated as 8 times his normal weight when it would be beneficial
At 20th level, the Hunter completes his beastly transformation. He is instead treated as being 2 size categories larger when it would be beneficial instead and his type changes to Magical Beast (He cannot, however, be tamed via Handle Animal or similar abilities).
Beast's Grip (EX): At 12th level, a Hunter learns to use his beastly prowess to move where others cannot. His movement does not provoke attacks of opportunity and in addition he is treated as having Climb, Swim and Burrow speeds equal to his land speed. He also gains a +20 proficiency bonus to all Balance checks he makes.
Reaction of the Beast (EX): At 13th level, the Hunter gains Combat Reflexes as a bonus feat (If he already has this feat, he may choose a different one instead). In addition, he can choose to take a 5-ft step instead of making an attack of opportunity. 5-ft steps taken this way do not count against the Hunter's number of 5-ft steps taken in a round or his movement capacity.
Visceral Attacks (EX): At 14th level, a Hunter dismembers his foes in a gory fashion. Whenever the Hunter slays a foe, each enemy within 30ft of the Hunter must succeed on a Fortitude Save (DC 10+Hunter's STR Mod+1/2 Hunter's HD) or become sickened (Cannot push beyond Sickened) and a Will Save (DC 10+Hunter's DEX Mod+1/2 Hunter's HD) or become frightened (Cannot push beyond Frightened.) If the attack was a critical hit, instead these conditions become Nauseated and Panicked respectively.
Pouncing Predator (EX): At 15th level, the Hunter can take any number of 5-ft steps in a round. He still cannot exceed his movement capacity using 5-ft steps.
Mind of the Beast (EX): At 16th level, a Hunter's mind becomes so primal that magic ceases to function on it. He is affected as though he had a permanent Mind Blank effect.
Beastly Zeal (EX): At 17th level, the Hunter becomes able to react to more as he gives in even further to his instincts. He gains a bonus immediate action each round, and immediate actions taken do not consume his swift action next turn.
Horrid (EX): At 19th level, a Hunter becomes ghastly to behold. He gains the benefits of the Dire and Horrid animal templates, except his type and alignment remain as normal.
Beastly Dismemberment (EX): At 20th level, a Hunter becomes able to land multiple blows in the blink of an eye. Whenever the Hunter is allowed an attack of opportunity, he may make as many attacks of opportunity as he wishes, provided the total number of Attacks of Opportunity he would take in that round do not exceed his maximum.