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theperfect25
2017-02-26, 07:56 PM
Monster Hunter

Description: A Monster Hunter is a warrior that prowls the land in search of beasts to try themselves in combat. Learning from every battle and becoming stronger as they use the beasts they kill to make gear for them to use.

Combat:A Monster Hunter is only as strong as what they fight. The stronger beasts the slay, the stronger they become on the battlefield. Learning to adapt the abilities and styles of those creatures they hunt.

Alignment:Any

Attributes:A Monster Hunter is first a warrior but even so they are also a crafter. Requiring both the physical prowess of Strength and constitution to be in combat, but also Intelligence and Wisdom to craft and become better out of combat.

Starting gold: 6d8x10 (average 270 gold)
Starting age: any

Health: d10


level
BAB
Fort
Ref
Will
Special
Bonus AC


1
1
2
0
2
Crafter's Affinity, Monstrous crafting
0


2
2
3
0
3
Hunter's Stamina, bonus fighter feat
2


3
3
3
1
3
Monstrous prowess(low)
3


4
4
4
1
4
Hunter's Instinct, Monstrous crafting +1
3


5
5
4
1
4
Crafting Mastery, bonus feat
3


6
6/1
5
2
5
Hunters Arts
4


7
7/2
5
2
5
Guzzler
4


8
8/3
6
2
6
Monstrous crafting +2, bonus feat
4


9
9/4
6
3
6
Monstrous prowess(high)
5


10
10/5
7
3
7
expert crafter Affinity
5


11
11/6/1
7
3
7

5


12
12/7/2
8
4
8
Monstrous crafting +3
6


13
13/8/3
8
4
8
bonus feat
6


14
14/9/4
9
4
9

6


15
15/10/5
9
5
9
Monstrous prowess(great)
7


16
16/11/6/1
10
5
10
Monstrous crafting +4
7


17
17/12/7/2
10
5
10

7


18
18/13/8/3
11
6
11
bonus feat
8


19
19/14/9/4
11
6
11
Master crafter affinity
8


20
20/15/10/5
12
6
12
Monstrous crafting +5
8


Class skills: (6+int, x4 first lvl.)
Balance (Dex), Climb (Str), Concentration (Con), Craft (all)(Int), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str),knowledge(nature)(Int), knowledge(Geography)(Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex).

Weapon and Armor Proficiency:The Monster Hunter is not proficient in any Weapons, Armors or Shields.


Main class features

Crafter's Affinity: A first level Monster Hunter has a natural proficiency with any gear they craft. As long as they practice with the weapon or armor for at least 24 hours. This proficiency only works on individual items, instead of item types. The Monster Hunter also gains Weapon Focus with any weapon they craft.

Monstrous crafting: A monster hunter has the ability to craft superior gear through the remains of mundane and magical creatures. At first level they may craft Masterwork equipment as well as Every four levels they may add a +1 enhancement bonus to their crafted items with a DC +5/ enhancement bonus. (example, level 8 they may make weapons of +2 enhancement, lvl 12 +3, lvl16 +4, etc)Allowing them to craft magic items that are treated exactly as such for the purpose of attacking and dealing damage. These items do not glow and are not magical in any way, as such they still retain all properties while in an anti-magic zone.

Hunter's Stamina: A monster hunter has gained improved endurance and stamina due to his time in the wilderness, granting him a Natural Armor bonus of +2 that increases by +1 at every third level, immunity to poisons and non-magical/non-supernatural diseases, as well as immunity to fatigue, and exhaustion.

Monstrous prowess(low):Starting at level 3 a Monster hunter learns that crafting from the beasts of the world May give certain benefits depending on the creature. Whenever a creature is made into a usable gear they may imbue their natural instincts within it. While being wielded by the Monster hunter they gain a +1 bonus to all skills that the creature considers natural.(swimming for aquatic, hide for snakes, etc…)

While making equipment the monster hunter is able to draw a single natural abilities of creatures into the items they crafts. The ability placement in the item must make sense: i.e. regeneration must be placed on armor, attacks must be placed in weapons, etc. A Monster hunter may only use Monstrous prowess from creatures of Cr equal to their level+wis mod. Imbuing an ability into gear adds a +1 dc to the weapon per Cr of the creature

Hunter's Instinct: A monster hunter's instincts guide them, making them more perceptive and reactive to the world around them. Starting at level 4 they gain a +4 to initiative checks, and you are always aware during surprise rounds. This also gives the profound ability to track the monsters they fight. Giving them the scent ability with a +4 bonus to all Listen, spot, and track checks.

Crafting Mastery: Starting at level 5 A Monster hunter gains a bonus to weapon, armor, and bow making crafting skills. This bonus is equal to the current level of Monster hunter they are. From now on, a Monster hunter may craft wherever they are as long as they have the basic tools to craft with.

Hunter Arts: Starting at level 6 a Monster hunter may begin to learn and practice Hunter art Maneuvers. A Monster hunter learns knows all Hunter arts available to them but can only prepare a total of their level divided by three at a time. They may only prepare what level Maneuver their level allows. A one hour rest is needed to prepare their Maneuvers for the day as well as to choose their Maneuvers.



Level
Maneuvers prepared
max level


1
0
0


2
0
0


3
0
0


4
0
0


5
0
0


6
2
1st


7
2
1st


8
2
1st


9
3
1st


10
3
1st


11
3
2nd


12
4
2nd


13
4
2nd


14
4
2nd


15
5
2nd


16
5
2nd


17
5
3rd


18
6
3rd


19
6
3rd


20
6
3rd




LVL 1 Maneuvers


Name
Ability


Absolute evasion
Gain a +5 dodge bonus towards one attack. Sheathing weapon and making a 10ft immediate move that provokes no attack of opportunities



Escape runner
Gain a +30ft move speed for a single round and does not provoke attack of opportunity while moving. You may only make move actions during this round.


Castle walls
Gain a 10 dr/- for one round. May be activated as an immediate action.


Ground slash
Unleash a massive slash in front of you, hitting the ground with a massive impact. Activating as a standard action, a melee attack that deals an additional 2d12 damage.


Lion's Maw I
Your weapon unleashes its bloodthirsty nature. Activating as a move equivalent action. The next attack the Monster hunter does acts as if their Strength bonus is doubled.



Sakura Slash I
The monster hunter makes two quick strikes with a melee weapon. Activating as a standard action and receiving a -2 to hit for both attacks.



Critical Juncture I
Calming yourself in battle allows you to perform a single parry. Activating as a move action. When an enemy attacks you the next round, you may perform an opposing attack roll to negate the attack. The target dc being the rolled attack against you. This may be done once per round.



Aerial Slam I
Jumping up into the air the monster slams down against their opponent. Activating as a standard action the monster hunter may perform a jump check and move equal to the total roll, then performing an attack.



Spinning Meteor I
By taking their weapon and spinning it around they may attack all enemies within 5ft. Rolling a single attack roll and comparing it to all targets around.


Provoke I
The monster hunter taunts an enemy, rolling an intimidate roll against the target. A will save vs intimidate, a unsuccessful save means the target will attack the monster hunter next.



Volley I
Monster hunter fires a barrage of arrows towards their target. Activating as a standard action the monster hunter may perform a full round attack with a bow.




LVL 2 Maneuvers


Name
Ability


Fortress walls
Gain a 15 dr/- for one round, may be activated as an immediate action.


Arisen Phoenix
As an Immediate action the monster hunter purifies all status ailments from their body.



Ground slash II
Unleashes a massive slash in front of you, hitting the ground with a massive impact. Activating as a standard action, a melee attack that deals an additional 4d12 damage.



Lion's Maw II
Your weapon unleashes its bloodthirsty nature. Activating as a move equivalent action. The next attack the Monster hunter does acts as if their Strength bonus is Tripled.



Sakura Slash II
The monster hunter makes two quick strikes with a melee weapon, causing severe bleeding. Activating as a standard action and receiving a -2 to hit for both attacks. If both attacks hit then the enemy takes bleed damage equal to ¼ the total damage from the attacks.


Critical Juncture II
Calming yourself in battle allows you to perform a single parry. Activating as a move action. When an enemy attacks you the next round, you may perform an opposing attack roll to negate the attack. The target dc being the rolled attack against you. This may be done once per round. If a successful parry then your opponent provokes an attack of opportunity.


Aerial Slam II
Jumping up into the air the monster slams down against their opponent. Activating as a standard action the monster hunter may perform a jump check and move equal to 1.5x the total roll, then performing an attack.



Spinning Meteor II
By taking their weapon and spinning it around they may attack all enemies within 5ft. Rolling a single attack roll and comparing it to all targets around. The attack deals damage as if it was a size category higher



Provoke II
The monster hunter taunts an enemy, rolling an intimidate roll against the target with a +5 bonus to the roll. A will save vs intimidate, a unsuccesful save means the target will attack the monster hunter next.


Volley II
Monster hunter fires a barrage of arrows towards their target. Activating as a standard action the monster hunter may perform a full round attack with a bow gaining an additional attack at their highest base attack bonus.



LVL3 Maneuvers


Name
Ability


Citadel walls
Gain a 20 dr/1 for one round, may be activated as an immediate action.


Ground slash III
Unleashes a massive slash in front of you, hitting the ground with a massive impact. Activating as a standard action, a melee attack that deals an additional 6d12 damage.



Lion's Maw III
Your weapon unleashes its bloodthirsty nature. Activating as a move equivalent action. The next attack the Monster hunter does acts as if their Strength bonus is Quadrupled.



Sakura Slash III
The monster hunter makes two quick strikes with a melee weapon, causing severe bleeding. Activating as a standard action and receiving a -2 to hit for both attacks. If both attacks hit then the enemy takes bleed damage equal to ½ the total damage from the attacks.


Critical Juncture III
Calming yourself in battle allows you to perform a single parry. Activating as a move action. When an enemy attacks you the next round, you may perform an opposing attack roll to negate the attack. The target dc being the rolled attack against you. This may be done once per round. If a successful parry then your opponent provokes an attack of opportunity, if the attack hits then it is an automatic critical hit.


Aerial Slam III
Jumping up into the air the monster slams down against their opponent. Activating as a standard action the monster hunter may perform a jump check and move equal to double the total roll, then performing an attack.


Spinning Meteor III
By taking their weapon and spinning it around they may attack all enemies within 10ft. Rolling a single attack roll and comparing it to all targets around. The attack deals damage as if it was a size category highe


Provoke III
The monster hunter taunts an enemy, rolling an intimidate roll against the target with a +5 bonus to the roll. A will save vs intimidate, a unsuccesful save means the target will attack the monster hunter next. The monster hunter also gains a +2 dodge bonus to their ac for the next 1d4 rounds towards the targeted enemy.


Volley III
Monster hunter fires a barrage of arrows towards their target. Activating as a standard action the monster hunter may perform a full round attack with a bow gaining two additional attacks at their highest base attack bonus.





Guzzler
The stomach of a Monster Hunter has gorged on many ingredients both unique and special in their own way. Because of this they have gained the ability to consume and fully ingest potions to further bring their effects upon the Monster Hunter. Starting at level 7 the Monster Hunter may take a stance and fully consume an entire potion as a full round action. This gives the effect of doubling the duration of the potion or doubling the healing effect of the potion.

Monstrous prowess(high): Starting at level 9 whenever a Monster hunter crafts gear from a creature they may add a +2 bonus instead of a +1 for every piece of equipment. As well as the monster hunter is able to imbue a supernatural or spell-like power the creature is able to use into their equipment.

expert crafter Affinity: Starting at level 10 A monster Hunter Gains an additional +5 to all crafting checks as well as gains improved weapon focus for all weapons they make.

Monstrous prowess(Great): Starting at level 15 A monster Hunter may imbue a second ability from the creature into their weapon instead of one. As well as Gaining a +3 bonus to skills instead of a +2.

Master crafter affinity: Starting at level 19 a Monster hunter has become a master in all forms of monstrous crafting. They now perform all crafts twice as fast as normal and receive weapon specialization with all weapons they create.


While using the Monster hunter class I recommend Using the expanded crafting I have created. http://www.giantitp.com/forums/showthread.php?516659-Expanded-Crafting-Theperfect25&p=21750014#post21750014.

theperfect25
2017-02-26, 11:15 PM
Added the expanded Crafting. surprisingly was able to post on same day.

theperfect25
2017-03-04, 03:40 PM
Added a more Monster hunter game flavor by adding the Guzzler ability. Not adding to much power to the overall class but giving a good booster ability if they have friends that can make potions or the money to afford one.