Avianmosquito
2017-08-07, 03:32 AM
Before I start, let me say that this is my first serious attempt at a homebrewed class. I'm sure it's not perfectly balanced.
The hunter is a base class for the Aelsif campaign setting, specialized for hunting supernatural abominations. Hunters are dispatched by many organizations to hunt and kill monstrosities ranging from dire rats to werewolves to yokai. Hunters wear no armour for fear it will keep them from catching their quarry, and use whatever weapon is best suited to slaughter their chosen prey. Hunters pursue prey with great speed, corner them with sadistic cunning and dispatch them with a combination of well-honed skill and bestial ferocity. They use their mobility to avoid damage until they find an opportunity, create an openings and exploit it, ruthlessly cutting their prey apart. They take a visceral satisfaction in the spray of blood, recovering from their own wounds as they inflict wounds on others. The cathartic euphoria of slaughtering a lesser monster is what they live for.
Hit die:
D8
Class skills:
Climb, Concentration, Craft, Heal, Hide, Jump, Knowledge, Listen, Move Silently, Profession, Search, Spot, Survival, Swim, Tumble, Use Rope
Skill points at 1st level:
(4 + Int modifier) x4
Skill points at each additional level:
4 + Int modifier
Level 1: BAB +1, Fort save +0, Ref save +2, Will save +2, Rally 1d4, Claw, Dodge
Level 2: BAB +2, Fort save +0, Ref save +3, Will save +3, AC +1, Fast Movement +10
Level 3: BAB +3, Fort save +1, Ref save +3, Will save +3, Uncanny Dodge
Level 4: BAB +4, Fort save +1, Ref save +4, Will save +4, AC +2, Run
Level 5: BAB +5, Fort save +1, Ref save +4, Will save +4, Stun ability
Level 6: BAB +6, Fort save +2, Ref save +5, Will save +5, AC +3, Rally 2d4
Level 7: BAB +7, Fort save +2, Ref save +5, Will save +5, Mobility
Level 8: BAB +8, Fort save +2, Ref save +6, Will save +6, AC +4, Evasion
Level 9: BAB +9, Fort save +3, Ref save +6, Will save +6, Ghost touch
Level 10: BAB +10, Fort save +3, Ref save +7, Will save +7, AC +5, Followup ability
Level 11: BAB +11, Fort save +3, Ref save +7, Will save +7, Rally 3d4
Level 12: BAB +12, Fort save +4, Ref save +8, Will save +8, AC +6, Fast Movement +20
Level 13: BAB +13, Fort save +4, Ref save +8, Will save +8, Improved Uncanny Dodge
Level 14: BAB +14, Fort save +4, Ref save +9, Will save +9, AC +7, Endurance
Level 15: BAB +15, Fort save +5, Ref save +9, Will save +9, Improved stun ability
Level 16: BAB +16, Fort save +5, Ref save +10, Will save +10, AC +8, Rally 4d4
Level 17: BAB +17, Fort save +5, Ref save +10, Will save +10, Fast Movement +30
Level 18: BAB +18, Fort save +6, Ref save +11, Will save +11, AC +9, Improved Evasion
Level 19: BAB +19, Fort save +6, Ref save +11, Will save +11, Last Stand
Level 20: BAB +20, Fort save +6, Ref save +12, Will save +12, AC +10, Improved followup ability
Weapon and armor proficiency:
The Hunter is proficient with all simple and martial weapons, but no armor or shields.
Claw:
Hinting at their true nature, the hunter's fingers can thrust into targets like a spear or rip into them like a claw, dealing bludgeoning, piercing or slashing damage for the same amount of damage as an ordinary unarmed strike.
Rally (Su):
When the hunter damages an opponent, they are reinvigorated by the blood of their prey and recover 1d4 hit points. This increases by 1d4 at 6th level and every 5th level thereafter. This ability only takes effect when attacking an opponent within 5 feet, and is minimized when targeting creatures that do not bleed.
Dodge:
The hunter gains Dodge as a bonus feat.
AC Bonus (Ex):
The hunter is especially skilled at avoiding attacks, and receives a +1 bonus to AC every even-numbered level when unarmored and unencumbered. This applies against touch attacks and when the hunter is flat-footed, but not when immobilized or helpless.
Fast movement (Ex):
At 2nd level the hunter's gains speed in an eagerness to chase down prey, and has their movement speed increased by 10ft/round as long as they are unarmored and unencumbered. This increases to 20ft/round at 12th level and 30ft/round at 17th level.
Uncanny dodge (Ex):
Starting at 4th level, a hunter can react to danger before their senses would normally allow them to do so. They retain their Dexterity bonus to AC (if any) even if caught flat-footed or struck by an invisible attacker. However, they still lose their Dexterity bonus to AC if immobilized.
Improved Uncanny Dodge (Ex):
A hunter of 13th level or higher can no longer be flanked.
This defense denies a rogue the ability to sneak attack the character by flanking them, unless the attacker has at least four more rogue levels than the target has hunter levels.
If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
Evasion (Ex):
At 8th level and higher, a hunter can avoid even magical and unusual attacks with great agility. If they make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, they instead take no damage. Evasion can be used only if the hunter is unarmored and unencumbered. A helpless hunter does not gain the benefit of evasion.
Improved evasion (Ex):
At 18th level a hunter's evasion improves, so that while the hunter still takes no damage on a successful Reflex saving throw against attacks henceforth they take only half damage on a failed save. A helpless hunter does not gain the benefit of improved evasion.
Run:
A hunter of 4th level receives Run as a bonus feat.
Mobility:
At 7th level, a hunter receives Mobility as a bonus feat.
Ghost Touch:
At 9th level, a hunter's melee attacks all gain the ghost touch property.
Endurance:
At 14th level, a hunter receives Endurance as a bonus feat.
Spring attack:
At 17th level, a hunter receives Spring Attack as a bonus feat.
Last stand:
At 19th level, a hunter receives Last Stand as a bonus feat.*
Stun ability (Ex):
At 5th level, a hunter may choose one of four methods to stun targets. These methods are the interrupt, pounce, bait and hunter's claw.
Interrupt:
The hunter makes the most out of openings. Once per minute, a hunter's attack of opportunity can be aimed to stun their opponent. If the attack lands, the target must make a fortitude save with a DC of 10 + 1/2 hunter level + hunter's dexterity score or be stunned for 1d4 rounds.
Pounce:
The hunter is an ambush predator. When a hunter gets a surprise round, each attack is aimed to stun. If the attack lands, the target must make a fortitude save with a DC of 10 + 1/2 hunter level + hunter's dexterity score or be stunned for 1d4 rounds.
Bait:
A good hunter exploits the failures of its prey. When a hunter is subject to an attack of opportunity that misses them, they get to make a free attack in return. If the attack scores a critical hit, the target must make a fortitude save with a DC of 10 + 1/2 hunter level + hunter's dexterity score or be stunned for 1d4 rounds.
Hunter's claw:
True to their nature, the hunter uses its claws to leave its prey vulnerable. When a hunter critically hits with their claw, the target must make a fortitude save with a DC of 10 + 1/2 hunter level + hunter's dexterity score or be stunned for 1d4 rounds.
Improved stun (Ex):
At 15th level, a hunter's stun ability may receive an upgrade selected from the list below.
Free interrupt:
This ability can only be selected by a hunter with interrupt. A hunter's instincts may bring success when conscious planning does not. Any critical hit scored by an attack of opportunity triggers interrupt's stun ability automatically, without using the once per minute allotment. If the once per minute allotment was used and a critical hit was scored, the victim must save twice to avoid the stun. Stuns do not stack.
Extended pounce:
This ability can only be selected by a hunter with pounce. An ambush predator does not stop being dangerous when discovered. Opponents who are flatfooted are subject to a pounce's stun, not just opponents in surprise rounds.
Keen bait:
This ability can only be selected by a hunter with bait. That which does not kill you has made a tactical error, and the hunter's spite is especially keen. The critical threat range of attacks made with bait is doubled, even if the weapon used is already keen or the hunter has improved critical.
Keen claw:
This ability can only be selected by a hunter with hunter's claw. The hunter is aware of their true nature, and has decided to embrace it. The critical range of their claw is doubled, even if the hunter already has improved critical.
Extended stun:
Any hunter can select this ability. The hunter creates better, wider openings. Stunning an opponent with interrupt, pounce, bait or hunter's claw stuns for 2d4 rounds.
Followup ability (Su):
At 10th level, a hunter may select one of four attacks that has special properties when attacking stunned opponents, whether the stun is the result of a hunter ability or not.
Followup rally:
Seeing an opening, the hunter's bloodlust peaks. When striking a stunned opponent, a hunter's rally dice are maximized. If the target does not bleed the dice are not maximized, but are no longer minimized.
Followup critical:
The hunter knows how to exploit openings. Any attacks a hunter makes to a stunned opponent have double critical threat range, even if the weapon is already keen or the hunter has improved critical.
Dispatch undead:
The hunter's contempt for undead manifests as a disruptive force. When a stunned undead is struck by a hunter, they must make a will save with a DC of 10 + hunter's level + hunter's dexterity modifier or be immediately destroyed.
Eviscerate:
There's an old saying that one who fights monsters may become a monster. The truth is that they were a monster all along, and the hunter knows that better than anyone. A hunter may make a special claw attack against stunned opponents aimed to rip out their internal organs. This attack ends all stun effects on the target, and deals 2 constitution damage for every round of stun removed.
Improved Followup (Su):
At 20th level, a hunter's followup ability can be improved in one of the following ways.
Invigorating rally:
This ability may only be selected by a hunter with the followup rally ability. The hunter is now invigorated by drawing blood for its own pleasure, not just in retribution. If a hunter is at full HP, rally instead adds temporary hit points, up to the total of 8 for each of the hunter's rally dice.
Bloodless rally:
This ability may only be selected by a hunter with the followup rally ability. The hunter's sadism no longer relies on blood. Bloodless targets yield the same amount of healing from rally as bleeding ones.
Vicious criticals:
This ability may only be selected by a hunter with the followup criticals ability. The hunter's efficiency reaches deadly new heights. A hunter's critical multiplier is doubled against stunned opponents.
Crippling followup:
This ability may only be selected by a hunter with the followup criticals ability. The hunter maims their opponent, tilting the fight further in their own favour. Against stunned opponents, a hunter's critical hits deal 2 strength damage if their critical multiplier is x2, 4 strength damage if their multiplier is x3 and 6 strength damage if their multiplier is x4.
Turning dispatch:
This ability may only be selected by a hunter with the dispatch undead ability. The hunter's contempt for undead is as bare as their teeth and plain to all around. When an undead creature is dispatched by a hunter's dispatch undead ability, all undead creatures nearby react as if the hunter cast turn undead as a cleric of equal level, with dexterity substituted for charisma.
Rebuking dispatch:
This ability may only be selected by a hunter with the dispatch undead ability. When the hunter displays their contempt, other undead are forced to submit. When an undead creature is dispatched by a hunter's dispatch undead ability, all undead creatures nearby react as if the hunter cast rebuke undead as a cleric of equal level, with dexterity substituted for charisma.
Critical evisceration:
This ability may only be selected by a hunter with the evisceration ability. Like all people, the hunter is a monster that guides their instincts with cunning. If a hunter's eviscerate scores a critical hit, the constitution damage inflicted is multiplied by their critical damage multiplier.
Rallying evisceration:
This ability may only be selected by a hunter with the evisceration ability. A monster's bloodlust is sated best when their claw is on their prey's innards. A hunter eviscerating a target that bleeds is rallied for 10d4 hp, in addition to their normal rally dice.
*Last stand is a feat that allows a character to remain conscious, but disabled, with negative hitpoints. It does not auto-stabilize (though in the hunter's case, that doesn't matter because they have diehard already), they still only get one action per round and they still take 1 damage whenever they do anything but a move action, just like if they had 0 hp. Requires 13 Constitution, but obviously not when it's a class feature.
The hunter is a base class for the Aelsif campaign setting, specialized for hunting supernatural abominations. Hunters are dispatched by many organizations to hunt and kill monstrosities ranging from dire rats to werewolves to yokai. Hunters wear no armour for fear it will keep them from catching their quarry, and use whatever weapon is best suited to slaughter their chosen prey. Hunters pursue prey with great speed, corner them with sadistic cunning and dispatch them with a combination of well-honed skill and bestial ferocity. They use their mobility to avoid damage until they find an opportunity, create an openings and exploit it, ruthlessly cutting their prey apart. They take a visceral satisfaction in the spray of blood, recovering from their own wounds as they inflict wounds on others. The cathartic euphoria of slaughtering a lesser monster is what they live for.
Hit die:
D8
Class skills:
Climb, Concentration, Craft, Heal, Hide, Jump, Knowledge, Listen, Move Silently, Profession, Search, Spot, Survival, Swim, Tumble, Use Rope
Skill points at 1st level:
(4 + Int modifier) x4
Skill points at each additional level:
4 + Int modifier
Level 1: BAB +1, Fort save +0, Ref save +2, Will save +2, Rally 1d4, Claw, Dodge
Level 2: BAB +2, Fort save +0, Ref save +3, Will save +3, AC +1, Fast Movement +10
Level 3: BAB +3, Fort save +1, Ref save +3, Will save +3, Uncanny Dodge
Level 4: BAB +4, Fort save +1, Ref save +4, Will save +4, AC +2, Run
Level 5: BAB +5, Fort save +1, Ref save +4, Will save +4, Stun ability
Level 6: BAB +6, Fort save +2, Ref save +5, Will save +5, AC +3, Rally 2d4
Level 7: BAB +7, Fort save +2, Ref save +5, Will save +5, Mobility
Level 8: BAB +8, Fort save +2, Ref save +6, Will save +6, AC +4, Evasion
Level 9: BAB +9, Fort save +3, Ref save +6, Will save +6, Ghost touch
Level 10: BAB +10, Fort save +3, Ref save +7, Will save +7, AC +5, Followup ability
Level 11: BAB +11, Fort save +3, Ref save +7, Will save +7, Rally 3d4
Level 12: BAB +12, Fort save +4, Ref save +8, Will save +8, AC +6, Fast Movement +20
Level 13: BAB +13, Fort save +4, Ref save +8, Will save +8, Improved Uncanny Dodge
Level 14: BAB +14, Fort save +4, Ref save +9, Will save +9, AC +7, Endurance
Level 15: BAB +15, Fort save +5, Ref save +9, Will save +9, Improved stun ability
Level 16: BAB +16, Fort save +5, Ref save +10, Will save +10, AC +8, Rally 4d4
Level 17: BAB +17, Fort save +5, Ref save +10, Will save +10, Fast Movement +30
Level 18: BAB +18, Fort save +6, Ref save +11, Will save +11, AC +9, Improved Evasion
Level 19: BAB +19, Fort save +6, Ref save +11, Will save +11, Last Stand
Level 20: BAB +20, Fort save +6, Ref save +12, Will save +12, AC +10, Improved followup ability
Weapon and armor proficiency:
The Hunter is proficient with all simple and martial weapons, but no armor or shields.
Claw:
Hinting at their true nature, the hunter's fingers can thrust into targets like a spear or rip into them like a claw, dealing bludgeoning, piercing or slashing damage for the same amount of damage as an ordinary unarmed strike.
Rally (Su):
When the hunter damages an opponent, they are reinvigorated by the blood of their prey and recover 1d4 hit points. This increases by 1d4 at 6th level and every 5th level thereafter. This ability only takes effect when attacking an opponent within 5 feet, and is minimized when targeting creatures that do not bleed.
Dodge:
The hunter gains Dodge as a bonus feat.
AC Bonus (Ex):
The hunter is especially skilled at avoiding attacks, and receives a +1 bonus to AC every even-numbered level when unarmored and unencumbered. This applies against touch attacks and when the hunter is flat-footed, but not when immobilized or helpless.
Fast movement (Ex):
At 2nd level the hunter's gains speed in an eagerness to chase down prey, and has their movement speed increased by 10ft/round as long as they are unarmored and unencumbered. This increases to 20ft/round at 12th level and 30ft/round at 17th level.
Uncanny dodge (Ex):
Starting at 4th level, a hunter can react to danger before their senses would normally allow them to do so. They retain their Dexterity bonus to AC (if any) even if caught flat-footed or struck by an invisible attacker. However, they still lose their Dexterity bonus to AC if immobilized.
Improved Uncanny Dodge (Ex):
A hunter of 13th level or higher can no longer be flanked.
This defense denies a rogue the ability to sneak attack the character by flanking them, unless the attacker has at least four more rogue levels than the target has hunter levels.
If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
Evasion (Ex):
At 8th level and higher, a hunter can avoid even magical and unusual attacks with great agility. If they make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, they instead take no damage. Evasion can be used only if the hunter is unarmored and unencumbered. A helpless hunter does not gain the benefit of evasion.
Improved evasion (Ex):
At 18th level a hunter's evasion improves, so that while the hunter still takes no damage on a successful Reflex saving throw against attacks henceforth they take only half damage on a failed save. A helpless hunter does not gain the benefit of improved evasion.
Run:
A hunter of 4th level receives Run as a bonus feat.
Mobility:
At 7th level, a hunter receives Mobility as a bonus feat.
Ghost Touch:
At 9th level, a hunter's melee attacks all gain the ghost touch property.
Endurance:
At 14th level, a hunter receives Endurance as a bonus feat.
Spring attack:
At 17th level, a hunter receives Spring Attack as a bonus feat.
Last stand:
At 19th level, a hunter receives Last Stand as a bonus feat.*
Stun ability (Ex):
At 5th level, a hunter may choose one of four methods to stun targets. These methods are the interrupt, pounce, bait and hunter's claw.
Interrupt:
The hunter makes the most out of openings. Once per minute, a hunter's attack of opportunity can be aimed to stun their opponent. If the attack lands, the target must make a fortitude save with a DC of 10 + 1/2 hunter level + hunter's dexterity score or be stunned for 1d4 rounds.
Pounce:
The hunter is an ambush predator. When a hunter gets a surprise round, each attack is aimed to stun. If the attack lands, the target must make a fortitude save with a DC of 10 + 1/2 hunter level + hunter's dexterity score or be stunned for 1d4 rounds.
Bait:
A good hunter exploits the failures of its prey. When a hunter is subject to an attack of opportunity that misses them, they get to make a free attack in return. If the attack scores a critical hit, the target must make a fortitude save with a DC of 10 + 1/2 hunter level + hunter's dexterity score or be stunned for 1d4 rounds.
Hunter's claw:
True to their nature, the hunter uses its claws to leave its prey vulnerable. When a hunter critically hits with their claw, the target must make a fortitude save with a DC of 10 + 1/2 hunter level + hunter's dexterity score or be stunned for 1d4 rounds.
Improved stun (Ex):
At 15th level, a hunter's stun ability may receive an upgrade selected from the list below.
Free interrupt:
This ability can only be selected by a hunter with interrupt. A hunter's instincts may bring success when conscious planning does not. Any critical hit scored by an attack of opportunity triggers interrupt's stun ability automatically, without using the once per minute allotment. If the once per minute allotment was used and a critical hit was scored, the victim must save twice to avoid the stun. Stuns do not stack.
Extended pounce:
This ability can only be selected by a hunter with pounce. An ambush predator does not stop being dangerous when discovered. Opponents who are flatfooted are subject to a pounce's stun, not just opponents in surprise rounds.
Keen bait:
This ability can only be selected by a hunter with bait. That which does not kill you has made a tactical error, and the hunter's spite is especially keen. The critical threat range of attacks made with bait is doubled, even if the weapon used is already keen or the hunter has improved critical.
Keen claw:
This ability can only be selected by a hunter with hunter's claw. The hunter is aware of their true nature, and has decided to embrace it. The critical range of their claw is doubled, even if the hunter already has improved critical.
Extended stun:
Any hunter can select this ability. The hunter creates better, wider openings. Stunning an opponent with interrupt, pounce, bait or hunter's claw stuns for 2d4 rounds.
Followup ability (Su):
At 10th level, a hunter may select one of four attacks that has special properties when attacking stunned opponents, whether the stun is the result of a hunter ability or not.
Followup rally:
Seeing an opening, the hunter's bloodlust peaks. When striking a stunned opponent, a hunter's rally dice are maximized. If the target does not bleed the dice are not maximized, but are no longer minimized.
Followup critical:
The hunter knows how to exploit openings. Any attacks a hunter makes to a stunned opponent have double critical threat range, even if the weapon is already keen or the hunter has improved critical.
Dispatch undead:
The hunter's contempt for undead manifests as a disruptive force. When a stunned undead is struck by a hunter, they must make a will save with a DC of 10 + hunter's level + hunter's dexterity modifier or be immediately destroyed.
Eviscerate:
There's an old saying that one who fights monsters may become a monster. The truth is that they were a monster all along, and the hunter knows that better than anyone. A hunter may make a special claw attack against stunned opponents aimed to rip out their internal organs. This attack ends all stun effects on the target, and deals 2 constitution damage for every round of stun removed.
Improved Followup (Su):
At 20th level, a hunter's followup ability can be improved in one of the following ways.
Invigorating rally:
This ability may only be selected by a hunter with the followup rally ability. The hunter is now invigorated by drawing blood for its own pleasure, not just in retribution. If a hunter is at full HP, rally instead adds temporary hit points, up to the total of 8 for each of the hunter's rally dice.
Bloodless rally:
This ability may only be selected by a hunter with the followup rally ability. The hunter's sadism no longer relies on blood. Bloodless targets yield the same amount of healing from rally as bleeding ones.
Vicious criticals:
This ability may only be selected by a hunter with the followup criticals ability. The hunter's efficiency reaches deadly new heights. A hunter's critical multiplier is doubled against stunned opponents.
Crippling followup:
This ability may only be selected by a hunter with the followup criticals ability. The hunter maims their opponent, tilting the fight further in their own favour. Against stunned opponents, a hunter's critical hits deal 2 strength damage if their critical multiplier is x2, 4 strength damage if their multiplier is x3 and 6 strength damage if their multiplier is x4.
Turning dispatch:
This ability may only be selected by a hunter with the dispatch undead ability. The hunter's contempt for undead is as bare as their teeth and plain to all around. When an undead creature is dispatched by a hunter's dispatch undead ability, all undead creatures nearby react as if the hunter cast turn undead as a cleric of equal level, with dexterity substituted for charisma.
Rebuking dispatch:
This ability may only be selected by a hunter with the dispatch undead ability. When the hunter displays their contempt, other undead are forced to submit. When an undead creature is dispatched by a hunter's dispatch undead ability, all undead creatures nearby react as if the hunter cast rebuke undead as a cleric of equal level, with dexterity substituted for charisma.
Critical evisceration:
This ability may only be selected by a hunter with the evisceration ability. Like all people, the hunter is a monster that guides their instincts with cunning. If a hunter's eviscerate scores a critical hit, the constitution damage inflicted is multiplied by their critical damage multiplier.
Rallying evisceration:
This ability may only be selected by a hunter with the evisceration ability. A monster's bloodlust is sated best when their claw is on their prey's innards. A hunter eviscerating a target that bleeds is rallied for 10d4 hp, in addition to their normal rally dice.
*Last stand is a feat that allows a character to remain conscious, but disabled, with negative hitpoints. It does not auto-stabilize (though in the hunter's case, that doesn't matter because they have diehard already), they still only get one action per round and they still take 1 damage whenever they do anything but a move action, just like if they had 0 hp. Requires 13 Constitution, but obviously not when it's a class feature.