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View Full Version : D&D 3.x Class Class Concpet: The Monster Hunter/ The Assumer



GrayDeath
2018-01-06, 05:41 PM
The concept of this class is the typical Monster Hunter that uses the Monsters he kills to improve" himself, be it via Alchemy, magical or more esoteric means.

The Class is meant to gain rather big attribute bonsues, resistances and access to spellike abilities from Monsters they kill. It is aimed to be a slightly more versatile powerful "Kill this" Class, not as flexible as full T 3 classes or as powerful as any T2 Class.

This class also assumes (no pun intended) a more ... overt amount of "big Weapons, Big Monsters, Big Heroes Gameplay.
There will be another Archetype/Version later on, the Destroyer, which instead of assuming Mosntrous abilities simply gets boosts regarding actually killing them (aside from Favoured Enemy).

As all my classes do, this assumes full 3.p. If using only 3.5, reduce its Skillpts by 2 per Level and adapt its Class Skills. In that case it might also be advisable to lower its HD by one step.


The Monster Hunter (The Assumer)


The World is a horrible Place. Monsters lurk behind doors, under beds, in Forests, in Caves, under the waves, in the skies, yes, one could say everyhwere.
The Monster Hunters are the few, the brave, Mortal (and mostly nonmagic using) men and women defending Mankind (and to a lesser degree Elvenkind, Dwarvenkind and Orc-kind, and so on) against "what goes bump in the night.

They are our last and often only line of defense.


Alignment: Monster Hunters are, aside from their dedication to defend their settlement/their tribe/their Family, free spirited, beneficial to Society and Independent. As such, they cannot be Evil, otherwise they are free to be of any alignment, although overall Chaotic Good is by far the most numerous (around 55%).


Other CLasses: As long as they are not Monsters, or summon Monsters, They get along with almost anyone. Although they do prefer people without a Stick up their asses. Due to thier excellent Support Abilities Monster Hunters value Clerics the most. At times they are at odds with Druids (if said Druids value protecting rampaging Monsters...).


Mechanics: Monster Hunters are Frontline Fighters. A such they need high Strength, Constitution, and due to their preference for emdium or light armor, Dexterity. They also can profit vastly from at least one high Mental Attribute. which is most often Wisdom.
Monsters: For this classes purpose, all beings not of the Humanoid type/subtype count as monsters. Depending on your setting, you might want to exclude some beings.



Prerequisites: BAB 5+, Will and Fortitude Save 6+, must have overcome at least 3 different Monsters with either large resistances, multiple SLA`s or otherwise powerful abilities.


Monster Hunter (Assumer)


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+1

+2

+2

+0
First Assumption, Favoured Enemy, Track


2nd

+2

+3

+3

+0
Strenghtened Body 1


3rd

+3

+3

+3

+1
Second Assumption, Monster Training


4th

+4

+4

+4

+1
Strengthened Body 2, Favoured Enemy



5th

+5

+4

+4

+1
Third Assumption, Weapon Focus Monstrous Weapons


6th

+6/+1

+5

+5

+2
Strengthened Body 3, Intimate Monster Knowledge, Favoured Enemy



7th

+7/+2

+5

+5

+2
Fourth Assumption, Weapon Specialization Monstrous Weapons


8th

+8/+3

+6

+6

+2
Strengthened Body 4, Resistance to Monstrous Powers


9th

+9/+4

+6

+6

+3
Strengthened Body 5, Anti Monster Skin, Favoured Enemy


10th

+10/+5

+7

+7

+3
Final Assumption, No Weaknesses




HitDie: D10

Skillpts/Level: 4+ Int Mod

Class Skills: Craft (Monstrous Arms and Armor, Alchemy), Intimidate, Knowledge (Nature, Local and Planes), Perception, Stealth, Sense Motive.


Assumers Insight: At taking the first Level in this class, choose one mental attribute. You gain a bonus to Initiative and Dodge AC equal to that attributes Bonus or your level in this class, whichever is lower.

Favoured Enemy: YOu have developed a certain skilla t killing SPECIFIC Monsters.



Assumptions: After imbibing some parts of a Monster you killed, or grafting parts of them onto yourself, or deeply understanding their nature, you gain some of their pwoer.
All Assumptions work as follows:
Choose a Monster you have killed with HD less than or equal to your Level. You either gain their Elemental Resistances or their Attribute Bonuses to one physical Attribute (cannot be more than +6, multiple Assumptions, except for the final Assumption, cannot stack bonuses to the same attribute!) or up to 3 of their Spellike Abilities (if they are Level 2 or lower you gain three, if they are Level 3 you gain 2, otherwise you gain only 1) to use once per day.
At Level 10 of this class you may use all of the gained SLA`s twice per day.

Final Assumption: You gain all three of the abovementioned bonuses from one selected Monster.


Strengthened Body: Your continous fights and training in combination with adding the mosnters vigor to your own, improve your body vastly. Gain +2 to one physical Attribute and Fast Healing 1 for each Level of Strengthened Body you possess. These bonuses stack.


Monster Training: Against Monsters you have already slain multiple times, or those you could study extensively, you gain a bonus to Saves, attack rolls and Dodge AC equal to either your highest Mental Attribute Bonus or your Level in this class/2, whichever is less.


Intimate Monster Knowledge: You may always take 12 to identify Monsters of any kind. If you have already killed “related” Monsters, add your Level in Assumer to the roll to identify them and determine their weaknesses.

Resistance to Monstrous Powers: Due to overexposure to their tricks, you have developed a resistance to Mosnters abilities. You gain a Bonus to saves vs. all natural abilities of Monsters equal to your Level in this Class.

Anti-Monster Skin: Gain DR 15/- against all Attacks from Monsters (also applies to Energy or Magic!). No matter the means they appply, Mosnters may never bypass your DR in any way.

No Weakness: You have modified your body so much, it is barely even mortal any more. You gain: Fortification 75%, Immunity to Attribute Damage, Polimorph Effects by sources other than you, and all Monster-carried poisons and Diseases.




"Monstrous" Weapons: The Following 4 Weapons are the "Signature" Weapons of the Monster Hunters (all stats for medium size).

Fullblade: 2d8, slashing 19-20*2, 2.handed.

Grand Maul: 3d6, Crushing, 20-20*3, 2-handed, requires Strength 16+

Dread Lance: 3d4, piercing, reach, 18-20*2, 2-handed

Monster Bone Stiletto: 1d8, piercing, 18-20*3, light weapon