The Demented One
2007-09-22, 12:54 PM
Occult Hunter
http://www.donatoart.com/ftsy/darkmoon.jpg
Occult Hunters are scholar-warriors who use a combination of brute strength, divine magic, and secret knowledge to hunt down and slay the most dangerous of foes–unworldly aberrations, unholy demons, rotting undead, and more. Occult Hunters do not draw their divine magic from a god–rather, they follow the path of the Archivist, using an assortment of esoteric and occult lore to draw on divine powers. Perhaps the most dangerous weapon of the Occult Hunters is their dark knowledge, knowledge of their foes that lets them discern their weak points and overcome their strengths. There is no unified guild or group of Occult Hunters–most work as freelancers or mercenaries, although a few act as agents for churches or priesthoods that have need of there services.
d8 HD
Requirements
To qualify to become an Occult Hunter, you must fulfill all the following criteria.
BAB: +4
Skills: Knowledge (Arcana) 4 ranks, Knowledge (Dungeoneering) 4 ranks, Knowledge (Religion) 4 ranks, Knowledge (The Planes) 4 ranks
Spells: Must be capable of casting 2nd–level divine spells.
Special: Dark Knowledge class feature
Special: Must be proficient with all martial weapons.
The Occult Hunter’s class skills are Climb (Str), Concentration (Con), Craft (Int), Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge (Arcana) (Int), Knowledge (Dungeoneering) (Int), Knowledge (Religion) (Int), Knowledge (The Planes) (Int), Profession (Wis), Spellcraft (Int), and Swim (Str).
Skill Points per Level: 4 + Int modifier.
{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|Spells
1st|
+1|
+2|
+0|
+2|Dark Knowledge, Occult Senses|
–
2nd|
+2|
+3|
+0|
+3|Mystic Strike|+1 level of existing spellcasting class
3rd|
+3|
+3|
+1|
+3|Hunter’s Resilience +1|+1 level of existing spellcasting class
4th|
+4|
+4|
+1|
+4|Breach Resistance|+1 level of existing spellcasting class
5th|
+5|
+4|
+1|
+4|Hunter’s Resilience +2|+1 level of existing spellcasting class
6th|
+6|
+5|
+2|
+5|Mettle|+1 level of existing spellcasting class
7th|
+7|
+5|
+2|
+5|Greater Mystic Strike, Hunter’s Resilience +3|+1 level of existing spellcasting class
8th|
+8|
+6|
+2|
+6|Suppressing Strike|+1 level of existing spellcasting class
9th|
+9|
+6|
+3|
+6|Hunter’s Resilience +4|+1 level of existing spellcasting class
10th|
+10|
+7|
+3|
+7|Occult Reaper|+1 level of existing spellcasting class [/table]
Class Features
All the following are class features of the Occult Hunter prestige class.
Weapon and Armor Proficiency
You gain no additional weapon or armor proficiencies.
Spellcasting
Whenever you gain a new Occult Hunter level, except at 1st level, you gain new spells per day and spells known as if you had also gained a level in a divine spellcasting class you belonged to before you added the prestige class level. You do not, however, gain any other benefit a character of that class would have gained.
Dark Knowledge
Your Occult Hunter levels stack with any Archivist levels you have for determining how many times per day you may use your dark knowledge class feature. However, you do not gain any new Archivist dark knowledge abilities.
Occult Senses (Ex)
At 1st level, you sense whenever an aberration, elemental, magical beast, outsider, or undead comes within 60 ft. of you, even in darkness or if the creature is separated from you by a barrier of some sort. However, you cannot pinpoint the creature’s location–merely confirm its presence.
Mystic Strike (Su)
At 2nd level, you gain the ability to channel your spells through your blade. As a standard action, you may cast any divine spell with a range of touch that you have prepared and deliver the spell through your weapon with a melee attack. The spell’s casting time must be 1 standard action or less. If the attack is successful, then the creature hit is affected by the spell as normal.
Hunter’s Resilience (Ex)
At 3rd level, you develop a resistance to the abilities of the creatures you hunt. You gain a +1 competence bonus on saves made against abilities of aberrations, elementals, magical beasts, outsiders, and undead. This bonus increases to +2 at 5th level, to +3 at 7th level, and to +4 at 9th level.
Breach Resistance (Su)
At 4th level, you gain the ability to overcome a creature’s defenses with your knowledge of occult lore. Whenever you successfully damage a creature, you may, as a swift action, expend a use of dark knowledge and make a Knowledge check of the appropriate type. If the check is successful, you may choose to negate either the creature’s damage reduction, energy resistances (but not immunity), or spell resistance. It loses whichever resistance you choose to negate until the end of your next round. If you succeed on the check by 10 or more, you may choose to negate two resistances, and if you succeed on the check by 20 or more, you may negate all three resistances.
Mettle (Ex)
At 6th level, your mind and body have been hardened through training and testing. If you make a successful Fortitude or Will save against an effect that allows a save for half or partial effect, that effect is instead negated.
Greater Mystic Strike (Su)
At 7th level, you can channel spells through a full attack. Doing so requires a full-round action. All creatures hit as part of the full attack are affected by the spell as normal. If the spell has a duration longer than 1 round, it is still discharged at the end of the round. You cannot channel spells of 5th level or higher with this ability.
Suppressing Strike (Su)
At 8th level, your mastery of forbidden lore allows you to deny your prey the use of their special abilities. Whenever you successfully damage a creature, you may, as a swift action, expend two uses of dark knowledge and make a Knowledge check of the appropriate type. If the check is successful, then that creature cannot use any of its spell-like, supernatural, or psi-like abilities for1d3 rounds. If you succeed on the check by 10 or more, the duration is increased to 1d4 rounds, and if you succeed on the check by 20 or more, the duration is increased to 1d6 rounds.
Occult Reaper (Ex)
At 10th level, the depths of lore you have studied has taught you how to effortlessly dispatch your foes. Whenever you successfully damage a creature, you may, as a swift action, expend three uses of dark knowledge and make a Knowledge check of the appropriate type. If the check is successful, then that creature must make a Fortitude save, DC 10 + ½ your total Archivist and Occult Hunter levels + your Intelligence modifier, or die. If you succeed on the check by 10 or more, the DC is increased by one, and if you succeed on the check by 20 or more, the DC is increased by 2.
http://www.donatoart.com/ftsy/darkmoon.jpg
Occult Hunters are scholar-warriors who use a combination of brute strength, divine magic, and secret knowledge to hunt down and slay the most dangerous of foes–unworldly aberrations, unholy demons, rotting undead, and more. Occult Hunters do not draw their divine magic from a god–rather, they follow the path of the Archivist, using an assortment of esoteric and occult lore to draw on divine powers. Perhaps the most dangerous weapon of the Occult Hunters is their dark knowledge, knowledge of their foes that lets them discern their weak points and overcome their strengths. There is no unified guild or group of Occult Hunters–most work as freelancers or mercenaries, although a few act as agents for churches or priesthoods that have need of there services.
d8 HD
Requirements
To qualify to become an Occult Hunter, you must fulfill all the following criteria.
BAB: +4
Skills: Knowledge (Arcana) 4 ranks, Knowledge (Dungeoneering) 4 ranks, Knowledge (Religion) 4 ranks, Knowledge (The Planes) 4 ranks
Spells: Must be capable of casting 2nd–level divine spells.
Special: Dark Knowledge class feature
Special: Must be proficient with all martial weapons.
The Occult Hunter’s class skills are Climb (Str), Concentration (Con), Craft (Int), Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge (Arcana) (Int), Knowledge (Dungeoneering) (Int), Knowledge (Religion) (Int), Knowledge (The Planes) (Int), Profession (Wis), Spellcraft (Int), and Swim (Str).
Skill Points per Level: 4 + Int modifier.
{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|Spells
1st|
+1|
+2|
+0|
+2|Dark Knowledge, Occult Senses|
–
2nd|
+2|
+3|
+0|
+3|Mystic Strike|+1 level of existing spellcasting class
3rd|
+3|
+3|
+1|
+3|Hunter’s Resilience +1|+1 level of existing spellcasting class
4th|
+4|
+4|
+1|
+4|Breach Resistance|+1 level of existing spellcasting class
5th|
+5|
+4|
+1|
+4|Hunter’s Resilience +2|+1 level of existing spellcasting class
6th|
+6|
+5|
+2|
+5|Mettle|+1 level of existing spellcasting class
7th|
+7|
+5|
+2|
+5|Greater Mystic Strike, Hunter’s Resilience +3|+1 level of existing spellcasting class
8th|
+8|
+6|
+2|
+6|Suppressing Strike|+1 level of existing spellcasting class
9th|
+9|
+6|
+3|
+6|Hunter’s Resilience +4|+1 level of existing spellcasting class
10th|
+10|
+7|
+3|
+7|Occult Reaper|+1 level of existing spellcasting class [/table]
Class Features
All the following are class features of the Occult Hunter prestige class.
Weapon and Armor Proficiency
You gain no additional weapon or armor proficiencies.
Spellcasting
Whenever you gain a new Occult Hunter level, except at 1st level, you gain new spells per day and spells known as if you had also gained a level in a divine spellcasting class you belonged to before you added the prestige class level. You do not, however, gain any other benefit a character of that class would have gained.
Dark Knowledge
Your Occult Hunter levels stack with any Archivist levels you have for determining how many times per day you may use your dark knowledge class feature. However, you do not gain any new Archivist dark knowledge abilities.
Occult Senses (Ex)
At 1st level, you sense whenever an aberration, elemental, magical beast, outsider, or undead comes within 60 ft. of you, even in darkness or if the creature is separated from you by a barrier of some sort. However, you cannot pinpoint the creature’s location–merely confirm its presence.
Mystic Strike (Su)
At 2nd level, you gain the ability to channel your spells through your blade. As a standard action, you may cast any divine spell with a range of touch that you have prepared and deliver the spell through your weapon with a melee attack. The spell’s casting time must be 1 standard action or less. If the attack is successful, then the creature hit is affected by the spell as normal.
Hunter’s Resilience (Ex)
At 3rd level, you develop a resistance to the abilities of the creatures you hunt. You gain a +1 competence bonus on saves made against abilities of aberrations, elementals, magical beasts, outsiders, and undead. This bonus increases to +2 at 5th level, to +3 at 7th level, and to +4 at 9th level.
Breach Resistance (Su)
At 4th level, you gain the ability to overcome a creature’s defenses with your knowledge of occult lore. Whenever you successfully damage a creature, you may, as a swift action, expend a use of dark knowledge and make a Knowledge check of the appropriate type. If the check is successful, you may choose to negate either the creature’s damage reduction, energy resistances (but not immunity), or spell resistance. It loses whichever resistance you choose to negate until the end of your next round. If you succeed on the check by 10 or more, you may choose to negate two resistances, and if you succeed on the check by 20 or more, you may negate all three resistances.
Mettle (Ex)
At 6th level, your mind and body have been hardened through training and testing. If you make a successful Fortitude or Will save against an effect that allows a save for half or partial effect, that effect is instead negated.
Greater Mystic Strike (Su)
At 7th level, you can channel spells through a full attack. Doing so requires a full-round action. All creatures hit as part of the full attack are affected by the spell as normal. If the spell has a duration longer than 1 round, it is still discharged at the end of the round. You cannot channel spells of 5th level or higher with this ability.
Suppressing Strike (Su)
At 8th level, your mastery of forbidden lore allows you to deny your prey the use of their special abilities. Whenever you successfully damage a creature, you may, as a swift action, expend two uses of dark knowledge and make a Knowledge check of the appropriate type. If the check is successful, then that creature cannot use any of its spell-like, supernatural, or psi-like abilities for1d3 rounds. If you succeed on the check by 10 or more, the duration is increased to 1d4 rounds, and if you succeed on the check by 20 or more, the duration is increased to 1d6 rounds.
Occult Reaper (Ex)
At 10th level, the depths of lore you have studied has taught you how to effortlessly dispatch your foes. Whenever you successfully damage a creature, you may, as a swift action, expend three uses of dark knowledge and make a Knowledge check of the appropriate type. If the check is successful, then that creature must make a Fortitude save, DC 10 + ½ your total Archivist and Occult Hunter levels + your Intelligence modifier, or die. If you succeed on the check by 10 or more, the DC is increased by one, and if you succeed on the check by 20 or more, the DC is increased by 2.