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Rockbird
2007-12-24, 01:02 PM
This is my first ever attempt at a homebrew class, and i suspect the balance is thoroughly wonky. Neither is it finished, as it needs both more surges and realms. I've put a -?- at places where there needs to be more options, but i'm having a bit of a idea's drought here. Submissions greatly appreciated! :smallwink:

Farjes breath made icy clouds in the air as he ran through the snow-filled forest, pausing to catch his breath at times. That bastard never seemed to give up! He'd even jumped that gorge, and he KNEW no one but him could make that jump. So how did he keep- His train of thought was interrupted as he ran into a clearing, and saw the man standing there. Waiting for him.
-How the HELL do you keep doing that you son of a B***H!
-Oh, i've picked up a trick here and there. The man's face split in a vulpine smile. And now, it's time. That head of your's's worth a whole deal of money, y'know!
The man charged in a spray of snow, moving at near impossible speeds. And then he was gone.
-What the... how?
-'m here. Behind you.
He never had time to turn around.

Miarthis looked down upon the dead man. What a fool, to try to outrun him here. Noone could have, and he should have heard the rumors. Had he only waited a few months the snow would have melted, and the winter spirits would not have aided him then. Oh well, some thick heads would never learn.

Spirit-realm Hunter

Requirements
To qualify to become a Spirit-realm Hunter, a character must fulfill the following criteria.
Base attack bonus: +5.
Feats: Track, Endurance
Skills: Hide 8 ranks, Survival 8 ranks, Knowledge (Nature) 8 ranks.
Special: Must have had an encounter with a suitable nature spirit, alternatively have survived in an approperiate enviroment for at least a month with small to no supplies (DM's discretion).

HD: d8
Skill points: 4 + Int modifier.

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+2|
+0|
+2|Spirit-Realm Alignment, Lesser Surge

2nd|
+1|
+3|
+0|
+3|Elemental Attunement

3rd|
+2|
+3|
+1|
+3|Lesser Surge

4th|
+3|
+4|
+1|
+4|Realmveil

5th|
+3|
+4|
+1|
+4|Lesser Surge

6th|
+4|
+5|
+2|
+5|Greater Surge

7th|
+5|
+5|
+2|
+5|Lesser Surge

8th|
+6|
+6|
+2|
+6|Greater Surge

9th|
+6|
+6|
+3|
+6|Lesser Surge, Bring the Storm

10th|
+7|
+7|
+3|
+7|Greater Surge, Flawless Surge[/table]

Class Features
All of the following are class abilities of the Spirit-Realm Hunter.

Weapon/Armor Proficiency
The Spirit-Realm Hunter gains no Weapon or armor proficiencies.

Spirit-Realm Alignment
At first level the Spirit-Realm Hunter must choose which kind of elemental spirit she is attuned to. She may choose between the following realms.
Winter: The spirits of howling winds and biting cold guide the step of a Winter-aligned Hunter.
Desert: Blinding sunlight and merciless heat are the nature of the Desert-aligned Hunter.
-?-

Realmveil
Beginning at fourth the Spirit-realm hunter gains the effect of Hide In Plain Sight when in their chosen element.

Surges
At first level and every two levels thereafter (3rd, 5th, 7th, 9th) the Spirit-realm Hunter may choose a Lesser Surge from the Approperiate Lesser Surge list (determined by their Spirit-Realm Alignment.). At sixth level, and every two levels thereafter (8th, 10th) The Spirit-realm Hunter may choose a greater surge from the approperiate Greater Surge list. At tenth level, the Spirit realm hunter may choose a Flawless Surge from the Approperiate Flawless Surge List.
All Surges are supernational in nature.

Elemental Attunement (Su)
Starting at second level, the Spirit-Realm hunter may always take ten on Survival checks. In addition, she gains a insight bonus to her survival skill for rolls regarding her chosen realm equal to her class level.

Bring the Storm
Starting at ninth level, the Spirit-Realm Hunter may use surges to their full effect, ignoring all penalties that would usually apply for using a surge in an innapropriate enviroment. The hunter may also ignore realm-specific requirements, such as Snowscape Strides requirement to start and end in snow.

Lesser Surges
Winter
Winterwalker
The Spirit-Realm Hunters movement speed increases by 10 ft. This ability only functions in snow-covered landscapes. This ability may be taken multiple times, each time increasing the movement speed by an additional 10 ft..

Snowscape Stride
Once per encounter, the Spirit-Realm Hunter may as a swift action move up to 50 ft. in any direction. Both the starting point and the ending point must be completely covered in at least one inch of snow. This surge may be taken multiple times, each time it can be used an additional per encounter. Alternatively, the Hunter may choose to increase the range of the transportation by 25 ft. per additional instance Snowscape Stride is taken.

Snowblind
A number of times per encounter, equal to the Hunters class level, the hunter may make a touch attack against one enemy. The enemy must make one Fortitude- and one Will save, at a DC equal to (10 + the hunters class level + Hunters Wis modifier). Should either fail the enemy loses any dex bonus to AC, and takes a -2 penalty to attack and damage rolls for one round. Should the enemy fail both saves the duration increases to two rounds, and the attack and damage penalty to -3. These modifiers do not stack.

Biting Cold Surge
Once per day the Hunter may take a full-round action that provokes attacks of opportunity to radiate biting cold, affecting anyone within (5 ft. * Hunters class level). Anyone affected by this takes cold damage equal to (Hunters class level * 1d6). Anyone affected by this aura must make a fortitude save (DC equal to the damage dealt) or take one point of Dexterity damage.

Snow Cloak
Once per day the Hunter may gain a insight bonus to her Hide skill equalt to twice her class level. To use this ability the Hunter must be in an area covered at least partially in snow (Equal to or over 40% of ground covered in snow (DM's discretion)). Should this ability be used in a blizzard or in an area covered completely in snow the bonus increases to four times the hunters class level.

-?-

Desert

Mirage
The Spirit-Realm Hunter may, three times per day, as a standard action that provokes an attack of opportunity, create an illusory image, as per the Minor Image spell. Note that using this ability does not require a focus. This ability can only be used in a desert enviroment.

-?-


Greater Surges
Winter
Bonechill
Three times per day the Hunter may take a swift action to gain Cold Resistance 10 for three rounds. This ability may be taken multiple times, each time increasing the resistance by 5. Multiple uses of Bonechill do not stack.

Snowfolk jig
Twice per encounter, as a full-round action that provokes an attack of opportunity, the Hunter may gather snow into crude humanoid shapes, attacking up to three targets, designated by the Hunter. The shapes do no damage, but the twisting snow and shapes deny all attacked enemies their dexterity modifyer to AC, and these shapes count as threatening the opponent from a direction chosen by the hunter for the purpose of flanking. This ability requires ample amounts of snow to work with, at least 2 cubic meters.

-?-

Desert
-?-


Flawless Surges
Winter
Fimbulwinter
Once per day the Hunter may, as three consecutive Full-round actions, call upon the full might of the fimbulwinter. During the rounds this is performed she may take no other actions, including free, swift and immediate ones. If she is attacked at any time in the process she must make a concentration check with a DC equal to half the damage taken to prevent interruption. Should she be interrupted she may not use Fimbulwinter again for that day, just as if she had succeeded in using the surge. When using Fimbulwinter, several effects occur. The surge proceeds as below:
First round: Great winds emanate from the hunter, and everyone within 50 ft. must make a balance check (DC 30) or be knocked prone. To get up takes a strength check at DC 16 (This effect lingers for two rounds).
Second Round: The wind gains in strength, and the air goes deadly cold. Everyone within 50 ft. Takes 5d6 cold damage, as well as 1d4 dexterity damage.
Third Round: The world around the Hunter is engulfed in snow and ice, bringing a visage of the seven-year winter. Everyone within 50 ft. of the hunter take 10d6 cold damage and 1d8 dexterity damage, and the snow obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). This effect lingers for seven rounds. Should the hunter suffer any form of damage during this time the effect is ended prematurely.

Nifelessence
Once per day the Hunter may, as a swift action, become the deadly essence of winter, spreading death and chill around without prejudice. The Hunter gains Cold Resistance 35, 80% concealment, a +2d6 cold damage bonus to attacks and DR 10/Fire. The duration of this effect is two rounds.

Desert
-?-

Stycotl
2007-12-26, 09:58 PM
can only remark as to balance a little bit until the class is complete, but i like the flavor. consider making fort and reflex the good saves, or at least fort and will. in my opinion, not having fort as a good save is a mistake for a class that thrives in the harsh wilderness.

other than that, keep fleshing it out. aaron out.