A Monster for Every Season: Summer 2
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    Oct 2008
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    Pabrygg Keep
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    Male

    Default The Monster Hunter [D&D 3.P, Simon Belmont the Class v.2.0]



    Alignment: Any
    Hit Die: 1d8

    {table=head]Level|BAB|Fort|Ref|Will|Special |0lvl|1st|2nd|3rd|4th|5th

    1st|+0|+0|+2|+2|Bomb 1d6, Favored Enemy (1st), Monster Lore, Track|2|—|—|—|—|—

    2nd|+1|+0|+3|+3|AC Bonus, Slayer's Trick|3|0|—|—|—|—

    3rd|+2|+1|+3|+3|Fighter Bonus Feat, Bomb 2d6|3|1|—|—|—|—

    4th|+3|+1|+4|+4|Slayer's Trick|3|2|—|—|—|—

    5th|+3|+1|+4|+4|Bomb 3d6, Favored Enemy (2nd)|3|2|0|—|—|—

    6th|+4|+2|+5|+5|Slayer's Trick|3|3|1|—|—|—

    7th|+5|+2|+5|+5|Bomb 4d6, Open Bonus Feat|3|3|2|—|—|—

    8th|+6/+1|+2|+6|+6|Slayer's Trick|3|3|2|0|—|—

    9th|+6/+1|+3|+6|+6|Bomb 5d6, Favored Enemy (3rd)|3|3|3|1|—|—

    10th|+7/+2|+3|+7|+7|Slayer's Trick|3|3|3|2|—|—

    11th|+8/+3|+3|+7|+7|Bomb 6d6, Fighter Bonus Feat|3|3|3|2|0|—

    12th|+9/+4|+4|+8|+8|Slayer's Trick|3|3|3|3|1|—

    13th|+9/+4|+4|+8|+8|Bomb 7d6, Favored Enemy (4th)|3|3|3|3|2|—

    14th|+10/+5|+4|+9|+9|Slayer's Trick|4|3|3|3|2|0

    15th|+11/+6/+1|+5|+9|+9|Bomb 8d6, Open Bonus Feat|4|4|3|3|3|1

    16th|+12/+7/+2|+5|+10|+10|Slayer's Trick|4|4|4|3|3|2

    17th|+12/+7/+2|+5|+10|+10|Bomb 9d6, Favored Enemy (5th)|4|4|4|4|3|3

    18th|+13/+8/+3|+6|+11|+11|Slayer's Trick|4|4|4|4|4|3

    19th|+14/+9/+4|+6|+11|+11|Bomb 10d6, Fighter Bonus Feat|4|4|4|4|4|4

    20th|+15/+10/+5|+6|+12|+12|Slayer's Trick, Death and Glory|4|4|4|4|4|4
    [/table]

    Class Skills (6 + Int modifier per level): Appraise (Int), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Disable Device (Int), Escape Artist (Dex), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (Any; taken separately) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).

    Weapon and Armor Proficiencies
    A Monster Hunter is proficient with all simple and martial weapons, and with light armor. Monster Hunters are not proficient with shields. A Monster Hunter ignores the arcane spell failure of light armor when casting an arcane spell with a spell slot gained from Monster Hunter class levels.

    Spells
    A Monster Hunter is capable of casting both arcane and divine spells, drawn from the spell lists of any other base class. His alignment may restrict him from casting certain spells opposed to him moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A Monster Hunter must choose and prepare his spells in advance from a spellbook (see below).

    To prepare or cast an arcane spell, the Monster Hunter must have an Intelligence score equal to at least 10 + the spell's level. To prepare or cast a divine spell, the Monster Hunter must have a Wisdom score equal to at least 10 + the spell's level. The Difficulty Class for a saving throw against any Monster Hunter’s spell is 10 + the spell's level + the Monster Hunter’s Charisma modifier.

    Like other spellcasters, a Monster Hunter can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table above. In addition, he receives bonus spells per day if he has a high Charisma score.

    A Monster Hunter prepares and casts spells from a spellbook the way a Wizard does, but he does not begin play with any spells known and does not automatically learn any new spells when he gains class levels. He may add spells to his spellbook by deciphering arcane writings or through independent study*. For the purposes of spell completion items, the Monster Hunter's spell list is limited to spells he has added to his spellbook.

    Unlike a Bard or Sorcerer, a Monster Hunter may know any number of spells. He must choose and prepare his spells ahead of time by getting at least 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the Monster Hunter decides which spells to prepare. In order to cast a divine spell with a DF (divine focus) component the Monster Hunter must clearly and firmly display a holy symbol appropriate to the class whose spell list the spell is drawn from.

    *Independent study costs both time and money. Researching an existing spell or creating a new one requires 1d12 hours of study per spell level (1d6 hours for a 0-level spell) and costs 50% more gold pieces than buying a scroll of equal spell level would cost. Yes, this is a houserule. I find it odd and unreasonable that a spellcaster can add new spells to his library without any cost.

    Bomb (Ex): Monster Hunters are capable of mixing various volatile chemicals to create powerful bombs that they can hurl at their enemies. A Monster Hunter can use a number of bombs each day equal to 3 + ½ his class level. In order to create a bomb, the Monster Hunter must use a small vial containing an ounce of liquid catalyst—the Monster Hunter can create this liquid catalyst from small amounts of chemicals from an alchemy lab—and combine that with other alchemical agents in a process that requires 1 hour of work (these supplies can be readily refilled in the same manner as a spellcaster’s component pouch). Most Monster Hunters create all of their bombs at the beginning of the day—once created, a Monster Hunter's bomb can be used at any time within the next 24 hours. After that time the bomb becomes harmlessly inert.

    Drawing and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Weapon Focus. On a direct hit, a Monster Hunter’s bomb inflicts 1d6 points of fire damage + additional damage equal to his Intelligence modifier. The damage of a Monster Hunter’s bombs increases by 1d6 points at every odd-numbered class level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from a Monster Hunter's bomb is always equal to the bomb’s minimum damage and damages creatures in a 5ft radius (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage to all creatures within 5ft of the bomb's impact). Those caught in the splash area can attempt a Reflex save for half damage (DC 10 + ½ the Monster Hunter's level + the Monster Hunter's Intelligence modifier).

    Monster Hunters can create special types of bombs as Slayer's Tricks (see below) as they level up. A Monster Hunter’s bomb can be given to another character to use before it goes inert and requires no special knowledge on the part of the other character.

    Because of his familiarity with the alchemical principles required to create bombs, a Monster Hunter gains 1 free rank in Craft (Alchemy) at 1st level and at every odd level thereafter.

    Favored Enemy (Ex): At 1st level, a Monster Hunter selects a type of creature from among those given on Table: Ranger Favored Enemies. The Monster Hunter gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of the chosen type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.

    At 5th level and every four levels thereafter (9th, 13th, and 17th level), the Monster Hunter may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy he has (including the one just selected, if desired) increases by 2.

    If the Monster Hunter chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the Monster Hunter’s bonuses do not stack; he simply uses whichever bonus is higher.

    Monster Lore (Ex): A Monster Hunter may use any Knowledge skill to identify a creature as a swift action and gains an insight bonus to such skill checks equal to his Wisdom bonus (if any).

    Track
    Monster Hunters receive Track as a bonus feat at 1st level.

    AC Bonus (Ex): Starting at 2nd level, a Monster Hunter gains a dodge bonus to his AC equal to his Wisdom bonus (if any) + ¼ his class level so long as he wears light or no armor, doesn't carry a shield, and carries no more than a medium load.

    Slayer's Trick (Ex/Su): At 2nd level, and then again every 2 levels thereafter, a Monster Hunter comes up with a particularly devious trick to aid him in his pursuit of evil. Unless otherwise noted, a Monster Hunter cannot select an individual trick more than once. Some tricks can only be selected if the Monster Hunter has met certain prerequisites first, such as Monster Hunter levels or other tricks.

    Some tricks modify bombs or attacks against Favored Enemies. Those that are marked with an asterisk (*) do not stack. Only one such trick can be applied to an individual bomb or attack.

    The DC of any saving throw called for by a trick is equal to 10 + ½ the Monster Hunter’s level + the ability score modifier listed by the Trick.

    Complete List of Tricks
    Spoiler
    Show

    Acid Bomb (Ex)*
    Prerequisites: Monster Hunter level 4
    Whenever a Monster Hunter with this trick creates a bomb, he can choose to have it inflict acid damage. An acid bomb deals its splash damage to objects and structures in the splash area. Creatures that take a direct hit from an acid bomb take an additional 1d6 points of acid damage at the start of your turn for a number of rounds thereafter equal to the number of damage dice the Monster's Hunter's bomb deals. Creatures and objects dealt splash damage suffer 1 point of acid damage during those rounds as well.

    The save DC for this trick is Intelligence-based.

    Banemagic (Su)
    Prerequisite: Monster Hunter level 4
    Whenever a Monster Hunter with this trick deals damage to a Favored Enemy with a spell he casts that creature suffers 2d6 additional damage.
    • Improved Banemagic (Su)
      Prerequisites: Monster Hunter level 10, Banemagic
      The Monster Hunter's Banemagic trick deals 4d6 additional damage rather than 2d6.

    • Greater Banemagic (Su)
      Prerequisites: Monster Hunter level 16, Banemagic, Improved Banemagic
      The Monster Hunter's Banemagic trick deals 6d6 additional damage rather than 2d6.

    Befuddling Assault (Ex)*
    Whenever a Monster Hunter with this trick hits any creature with a bomb or hits a Favored Enemy with any weapon, the struck creature takes a –2 penalty on attack rolls for 1d4 rounds.

    Big Blast (Ex)
    The splash area of bombs made by a Monster Hunter with this trick is doubled. A Monster Hunter may take this trick multiple times.
    • Explosive Blast
      Prerequisites: Big Blast
      Whenever a Monster Hunter with this trick hits a creature with a bomb that creature must make a Reflex save. If the struck creature's save fails it, and each creature in the bomb's splash area whose Reflex saves failed, is pushed to the furthest edge of the splash area and knocked prone. Treat the saving throws of creatures in the bomb's splash area as 4 higher for the purposes of resisting this effect (but not to halve the damage)

      The save DC for this trick is Intelligence-based.

    Blinding Bomb (Ex)*
    Prerequisites: Monster Hunter level 4
    Whenever a Monster Hunter with this trick creates a bomb, he can choose for it to detonate very brightly. Creatures that take a direct hit from a blinding bomb are blinded for 1 round per two class levels unless they succeed at a Fortitude save. Creatures in the splash area must make the same save but with a +4 bonus to avoid being blinded for 1 round.

    The save DC for this trick is Intelligence-based.
    • Sun Bomb (Su)*
      Prerequisites: Monster Hunter level 6, Blinding Bomb
      Whenever a Monster Hunter with this trick creates a blinding bomb, he can choose to make it a sun bomb instead. When a sun bomb detonates it has the same effects as a blinding bomb and also produces a Daylight effect for 1 round as the spell. Unlike the spell, this effect is the equivalent of natural daylight and does harm creatures that are vulnerable to it. Undead, fungi, molds, oozes, slimes, and creatures to which sunlight is harmful or unnatural take 1d6 damage per class level from a sun bomb. Undead that are harmed by sunlight and that fail their saves against the sun bomb are staggered for 1d4 rounds.

      The save DC for this trick is Intelligence-based.

    Camouflage (Ex)
    A Monster Hunter that selects this trick can use the Hide skill in one of the following terrain types, even if the terrain doesn’t grant cover or concealment: Aquatic, Desert, Forest, Hills, Marsh, Mountains, Plains, Underground, or Urban. While in the chosen terrain, when he does use cover and/or concealment he gains a bonus to his Hide check equal to ½ his class level.

    Monster Hunters may select this trick more than once. Each time a Monster Hunter selects this trick he chooses one of the above terrain types.
    • Hide in Plain Sight (Ex)
      Prerequisites: Monster Hunter level 8, Camouflage
      A Monster Hunter that selects this trick can use the Hide skill in his chosen terrain(s), even while being directly observed.

    Canny Observer (Ex)
    A Monster Hunter that selects this trick gains the Trapfinding class feature as a Rogue of his class level. Furthermore, when using the Search skill to find hidden objects (such as doors or traps) he gains a bonus to his check equal to ½ his class level and is entitled to a Search check to notice a a hidden object whenever he passes within 10ft of it as if he were actively looking for it (the DM typically makes this check in secret).

    Concussive Bomb (Ex)*
    Prerequisites: Monster Hunter level 8
    When a Monster Hunter with this trick creates a bomb, he can choose to have it inflict sonic damage. A concussive bomb deals splash damage to objects and structures in its splash area as well as to creatures. Creatures that take a direct hit from a concussive bomb are permanently deafened unless they succeed at a Fortitude save. Creatures dealt splash damage by the bomb must make the same save but with a +4 bonus to avoid being deafened for 1 minute.

    The save DC for this trick is Intelligence-based.

    Confusion Bomb (Ex)*
    Prerequisites: Monster Hunter level 8
    When a Monster Hunter with this trick creates a bomb, he can choose to make it a confusion bomb which deals non-lethal damage. A creature that takes a direct hit from a confusion bomb must succeed at a Will save to avoid becoming confused for 1 round per class level. Any creature dealt splash damage by the bomb must make the same save but with a +4 bonus to avoid being confused for 1d4 rounds.

    The save DC for this trick is Intelligence-based.

    Craft Lore (Ex)
    A Monster Hunter that selects this trick gains his choice between the Craft Magic Arms and Armor feat or the Craft Wondrous Item feat as a bonus feat even if he does not meet the prerequisites, and can produce alchemical or magical items and equipment as a spellcaster with an Effective Caster Level equal to his ranks in any relevant Craft skill (examples given below). He may craft any magic item in this way without the need for spells whose level is no greater than ½ his class level.

    EXAMPLES
    Spoiler
    Show
    Craft (Armorsmithing) - Covers armors and shields as well as bracers, gauntlets, greaves, helmets, and other similar items.

    Craft (Bowmaking) - Covers longbows, shortbows, crossbows, arrows, bolts, and other related or similar items.

    Craft (Haberdashery) - Covers all cloth and leather articles of clothing such as boots, cloaks, gloves, pants, and shirts, as well as other related or similar items.

    Craft (Metalwork) - Covers metal jewelry such as amulets, bracelets, or rings, and other simple metal tools and goods like spades or manacles and bells or chimes.

    Craft (Weaponsmithing) - Covers melee or thrown weapons.


    Danger Sense (Ex)
    A Monster Hunter that selects this trick gains a bonus to Listen, Spot, and Initiative checks equal to ½ his class level.
    • Earth Sense (Ex)
      Prerequisites: Monster Hunter level 6, Danger Sense
      A Monster Hunter with this trick has tremorsense out to his class level x 10 feet.

    • Windtalker (Ex)
      Prerequisites: Monster Hunter level 12, Danger Sense, Earth Sense
      A Monster Hunter with this trick has blindsense out to ½ his class level x 10 feet.


    Deadly Strike (Ex)
    When a Monster Hunter with this trick makes a melee attack against one of his Favored Enemies, he may inflict grievous wounds a number of times per day equal to 3 + ½ his class level. His attack gains a bonus to hit equal to his Wisdom bonus (if any), and if it is successful, it deals double damage.

    To use deadly strike, the Monster Hunter must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A Monster Hunter cannot use deadly strike against a creature with concealment or against the limbs of a creature whose vitals are beyond reach.
    • Crushing Blow (Ex)
      Prerequisite: Monster Hunter level 12, Deadly Strike
      A Monster Hunter with this trick deals triple damage with a successful deadly strike.

    Cunning Trigger (Ex)
    A Monster Hunter that selects this trick can use a swift action to set off any trap within 30 feet that either he safely bypassed or constructed himself.

    Delayed Blast Bomb (Ex)
    Prerequisite: Monster Hunter level 8
    When a Monster Hunter with this trick creates a bomb, he can choose to make it a delayed blast bomb so that after he ceases contact with the bomb it explodes sometime thereafter. Only the Monster Hunter himself may place a delayed blast bomb in this manner. This delay can be any length of time up to 24 hours designated by the Monster Hunter. If at any point the Monster Hunter reclaims possession of the delayed blast bomb, he can end the timer and prevent the bomb’s detonation.

    A delayed blast bomb detonates immediately if any other creature attempts to touch or move it, or if the bomb’s contents are removed from the vial through some other means (such as if the vial breaks). The bomb deals damage as if it scored a direct hit to any creatures in the square with the bomb when it detonates, and splash damage as normal.

    Dispel magic can neutralize a delayed blast bomb, as can a successful Disable Device check (DC equals 10 + the Monster Hunter’s level + the Monster Hunter’s Intelligence modifier). Even though such a check requires contact with the bomb, it does not detonate unless the check fails.

    Distracting Assault (Ex)*
    Whenever a Monster Hunter with this trick hits any creature with a bomb or hits a Favored Enemy with any weapon, the struck creature becomes flat-footed until the end of the Monster Hunter's next turn.

    Double Bomb (Ex)
    Prerequisite: Monster Hunter level 8
    As a full-round action, a Monster Hunter with this trick may throw two bombs either at the same target or in different directions. His first bomb is thrown at his highest base attack bonus, but his second is thrown at a -5 penalty.
    • Triple Bomb (Ex)
      Prerequisite: Monster Hunter level 16, Double Bomb
      As a full-round action, a Monster Hunter with this trick may throw up to three bombs either at the same target or in different directions. His first bomb is thrown at his highest base attack bonus, his second is thrown at a -5 penalty, and his third is thrown at a -10 penalty.

    Element of Surprise (Ex)
    During the surprise round and the first round of combat, opponents are always considered flat-footed to a Monster Hunter with this trick, even if they have already acted.
    • Sudden Strike (Ex)
      Prerequisites: Element of Surprise
      A Monster Hunter that selects this trick deals 1d6 extra damage to flat-footed creatures that he hits with melee attacks (or ranged attacks within 30ft) plus 1d6 additional damage for every four class levels beyond 1st.

      To deal this extra damage, the Monster Hunter must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A Monster Hunter cannot use sudden strike against a creature with concealment or against the limbs of a creature whose vitals are beyond reach.

    • Sudden Death (Ex)
      Prerequisites: Monster Hunter level 14, Element of Surprise, Sudden Strike
      A Monster Hunter that selects this trick can strike with such swift mortality that any flat-footed creature he strikes with a melee attack (or ranged attack within 30ft) must succeed on a Reflex save or be immediately slain. Sudden death has no effect on non-living creatures and abides by the same restrictions as sudden strike.

    Esoteric Scholar (Ex)
    A Monster Hunter that selects this trick may use ½ his class level in place of his skill ranks in any Knowledge skill and may makes checks with Knowledge skills untrained. He gains a bonus to Knowledge skills he has at least 5 actual ranks in equal to ½ his class level.

    Evasion (Ex)
    A Monster Hunter that selects this trick gains the Evasion special ability (see Rogue class).
    • Improved Evasion (Ex)
      Prerequisites: Monster Hunter level 8, Evasion
      A Monster Hunter that selects this trick gains the Improved Evasion special ability (see Rogue class).

    Expert Climber (Ex)
    A Monster Hunter that selects this trick may climb at half his speed without penalty or at his full speed at a -10 penalty, and gains a bonus to Climb checks equal to ½ his class level. When a Monster Hunter with this trick fails a Climb check by 5 or more, he can immediately make another check at the surface’s base DC +10. If successful, he stops the fall by clinging onto the surface. He does not take falling damage when he stops his fall in this manner.

    Expert Leaper (Ex)
    When making jump checks, a Monster Hunter with this trick is always considered to have a running start. Also, when he falls, a Tumble check against the distance of the fall allows him to avoid all fall damage, even from a height greater than 10ft. The Monster Hunter also gains a bonus to Jump checks and to Tumble checks made to avoid fall damage equal to ½ his class level.

    Expert Locksmith (Ex)
    A Monster Hunter that selects this trick gains a bonus to Craft (Locksmith) and Open Lock checks equal to ½ his class level. The Open Lock DC for opening any lock he makes increases by the same amount. Further, he may open locks as a standard action and can voluntarily increase the check DC by 10 to do so as a swift action.

    Explosive Missile (Ex)
    Prerequisite: Monster Hunter level 4
    When a Monster Hunter with this trick creates a bomb, he may choose instead to create a single explosive arrow, crossbow bolt, sling bullet, or one-handed firearm bullet. He must be proficient with the weapon that fires this ammunition in order to accomplish this. When the explosive ammunition hits its target, it deals damage normally and detonates as if the Monster Hunter had thrown a bomb at the target. If the explosive ammunition misses, it continues on its trajectory and detonates upon the nearest obstacle (it automatically misses any other creatures in its path) dealing splash damage if appropriate.

    Finesse Hunter (Ex)
    A Monster Hunter that selects this trick gains Weapon Finesse as a bonus feat. His Weapon Finesse feat applies to all finesseable weapons. He may use his Dexterity modifier in place of his Strength modifier on damage rolls when he wields a finesseable weapon.

    Firearms Training (Ex)
    A Monster Hunter that selects this trick gains proficiency with all firearms and the Gunsmithing feat as a bonus feat.

    Frost Bomb (Ex)*
    When a Monster Hunter with this trick creates a bomb, he can choose to have it inflict cold damage. A creature that takes a direct hit from a frost bomb has its speed reduced to 0ft on its next turn unless it succeeds on a Fortitude save. Each creature dealt splash damage from the bomb makes the same save but with a +4 bonus to avoid having its speed reduced by ½ on its next turn.

    The save DC for this trick is Intelligence-based.

    Hit & Run Tactics (Ex)
    A Monster Hunter with this trick deals 1d6 extra damage, plus an additional 1d6 damage per four class levels beyond 1st, with melee attacks (and ranged attacks out to 30ft) after he has moved at least 10ft during the round.

    Starting at 3rd level, he gains a +1 bonus to AC, plus an additional +1 to AC per four class levels beyond 3rd, for 1 round after he has moved at least 10ft during the round.
    • Quick Getaway
      Prerequisite: Monster Hunter level 6, Hit & Run Tactics
      After a successful hit with a bomb or against a Favored Enemy, a Monster Hunter with this trick can spend an immediate action to move up to his speed. This movement does not provoke attacks of opportunity.

    • The Better Part of Valor (Ex)
      Prerequisites: Monster Hunter level 12, Hit & Run Tactics, Quick Getaway
      A Monster Hunter with this trick may spend an immediate action to move up to his speed at any time. This movement does not provoke attacks of opportunity.

    Holy Circle (Su)
    Prerequisite: Opportunistic Piety
    A Monster Hunter that selects this trick may expend one daily use of opportunistic piety and display a holy symbol to deal radiant damage to all foes within 30ft of him. Undead and evil outsiders are dealt 1d6 damage plus an additional 1d6 damage per odd class level. Other non-good creatures are dealt half that amount. A successful Will save halves the damage (reducing it to ¼ for a non-good creature). Good-aligned creatures are not dealt damage by this trick.

    This save DC of this Trick is Charisma-based.

    Holy Hand Grenade (Su)
    Prerequisite: Opportunistic Piety
    A Monster Hunter that selects this trick may expend one daily use of opportunistic piety and display a holy symbol when he throws a bomb. If he does, he gains a sacred bonus to the attack roll equal to his Charisma modifier (whichever is higher), and the damage dealt by the bomb increases to d8s and becomes holy fire that deals 1.5 × damage against undead or evil outsiders or half damage against creatures normally immune to fire damage. A Holy Hand Grenade deals no damage to good-aligned creatures and only half damage to non-evil creatures.

    This save DC of this Trick is Charisma-based.

    Immolation Bomb (Ex)*
    When a Monster Hunter with this trick creates a bomb, he can choose to make it an immolation bomb. When an immolation bomb detonates its splash area and any creature directly hit by it catch fire. Creatures that end their turns in the burning area or that were directly hit by the immolation bomb suffer 1d6 fire damage each turn until the fire goes out naturally (after a number of rounds equal to the number of damage dice the Monster Hunter's bomb deals) or until the fires are put out.

    The save DC for this trick is Intelligence-based.
    • Inferno Bomb (Ex)
      Prerequisites: Monster Hunter level 16, Immolation Bomb
      A Monster Hunter that selects this trick deals devastating fire damage with his immolation bombs. The damage dealt each round by his immolation bomb increases to half the damage dice his bomb normally deals (so an 8d6 immolation bomb deals 4d6 fire damage per round to creatures who end that turns in the burning area or who were directly hit by the bomb). The save DC to avoid catching fire increases to 10 + ½ the Monster Hunter’s level + the Monster Hunter's Intelligence modifier, and a creature that has caught on fire in this way cannot extinguish the fire by immersing himself in water. Likewise, rolling on the ground or smothering the fire with cloaks provides the character no bonus to his save to put the fire out.

      The save DC for this trick is Intelligence-based.

    Interfering Assault (Ex)*
    Whenever a Monster Hunter with this trick hits any creature with a bomb or hits a Favored Enemy with any weapon, the struck creature cannot make attacks of opportunity for 1 round.

    Master Trapsmith (Ex)
    A Monster Hunter that selects this trick may use the Craft (Trapmaking) skill to make traps much faster than normal, using the item’s gp value as its sp value when determining his progress. Furthermore, he gains a bonus to Craft (Trapmaking) and Disable Device checks equal to ½ his class level.

    Nimble Steps (Ex)
    A Monster Hunter that selects this trick does not trigger pressure plates and may move at his full speed across narrow surfaces or through non-magical areas of difficult terrain. He gains a bonus to Balance checks made to move across narrow surfaces, and to Tumble checks made to move through obstructed or otherwise treacherous surfaces, equal to ½ his class level.

    Nobody's Fool (Ex)
    A Monster Hunter that selects this trick gains a bonus to all Sense Motive checks equal to ½ his class level. A number of times per day equal 1 + his Wisdom modifier (minimum 1/day), the Monster Hunter may treat the roll of any Sense Motive check or Will save vs an Illusion as a natural 20. He must choose to use this trick before making the Sense Motive check.

    Opportunistic Piety(Su)
    A Monster Hunter that selects this trick may display a holy symbol as a standard action to Turn Undead as a Cleric of his class level. He may do this a number of times each day equal to 3 + his Charisma modifier.

    Pragmatism (Ex)
    Prerequisite: Deadly Strike
    A Monster Hunter that selects this trick may expend a daily use of deadly strike as a free action to gain the Sneak Attack ability for 1 round as a Rogue of half his level.

    Punishing Assault (Ex)
    A Monster Hunter that selects this trick may reroll any 1s or 2s he rolls for damage when attacking with a bomb or deadly strike.

    Quick Time (Su)
    Prerequisites: Monster Hunter level 8
    A Monster Hunter with this trick may sacrifice a spell slot of 3rd level or higher and display a gold pocket watch (worth at least 500gp) as a standard action to bless all allies within 30ft (himself included) with a Haste effect as the spell.

    Resilient Hunter (Ex)
    Once per day per point of his Constitution modifier (minimum 1/day), a Monster Hunter with this trick can gain a number of temporary hit points equal to the his class level. Activating this ability is an immediate action that can only be performed when he is brought to 0 hit points or below. This ability can be used to prevent him from dying. These temporary hit points last for 1 minute. If the Monster Hunter's hit points drop below 0 due to the loss of these temporary hit points, he falls unconscious and is dying as normal.

    Shock Bomb (Ex)*
    When a Monster Hunter with this trick creates a bomb, he can choose to have it deal electricity damage. Creatures that take a direct hit from a shock bomb are entangled for 1d4 rounds unless they succeed on a Fortitude save. Each creature dealt splash damage from the bomb makes the same save but with a +4 bonus to avoid being entangled on its next turn.

    The save DC for this trick is Intelligence-based.

    Slayer's Axe (Ex)
    Prerequisite: Weapon Focus (Throwing Axe)
    A Monster Hunter that selects this trick may throw a throwing axe at a range of 20ft rather than 10ft, and ignores an amount of damage reduction with throwing axe attacks equal to his class level. When he makes a successful throwing axe attack, it returns to his hand immediately afterward, in time for him to make further attacks with it in the round if he is entitled to.
    • Blessed Boomerang (Su)
      Prerequisites: Monster Hunter level 8, Opportunistic Piety, Slayer's Axe
      A Monster Hunter that selects this trick may expend a daily use of opportunistic piety and display a holy symbol whenever he makes a throwing axe attack. If he does, he makes an attack against all creatures in a 40ft line. For this attack he rolls a single ranged attack roll with a sacred bonus equal to his Charisma modifier (whichever is higher) against the AC of each creature in the line. Any creature struck suffers 1d6 extra damage plus 1d6 additional damage per four Monster Hunter levels beyond 1st and are Dazed for 1 round should they fail a Will save.

      This save DC of this Trick is Charisma-based.

    Slayer's Fangs (Ex)
    Prerequisite: Two-Weapon Fighting
    A Monster Hunter that selects this trick may fight with a longsword in his main hand and a shortsword in his off-hand at no penalty, and may make an attack with both weapons as a standard action, as an attack of opportunity, or at the end of a charge. He adds his full strength modifier to damage with his shortsword when equipped in this way.
    • Red Cross (Ex)
      Prerequisites: Monster Hunter level 8, Deadly Strike, Slayer's Fangs
      A Monster Hunter that selects this trick may make a deadly strike with both his longsword and his shortsword at the cost of one daily use whenever he attacks with both weapons in the same action.

    Slayer's Dagger (Ex)
    Prerequisite: Weapon Focus (Dagger)
    A Monster Hunter that selects this trick may throw a dagger at a range of 30ft rather than 10ft, and may make extra attacks with thrown daggers per round. When he throws a dagger as a standard action he may instead elect to throw two, making two attacks at his highest attack bonus but at a -2 penalty to both. When he uses the full-attack action to throw daggers he may instead elect to throw whatever number of daggers he could normally throw with a full-attack plus two more. If he does, all of the attacks in that full-attack suffer a -4 penalty.
    • Storm of Steel (Su)
      Prerequisites: Monster Hunter level 8, Opportunistic Piety, Slayer's Dagger
      A Monster Hunter that selects this trick may expend a daily use of opportunistic piety and display a holy symbol to hurl a storm of daggers at his foes as a full-round action. Enemy creatures within a 60ft cone are dealt 1d6 damage per class level (Reflex halves). Although divine magic conjures most of this storm, the Monster Hunter must actually hurl a number of physical daggers equal to the number of enemies caught in the cone to use this trick. Those daggers are destroyed by this trick's use.

      This save DC of this Trick is Charisma-based.

    Slayer's Whip (Ex)
    Prerequisite: Weapon Focus (Whip)
    A Monster Hunter that selects this trick may deal lethal or nonlethal damage with a whip as he chooses at no penalty to attack rolls, and threatens all squares within his reach. In addition, he deals damage to armored creatures normally, and does not provoke attacks of opportunity when attacking with a whip. Finally he deals additional damage with a whip as he gains levels as shown in the table below.

    {table=head]Class Level|Whip Damage
    3rd|
    1d4

    4th–7th|
    1d6

    8th–11th|
    1d8

    12th–15th|
    1d10

    16th–20th|
    2d6
    [/table]
    • Fiendbinding Lash
      Prerequisites: Monster Hunter level 8, Opportunistic Piety, Slayer's Whip
      A Monster Hunter that selects this trick may expend a daily use of opportunistic piety and display a holy symbol whenever he makes a whip attack. If he does, he gains a bonus to his attack roll equal to his Charisma modifier, his attack becomes a Force effect, and on a successful hit, the struck creature is subject to a Dimensional Anchor effect as the spell. If this attack hits an evil creature it deals 1d6 extra damage plus an additional 1d6 damage per two levels beyond 1st.

      This save DC of this Trick is Charisma-based.

    Slow Time (Su)
    Prerequisites: Monster Hunter level 8
    A Monster Hunter with this trick may sacrifice a spell slot of 3rd level or higher and display a gold pocket watch (worth at least 500gp) as a standard action to afflict all enemies within 30ft with a Slow effect as the spell. A successful Will save negates this effect.

    This save DC of this Trick is Charisma-based.

    Smoke Bomb (Ex)*
    When a Monster Hunter with this trick creates a bomb, he can choose to have it create a cloud of thick smoke when it detonates. The cloud functions as the Fog Cloud spell, filling an area equal to twice the smoke bomb’s splash area for 1 round per class level.

    Spell Power (Ex)
    Prerequisites: Monster Hunter level 4, Empower Spell
    A Monster Hunter that selects this trick gains a +1 bonus to the save DCs of any spell he casts and an additional +1 to DCs at 8th, 12th, 16th, and 20th levels.

    Swift Hunter (Ex)
    A Monster Hunter that selects this trick may move up to his speed when using moving silently or when using the survival skill to follow tracks and suffers only a -10 penalty to those skills for moving up to twice his speed. The Monster Hunter also gains a bonus to Move Silently and to Survival checks made to follow tracks equal to ½ his class level.

    Time Stop (Su)
    Prerequisites: Monster Hunter level 18, Quick Time, Slow Time
    A Monster Hunter with this trick may sacrifice a 1st level spell slot, a 2nd level spell slot, a 3rd level spell slot, a 4th level spell slot, and a 5th level spell slot and display a gold pocket watch (worth at least 5000gp) as a standard action to produce a Time Stop effect as the spell. Unlike the spell, when a Monster Hunter uses this trick, other creatures are not invulnerable to his attacks, spells, or other abilities.

    This save DC of this Trick is Charisma-based.

    Versatile Hunter (Ex)
    Prerequisites: Monster Hunter level 6
    A Monster Hunter that selects this trick may choose new Favored Enemies once each day.

    Weapon Training (Ex)
    A Monster Hunter that selects this trick gains proficiency with all weapons from a chosen weapon group and a +1 bonus to attack and damage rolls when attacking with those weapons.

    A Monster Hunter may choose this trick multiple times. Each time he does he chooses a new weapon group and the bonus provided to attack and damage rolls with any other weapon groups chosen this way increases by +1.


    Fighter Bonus Feats
    At 3rd, 11th, and 19th levels a Monster Hunter gains any bonus feat chosen from the Fighter's list of bonus feats that he meets the prerequisites of. Given 1d4 hours of practice, a Monster Hunter may lose any feat he has gained in this way to gain a new Fighter bonus feat in its place. He may not lose a feat in this way that serves as a prerequisite for another feat or class he possesses.

    Open Bonus Feats
    At 7th and 15th levels a Monster Hunter gains any bonus feat of his choice that he meets the prerequisites of. Given 1d8 hours of practice, a Monster Hunter may lose any feat he has gained in this way to gain a new bonus feat of his choice in its place. He may not lose a feat in this way that serves as a prerequisite for another feat or class he possesses.

    Death and Glory (Ex): A 20th level Monster Hunter becomes immune to fear, fatigue, exhaustion and sleep effects and cannot become unconscious, either due to hit point loss or any other reason. Allies within 10ft of the Monster Hunter gain a +4 bonus to saving throws against any such effects.

    If he does not already have it, he gains the Diehard feat. If he already has it, he remains alive at negative hit points equal to his Constitution score + 10.

    Furthermore, whenever the Monster Hunter slays (or destroys) a Favored Enemy with 20 or more HD he may take a trophy. For the next 1d8-1 days (a result of 0 counts as 8 hours) after taking such a trophy, a Monster Hunter in possession of such a trophy gains a +10 bonus to all Bluff, Diplomacy, Intimidate, and Perform checks.
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    Default Re: The Devil Hunter [D&D 3.P, Simon Belmont the Class]

    Damn, that didn't take you long at all.

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    Default Re: The Devil Hunter [D&D 3.P, Simon Belmont the Class]

    Quote Originally Posted by AuraTwilight View Post
    Damn, that didn't take you long at all.
    Still working on it, but it's quite playable all the way through 19th level. It should do for many sorts of Belmont or Dante styled characters.

    Quote Originally Posted by Sor-El View Post
    His whip would be able to deal lethal damage with a progression equal to a small monk's unarmed damage.
    This will be a quick and easy Slayer's Trick.

    He would have subweapons that get better as he progresses.
    These would be dagger,throwing axes,watch,and cross.
    I can come up with tricks for daggers and throwing axes. As for the watch, what does it do for him in the games? I've got the watch covered. As for the cross, he must display his holy symbol to cast any divine spell with a DF (divine focus) component. ;)
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    Default Re: The Devil Hunter [D&D 3.P, Simon Belmont the Class]

    Wow, could you do Hector from Curse of Darkness?
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    Quote Originally Posted by GFawkes View Post
    You didn't poke fate with a stick. You set fate on fire, then whacked it with a 2x4 several times.
    Quote Originally Posted by blackwind1kaze View Post
    good thing they did body attribute instead of Physical attribute, otherwise the stats would look like:

    P. hysical
    M. ind
    S. pirit

    XD

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    Default Re: The Devil Hunter [D&D 3.P, Simon Belmont the Class]

    Quote Originally Posted by EdroGrimshell View Post
    Wow, could you do Hector from Curse of Darkness?
    What abilities does Hector have that Simon doesn't? Or more appropriately I suppose, what does he do that this class can't?

    EDIT: Also, what should the dagger and axe tricks do? I'm at a loss.

    EDIT le DEUX: Reduced base attack to 3/4.
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    Default Re: The Devil Hunter [D&D 3.P, Simon Belmont the Class]

    The cross though is less Divine Focus in the source material... and more like a boomerang. So it probably should just be some sort of boomerang daze trick or something.

    Axe having penetration makes the most sense considering the source material. Something like you can throw an axe that will roll to hit every target in a line up to X range. About as true to the source as you could make.

    The knife? To replicate it's speed and ease of use in the source material probably a Swift Action ranged attack. The knife was useful because it was faster than the whip, and longer ranged.
    Currently sick as a dog and unable to focus properly. Will heal soon.

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    Default Re: The Devil Hunter [D&D 3.P, Simon Belmont the Class]

    Quote Originally Posted by ArcturusV View Post
    The cross though is less Divine Focus in the source material... and more like a boomerang. So it probably should just be some sort of boomerang daze trick or something.
    Okay, can do. I'll take a look at it in-game to see what it can do.

    Axe having penetration makes the most sense considering the source material. Something like you can throw an axe that will roll to hit every target in a line up to X range. About as true to the source as you could make.
    Okay, I can definitely do that.

    The knife? To replicate it's speed and ease of use in the source material probably a Swift Action ranged attack. The knife was useful because it was faster than the whip, and longer ranged.
    Okay, so probably increase the range and give him a flurry with it that he can use with a standard attack as well as a full attack. Can do.

    EDIT: Thoughts on the capstone?
    Last edited by Ziegander; 2013-10-23 at 12:04 AM.
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    Default Re: The Devil Hunter [D&D 3.P, Simon Belmont the Class]

    Dang, this is really really good. I've got a knee-jerk reaction that it's got too much stuff, but I do that for most pathfinder things and once you reach a certain point you need to have all abilities firing constantly to keep up anyway. The only ability I think I'm really worried about is the Blinding Bomb: blindness for a full minute is huge, especially at level 4. Very much like the fact that there is *not* currently a slew of nauseating and other insta-lose effects. On the other hand I looove the Time Stop, very expensive very awesome.
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    Quote Originally Posted by Violet Octopus View Post
    Quote Originally Posted by Fizban View Post
    sheer awesomeness

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    Default Re: The Devil Hunter [D&D 3.P, Simon Belmont the Class]

    Quote Originally Posted by Fizban View Post
    Dang, this is really really good. I've got a knee-jerk reaction that it's got too much stuff, but I do that for most pathfinder things and once you reach a certain point you need to have all abilities firing constantly to keep up anyway. The only ability I think I'm really worried about is the Blinding Bomb: blindness for a full minute is huge, especially at level 4.
    I errata'd it to Blindness for 1 round/two class levels.

    Very much like the fact that there is *not* currently a slew of nauseating and other insta-lose effects. On the other hand I looove the Time Stop, very expensive very awesome.
    I'm glad you like it. :) I consider it the most polished class I've designed in a long time, really. An oddly huge burst of inspiration from such a narrowly focused initial concept.

    EDIT: Thoughts on the capstone?
    Last edited by Ziegander; 2013-10-23 at 12:57 AM.
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    Default Re: The Devil Hunter [D&D 3.P, Simon Belmont the Class]

    Well, Belmonters ARE vampire hunters. I'm almost thinking something like a SLA of Sunburst. After all, they're a legendary bloodline known for their ability to take out Vampires to the point where the first thing Dracula did when he ascended was try his utmost to have all Belmonts scoured from the land.

    ... someone who can pop something like a 5/day Sunburst off sounds about right for that level of threat.

    Other thing I'm thinking of, drawing on his game abilities, is some sort of deflection ability. Like... as long as the Devil Hunter has a whip (Or equivalent weapon) equipped and hasn't moved, he can shield himself from projectiles or magical attacks.

    So something like anything in reach of his whip, ranged attacks passing through it, or spells that would effect that area or targets within that area are taken out as an immediate action.
    Currently sick as a dog and unable to focus properly. Will heal soon.

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    Default Re: The Devil Hunter [D&D 3.P, Simon Belmont the Class]

    Quote Originally Posted by ArcturusV View Post
    Well, Belmonters ARE vampire hunters. I'm almost thinking something like a SLA of Sunburst. After all, they're a legendary bloodline known for their ability to take out Vampires to the point where the first thing Dracula did when he ascended was try his utmost to have all Belmonts scoured from the land.

    ... someone who can pop something like a 5/day Sunburst off sounds about right for that level of threat.
    How's this?

    Quote Originally Posted by Ziegander
    Blinding Bomb (Ex)*
    Prerequisites: Devil Hunter level 4
    Whenever a Devil Hunter with this trick creates a bomb, he can choose for it to detonate very brightly. Creatures that take a direct hit from a blinding bomb are blinded for 1 round per two class levels unless they succeed at a Fortitude save. Creatures in the splash area must make the same save but with a +4 bonus to avoid being blinded for 1 round.
    • Sun Bomb (Su)*
      Prerequisites: Devil Hunter level 6, Blinding Bomb
      Whenever a Devil Hunter with this trick creates a blinding bomb, he can choose to make it a sun bomb instead. When a sun bomb detonates it has the same effects as a blinding bomb and also produces a Daylight effect for 1 round as the spell. Unlike the spell, this effect is the equivalent of natural daylight and does harm creatures that are vulnerable to it. Undead, fungi, molds, oozes, slimes, and creatures to which sunlight is harmful or unnatural take 1d6 damage per class level from a sun bomb. Undead that are harmed by sunlight and that fail their saves against the sun bomb are staggered for 1d4 rounds.
    Other thing I'm thinking of, drawing on his game abilities, is some sort of deflection ability. Like... as long as the Devil Hunter has a whip (Or equivalent weapon) equipped and hasn't moved, he can shield himself from projectiles or magical attacks.

    So something like anything in reach of his whip, ranged attacks passing through it, or spells that would effect that area or targets within that area are taken out as an immediate action.
    That sounds insanely powerful. I'm thinking prerequisites = Devil Hunter level 16, Deflect Arrows, Slayer's Whip, and Devilbinding Lash. And it'll still probably need to have some kind of limitation on spells it "deflects." I'll think about it.
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    Default Re: The Devil Hunter [D&D 3.P, Simon Belmont the Class]

    Looks balanced. Right up to the spell lists, which could probably use some limiting. That much access to spells will almost certainly create munchkinry. As it sits there exists little reason to go Inquisitor since any class shortcomings can be overcome by superior spell access.

    Otherwise, great.

    Capstone could be something like picking 2 domains and gaining their abilities (but not the spells).

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    Default Re: The Devil Hunter [D&D 3.P, Simon Belmont the Class]

    I wonder if there should be a Buffy variant to a class like this.

    Then again, Buffy is more of a race then a class, I'd think. ECL +2 or 3 maybe. (Slayer is more about awesome stat boosts then actual character class.)

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    Default Re: The Devil Hunter [D&D 3.P, Simon Belmont the Class]

    Jesus that was fast. You have no idea how fast that was. Especially for how complete this class is.

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    Default Re: The Devil Hunter [D&D 3.P, Simon Belmont the Class]

    nothing on the line of favoured enemy? Maybe something usable on undeads, aberrations, outsiders (evil, devils and demons), monstrous humanoids..it could be an improved version of monster lore: if the charachter recognize the enemy, he gains a bonus equal to his wisdom modifier on the same skills of favoured enemies and damage rolls, and half his wisdom mod to attack rolls..

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    Default Re: The Devil Hunter [D&D 3.P, Simon Belmont the Class]

    Quote Originally Posted by SassyQuatch View Post
    Looks balanced. Right up to the spell lists, which could probably use some limiting. That much access to spells will almost certainly create munchkinry. As it sits there exists little reason to go Inquisitor since any class shortcomings can be overcome by superior spell access.

    Otherwise, great.
    Well, I probably should include some designer's notes. As written it's for D&D 3.5 games, not Pathfinder ones. I included 3.P in the title because it shouldn't be terribly hard to convert, but there is some work to be done.

    As written this shouldn't really sit at a Pathfinder table. The bombs are slightly more powerful, slightly more versatile than an Alchemist's bombs. Smite Evil deals more damage than a Paladin's, at the cost of lasting for only one attack and not offering the other bonuses. The Devil Hunter makes Rogues look like swaddling babies. The spells are intentionally better than an Inquisitor's.

    Suggested changes: Normalize the bomb and smite features for Pathfinder. Use alchemist and rogue discoveries/talents where appropriate. Scrap Divine Guidance and move Monster Lore to 2nd level. Monster Lore is no longer swift action. From there you could get rid of spells entirely, or make a class spell list up to 4th level spells, starting at 4th level, a la the Paladin. My original class is meant to stand in the company of Alchemists and Summoners and was designed to be intentionally more powerful and versatile than Rogues, Fighters, and Paladins. But as a design goal, that wouldn't fly in Pathfinder.

    Capstone could be something like picking 2 domains and gaining their abilities (but not the spells).
    Maybe. It might be hard to tell, but I was trying to bake a sort of indiana jones or factotum style jack-of-all-trades vibe into the class. After all, the castlevania games are all about assaulting some victorian dungeon/fortress, navigating its depths and puzzles, and overcoming obstacles with more than just brawn and combat prowess. I wanted the capstone to evoke this on a castlevania-inspired level.

    Quote Originally Posted by Angelalex242 View Post
    I wonder if there should be a Buffy variant to a class like this.

    Then again, Buffy is more of a race then a class, I'd think. ECL +2 or 3 maybe. (Slayer is more about awesome stat boosts then actual character class.)
    Indeed. If it helps I am planning a Slayer's Body or some other set of tricks that gives Monk unarmed damage and other such fun.

    Quote Originally Posted by Legendxp View Post
    Jesus that was fast. You have no idea how fast that was. Especially for how complete this class is.
    It was six and a half hours straight of pure inspired design. It was a blast.

    Quote Originally Posted by CinuzIta View Post
    nothing on the line of favoured enemy? Maybe something usable on undeads, aberrations, outsiders (evil, devils and demons), monstrous humanoids..it could be an improved version of monster lore: if the charachter recognize the enemy, he gains a bonus equal to his wisdom modifier on the same skills of favoured enemies and damage rolls, and half his wisdom mod to attack rolls..
    Well, between bomb and smite evil he deals lots of damage already. I was worried it was already pushing the higher levels of acceptable. Favored Enemy wouldn't be out of place as a Slayer Trick though, I suppose. I was also going to throw Dark Knowledge (a la Archivist) in the mix.
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    Default Re: The Devil Hunter [D&D 3.P, Simon Belmont the Class]

    Quote Originally Posted by Ziegander View Post


    Indeed. If it helps I am planning a Slayer's Body or some other set of tricks that gives Monk unarmed damage and other such fun.
    Well, if you figure the stat boosts are about on par with a Half-C or a Half-F, and then replace their spelllikes with free monk stuff (that stacks if they're actually monks, which should be their favored class), it'd get pretty close to Whedon's vision.

    Don't forget the 'only female' part too. Can't make Joss mad. Never ends well. He'll ruin someone's love life.

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    Default Re: The Devil Hunter [D&D 3.P, Simon Belmont the Class]

    Considering ways to make this simultaneously more versatile and less powerful, meanwhile making it apply to even more character types.

    I could call it the Monster Hunter and hedge out most of the divine and anti-evil stuff (or relegate it to Tricks) and give it a spellbook that it must prepare spells from. It would thus lose Smite Evil (by default anyway, it could become a Trick) and the Cleric's superior form of preparing spells, becoming a bit less powerful. To continue, it wouldn't automatically learn any spells as it gained levels, or begin play with any either. It would have spell slots to cast from, but it would have to add spells to its spellbook from other spellbooks, from independent research, or from scrolls. To make it more versatile, it could add spells from any spell list to its spellbook up to 5th level spells. Making it a Monster Hunter, rather than a Devil Hunter, also opens up new avenues for Trick designs. Poison Use doesn't seem so out of place now, along with other more underhanded even dastardly Tricks.

    Thoughts?
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    Default The Monster Hunter [D&D 3.P, Alternate Devil Hunter]

    The Monster Hunter



    Alignment: Any
    Hit Die: 1d8

    {table=head]Level|BAB|Fort|Ref|Will|Special |0lvl|1st|2nd|3rd|4th|5th

    1st|+0|+0|+2|+2|Bomb 1d6, Favored Enemy (1st), Monster Lore, Track|2|—|—|—|—|—

    2nd|+1|+0|+3|+3|AC Bonus, Slayer's Trick|3|0|—|—|—|—

    3rd|+2|+1|+3|+3|Fighter Bonus Feat, Bomb 2d6|3|1|—|—|—|—

    4th|+3|+1|+4|+4|Slayer's Trick|3|2|—|—|—|—

    5th|+3|+1|+4|+4|Bomb 3d6, Favored Enemy (2nd)|3|2|0|—|—|—

    6th|+4|+2|+5|+5|Slayer's Trick|3|3|1|—|—|—

    7th|+5|+2|+5|+5|Bomb 4d6, Open Bonus Feat|3|3|2|—|—|—

    8th|+6/+1|+2|+6|+6|Slayer's Trick|3|3|2|0|—|—

    9th|+6/+1|+3|+6|+6|Bomb 5d6, Favored Enemy (3rd)|3|3|3|1|—|—

    10th|+7/+2|+3|+7|+7|Slayer's Trick|3|3|3|2|—|—

    11th|+8/+3|+3|+7|+7|Bomb 6d6, Fighter Bonus Feat|3|3|3|2|0|—

    12th|+9/+4|+4|+8|+8|Slayer's Trick|3|3|3|3|1|—

    13th|+9/+4|+4|+8|+8|Bomb 7d6, Favored Enemy (4th)|3|3|3|3|2|—

    14th|+10/+5|+4|+9|+9|Slayer's Trick|4|3|3|3|2|0

    15th|+11/+6/+1|+5|+9|+9|Bomb 8d6, Open Bonus Feat|4|4|3|3|3|1

    16th|+12/+7/+2|+5|+10|+10|Slayer's Trick|4|4|4|3|3|2

    17th|+12/+7/+2|+5|+10|+10|Bomb 9d6, Favored Enemy (5th)|4|4|4|4|3|3

    18th|+13/+8/+3|+6|+11|+11|Slayer's Trick|4|4|4|4|4|3

    19th|+14/+9/+4|+6|+11|+11|Bomb 10d6, Fighter Bonus Feat|4|4|4|4|4|4

    20th|+15/+10/+5|+6|+12|+12|Slayer's Trick, Death and Glory|4|4|4|4|4|4
    [/table]

    Class Skills (6 + Int modifier per level): Appraise (Int), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Disable Device (Int), Escape Artist (Dex), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (Any; taken separately) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).

    Weapon and Armor Proficiencies
    A Monster Hunter is proficient with all simple and martial weapons, and with light armor. Monster Hunters are not proficient with shields. A Monster Hunter ignores the arcane spell failure of light armor when casting an arcane spell with a spell slot gained from Monster Hunter class levels.

    Spells
    A Monster Hunter is capable of casting both arcane and divine spells, drawn from the spell lists of any other base class. His alignment may restrict him from casting certain spells opposed to him moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A Monster Hunter must choose and prepare his spells in advance from a spellbook (see below).

    To prepare or cast an arcane spell, the Monster Hunter must have an Intelligence score equal to at least 10 + the spell's level. To prepare or cast a divine spell, the Monster Hunter must have a Wisdom score equal to at least 10 + the spell's level. The Difficulty Class for a saving throw against any Monster Hunter’s spell is 10 + the spell's level + the Monster Hunter’s Charisma modifier.

    Like other spellcasters, a Monster Hunter can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table above. Unlike other spellcasters, he does not receive bonus spells per day for a high ability score.

    A Monster Hunter prepares and casts spells from a spellbook the way a Wizard does, but he does not begin play with any spells known and does not automatically learn any new spells when he gains class levels. He may add spells to his spellbook by deciphering arcane writings or through independent study*. For the purposes of spell completion items, the Monster Hunter's spell list is limited to spells he has added to his spellbook.

    Unlike a Bard or Sorcerer, a Monster Hunter may know any number of spells. He must choose and prepare his spells ahead of time by getting at least 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the Monster Hunter decides which spells to prepare. In order to cast a divine spell with a DF (divine focus) component the Monster Hunter must clearly and firmly display a holy symbol appropriate to the class whose spell list the spell is drawn from.

    *Independent study costs both time and money. Researching an existing spell or creating a new one requires 1d12 hours of study per spell level (1d6 hours for a 0-level spell) and costs 50% more gold pieces than buying a scroll of equal spell level would cost. Yes, this is a houserule. I find it odd and unreasonable that a spellcaster can add new spells to his library without any cost.

    Bomb (Ex): Monster Hunters are capable of mixing various volatile chemicals to create powerful bombs that they can hurl at their enemies. A Monster Hunter can use a number of bombs each day equal to ½ his class level + his Intelligence modifier or +3 (whichever is higher). In order to create a bomb, the Monster Hunter must use a small vial containing an ounce of liquid catalyst—the Monster Hunter can create this liquid catalyst from small amounts of chemicals from an alchemy lab—and combine that with other alchemical agents in a process that requires 1 hour of work (these supplies can be readily refilled in the same manner as a spellcaster’s component pouch). Most Monster Hunters create all of their bombs at the beginning of the day—once created, a Monster Hunter's bomb can be used at any time within the next 24 hours. After that time the bomb becomes harmlessly inert.

    Drawing and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Weapon Focus. On a direct hit, a Monster Hunter’s bomb inflicts 1d6 points of fire damage + additional damage equal to his Intelligence modifier or +3 (whichever is higher). The damage of a Monster Hunter’s bombs increases by 1d6 points at every odd-numbered class level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from a Monster Hunter's bomb is always equal to the bomb’s minimum damage and damages creatures in a 5ft radius (so if the bomb would deal 2d6+3 points of fire damage on a direct hit, its splash damage would be 5 points of fire damage to all creatures within 5ft of the bomb's impact). Those caught in the splash area can attempt a Reflex save for half damage (DC 10 + the Monster Hunter's class level).

    Monster Hunters can create special types of bombs as Slayer's Tricks (see below) as they level up. A Monster Hunter’s bomb can be given to another character to use before it goes inert and requires no special knowledge on the part of the other character.

    Because of his familiarity with the alchemical principles required to create bombs, a Monster Hunter gains 1 free rank in Craft (Alchemy) at 1st level and at every odd level thereafter.

    Favored Enemy (Ex): At 1st level, a Monster Hunter selects a type of creature from among those given on Table: Ranger Favored Enemies. The Monster Hunter gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of the chosen type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.

    At 5th level and every four levels thereafter (9th, 13th, and 17th level), the Monster Hunter may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy he has (including the one just selected, if desired) increases by 2.

    If the Monster Hunter chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the Monster Hunter’s bonuses do not stack; he simply uses whichever bonus is higher.

    Monster Lore (Ex): A Monster Hunter may use any Knowledge skill to identify a creature as a swift action and gains an insight bonus to such skill checks equal to his Wisdom modifier or +3 (whichever is higher).

    Track
    Monster Hunters receive Track as a bonus feat at 1st level.

    AC Bonus (Ex): Starting at 2nd level, a Monster Hunter gains a dodge bonus to his AC equal to his Charisma modifier (or +3, whichever is higher) + ¼ his class level so long as he wears light or no armor, doesn't carry a shield, and carries no more than a medium load.

    Slayer's Trick (Ex/Su): At 2nd level, and then again every 2 levels thereafter, a Monster Hunter comes up with a particularly devious trick to aid him in his pursuit of evil. Unless otherwise noted, a Monster Hunter cannot select an individual trick more than once. Some tricks can only be selected if the Monster Hunter has met certain prerequisites first, such as Monster Hunter levels or other tricks.

    Some tricks modify bombs or attacks against Favored Enemies. Those that are marked with an asterisk (*) do not stack. Only one such trick can be applied to an individual bomb or attack.

    The DC of any saving throw called for by a trick is equal to 10 + the Monster Hunter’s class level.

    Complete List of Tricks
    Spoiler
    Show

    Acid Bomb (Ex)*
    Prerequisites: Monster Hunter level 4
    Whenever a Monster Hunter with this trick creates a bomb, he can choose to have it inflict acid damage. An acid bomb deals its splash damage to objects and structures in the splash area. Creatures that take a direct hit from an acid bomb take an additional 1d6 points of acid damage at the start of your turn for a number of rounds thereafter equal to the number of damage dice the Monster's Hunter's bomb deals. Creatures and objects dealt splash damage suffer 1 point of acid damage during those rounds as well.

    Banemagic (Su)
    Prerequisite: Monster Hunter level 4
    Whenever a Monster Hunter with this trick deals damage to a Favored Enemy with a spell he casts that creature suffers 2d6 additional damage.
    • Improved Banemagic (Su)
      Prerequisites: Monster Hunter level 10, Banemagic
      The Monster Hunter's Banemagic trick deals 4d6 additional damage rather than 2d6.

    • Greater Banemagic (Su)
      Prerequisites: Monster Hunter level 16, Banemagic, Improved Banemagic
      The Monster Hunter's Banemagic trick deals 6d6 additional damage rather than 2d6.

    Befuddling Assault (Ex)*
    Whenever a Monster Hunter with this trick any creature with a bomb or hits a Favored Enemy with any weapon, the struck creature takes a –2 penalty on attack rolls for 1d4 rounds.

    Big Blast (Ex)
    The splash area of bombs made by a Monster Hunter with this trick is doubled. A Monster Hunter may take this trick multiple times.
    • Explosive Blast
      Prerequisites: Big Blast
      Whenever a Monster Hunter with this trick hits a creature with a bomb that creature must make a Reflex save. If the struck creature's save fails it, and each creature in the bomb's splash area whose Reflex saves failed, is pushed to the furthest edge of the splash area and knocked prone. Treat the saving throws of creatures in the bomb's splash area as 4 higher for the purposes of resisting this effect (but not to halve the damage)

    Blinding Bomb (Ex)*
    Prerequisites: Monster Hunter level 4
    Whenever a Monster Hunter with this trick creates a bomb, he can choose for it to detonate very brightly. Creatures that take a direct hit from a blinding bomb are blinded for 1 round per two class levels unless they succeed at a Fortitude save. Creatures in the splash area must make the same save but with a +4 bonus to avoid being blinded for 1 round.
    • Sun Bomb (Su)*
      Prerequisites: Monster Hunter level 6, Blinding Bomb
      Whenever a Monster Hunter with this trick creates a blinding bomb, he can choose to make it a sun bomb instead. When a sun bomb detonates it has the same effects as a blinding bomb and also produces a Daylight effect for 1 round as the spell. Unlike the spell, this effect is the equivalent of natural daylight and does harm creatures that are vulnerable to it. Undead, fungi, molds, oozes, slimes, and creatures to which sunlight is harmful or unnatural take 1d6 damage per class level from a sun bomb. Undead that are harmed by sunlight and that fail their saves against the sun bomb are staggered for 1d4 rounds.

    Camouflage (Ex)
    A Monster Hunter that selects this trick can use the Hide skill in one of the following terrain types, even if the terrain doesn’t grant cover or concealment: Aquatic, Desert, Forest, Hills, Marsh, Mountains, Plains, Underground, or Urban. While in the chosen terrain, when he does use cover and/or concealment he gains a bonus to his Hide check equal to ½ his class level.

    Monster Hunters may select this trick more than once. Each time a Monster Hunter selects this trick he chooses one of the above terrain types.
    • Hide in Plain Sight (Ex)
      Prerequisites: Monster Hunter level 8, Camouflage
      A Monster Hunter that selects this trick can use the Hide skill in his chosen terrain(s), even while being directly observed.

    Canny Observer (Ex)
    A Monster Hunter that selects this trick gains the Trapfinding class feature as a Rogue of his class level. Furthermore, when using the Search skill to find hidden objects (such as doors or traps) he gains a bonus to his check equal to ½ his class level and is entitled to a Search check to notice a a hidden object whenever he passes within 10ft of it as if he were actively looking for it (the DM typically makes this check in secret).

    Concussive Bomb (Ex)*
    Prerequisites: Monster Hunter level 8
    When a Monster Hunter with this trick creates a bomb, he can choose to have it inflict sonic damage. A concussive bomb deals splash damage to objects and structures in its splash area as well as to creatures. Creatures that take a direct hit from a concussive bomb are permanently deafened unless they succeed at a Fortitude save. Creatures dealt splash damage by the bomb must make the same save but with a +4 bonus to avoid being deafened for 1 minute.

    Confusion Bomb (Ex)*
    Prerequisites: Monster Hunter level 8
    When a Monster Hunter with this trick creates a bomb, he can choose to make it a confusion bomb which deals non-lethal damage. A creature that takes a direct hit from a confusion bomb must succeed at a Will save to avoid becoming confused for 1 round per class level. Any creature dealt splash damage by the bomb must make the same save but with a +4 bonus to avoid being confused for 1d4 rounds.

    Craft Lore (Ex)
    A Monster Hunter that selects this trick gains his choice between the Craft Magic Arms and Armor feat or the Craft Wondrous Item feat as a bonus feat even if he does not meet the prerequisites, and can produce alchemical or magical items and equipment as a spellcaster with an Effective Caster Level equal to his ranks in any relevant Craft skill (examples given below). He may craft any magic item in this way without the need for spells whose level is no greater than ½ his class level.

    EXAMPLES
    Spoiler
    Show
    Craft (Armorsmithing) - Covers armors and shields as well as bracers, gauntlets, greaves, helmets, and other similar items.

    Craft (Bowmaking) - Covers longbows, shortbows, crossbows, arrows, bolts, and other related or similar items.

    Craft (Haberdashery) - Covers all cloth and leather articles of clothing such as boots, cloaks, gloves, pants, and shirts, as well as other related or similar items.

    Craft (Metalwork) - Covers metal jewelry such as amulets, bracelets, or rings, and other simple metal tools and goods like spades or manacles and bells or chimes.

    Craft (Weaponsmithing) - Covers melee or thrown weapons.


    Deadly Strike (Ex):
    When a Monster Hunter with this trick makes a melee attack against one of his Favored Enemies, he may inflict grievous wounds a number of times per day equal to ½ his class level + his Charisma modifier. His attack gains a +3 bonus to hit, and if it is successful, it deals double damage.

    To use deadly strike, the Monster Hunter must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A Monster Hunter cannot use deadly strike against a creature with concealment or against the limbs of a creature whose vitals are beyond reach.
    • Crushing Blow (Ex)
      Prerequisite: Monster Hunter level 12, Deadly Strike
      A Monster Hunter with this trick deals triple damage with a successful deadly strike.

    Cunning Trigger (Ex)
    A Monster Hunter that selects this trick can use a swift action to set off any trap within 30 feet that either he safely bypassed or constructed himself.

    Delayed Blast Bomb (Ex)
    Prerequisite: Monster Hunter level 8
    When a Monster Hunter with this trick creates a bomb, he can choose to make it a delayed blast bomb so that after he ceases contact with the bomb it explodes sometime thereafter. Only the Monster Hunter himself may place a delayed blast bomb in this manner. This delay can be any length of time up to 24 hours designated by the Monster Hunter. If at any point the Monster Hunter reclaims possession of the delayed blast bomb, he can end the timer and prevent the bomb’s detonation.

    A delayed blast bomb detonates immediately if any other creature attempts to touch or move it, or if the bomb’s contents are removed from the vial through some other means (such as if the vial breaks). The bomb deals damage as if it scored a direct hit to any creatures in the square with the bomb when it detonates, and splash damage as normal.

    Dispel magic can neutralize a delayed blast bomb, as can a successful Disable Device check (DC equals 10 + the Monster Hunter’s level + the Monster Hunter’s Intelligence modifier). Even though such a check requires contact with the bomb, it does not detonate unless the check fails.

    Distracting Assault (Ex)*
    Whenever a Monster Hunter with this trick any creature with a bomb or hits a Favored Enemy with any weapon, the struck creature becomes flat-footed until the end of the Monster Hunter's next turn.

    Double Bomb (Ex)
    Prerequisite: Monster Hunter level 8
    As a full-round action, a Monster Hunter with this trick may throw two bombs either at the same target or in different directions. His first bomb is thrown at his highest base attack bonus, but his second is thrown at a -5 penalty.
    • Triple Bomb (Ex)
      Prerequisite: Monster Hunter level 16, Double Bomb
      As a full-round action, a Monster Hunter with this trick may throw up to three bombs either at the same target or in different directions. His first bomb is thrown at his highest base attack bonus, his second is thrown at a -5 penalty, and his third is thrown at a -10 penalty.

    Element of Surprise (Ex)
    During the surprise round and the first round of combat, opponents are always considered flat-footed to a Monster Hunter with this trick, even if they have already acted.

    Esoteric Scholar (Ex)
    A Monster Hunter that selects this trick may use ½ his class level in place of his skill ranks in any Knowledge skill and may makes checks with Knowledge skills untrained. He gains a bonus to Knowledge skills he has at least 5 ranks in equal to ½ his class level.

    Evasion (Ex)
    A Monster Hunter that selects this trick gains the Evasion special ability (see Rogue class).
    • Improved Evasion (Ex)
      Prerequisites: Monster Hunter level 8, Evasion
      A Monster Hunter that selects this trick gains the Improved Evasion special ability (see Rogue class).

    Expert Climber (Ex)
    A Monster Hunter that selects this trick may climb at half his speed without penalty or at his full speed at a -10 penalty, and gains a bonus to Climb checks equal to ½ his class level. When a Monster Hunter with this trick fails a Climb check by 5 or more, he can immediately make another check at the surface’s base DC +10. If successful, he stops the fall by clinging onto the surface. He does not take falling damage when he stops his fall in this manner.

    Expert Leaper (Ex)
    When making jump checks, a Monster Hunter with this trick is always considered to have a running start. Also, when he falls, a Tumble check against the distance of the fall allows him to avoid all fall damage, even from a height greater than 10ft. The Monster Hunter also gains a bonus to Jump checks and to Tumble checks made to avoid fall damage equal to ½ his class level.

    Expert Locksmith (Ex)
    A Monster Hunter that selects this trick gains a bonus to Craft (Locksmith) and Open Lock checks equal to ½ his class level. The Open Lock DC for opening any lock he makes increases by the same amount. Further, he may open locks as a standard action and can voluntarily increase the check DC by 10 to do so as a swift action.

    Explosive Missile (Ex)
    Prerequisite: Monster Hunter level 4
    When a Monster Hunter with this trick creates a bomb, he may choose instead to create a single explosive arrow, crossbow bolt, or one-handed firearm bullet. He must be proficient with the weapon that fires this ammunition in order to accomplish this. When the explosive ammunition hits its target, it deals damage normally and detonates as if the Monster Hunter had thrown a bomb at the target. If the explosive ammunition misses, it continues on its trajectory and detonates upon the nearest obstacle (it automatically misses any other creatures in its path) dealing splash damage if appropriate.

    Finesse Hunter (Ex)
    A Monster Hunter that selects this trick gains Weapon Finesse as a bonus feat. His Weapon Finesse feat applies to all finesseable weapons. He may use his Dexterity modifier in place of his Strength modifier on damage rolls when he wields a finesseable weapon.

    Firearms Training (Ex)
    A Monster Hunter that selects this trick gains proficiency with all firearms and the Gunsmithing feat as a bonus feat.

    Frost Bomb (Ex)*
    When a Monster Hunter with this trick creates a bomb, he can choose to have it inflict cold damage. A creature that takes a direct hit from a frost bomb has its speed reduced to 0ft on its next turn unless it succeeds on a Fortitude save. Each creature dealt splash damage from the bomb makes the same save but with a +4 bonus to avoid having its speed reduced by ½ on its next turn.

    Hit & Run Tactics (Ex)
    Prerequisite: Monster Hunter level 6
    After a successful hit with a bomb or against a Favored Enemy, a Monster Hunter with this trick can spend an immediate action to move up to his speed. This movement does not provoke attacks of opportunity.
    • The Better Part of Valor (Ex)
      Prerequisites: Hit & Run Tactics, Monster Hunter level 12
      A Monster Hunter with this trick may spend an immediate action to move up to his speed at any time. This movement does not provoke attacks of opportunity.

    Holy Circle (Su)
    Prerequisite: Opportunistic Piety
    A Monster Hunter that selects this trick may expend one daily use of opportunistic piety and display a holy symbol to deal radiant damage to all foes within 30ft of him. Undead and evil outsiders are dealt 1d6 damage plus an additional 1d6 damage per odd class level. Other non-good creatures are dealt half that amount. A successful Will save halves the damage (reducing it to ¼ for a non-good creature). Good-aligned creatures are not dealt damage by this trick.

    Holy Hand Grenade (Su)
    Prerequisite: Opportunistic Piety
    A Monster Hunter that selects this trick may expend one daily use of opportunistic piety and display a holy symbol when he throws a bomb. If he does, he gains a sacred bonus to the attack roll equal to +4 or his Charisma modifier (whichever is higher), and the damage dealt by the bomb increases to d8s and becomes holy fire that deals 1.5 × damage against undead or evil outsiders or half damage against creatures normally immune to fire damage. A Holy Hand Grenade deals no damage to good-aligned creatures and only half damage to non-evil creatures.

    Immolation Bomb (Ex)*
    When a Monster Hunter with this trick creates a bomb, he can choose to make it an immolation bomb. When an immolation bomb detonates its splash area and any creature directly hit by it catch fire. Creatures that end their turns in the burning area or that were directly hit by the immolation bomb suffer 1d6 fire damage each turn until the fire goes out naturally (after a number of rounds equal to the number of damage dice the Monster Hunter's bomb deals) or until the fires are put out.
    • Inferno Bomb (Ex)
      Prerequisites: Monster Hunter level 16, Immolation Bomb
      A Monster Hunter that selects this trick deals devastating fire damage with his immolation bombs. The damage dealt each round by his immolation bomb increases to half the damage dice his bomb normally deals (so an 8d6 immolation bomb deals 4d6 fire damage per round to creatures who end that turns in the burning area or who were directly hit by the bomb). The save DC to avoid catching fire increases to 10 + the Monster Hunter’s level, and a creature that has caught on fire in this way cannot extinguish the fire by immersing himself in water. Likewise, rolling on the ground or smothering the fire with cloaks provides the character no bonus to his save to put the fire out.

    Interfering Assault (Ex)*
    Whenever a Monster Hunter with this trick any creature with a bomb or hits a Favored Enemy with any weapon, the struck creature cannot make attacks of opportunity for 1 round.

    Master Trapsmith (Ex)
    A Monster Hunter that selects this trick may use the Craft (Trapmaking) skill to make traps much faster than normal, using the item’s gp value as its sp value when determining his progress. Furthermore, he gains a bonus to Craft (Trapmaking) and Disable Device checks equal to ½ his class level.

    Nimble Steps (Ex)
    A Monster Hunter that selects this trick does not trigger pressure plates and may move at his full speed across narrow surfaces or through non-magical areas of difficult terrain. He gains a bonus to Balance checks made to move across narrow surfaces, and to Tumble checks made to move through obstructed or otherwise treacherous surfaces, equal to ½ his class level.

    Nobody's Fool (Ex)
    A Monster Hunter that selects this trick gains a bonus to all Sense Motive checks equal to ½ his class level. A number of times per day equal 1 + his Wisdom modifier (minimum 1/day), the Monster Hunter may treat the roll of any Sense Motive check as a natural 20. He must choose to use this trick before making the Sense Motive check.

    Opportunistic Piety(Su)
    A Monster Hunter that selects this trick may display a holy symbol as a standard action to Turn Undead as a Cleric of his class level. He may do this a number of times each day equal to 3 + his Charisma modifier.

    Pragmatism (Ex)
    Prerequisite: Deadly Strike
    A Monster Hunter that selects this trick may expend a daily use of deadly strike as a free action to gain the Sneak Attack ability for 1 round as a Rogue of half his level.

    Punishing Assault (Ex)
    A Monster Hunter that selects this trick may reroll any 1s he rolls for damage when attacking with a bomb or deadly strike.

    Quick Time (Su)
    Prerequisites: Monster Hunter level 8
    A Monster Hunter with this trick may sacrifice a spell slot of 3rd level or higher and display a gold pocket watch (worth at least 500gp) as a standard action to bless all allies within 30ft (himself included) with a Haste effect as the spell.

    Resilient Hunter (Ex)
    Once per day per point of his Constitution modifier (minimum 1/day), a Monster Hunter with this trick can gain a number of temporary hit points equal to the his class level. Activating this ability is an immediate action that can only be performed when he is brought to 0 hit points or below. This ability can be used to prevent him from dying. These temporary hit points last for 1 minute. If the Monster Hunter's hit points drop below 0 due to the loss of these temporary hit points, he falls unconscious and is dying as normal.

    Shock Bomb (Ex)*
    When a Monster Hunter with this trick creates a bomb, he can choose to have it deal electricity damage. Creatures that take a direct hit from a shock bomb are entangled for 1d4 rounds unless they succeed on a Fortitude save. Each creature dealt splash damage from the bomb makes the same save but with a +4 bonus to avoid being entangled on its next turn.

    Slayer's Axe (Ex)
    Prerequisite: Weapon Focus (Throwing Axe)
    A Monster Hunter that selects this trick may throw a throwing axe at a range of 20ft rather than 10ft, and ignores an amount of damage reduction with throwing axe attacks equal to his class level. When he makes a successful throwing axe attack, it returns to his hand immediately afterward, in time for him to make further attacks with it in the round if he is entitled to.
    • Blessed Boomerang (Su)
      Prerequisites: Monster Hunter level 8, Opportunistic Piety, Slayer's Axe
      A Monster Hunter that selects this trick may expend a daily use of opportunistic piety and display a holy symbol whenever he makes a throwing axe attack. If he does, he makes an attack against all creatures in a 40ft line. For this attack he rolls a single ranged attack roll with a sacred bonus equal to +3 or his Charisma modifier (whichever is higher) against the AC of each creature in the line. Any creature struck suffers 1d6 extra damage plus 1d6 additional damage per four Monster Hunter levels beyond 1st and are Dazed for 1 round should they fail a Will save.

    Slayer's Fangs (Ex)
    Prerequisite: Two-Weapon Fighting
    A Monster Hunter that selects this trick may fight with a longsword in his main hand and a shortsword in his off-hand at no penalty, and may make an attack with both as a standard action, as an attack of opportunity, or at the end of a charge. He adds his full strength modifier to damage with his off-hand when equipped in this way.
    • Red Cross (Ex)
      Prerequisites: Monster Hunter level 8, Deadly Strike, Slayer's Fangs
      A Monster Hunter that selects this trick may make a deadly strike with both his longsword and his shortsword at the cost of one daily use whenever he attacks with both weapons in the same action.

    Slayer's Dagger (Ex)
    Prerequisite: Weapon Focus (Dagger)
    A Monster Hunter that selects this trick may throw a dagger at a range of 30ft rather than 10ft, and may make extra attacks with thrown daggers per round. When he throws a dagger as a standard action he may instead elect to throw two, making two attacks at his highest attack bonus but at a -2 penalty to both. When he uses the full-attack action to throw daggers he may instead elect to throw whatever number of daggers he could normally throw with a full-attack plus two more. If he does, all of the attacks in that full-attack suffer a -4 penalty.
    • Storm of Steel (Su)
      Prerequisites: Monster Hunter level 8, Opportunistic Piety, Slayer's Dagger
      A Monster Hunter that selects this trick may expend a daily use of opportunistic piety and display a holy symbol to hurl a storm of daggers at his foes as a full-round action. Enemy creatures within a 60ft cone are dealt 1d6 damage per odd class level (Reflex halves). Although divine magic conjures most of this storm, the Monster Hunter must actually hurl a number of physical daggers equal to the number of creatures caught in the cone to use this trick. Those daggers are destroyed by this trick's use.

    Slayer's Whip (Ex)
    Prerequisite: Weapon Focus (Whip)
    A Monster Hunter that selects this trick may deal lethal or nonlethal damage with a whip as he chooses at no penalty to attack rolls, and threatens all squares within his reach. In addition, he deals damage to armored creatures normally, and does not provoke attacks of opportunity when attacking with a whip. Finally he deals additional damage with a whip as he gains levels as shown in the table below.

    {table=head]Class Level|Whip Damage
    3rd|
    1d4

    4th–7th|
    1d6

    8th–11th|
    1d8

    12th–15th|
    1d10

    16th–20th|
    2d6
    [/table]
    • Fiendbinding Lash
      Prerequisites: Monster Hunter level 8, Opportunistic Piety, Slayer's Whip
      A Monster Hunter that selects this trick may expend a daily use of opportunistic piety and display a holy symbol whenever he makes a whip attack. If he does, he gains a bonus to his attack roll equal to his Charisma modifier or +3 (whichever is higher), his attack becomes a Force effect, and on a successful hit, the struck creature is subject to a Dimensional Anchor effect as the spell. If this attack hits an evil creature it deals 1d6 extra damage plus an additional 1d6 damage per two levels beyond 1st.

    Slow Time (Su)
    Prerequisites: Monster Hunter level 8
    A Monster Hunter with this trick may sacrifice a spell slot of 3rd level or higher and display a gold pocket watch (worth at least 500gp) as a standard action to afflict all enemies within 30ft with a Slow effect as the spell. A successful Will save negates this effect.

    Smoke Bomb (Ex)*
    When a Monster Hunter with this trick creates a bomb, he can choose to have it create a cloud of thick smoke when it detonates. The cloud functions as the Fog Cloud spell, filling an area equal to twice the smoke bomb’s splash area for 1 round per class level.

    Swift Hunter (Ex)
    A Monster Hunter that selects this trick may move up to his speed when using moving silently or when using the survival skill to follow tracks and suffers only a -10 penalty to those skills for moving up to twice his speed. The Monster Hunter also gains a bonus to Move Silently and to Survival checks made to follow tracks equal to ½ his class level.

    Time Stop (Su)
    Prerequisites: Monster Hunter level 18, Quick Time, Slow Time
    A Monster Hunter with this trick may sacrifice a 1st level spell slot, a 2nd level spell slot, a 3rd level spell slot, a 4th level spell slot, and a 5th level spell slot and display a gold pocket watch (worth at least 5000gp) as a standard action to produce a Time Stop effect as the spell. Unlike the spell, when a Monster Hunter uses this trick, other creatures are not invulnerable to his attacks, spells, or other abilities.

    Versatile Hunter (Ex)
    Prerequisites: Monster Hunter level 6
    A Monster Hunter that selects this trick may choose new Favored Enemies once each day.

    Weapon Training (Ex)
    A Monster Hunter that selects this trick gains proficiency with all weapons from a chosen weapon group and a +1 bonus to attack and damage rolls when attacking with those weapons.

    A Monster Hunter may choose this trick multiple times. Each time he does he chooses a new weapon group and the bonus provided to attack and damage rolls with any other weapon groups chosen this way increases by +1.


    Fighter Bonus Feats
    At 3rd, 11th, and 19th levels a Monster Hunter gains any bonus feat chosen from the Fighter's list of bonus feats that he meets the prerequisites of. Given 1d4 hours of practice, a Monster Hunter may lose any feat he has gained in this way to gain a new Fighter bonus feat in its place. He may not lose a feat in this way that serves as a prerequisite for another feat or class he possesses.

    Open Bonus Feats
    At 7th and 15th levels a Monster Hunter gains any bonus feat of his choice that he meets the prerequisites of. Given 1d8 hours of practice, a Monster Hunter may lose any feat he has gained in this way to gain a new bonus feat of his choice in its place. He may not lose a feat in this way that serves as a prerequisite for another feat or class he possesses.

    Death and Glory (Ex): A 20th level Monster Hunter becomes immune to fear, fatigue, exhaustion and sleep effects and cannot become unconscious, either due to hit point loss or any other reason. Allies within 10ft of the Monster Hunter gain a +4 bonus to saving throws against any such effects.

    If he does not already have it, he gains the Diehard feat. If he already has it, he remains alive at negative hit points equal to his Constitution score + 10.

    Furthermore, whenever the Monster Hunter slays (or destroys) a Favored Enemy with 20 or more HD he may take a trophy. A Monster Hunter in possession of such a trophy gains a +10 bonus to all Bluff, Diplomacy, Intimidate, and Perform checks he makes for 1d8-1 days (a result of 0 counts as 8 hours).
    Last edited by Ziegander; 2013-10-25 at 07:59 AM.
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  20. - Top - End - #20
    Firbolg in the Playground
     
    EdroGrimshell's Avatar

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    Default Re: The Devil Hunter [D&D 3.P, Simon Belmont the Class]

    Quote Originally Posted by EdroGrimshell View Post
    Wow, could you do Hector from Curse of Darkness?
    He's a devil forgemaster that formerly served Dracula, he has the ability to create and empower Innocent Devils of the Fairy (the healing method), Battle (golems and living armor that battle alongside him), Bird (gives gliding and flight as well as some offense), Mage (various spells and minor combat abilities), Devil (unusual powers including teleportation), and Pumpkin (a joke one that is quite good for combat)

    Decent combat skills, crafts his own weapons, and summons devils for various purposes making him an entirely different class from Belmont.
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    Quote Originally Posted by GFawkes View Post
    You didn't poke fate with a stick. You set fate on fire, then whacked it with a 2x4 several times.
    Quote Originally Posted by blackwind1kaze View Post
    good thing they did body attribute instead of Physical attribute, otherwise the stats would look like:

    P. hysical
    M. ind
    S. pirit

    XD

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  21. - Top - End - #21
    Orc in the Playground
     
    ClericGuy

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    Default Re: The Devil Hunter [D&D 3.P, Simon Belmont the Class]

    for the devil hunter's capstone, what about some immunities to negative energy, ability drain, energy drain? Maybe add in some fast healing/damage reduction and an "enemies bane" property to weapons he wields, or maybe auto-crit!:)

    Edit - If you're worried about the class dealing too many damages between bombs and smite, you can easily nerf bombs by decreasing their damage to d4:)

    Edit2 - do you mind if I include the slayer's trick that increases whips' damage in my "whip 'em to death" thread (it's an overhaul on whips, wich contains new weapons, acf, feats etc)?
    Last edited by CinuzIta; 2013-10-24 at 09:53 AM.

  22. - Top - End - #22
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    SwashbucklerGuy

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    Default Re: The Devil Hunter [D&D 3.P, Simon Belmont the Class]

    Quote Originally Posted by EdroGrimshell View Post
    Wow, could you do Hector from Curse of Darkness?
    Artificer gish??
    "Bender knows love, and love doesn't share itself with the world. Love is suspicious, love is needy. Love is fearful, love is greedy. My friends, there is no great love without great jealousy!"- Bender Bending Rodriguez

  23. - Top - End - #23
    Troll in the Playground
     
    Ziegander's Avatar

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    Default Re: The Devil Hunter [D&D 3.P, Simon Belmont the Class]

    Quote Originally Posted by EdroGrimshell View Post
    He's a devil forgemaster that formerly served Dracula, he has the ability to create and empower Innocent Devils of the Fairy (the healing method), Battle (golems and living armor that battle alongside him), Bird (gives gliding and flight as well as some offense), Mage (various spells and minor combat abilities), Devil (unusual powers including teleportation), and Pumpkin (a joke one that is quite good for combat)

    Decent combat skills, crafts his own weapons, and summons devils for various purposes making him an entirely different class from Belmont.
    So that sounds like some kind of fighter-version of a malconvoker. I know people thought Simon was too narrow to base class on, but I got bigger than just Simon. But summoning unique devils for a variety of purposes sounds like a PrC to me.

    Quote Originally Posted by CinuzIta View Post
    for the devil hunter's capstone, what about some immunities to negative energy, ability drain, energy drain? Maybe add in some fast healing/damage reduction and an "enemies bane" property to weapons he wields, or maybe auto-crit!:)
    Still doesn't have that jack-of-all-trades feel I want, but again, not a bad suggestion. The feel I'm trying to get from this class (and more so from the Monster Hunter edition) is that of a more aggressive, offensive-focused Factotum.

    Edit - If you're worried about the class dealing too many damages between bombs and smite, you can easily nerf bombs by decreasing their damage to d4:)
    Nah, I'm not worried about it.

    Edit2 - do you mind if I include the slayer's trick that increases whips' damage in my "whip 'em to death" thread (it's an overhaul on whips, wich contains new weapons, acf, feats etc)?
    Not at all. I originally borrowed it with permission from Grod the Giant, so no worries.
    Last edited by Ziegander; 2013-10-24 at 02:59 PM.
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  24. - Top - End - #24
    Pixie in the Playground
     
    DruidGuy

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    Default Re: The Monster Hunter [D&D 3.P, Simon Belmont the Class v.2.0]

    Dude,took you no time at all.
    I like it alot.
    Could you potentially do a grappler like King from the Tekken series of games?

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