Vicious Hunter (5e Subclass)

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Vicious Hunter

A vicious hunter is a hunter who likes to pursue his foe and traps it to make it suffer or to capture it and redeem a price as a Bounty Hunter would do. But at the end, he's still a hunter.

Making a Vicious Hunter

<-Strong points and weak points, and effectiveness with party members.->.

Abilities: Wis and Int are most important stat for a Vicious Hunter. His Wisdom allow him to chase his target without difficulty and his Intelligence determines how complex and strong are his traps. Constitution can be good too due to his low hit die of d6.

Races: Human race is the most favored for this class.

Alignment: Any.

Starting Gold: 5d6×10 gp.

Starting Age: "As rogue",

Table: The Vicious Hunter

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +0 +2 +2 Skill Focus(Craft: Trapmaking), Track, Trapfinding, Trap Sense +1
2nd +1 +0 +3 +3 Favored Prey, Skill Focus(Survival)
3rd +2 +1 +3 +3
4th +3 +1 +4 +4 Vicious Trap
5th +3 +1 +4 +4 Trap Sense +2
6th +4 +2 +5 +5 2nd Favored Prey
7th +5 +2 +5 +5
8th +6/+1 +2 +6 +6 Bonus Feat
9th +6/+1 +3 +6 +6
10th +7/+2 +3 +7 +7 3rd Favored Prey, Swift Tracker, Trap Sense +3
11th +8/+3 +3 +7 +7
12th +9/+4 +4 +8 +8 Vicious Trap, Greater
13th +9/+4 +4 +8 +8
14th +10/+5 +4 +9 +9 4th Favored Prey
15th +11/+6/+1 +5 +9 +9 Trap Sense +4
16th +12/+7/+2 +5 +10 +10 Bonus Feat
17th +12/+7/+2 +5 +10 +10
18th +13/+8/+3 +6 +11 +11 5th Favored Prey
19th +14/+9/+4 +6 +11 +11
20th +15/+10/+5 +6 +12 +12 Trap Sense +5

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Climb(Str), Craft(Int), Heal(Wis), Hide(Dex), Jump(Str), Knowledge dungeoneering, geography & nature(Int), Listen(Wis), Move Silently(Dex), Profession(Wis), Ride(Dex), Search(Int), Spot(Wis), Survival(Wis), Swim(Str), Use Rope(Dex) .

Class Features

<-fluff about class features->. All of the following are class features of the Vicious Hunter.


Skill Focus: The vicious hunter gains a +3 bonus on Craft(Trapmaking) skill check. At 2nd level, he gets +3 bonus on Survival check.


Track:

Benefit

To find tracks or to follow them for 1 mile requires a successful Survival check. You must make another Survival check every time the tracks become difficult to follow.

You move at half your normal speed (or at your normal speed with a –5 penalty on the check, or at up to twice your normal speed with a –20 penalty on the check). The DC depends on the surface and the prevailing conditions, as given on the table below:

Surface Survival DC
Very soft ground 5
Firm ground 15
Soft ground 10
Hard ground 20

Very Soft Ground

Any surface (fresh snow, thick dust, wet mud) that holds deep, clear impressions of footprints.

Soft Ground

Any surface soft enough to yield to pressure, but firmer than wet mud or fresh snow, in which a creature leaves frequent but shallow footprints.

Firm Ground

Most normal outdoor surfaces (such as lawns, fields, woods, and the like) or exceptionally soft or dirty indoor surfaces (thick rugs and very dirty or dusty floors). The creature might leave some traces (broken branches or tufts of hair), but it leaves only occasional or partial footprints.

Hard Ground

Any surface that doesn’t hold footprints at all, such as bare rock or an indoor floor. Most streambeds fall into this category, since any footprints left behind are obscured or washed away. The creature leaves only traces (scuff marks or displaced pebbles).

Several modifiers may apply to the Survival check, as given on the table below.

Condition Survival
DC Modifier
Every three creatures in the group being tracked –1
Size of creature or creatures being tracked:1
Fine +8
Diminutive +4
Tiny +2
Small +1
Medium +0
Large –1
Huge –2
Gargantuan –4
Colossal –8
Every 24 hours since the trail was made +1
Every hour of rain since the trail was made +1
Fresh snow cover since the trail was made +10
Poor visibility:2
Overcast or moonless night +6
Moonlight +3
Fog or precipitation +3
Tracked party hides trail (and moves at half speed) +5
  1. For a group of mixed sizes, apply only the modifier for the largest size category.
  2. Apply only the largest modifier from this category.

If you fail a Survival check, you can retry after 1 hour (outdoors) or 10 minutes (indoors) of searching.

Normal

Without this feat, you can use the Survival skill to find tracks, but you can follow them only if the DC for the task is 10 or lower. Alternatively, you can use the Search skill to find a footprint or similar sign of a creature’s passage using the DCs given above, but you can’t use Search to follow tracks, even if someone else has already found them.


Trapfinding: Vicious Hunters can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell use to create it.

Vicious Hunters can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of spell use to create it.

A vicious hunter who beats a trap's DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it(party members too) without disarming it.


Trap Sense: At 1st level, a vicious hunter gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses increases by +1 when the vicious hunter reaches 5th level and every 5 level after.

Trap sense bonuses gained from multiple classes stack.


Favored Prey: Starting at level 2, a vicious hunter has a prey who likes to chase more than others. The vicious hunter gets +4 on Survival & Spot check to track his favored prey. Likewise, he gets a +2 on weapon damage rolls against such creature. At level 6 and at every 4 level after, you gain one extra favored prey and the damage bonus increase by 2. The vicious hunter may select his prey in the Table: Vicious Hunter Favored Prey(see below).


Table: Vicious Hunter Favored Prey
Type (Subtype) Type (Subtype)
Aberration Humanoid (reptilian)
Animal Magical beast
Construct Monstrous humanoid
Dragon Ooze
Elemental Outsider (air)
Fey Outsider (chaotic)
Giant Outsider (earth)
Humanoid (aquatic) Outsider (evil)
Humanoid (dwarf) Outsider (fire)
Humanoid (elf) Outsider (good)
Humanoid (goblinoid) Outsider (lawful)
Humanoid (gnoll) Outsider (native)
Humanoid (gnome) Outsider (water)
Humanoid (halfling) Plant
Humanoid (human) Undead
Humanoid (orc) Vermin


Vicious Trap: Starting at level 4th, a vicious hunter improved his traps by adding some properties(see list below).

Normal: You can only add one property by trap.

-Well hidden: Your trap his more difficilt to find. The DC related to locate your trap is increase by 2.

-More complex: Your trap is more difficult to disable. The DC related to disable your trap is increase by 2.

-Strong: Your trap is more strong. Your trap deals an extra 10 points of damage. (Player Tip): You cannot use this property on trap who does not deal damage.

-Fast trigger: Your trap is more sensitive and trigger faster than normal. The DC related to evade your trap is increase by 2.

-Expansion: Your trap has a greater area effect. Your trap range area effect is increase by 10 feet. (Player Tip): You cannot use this property if your trap range area effect is 5 feet or lower.


Bonus Feat: A vicious hunter gains a bonus feat. at level 8th and every 8 level after.


Swift Tracker: Beginning at 10th level, a vicious hunter can move at his normal speed while following tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.


Vicious Trap, Greater: At level 12th, the vicious hunter vicious trap properties are improved. All the numeric effect of the vicious trap properties are doubled.


Weapon and Armor Proficiency: Vicious Hunters are proficient with sample weapons, martial weapons, light armors, medium armors and light shields.

Ex-Vicious Hunters

If a vicious hunter violates the chaotic alignement, they lost the benefit of the Vicious Trap ability & Vicious Trap, Greater ability.

Epic Vicious Hunter

Table: The Epic Vicious Hunter

Hit Die: d6

Level Special
21st
22nd 6th Favored Prey
23rd
24th Bonus Feat, Epic
25th Trap Sense +6
26th 7th Favored Prey
27th
28th
29th
30th 8th(last) Favored Prey, Trap Sense +7

6 + Int modifier skill points per level.


Bonus Feat, Epic: The epic vicious hunter gains a bonus feat or an epic bonus feat(if he has the perquisite for) at level 24th and every 8 levels after.

Human Vicious Hunter Starting Package

Weapons: Longbow (1d8, 20/x3, 100 ft., piercing).

Skill Selection: Pick a number of skills equal to 7 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbreviated key ability-> <-armor check penalty based on starting armor. If inapplicable put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbreviated key ability-> <-armor check penalty based on starting armor. If inapplicable put "—"->

<-copy and paste the rows as necessary.->

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.

Campaign Information

Playing a <-class name->

Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.

Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.

Combat: <-Typical role in combat->.

Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.

Vicious Hunters in the World

Find ya & Got ya.. in 5, 4, 3...
—Zork, Human Vicious Hunter

Vicious Hunters fit in a wolrd where nature is all around the concept of the stories such as an expedition in a undiscovered jungle.

Daily Life: Vicious Hunters naturally pass their day in forest to do what they like, hunt. They go in urban region only for shopping duties or any other affairs.

Notables: Zork, a renown poacher cannibalist who terrifies cities & villages when you heard he's nearby.

Organizations: There is no known organization of vicious hunters.

NPC Reactions: Reactions are normal at start because they can't determine that you are a vicious hunter, but when they learned who you are, they will have bad reaction with you, due to all of the poachers who mades a bad reputation to vicious hunters.

Vicious Hunter Lore

Characters with ranks in Knowledge(nature) can research vicious hunters to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge(nature)
DC Result
5 Vicious Hunters are good trapmakers.
10 It is almost useless trying to run away from a vicious hunter without magical means. It will retrace you with his tracking skill.
15 Most of the vicious hunters are poachers.
20 Vicious hunters don't like to live in community. A small village is more preferable for them.

Vicious Hunters in the Game

Vicious Hunters act as a rogue and a ranger at the same time. He will track foes, find and disable traps, make traps to defend his camp while sleeping.

Adaptation: It varies on which type of favored prey you choose, you can go on a humanoid slayer by selecting only humanoid preys or on a outsider slayer as well by selecting only outsider preys.

Sample Encounter: <-DM placement for NPCs of this class.->.

EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.



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