Dusk Hunter (3.5e Class)

From D&D Wiki
Jump to navigation Jump to search
512px-Searchtool.png The main contributor(s) of this page determined that this page should be reviewed. Reason: Newly created– other Improving, reviewing, or removing templates may be required.


You can help D&D Wiki by reviewing this page. When this page has been reviewed so that this template is no longer applicable please remove this template. If you do not understand how to review this page please leave comments on this page's talk page before making any edits.
All pages needing to be reviewed


Dusk Hunter[edit]

The Dusk Hunter uses the shadows around them to their advantage. They often use shadows to hide and sneak up on unsuspecting victims, putting down their target as quickly and silently as possible. Dusk Hunters are adept in both close-range and long-range combat, preferring to strike while hidden when at all possible.

Making a Dusk Hunter[edit]

Dusk Hunters are intended as a hybrid between a rogue and a Druid, resulting in a stealthy ranger-like class that delves a bit more into magic to survive than practical skills. Hunters are a folk who specialize in using the shadows of the world around them to avoid being spotted, to circumvent combat, and to fulfill their tasks without discovery. Hunters can be found in many environments. Dusk Hunters are not great damage sinks, hence their reliance on staying hidden. Due to this, the populous normally distrusts and are weary of this folk; though many a bounty has been filled by their ilk. Dusk Hunters will tend to move quicker than many other classes, and can use this to their advantage in moments requiring strategy.

Races: Humanoids that can have a great mobility, stealth, intelligence, dexterity, etc. If it cant hide, it probably isn't a good idea.

Alignment: Any neutral alignment.

Starting Gold: starting gold; 3d6×10 gp (average starting gold:105 gp).

Starting Age: Complex.

Table: The Dusk Hunter

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 0 1st 2nd 3rd 4th
1st +1 +1 +2 +1 Favored Terrain, Track, Blending Shadows
2nd +2 +1 +3 +2 Stalker Hunter 1
3rd +3 +1 +3 +2 Endurance 1
4th +4 +2 +3 +3 Animal Companion 1
5th +5 +2 +4 +4 Favored Enemy 2
6th +6/+1 +2 +5 +5 Improved Stalker Hunter 2 1
7th +7/+2 +2 +6 +5 Shadow Stride 2 1
8th +8/+3 +3 +7 +5 Swift Tracker 3 1
9th +9/+4 +3 +8 +5 Evasion 3 1
10th +10/+5 +3 +8 +6 2nd Favored Enemy 3 1 1
11th +11/+6/+1 +4 +8 +6 Stalker Hunter Mastery 4 1 1
12th +12/+7/+2 +5 +8 +6 4 1 1 1
13th +13/+8/+3 +5 +8 +7 Improved Animal Companion 4 1 1 1
14th +14/+9/+4 +5 +9 +7 4 2 1 1
15th +15/+10/+5 +5 +10 +8 2nd Favored Terrain 4 2 1 1 1
16th +16/+11/+6/+1 +5 +11 +9 4 2 2 1 1
17th +17/+12/+7/+2 +6 +11 +9 Legendary Animal Companion 4 2 2 2 1
18th +18/+13/+8/+3 +6 +11 +10 4 3 2 2 1
19th +19/+14/+9/+4 +6 +12 +10 4 3 3 3 2
20th +20/+15/+10/+5 +6 +12 +11 One with the Shadows 4 3 3 3 3

Class Skills (6+ Int modifier per level, ×4 at 1st level)
Balance, Climb, Handle Animal, Jump, Knowledge (Geography), Knowledge (Nature), Listen, Move Silently, Search, Sense Motive, Spot, Survival, Tumble, Use Magic Device.

Class Features[edit]

A Dusk Hunter specializes in stealthily navigating dangerous situations. All of the following are class features of the Dusk Hunter.

Weapon and Armor Proficiency: A dusk hunter is proficient with all simple weapons, ranged weapons, martial weapons, and with light armor.

Spells: Dusk Hunters choose their spells from the following list, Orisons are from the Druid Spell List:

0—Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Flare, Guidance, Know Direction, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Virtue.

1st—Alarm, Animal Messenger, Calm Animals, Charm Animal, Delay Poison, Detect Animals or Plants, Detect Poison, Detect Snares and Pits, Endure Elements, Entangle, Hide from Animals, Jump, Longstrider, Magic Fang, Pass without Trace, Read Magic, Resist Energy, Speak with Animals, Summon Nature's Ally I.

2nd—Barkskin, Bear's Endurance, Cat's Grace, Cure Light Wounds, Hold Animal, Owl's Wisdom, Protection from Energy, Snare, Speak with Plants, Spike Growth, Summon Nature's Ally II, Wind Wall.

3rd—Command Plants, Cure Moderate Wounds, Darkvision, Diminish Plants, Greater Magic Fang, Neutralize Poison, Plant Growth, Reduce Animal, Remove Disease, Repel Vermin, Summon Nature's Ally III, Tree Shape, Water Walk.

4th—Animal Growth, Commune with Nature, Cure Serious Wounds, Freedom of Movement, Nondetection, Summon Nature's Ally IV, Tree Stride.


Table: Dusk Hunter Spells Known
Level Spells Known
0 1st 2nd 3rd 4th
1st
2nd 1
3rd 1
4th 1
5th 1
6th 1 1
7th 2 1
8th 2 1
9th 2 1
10th 2 1 1
11th 3 2 1
12th 3 2 1 1
13th 3 2 2 1
14th 3 3 2 1
15th 4 3 2 2 1
16th 4 3 3 2 1
17th 4 3 3 3 1
18th 4 4 3 3 2
19th 4 4 4 4 3
20th 5 4 4 4 4


Favored Enemy (Ex): At 5th level, a Dusk Hunter may select a type of creature from among those given on Table: Ranger Favored Enemies. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.

At 10th level the Dusk Hunter may select an additional favored enemy from those given on the table. In addition, the bonus against any existing favored enemy (including the one just selected, if so desired) increases by 2.

If the Dusk 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 Hunter’s bonuses do not stack; he simply uses whichever bonus is higher.

Table: Ranger Favored Enemies
Type Subtype
Aberration None
Animal None
Construct None
Dragon None
Elemental None
Fey None
Giant None
Humanoid Aquatic
Humanoid Dwarf
Humanoid Elf
Humanoid Goblinoid
Humanoid Gnoll
Humanoid Gnome
Humanoid Halfling
Humanoid Human
Humanoid Orc
Humanoid Reptilian
Magical Beast None
Monstrous Humanoid None
Ooze None
Outsider Air
Outsider Chaotic
Outsider Earth
Outsider Evil
Outsider Fire
Outsider Good
Outsider Lawful
Outsider Native
Outsider Water
Plant None
Undead None
Vermin None

Favored Terrain (Ex): You get a +2 bonus on all Climb, Hide, Jump, Knowledge, Listen, Search, Spot, Survival, and Swim skill checks while in a favored terrain. Each time this feat is taken, you gain an additional favored terrain, and one catagory of favored terrain goes up by +2 for every five levels.

Table: Terrains
Type
Aquatic
Desert
Dungeon
Forest
Hill
Marsh
Mountain
Plain
Urban

Blending Shadows (Ex): You get a +2 bonus on all Hide checks and Move Silently checks while in a shadow.

Stalking Hunter (Ex): You gain the sneak attack ability. At 2nd level, your sneak attack damage equals +1d6. At every four levels thereafter, this damage increases by +1d6.

Improved Stalking Hunter (Ex): You gain the sneak attack ability. At 6th level, your sneak attack damage increases by +1d6. At every four levels thereafter, this damage increases by +1d6.

Stalking Hunter Mastery (Ex): You gain the sneak attack ability. At 11th level, your sneak attack damage increases by +1d6. At every four levels thereafter, this damage increases by +1d6.

Endurance (Ex): A ranger gains Endurance as a bonus feat at 3rd level.

Animal Companion (Ex): At 4th level, a ranger gains an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures are also available: crocodile, porpoise, medium shark, and squid. This animal is a loyal companion that accompanies the ranger on her adventures as appropriate for its kind.

This ability functions like the druid ability of the same name, except that the ranger’s effective druid level is one-half their hunter level. A ranger may select from the alternative lists of animal companions just as a druid can, though again their effective druid level is half their ranger level. Like a druid, a ranger cannot select an alternative animal if the choice would reduce their effective druid level below 1st.

Improved Animal Companion (Ex): For Animal Companion, effective druid level is now three-quarters their hunter level. Can now choose from extra-planar creatures to be an Animal Companion. Creature cannot reduce their effective druid level below 1st.

Legendary Animal Companion (Ex): For Animal Companion, effective druid level is now equal to their hunter level. Can now have a legendary creature as an Animal Companion. Creature cannot reduce their effective druid level below 1st.

Shadow Stride (Ex): Starting at 7th level, a dusk hunter learns to slink through the shadows without sacrificing movement speed or stealth. While in the shadows, obstacles do not impede the hunter's path unless magically implemented.

Swift Tracker (Ex): Beginning at 8th level, a 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.

Evasion (Ex): At 9th level, a hunter can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the hunter is wearing light armor or no armor. A helpless ranger does not gain the benefit of evasion.

One with the Shadows (Ex): <-class feature game rule information->


Epic Dusk Hunter[edit]

Table: The Epic Dusk Hunter

Hit Die: d8

Level Special
21st
22nd Bonus Feat
23rd
24th 3rd Favored Terrain
25th 3rd Favored Enemy
26th
27th Bonus Feat
28th
29th Bonus Feat
30th 4th Favored Terrain, 4th Favored Enemy

6 + Int modifier skill points per level.

Spells: The dusk hunter's caster level is equal to one-half his or her class level, as normal. The number of spells per day does not increase after 20th level.

Favored Enemy (Ex): The epic dusk hunter gains one additional favored enemy, and his or her bonuses against one category of favored enemies goes up by +2, every five levels higher than 20th.

Favored Terrain (Ex): You get a +2 bonus on all Climb, Hide, Jump, Knowledge, Listen, Search, Spot, Survival, and Swim skill checks while in an additional favored terrain, and one catagory of favored terrain goes up by +2 for every five levels higher than 20th.


Bonus Feats: The epic dusk hunter gains a bonus feat (selected from the list of epic ranger feats) every 3 levels after 20th.

Epic Ranger Bonus Feat List: Bane of Enemies, Death of Enemies, Dexterous Fortitude, Dexterous Will, Distant Shot, Intuitive Trapfinding, Legendary Tracker, Self-Concealment, Uncanny Accuracy




Back to Main Page3.5e HomebrewClassesBase Classes