Huntsman/Huntress (3.5e Class) (Please do not use.)
From D&D Wiki
"Huntsmen and huntresses, the best and brightest warriors of Remnant, ranking higher than kingdom police and even military in terms strength and skill. The occupation was established along side the huntsmen academies after the great war, with the hope of creating elite warriors whose sole purpose would be to combat the creatures of grimm"-Professor Ozpin. (This class is based off the Rooster Teeth/Monty Oum's series: RWBY)
Huntsmen and Huntresses are a skilled set of warriors trained to fight creatures known as Grimm and protect mankind from any threat that opposes it. To become a Huntsmen or a Huntress, one must enroll in a huntsmen academy for a minimum of four years to gather the skills required for the profession. Huntsmen and Huntresses are paired into teams of four for the years they spend in most huntsmen academies to learn how to operate as a team and not focus entirely on their specialties.
Abilities: Huntsmen and Huntresses have an invisible aura protecting their body depending on their willpower. Another power also derives from this, a semblance. Semblances come in various styles and abilities from magnetism to super speed. Each semblance is specialized and tailored to every huntsmen and huntresses' aura.
Races: Huntsmen and Huntresses tend to be human due to the magical aura required, however, few non-human beings have trained to be world reknowned Huntsmen and Huntresses.
Alignment: Huntsmen and Huntresses have no set alignment. However, most are good by nature as they've trained to protect the world rather than use their new found skills and powers for evil
Starting Gold: (Same as fighter)
Starting Age: Most Huntsmen and Huntresses that enter a huntsmen academy are of the age 17 and graduate at the age of 21. However, there at notable exceptions.
|1st||+1||+1||+1||+1||Aura, Custom Weapon, Dust use|
|5th||+5||+1||+1||+1||Semblance Improvement/Fighter Feat Choice|
|10th||+10/+5||+1||+1||+1||Improved Aura, Improved Custom weapon, Improved Dust Use, Semblance Improvement/Fighter Feat Choice|
|11th||+11/+6/+1||+1||+1||+1||Improved Aura Burst|
|12th||+12/+7/+2||+1||+1||+1||Semblance improvement, Fighter feat|
|13th||+13/+8/+3||+1||+1||+1||Semblance Improvement/Fighter Feat Choice|
|17th||+17/+12/+7/+2||+1||+1||+1||Semblance Improvement/Fighter Feat Choice|
|18th||+18/+13/+8/+3||+1||+1||+1||Semblance improvement, Fighter feat|
|19th||+19/+14/+9/+4||+1||+1||+1||Aura Mastery, Perfect Custom Weapon, Dust Mastery|
|20th||+20/+15/+10/+5||+1||+1||+1||Aura Burst Mastery. Semblance Improvement. Fighter feat.|
Class Skills (3 + Int modifier per level, ×4 at 1st level)
All Huntresses and Huntsmen are trained in the essentials. All of the following are class features of the Huntsmen/Huntresses.
Weapon and Armor Proficiency: Simple Weapons, Shields (Except tower shield), Light armor, and A custom weapon of their choosing (Defined below).
Aura: At level 1, A Huntsman or Huntress unlocks their Aura. An Aura is an invisible barrier to protect the Huntsman or Huntress from all types of damage until depleted. This barrier is equal to the Huntsmen or Huntresses's maxium HP and cannot be changed. At level 10, this amount of damage absorption is twice the amount of HP the Huntsman or Huntress. At level 19, it is thrice the amount of HP the Huntsman or Huntress has.
Custom Weapon: At level 1, A Huntsman or Huntress obtains an unbreakable, custom version of a weapon from the equipment list. The huntsman is treated as having weapon focus with this weapon. This effect does not stack with the weapon focus feat. At level 10, Huntsman or Huntress is considered to have weapon specialization with their custom weapon and further modification to the weapon is under GM discretion. At level 19, the Huntsman or Huntress has +2 to attack rolls and damage rolls with his weapon and may customize it one last time for their perfect weapon. (Ex:One example of a custom weapon may be a bow capable of shooting 3 arrows in a cone like area. Creativity with a custom weapon is only limited to your imagination and the GM's limitations)
Dust Use: A Huntsman or Huntress knows how to utilize an energy propellant known as 'dust'. Dust crystals come in a variety of sizes and elemental types depending on their color and energy storage depending on size. A red colored dust crystal would have the elemental energy of fire stored within it, while a white dust crystal would radiate with holy energy. All types of dust can be found or bought from stores and the types of dust that exist is up to the GM to decide.
At level 1, A Huntsman or Huntress can utilize the crystals in weapons they obtain. Dust is used as a temporary enchantment on a weapon or can be used to enchant ammunition. Depending on the size of the crystal determines the amount of uses that crystal has until it disappears.
Small Crystals: 5 uses. Worth 25 GP Medium Crystals: 10 uses. Worth 45 GP Large Crystals: 20 Uses. Worth 85 GP. (Worth can be adjusted at the GM's discretion)
Once ammo that has been enchanted has been used, the enchantment disappears and ammo piece is destroyed and cannot be reused. A weapon enchanted with dust has a set amount of damage rolls before the enchantment disappears (Ex: A sword with a small red dust crystal enchantment will lose its enchantment after the weapon has dealt damage a total of 5 times.) The enchantment damage applied to the weapon or ammunition is 1d4 (Ex: 1d4 Fire damage. 1d4 Holy damage. 1d4 electricity damage).
At level 10, the use of the crystals is doubled and damage is double (Ex: A small crystal now has 10 uses and deals 2d4 damage). At level 19, the dust use is tripled from the original amount along with the damage (Ex: A small crystal now has 15 uses and deals 3d4 damage). The value of these gems remain the same.
Aura Burst: At level 2, a huntsman or huntress can harness the energy of their aura and force it into a attack. A huntsman or huntress can subtract an amount of HP from their shield up to their level and add the subtracted amount to their attacks for one round. At level 11, the amount the huntsman or huntress can subtract from their shield is double the level range they are currently at. At level 20, this range is thrice the level range the huntsman or huntress is at. (Ex: A level 12 huntress can removed a total of 24 HP from her shield and deal +24 damage for one round.)
Semblance Known: At level 3, a huntsman or huntress unlocks their inner semblance. A semblance is tied to the huntsmen's or huntresses' personality and can be used at any time. A semblance can range from magnetism, super speed, super strength, illusions, ect. Work with your GM to determine the effects of your semblance. At levels 5,6,9,10,12,13,15,17,18, and 20, a semblance may (or may not) be improved and have different effects and/or strength. (Will discuss "Semblance Improvement/Fighter Feat Choice" below.)
Fighter Feat: At level 4,5,8,10,12,13,16,17,18, and 20, a huntsman or huntress may (or may not) select a feat from the fighter feat's list as long as he or she meets the requirements for it. (Will discuss "Semblance Improvement/Fighter Feat Choice" below.) Every time a huntsman or a huntress gains a feat via "Fighter Feat" from the chart or a "Epic Feat" (See Epic Huntsman and Huntresses), they receive a +2 to spend on their fort, will, and Ref. They may choose to add +2 to one category or +1 to two.
Semblance Improvement/Fighter Feat Choice: At level 5,10,13, and 17 a huntsman or huntress must make the choice to further their studies in their weapon skills or try to unlock their inner power further. Select either a fighter feat or improve your semblance at these levels.
Like a member of any other class, a Huntsmen or Huntress may be a multiclass character, but multiclass Huntsmen/Huntresses face a special restriction. A Huntsman or Huntress who gains a new class or (if already multiclass) raises another class by a level may never again raise his or her Huntsman/Huntress level, though he or she retains all her Huntsman/Huntress abilities.
|23rd||Immense Semblance Improvement|
|24th||Fighter Feat/Epic Feat|
|25th||Immense Semblance Improvement/Fighter Feat/Epic feat Choice|
|28th||Fighter Feat/Epic Feat|
|30th||Immense Semblance Improvement/Fighter Feat/Epic feat Choice|
3 + Int modifier skill points per level.
Immense Semblance Improvement: A huntsman's or huntresses' semblance continues to grow in power. Continue to upgrade the semblance under GM's discretion
Fighter Feats/Epic Feats: A huntsman or huntress may select a feat from the fighter feat list or an epic feat from the epic feat list as long as they meet the requirements for the feat.
Immense Semblance Improvement/Fighter Feat/Epic feat Choice: A huntsman or huntress may select a feat from the fighter feat list, epic feat list, or improve their semblance.
Playing a Huntsmen/Huntress
Religion: Huntsmen and Huntresses typically vary in religion and beliefs in the afterlife with no real defining majority. However, many tend to believe in old legends and fairytales passed down from ancestors
Other Classes: A Huntsmen or Huntress tends to behave well in large groups of varying classes and people. From ranged Fighters to spell casting Wizards, the Huntsmen/Huntress would be honored to fight beside them. However, the good nature of most Huntsmen/Huntresses would cause them to dislike methods used my most rouges.
Combat: A Huntsman/Huntress can fill any number of roles in combat. They should choose their own place in a battle based on their semblance, weapon, and remaining aura to best support their team.
Advancement: While most Huntsmen/Huntresses maintain their role for their entire lives, some retire, often becoming bards and entertaining others with tales of their adventures, or training as sorcerers to better utilize the power of their aura.
Huntsmen/Huntresses in the World
|“||As a little girl, I wanted to be just like those heroes in the books... Someone who fought for what was right, and protected people who couldn't protect themselves!||”|
|—Ruby Rose, Human Huntress|
Huntsmen and Huntresses can be found all over the world doing their jobs and protecting Remnant. However, many academies do exist where students in training live and train.
Daily Life: Huntsmen/Huntresses spend much of their lives as mercenaries, obtaining jobs from designated bounty boards or being hired by individuals directly. Some Huntsmen/Huntresses forge their own road instead, preferring to strike it rich by clearing out dens of evil creatures and finding whatever's hidden inside.
Notables: Ozpin, the Headmaster of Beacon Academy. Ruby Rose, the youngest Huntress to enter Beacon Academy. Qrow, the elusive, drunken Huntsman. Adam, the leader of the vicious Whitefang organization.
Organizations: Huntsmen and Huntresses work for a variety of organizations or people depending on the path they have chosen. However, fully trained Huntsmen and Huntresses tend to work on their own or for organizations of their choosing.
NPC Reactions: In the hearts of the kingdoms, Huntsmen and Huntresses are often sought after as warriors and scouts, sometimes working for less reputable groups. For this reason, there is no one view of Huntsmen or Huntress in kingdoms. However, many in the outlying villages see Huntsmen and Huntresses as heroes and heroines, warriors without peer, to be respected and, in some cases, feared. Some among these villages may even worship a huntsman as a demigod or legendary hero.
Characters with ranks in Knowledge: History, Knowledge: Local, and Knowledge: Nobility can research Huntsmen/Huntresses to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|5||Huntsmen and Huntress protect humanity from monsters|
|10||Huntsmen and Huntress craft their weapons by hand.|
|15||Huntsmen and Huntress have an aura to protect them from harm and a semblance that derives from that aura|
|20||There is a inner circle of Huntsmen and Huntresses that try to prevent wars from breaking out.|
Huntsmen/Huntresses in the Game
Huntsmen and Huntresses are very combat focused. However, combat for this class can vary in a lot of ways depending on how you build your character and what the DM allows.
Adaptation: Possible adaptions could be made to this class as long as the concept remains the same. A group of elite warriors sworn to protect the world from threats.
Sample Encounter: The Party spots a large, black bear in the distance with what appears to be a white mask with red markings upon it. Shortly after being spotted, the creature is soon sliced in two by a red blur as the creature begins to evaporate into red rose petals.