Old Hunter, 2nd variant (3.5e Class)

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Old Hunter[edit]

Old Hunters are all around the world sworn to ridding the world of the beast's scourge. Typically lone worriers but never shun from jolly co-operation. They are swift and lethal fighters that specialize in the eldritch horrors that lay beyond the veil. They seek insight to understand the inhuman knowledge of the Great Ones. We are born by the blood, made men by the blood, undone by the blood. Fear the old blood.

Making an Old Hunter[edit]

They are capable warriors, with the potential to put down any foe. Though without the proper stats it may be hard to play. They can either be played as a vanguard at the front of the party or as swift killers securing kills.

Abilities: Your highest stat should be Strength or Dexterity. Next should be Wisdom or Constitution. After that is up to your own discretion.

Races: Any race can be an Old hunter, but they are typically human.

Alignment: Any.

Starting Gold: 4d6 x 10.

Starting Age: Any

Table: The Old Hunter

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special Unarmored
Speed Bonus
Fort Ref Will
1st +1 +1 +1 +1 Unarmored Defense, Blood Ministration, Trick Weapon +0 ft.
2nd +2 +1 +1 +1 Two-Weapon Fighting, Weapon Finesse, Skirmish +0 ft.
3rd +3 +2 +2 +2 Caryll Rune, Fast Movement +10 ft.
4th +4 +2 +2 +2 Bonus Feat +10 ft.
5th +5 +3 +3 +3 Extra Attack +10 ft.
6th +6/+1 +3 +3 +3 Create Opening +20 ft.
7th +7/+2 +4 +4 +4 Caryll Rune Ability +20 ft.
8th +8/+3 +4 +4 +4 Bonus Feat +20 ft.
9th +9/+4 +5 +5 +5 Rubbing Paper (one use) +30 ft.
10th +10/+5 +5 +5 +5 Caryll Rune Ability +30 ft.
11th +11/+6/+1 +6 +6 +6 Hunter's Workshop +30 ft.
12th +12/+7/+2 +6 +6 +6 Bonus Feat +40 ft.
13th +13/+8/+3 +7 +7 +7 Blood Healing, Rubbing Paper (two uses) +40 ft.
14th +14/+9/+4 +7 +7 +7 Visceral Attack +40 ft.
15th +15/+10/+5 +8 +8 +8 Caryll Rune Ability +50 ft.
16th +16/+11/+6/+1 +8 +8 +8 Bonus Feat +50 ft.
17th +17/+12/+7/+2 +9 +9 +9 Blood Rapture, Rubbing Paper (three uses) +50 ft.
18th +18/+13/+8/+3 +9 +9 +9 Caryll Rune Ability +60 ft.
19th +19/+14/+9/+4 +10 +10 +10 Bonus Feat +60 ft.
20th +20/+15/+10/+5 +10 +10 +10 Hunter's Dream +60 ft.

Class Skills 8 + Int modifier per level

Acrobatics (Dex), Climb (Str), Escape Artist (Dex), Heal (Wis), Knowledge (Arcana) (Int), Knowedge (History) (Int), Knowledge (Local) (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Stealth (Dex), Survival (Wis), Swim (Str)

Class Features[edit]

All of the following are class features of the Old Hunter.

Weapon and Armor Proficiency: All Martial, and Simple weapons Light armor, Medium armor, and Shields (excluding tower shields).

Unarmored Defense: While you are not wearing armor, Your AC equals 10+your Dexterity modifier+your Wisdom Modifier. You can gain this ability while using a shield.

Blood Ministration: You can extract blood from your body and refine it to be used as a healing mixture comparable to some potions. Once per 24 hours you can extract blood vials equal to your Wisdom modifier(minimum of 1). Only you can administer these vials and after a 24 hour period, the blood vials lose their potency, thus worthless. You inject a humanoid creature with the blood, healing 1d6 hit points for ever 2 Old hunter levels you have(rounded up)

Trick Weapon: At 1st level, you've reflected on your tools and realize none is more important than a hunter's signature trick weapon. You may combine two weapons into one, with 2 hours of downtime. You may not fuse more than one weapon and if you fuse a magical weapon, the magical properties are only applied to that form and not the alternate. If you fuse two of the same weapon, say two long-swords, the trick weapon's two forms would be a great-sword and the two initial long-swords. Once a Trick Weapon is made, it takes your movement action to change from one form to another. Also your trick weapons become stronger as you level up: At 1st level if any of the weapons used in the trick weapons is masterwork the trick weapon itself becomes masterwork.

At 5th level the critical range and critical multipliers of the trick weapon become the same in all it's forms as you use the best one from all the original weapons, if any of the two is unchanged they increase by one step anyway.

At 9th level you can use 3 base weapons to create a trick weapon.

At 12th level, it becomes a quick action to change from one form to another.

Two-Weapon Fighting: You gain Two-Weapon Fighting as a bonus feat at 2nd level. If you already have it you may choose another bonus feat.

Weapon Finesse: You gain Weapon Finesse as a bonus feat at 2nd level. If you already have it you may choose another bonus feat.

Skirmish (Ex): at 2nd level A Old Hunter relies on mobility to deal extra damage and improve her defense. She deals an extra 1d6 points of damage on all attacks she makes during any round in which she moves at least 10 feet away from where she was at the start of her turn. The extra damage applies only to attacks made after the Old Hunter has moved at least 10 feet. The skirmish ability cannot be used while mounted. The extra damage applies only to attacks taken during the Old Hunter's turn. This extra damage increases by 1d6 for every four levels gained above 2nd (2d6 at 6th, 3d6 at 10th, 4d6 at 14th, and 5d6 at 18th level).

The extra damage only applies against living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. The scout must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Scouts can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet.

At 4th level, a Old Hunter gains a +1 competence bonus to Armor Class during any round in which she moves at least 10 feet. The bonus applies as soon as the Old Hunter has moved 10 feet, and lasts until the start of her next turn. This bonus improves by 1 for every four levels gained above th (+2 at 8th, +3 at 12th, +4 at 16th, and +5 at 20th level).

A Old Hunter loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load. If she gains the skirmish ability from another class, the bonuses stack.

Fast Movement (Ex): At 3rd level, a Old Hunter gains an enhancement bonus to her speed, as shown on Table: The Old Hunter. A Old Hunter in armor or carrying a medium or heavy load loses this extra speed.

Caryll Rune: At 3rd level, you may choose a Caryll Rune to be branded into your mind and gain its benefits. Choose either Corruption or Beast's Embrace. Both detailed after the class feature list. The Caryll Rune grants you abilities at 3rd, 7th, 10th, 15th, and 18th levels.

Extra Attack: At 5th level, you can attack one more time with each of your weapons during all types of attacks, you use your maximum BAB for these attacks.

Create Opening: At 6th level, when a creature makes an attack roll against you, you can cause it to roll two dice and take the lower. If it misses, your next attack against the creature, you will roll two dice and take the higher. You can only use this once per combat, and twice at 9th level, 3 times at 12th, 4 times at 15th, and 5 times at 18th.

Rubbing Paper: At 9th level, you can enhance your weapon, natural or otherwise, with elemental papers. Chose from either Fire, Lightning, Cold, or Acid. Your weapon does an extra 1d8 of chosen element for 1 minute. You may only use this once per 24 hour period. You can use this twice at 13th level and three times at 17th level.

Hunter's Workshop: at 11th level, you can now infuse your weapon. natural or otherwise with bloodstone gems. Your attacks count as magical damage, only to overcome resistances or immunity to non-magical damage and attacks, furthemore you can enchant any and all of your trick weapons with magical enchantments with a total bonus of up to your Wisdom modifier, these stacks but can not be the same enchantment that your trick weapon normally has.

Blood Healing: At 13th level, you may roll two dice and take the higher on Fortitude saves against poison and disease. Additionally, your blood vials now purge 1 poison or disease from the creature's body, as well as the restoring of hit points.

Visceral Attack: At 14th Level, after you successfully create an opening and hit the creature you can choose to automatically score a critical. If you naturally score a critical at any time, you roll an extra 2d8 of damage. You can only use this once per combat, and twice at 16th level, 3 times at 18th, and 4 times at 20th.

Blood Rapture: At 17th level, you bathe in the raw warmth of the blood that sprays from the savage wounds you leave on your pray. After a successful visceral attack, you gain temporary hit points equal to half the damage done by the attack(rounded down).

Hunter's Dream: At 20th level, after you wake from a long rest, you find yourself in the Hunter's Dream. Many Old Hunters have found themselves here and graves line up in honor of their service. While residing in this safe haven for Old Hunters you cease aging, and if you don't truly die, the next day you reawaken at the last area you took a long rest. Only the Wish spell or slaying the Moon Presence(GM's choice on h
ow strong and what exactly the Moon Presence is) may unshackle you from the Hunter's Dream.


'Caryll Runes'

A runesmith known only as Caryll once branded the mind with the eldrtich truth of the Great Ones. Many were lost to history but 2 still remain for the Old Hunters to brand their minds.


' Corruption:' Choosing the Corruption rune, indicates you pledge yourself to the undying blood of the Queen of Cainhurst, Annalise, becoming a vileblood in the process. Vilebloods are heretics and looked upon with hatred and detest, for they feed on the blood dregs of their pray. All hail the undying queen of blood!

Sanguine Elegance: You may choose one of the following to be a class skill: Diplomacy, Bluff, Sense Motive.

Harvest Dregs: at 3rd level You feast on the blood dregs of the fallen in honor of the queen. When you reduce an enemy's hit points to 0, you gain temporary hit points equal to your Wisdom modifier+your Old Hunter level(minimum of 1)

Queen's Vigor: At 7th level, you gain 1 hit point when you stabilize from dying, and, whenever you take damage, on your next turn every attack you do with a melee weapon heals you for the damage dealt up to a maximum (per turn) of 3/4 the damage you took in the time between your last turn and the current one (any damage you take during your turn can be healed the next turn)

Bloodtenge: By 10th level, you have gained the favor of the Vileblood Queen, granting you the Legacy of the Vilebloods. Whenever you hit a creature you may enhance it with your corrupted blood, dealing an extra 1d8 of necrotic damage, this damage can not be reduced. Doing so does the same damage of the bloodtenge to the user.

Duelist's Redoubt: At 15th level, you may pick one of the following bonus feats: Evasion, Uncanny Dodge, or Save the Queen(you are immune to fear and charm effects).

Cainhurst Feint: At 18th level, whenever you use your bonus action to switch a form of your trick weapon, you may roll two dice and pick the higher on the next attack roll you make before your next turn.


' Beast's Embrace: Choosing this rune means you start to succumb to the bloodlust of the hunt growing closer and closer to beast hood, granting the beast's powers in the process. You'll be one of them...sooner or later.

Maw and Claw: You borrow the power of the Darkbeast and transform into a ghastly beast form taking a full-round action. This form gives you +1 to your AC and 2 natural weapons: claws and a bite. The claws do 2d4 and the bite does 1d8.

Feral Awakenings: At 3rd level, you gain access to the abilities listed under awakenings. They expend one feral dice to use.

Feral Dice: You have 4 feral dice which are d8s. A feral dice is expended when using an awakening. You regain them after a short rest or a 24 hour period. You get another feral dice at 7th and 15th levels. Saving Throws: Some of the awakenings will require the target to make a saving throw. The save DC is as follows: Save DC=10+your Strength or Dexterity modifier(your choice)

Beastly Hunter: At 7th level, if you have the belonging or even the blood of another creature, you may roll 2 dice and take the higher on Wisdom(Survival) checks to track it. You also learn what type of creature it is if you didn't already know.

Improved Feral Awakenings: At 10th level your feral dice become d10s, at 18th level they become d12s.

Cornered Beast: Starting at 15th level, whenever you roll initiative and have no remaining feral dice, you gain 1 feral dice.


Awakenings: The awakenings are listed here in alphabetical order.

Beast Roar: As an action and by expending one feral dice, you force all creatures within 5 feet to make a Reflex save. On a failed save they take 1d8+the numbered you rolled on your feral dice and if the creature is Large or smaller, it gets thrown 10 feet back. On a successful save, they take half damage and don't get thrown back. The damage increases by 1d8 at the 7th, 10th, and 15th levels.

Beast Rage: As a bonus action and expending one feral dice you bolster your health. You gain an extra 10 ft to your movement speed until your next turn, and you gain temporary hit points equal to the number you rolled on your feral dice.

Pounce: If you move 15 ft straight at an enemy and hit it with a claw attack, you can expend one feral dice to pounce. Add the feral dice to the damage roll and if the creature is large or smaller is must make a Strength saving throw. If it fails, you knock it prone and may take a bite attack against it. If it succeeds, the creature withstands the pounce and knocks you prone.

Reckless Fury: As a bonus action and expending one feral dice, you may go into a reckless fury until your next turn. You gain an additional attack action, but all creatures may roll 2 dice and take the higher on attack rolls against you until your next turn. Add the results of your feral dice to one damage roll.


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