Old Hunter (3.5e Class)
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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
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.
Starting Gold: 4d6 x 10.
Starting Age: Any
|1st||+1||+1||+1||+1||Unarmored Defense, Blood Ministration|
|2nd||+2||+1||+1||+1||Two-Weapon Fighting, Weapon Finesse, Trick Weapon|
|7th||+7/+2||+4||+4||+4||Caryll Rune Ability|
|9th||+9/+4||+5||+5||+5||Rubbing Paper (one use)|
|10th||+10/+5||+5||+5||+5||Caryll Rune Ability|
|13th||+13/+8/+3||+7||+7||+7||Blood Healing, Rubbing Paper (two uses)|
|15th||+15/+10/+5||+8||+8||+8||Caryll Rune Ability|
|17th||+17/+12/+7/+2||+9||+9||+9||Blood Rapture, Rubbing Paper (three uses)|
|18th||+18/+13/+8/+3||+9||+9||+9||Caryll Rune Ability|
Class Skills 5 + 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)
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 the 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)
Two-Weapon Fighting: You gain Two-Weapon Fighting as a bonus feat at 2nd level. If you already have it you may chose 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.
Trick Weapon: At 2nd level, you've reflected on you're tools and realize none is more important the 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.
Caryll Rune: At 3rd level, you may choose a Caryll Rune to be branded into your mind and gain it's 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 twice without taking a full-round action, if using two weapons, you can use both weapons twice.
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 either once a 24 hour period, or after a short rest.
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.
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 creatures 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 you roll an extra 2d8 of damage. You may use this once every 24 hour period, or after a short rest.
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 how strong and what exactly the Moon Presence is) may unshackle you from the Hunter's Dream.
A runesmith known only as Caryll one 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 heritics 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, or Intimidation.
Cainhurst Duelist: At 3rd level, you may choose one of the abilities of the Cainhurst knights.
Harvest Dregs: 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).
Parting Glass: When ever you attack an enemy, all creatures must roll two dice and take the lower on opportunity attacks against you.
Queen's Vigor: At 7th level, you gain 1 hit point when you stabilize from dying.
Bloodtenge: By 10th level, you have gained the favor of the Vileblood Queen, granting you the Legacy of the Vilebloods. When ever you hit a creaturn 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, when ever you use your bonus action to switch form of your trick weapon, you may roll two dice and pick the higher on your next attack roll you make before you 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 beats 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 fearl 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 ecpending 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 get's thrown 10 feet back. On a successful save, they take half damage and don't get thrown back. The damage increases by 1d8 at 7th, 10th, and 15th levels.
Beast Rage: As a bonus action and expending one feral dice you bolster your health. You gain and 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 id 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 once damage roll.