Demon Hunters, where?
Demon Hunters, where?
Could of sworn I just asked this but now can't find the message...anyhoo, where is the details on this class located?
Re: Demon Hunters, where?
Ronin84 wrote:
Could of sworn I just asked this but now can't find the message...anyhoo, where is the details on this class located?
I think that is in the Netbook of Classes on cncplayer.net
_________________
The Ruby Lord, Earl of the Society
Next Con I am attending: http://www.neoncon.com/
My House Rules: http://www.freeyabb.com/phpbb/viewtopic ... llordgames
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
I was wrong, it is no longer hosted via cncplayer.net, but it is on DF:
http://www.dragonsfoot.org/php4/archive ... fileid=221
However the Demon Hunter is not there. Personally just use the Ranger and have all their abilities focused on fighting Demons.
_________________
The Ruby Lord, Earl of the Society
Next Con I am attending: http://www.neoncon.com/
My House Rules: http://www.freeyabb.com/phpbb/viewtopic ... llordgames
http://www.dragonsfoot.org/php4/archive ... fileid=221
However the Demon Hunter is not there. Personally just use the Ranger and have all their abilities focused on fighting Demons.
_________________
The Ruby Lord, Earl of the Society
Next Con I am attending: http://www.neoncon.com/
My House Rules: http://www.freeyabb.com/phpbb/viewtopic ... llordgames
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
DEMON HUNTERS
The night is filled with terrors. Vicious Lycanthropes hunt hapless travelers. Vampires and other undead rise from their graves to to feed on the innocent. Foul abominations from the dark corners of the world pursue their incomprehensible schemes. Even foul demons summoned from the depths of the Outer Darkness may appear to spread evil over the earth. Against it all stands the Demon Hunter, ready to put the foul things of darkness to the sword.
Although they are called Demon Hunters, these characters are also dedicated to eradicating lycanthropes, the undead, and abberations. The Demon Hunters fight their favored enemies without mercy. Whether they attack from stealth, or in open combat, the Demon Hunter's job is not finished until his quarry is exterminated.
Like Paladins, Demon Hunters are dedicated to the fight against the supernatural forces of evil and darkness. Unlike Paladins, Demon Hunters are not necessarily also dedicated to the cause of justice and goodness. Demons Hunters pursue their profession for reasons ranging from revenge to monetary gain. Many Demon Hunters are even evilly-aligned themselves, and and perfectly willing to endanger and kill innocent humans in their quest to destroy demons. Even good-aligned Demon Hunters can be quite willing to bend or break the law to apprehend their quarry.
Demon Hunters are proficient with all weapons, and are ready to use whatever is required to defeat a particular foe. Because they often need to benefit of speed, however, they only use the lighter kinds of armor.
The profession of Demon Hunter tends to draw all races to it equally. Dwarves and Half-Orcs in particular make excellent Demon Hunters; the former due to their familiarity with the subterranean abodes where evil lurks, the latter due to their often personal familiarity with evil itself.
Some Demon Hunters charge high fees for their services, and become quite rich as result. Others are little more than vagabonds, living by their wits and improvising what they need. Some Demon Hunters are members of wide-ranging fraternities, with oaths of hospitality and codes of conduct worthy of any Knight. Others are freelance slayers, who regard each other more as rivals than allies. It is not unknown for two or more demon hunters to fight each other over the right to slay monsters in a given territory!
Demon Hunters tend to view Clerics and Paladins as powerful allies. Fighters, Barbarians, Knights and Rangers are also valued for their fighting ability. Demon Hunters are indifferent to Druids, Bards and Illusionists. Wizards are often in conflict with Demon Hunters, however. Demon Hunters are often forced to cooperate with Rogues to obtain entrance into hidden or forbidden areas. Assassins are also sometimes allies of convenience for Demon Hunters. Monks tend to view Demon Hunters with suspicion, seeing their violently obsessive natures as little better than the demons they claim to hunt.
ABILITIES
DEMONOLOGY (Intelligence): Upon encountering any demon, undead, lycanthrope, or aberration, a demon hunter can make an intelligence check. Success means that he knows the type of creature he is facing, knows if the creature has more or less Hit Dice than himself, knows the creature's name if it is famous, and also remembers some bit of information useful to defeating it (such as special weapons needed, etc). Demonology can pierce disguises, and such spells as change self and polymorph.
TRUE STRIKE: Demon Hunters can use any weapon to harm (but not kill) creatures ordinarily hit only by special weapons. At first level, Demon Hunters can harm creatures ordinarily only hit by silver or iron weapons. At 4th, they can also hit creatures only affected by +1 magical weapons. This ability increases to include those affected by +2 weapons at 8th level, and +3 at 12th level. The Demon Hunter cannot kill these creatures using ordinary weapons, however; the death blow must still be brought by the right kind of material. Furthermore, a Demon Hunter's weapons always deal their normal amount of damage, even if the creature is normally not fully affected by weapons of that type. Example: A Demon Hunter can strike at incorporeal undead with slashing weapons, for full normal damage.
FEAT OF STRENGTH (OR DEXTERITY): Starting at 2nd level, a demon hunter can increase his effective Strength or Dexterity once a day. This lasts for one round per Level of the Demon Hunter. The amount of the increase is the same as the effect of an Enhance Attribute spell: 1d4+1 for a Prime Attribute, 1d2+1 for a Non-Prime Attribute. He can use this ability twice a day at 6th level, and 3 times a day at 10th level.
IRON WILL: Starting at 3rd Level, Demon Hunters gain a saving throw bonus to resist mind control, energy drain, lycanthropy, spells, and spell-like powers used by their favored enemies. This bonus is equal to +1 at 3rd Level, +2 at 6th, +3 at 9th, and +4 at 12th.
TRACKING (Wisdom): With a successful Wisdom check, a Demon Hunter can find traces of its favored enemies and track them for 5 hours, similar to a Ranger's abilities. The Demon Hunter will know what type of creature they are tracking. Unlike a ranger, this ability functions in any environment. The Demon Hunter never gains any of the Ranger's other tracking related abilities, however. Demon Hunters can only track their favored enemies.
OBSESSIVE: If A Demon Hunter encounters any creature that his Demonology ability reveals
1- to be a demon, devil, undead, aberration or lycanthrope,
2- to have fewer HD than himself,
3- to be destroyed by special means that the Demon Hunter has at hand (a stake for vampires, silver weapons for Lycanthropes),
4- to be currently positioned to cause potential harm,
the Demon Hunter must succeed at a Wisdom save or feel compelled to destroy the creature as quickly as he can. It does not matter if the Demon Hunter kills the creature himself, or with help. The CK should adjust the Challenge Level of the Wisdom save as appropriate to the situation. Example: resisting the urge to kill the local Baron, who is a Werewolf, in public, with his guards, should be easy. Resisting the urge to kill a lone werewolf, in a dungeon, when the Demon Hunter has aid, should be difficult.
If a Demon Hunter who failed his initial Wisdom save chooses to run away, he must make another Wisdom save. If he fails, he will become overcome with doubt and fear, losing all his special abilities. The loss of abilities lasts until the creature that made him lose the abilities is destroyed. Example: A 1st level Demon Hunter armed with a club can run away from a Vampire without consequences, because he stands no reasonable chance of defeating the monster. A 5th Level Demon Hunter with a silver sword cannot run away from a Wererat, or let it escape.
PRIME ATTRIBUTE: Strength
HIT DICE: d8
ALIGNMENT : Any
WEAPONS: Any
ARMOR: Breastplates, Chain Shirt, Mail Hauberk, Coat of Plates, Cuir Bouille Leather, Leather Coat, Studded Leather, Lamellar, Brigandine, Padded Armor
ABILITES: Demonology, True Strike, Feat of Strength (or Dexterity), Iron Will, Tracking
Level | Hit Dice | Basic To-Hit Bonus | Experience Points
1 | d8 | +0 | 0
2 | d8 | +1 | 2,251
3 | d8 | +2 | 5,001
4 | d8 | +3 | 9,001
5 | d8 | +4 | 18,001
6 | d8 | +5 | 35,001
7 | d8 | +6 | 70,001
8 | d8 | +7 | 140,001
9 | d8 | +8 | 300,001
10 | d8 | +9 | 425,001
11 | +3 HP | +10 | 650,001
12 | +3 HP | +11 | 900,001
13+ | | | +250,000 per level
_________________
The Engine of Oracles: Creations For Gaming
http://engineoforacles.wordpress.com/
The night is filled with terrors. Vicious Lycanthropes hunt hapless travelers. Vampires and other undead rise from their graves to to feed on the innocent. Foul abominations from the dark corners of the world pursue their incomprehensible schemes. Even foul demons summoned from the depths of the Outer Darkness may appear to spread evil over the earth. Against it all stands the Demon Hunter, ready to put the foul things of darkness to the sword.
Although they are called Demon Hunters, these characters are also dedicated to eradicating lycanthropes, the undead, and abberations. The Demon Hunters fight their favored enemies without mercy. Whether they attack from stealth, or in open combat, the Demon Hunter's job is not finished until his quarry is exterminated.
Like Paladins, Demon Hunters are dedicated to the fight against the supernatural forces of evil and darkness. Unlike Paladins, Demon Hunters are not necessarily also dedicated to the cause of justice and goodness. Demons Hunters pursue their profession for reasons ranging from revenge to monetary gain. Many Demon Hunters are even evilly-aligned themselves, and and perfectly willing to endanger and kill innocent humans in their quest to destroy demons. Even good-aligned Demon Hunters can be quite willing to bend or break the law to apprehend their quarry.
Demon Hunters are proficient with all weapons, and are ready to use whatever is required to defeat a particular foe. Because they often need to benefit of speed, however, they only use the lighter kinds of armor.
The profession of Demon Hunter tends to draw all races to it equally. Dwarves and Half-Orcs in particular make excellent Demon Hunters; the former due to their familiarity with the subterranean abodes where evil lurks, the latter due to their often personal familiarity with evil itself.
Some Demon Hunters charge high fees for their services, and become quite rich as result. Others are little more than vagabonds, living by their wits and improvising what they need. Some Demon Hunters are members of wide-ranging fraternities, with oaths of hospitality and codes of conduct worthy of any Knight. Others are freelance slayers, who regard each other more as rivals than allies. It is not unknown for two or more demon hunters to fight each other over the right to slay monsters in a given territory!
Demon Hunters tend to view Clerics and Paladins as powerful allies. Fighters, Barbarians, Knights and Rangers are also valued for their fighting ability. Demon Hunters are indifferent to Druids, Bards and Illusionists. Wizards are often in conflict with Demon Hunters, however. Demon Hunters are often forced to cooperate with Rogues to obtain entrance into hidden or forbidden areas. Assassins are also sometimes allies of convenience for Demon Hunters. Monks tend to view Demon Hunters with suspicion, seeing their violently obsessive natures as little better than the demons they claim to hunt.
ABILITIES
DEMONOLOGY (Intelligence): Upon encountering any demon, undead, lycanthrope, or aberration, a demon hunter can make an intelligence check. Success means that he knows the type of creature he is facing, knows if the creature has more or less Hit Dice than himself, knows the creature's name if it is famous, and also remembers some bit of information useful to defeating it (such as special weapons needed, etc). Demonology can pierce disguises, and such spells as change self and polymorph.
TRUE STRIKE: Demon Hunters can use any weapon to harm (but not kill) creatures ordinarily hit only by special weapons. At first level, Demon Hunters can harm creatures ordinarily only hit by silver or iron weapons. At 4th, they can also hit creatures only affected by +1 magical weapons. This ability increases to include those affected by +2 weapons at 8th level, and +3 at 12th level. The Demon Hunter cannot kill these creatures using ordinary weapons, however; the death blow must still be brought by the right kind of material. Furthermore, a Demon Hunter's weapons always deal their normal amount of damage, even if the creature is normally not fully affected by weapons of that type. Example: A Demon Hunter can strike at incorporeal undead with slashing weapons, for full normal damage.
FEAT OF STRENGTH (OR DEXTERITY): Starting at 2nd level, a demon hunter can increase his effective Strength or Dexterity once a day. This lasts for one round per Level of the Demon Hunter. The amount of the increase is the same as the effect of an Enhance Attribute spell: 1d4+1 for a Prime Attribute, 1d2+1 for a Non-Prime Attribute. He can use this ability twice a day at 6th level, and 3 times a day at 10th level.
IRON WILL: Starting at 3rd Level, Demon Hunters gain a saving throw bonus to resist mind control, energy drain, lycanthropy, spells, and spell-like powers used by their favored enemies. This bonus is equal to +1 at 3rd Level, +2 at 6th, +3 at 9th, and +4 at 12th.
TRACKING (Wisdom): With a successful Wisdom check, a Demon Hunter can find traces of its favored enemies and track them for 5 hours, similar to a Ranger's abilities. The Demon Hunter will know what type of creature they are tracking. Unlike a ranger, this ability functions in any environment. The Demon Hunter never gains any of the Ranger's other tracking related abilities, however. Demon Hunters can only track their favored enemies.
OBSESSIVE: If A Demon Hunter encounters any creature that his Demonology ability reveals
1- to be a demon, devil, undead, aberration or lycanthrope,
2- to have fewer HD than himself,
3- to be destroyed by special means that the Demon Hunter has at hand (a stake for vampires, silver weapons for Lycanthropes),
4- to be currently positioned to cause potential harm,
the Demon Hunter must succeed at a Wisdom save or feel compelled to destroy the creature as quickly as he can. It does not matter if the Demon Hunter kills the creature himself, or with help. The CK should adjust the Challenge Level of the Wisdom save as appropriate to the situation. Example: resisting the urge to kill the local Baron, who is a Werewolf, in public, with his guards, should be easy. Resisting the urge to kill a lone werewolf, in a dungeon, when the Demon Hunter has aid, should be difficult.
If a Demon Hunter who failed his initial Wisdom save chooses to run away, he must make another Wisdom save. If he fails, he will become overcome with doubt and fear, losing all his special abilities. The loss of abilities lasts until the creature that made him lose the abilities is destroyed. Example: A 1st level Demon Hunter armed with a club can run away from a Vampire without consequences, because he stands no reasonable chance of defeating the monster. A 5th Level Demon Hunter with a silver sword cannot run away from a Wererat, or let it escape.
PRIME ATTRIBUTE: Strength
HIT DICE: d8
ALIGNMENT : Any
WEAPONS: Any
ARMOR: Breastplates, Chain Shirt, Mail Hauberk, Coat of Plates, Cuir Bouille Leather, Leather Coat, Studded Leather, Lamellar, Brigandine, Padded Armor
ABILITES: Demonology, True Strike, Feat of Strength (or Dexterity), Iron Will, Tracking
Level | Hit Dice | Basic To-Hit Bonus | Experience Points
1 | d8 | +0 | 0
2 | d8 | +1 | 2,251
3 | d8 | +2 | 5,001
4 | d8 | +3 | 9,001
5 | d8 | +4 | 18,001
6 | d8 | +5 | 35,001
7 | d8 | +6 | 70,001
8 | d8 | +7 | 140,001
9 | d8 | +8 | 300,001
10 | d8 | +9 | 425,001
11 | +3 HP | +10 | 650,001
12 | +3 HP | +11 | 900,001
13+ | | | +250,000 per level
_________________
The Engine of Oracles: Creations For Gaming
http://engineoforacles.wordpress.com/
Daniel James Hanley
Creator of Ghastly Affair, "The Gothic Game of Romantic Horror".
Player's Manual Now Available on DriveThruRPG and Amazon
Reader discretion is advised.
Creator of Ghastly Affair, "The Gothic Game of Romantic Horror".
Player's Manual Now Available on DriveThruRPG and Amazon
Reader discretion is advised.
- DeadReborn
- Ulthal
- Posts: 638
- Joined: Wed May 27, 2009 7:00 am
- Location: Port Charlotte, FL