Banehunter (3.5e Class)

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Banehunter
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[edit] Banehunter

A banehunter is able to make powerful counters against his enemies. Along side his banes, he uses the daggers he has on his person in order to slice and hack off parts of enemies. In the heat of a battle, banehunters chose their target, and then unleash a flury of blades on them, often leaving behind deadly banes.

[edit] Making a Banehunter

Banehunters are strong against mosters of their chosing. Their attacks hit the monsters harder and they suffer less damage when hit by those monsters. Their shadow majic also hits hard against any unnatural creature, allowing them to tear through undead hords. The class is similar to the ranger's favored enemy in the fact that they gain combat increases against the enemies. Banehunters fight well in teams, by taking down enemies plauging the backline and then jumping back to aid the front line. The banehunter also lacks major healing skills so the healing that teams bring aid the banehunter as well.Banehunters are usually mercinaries or headhunters. Becuase of this, they are looked down upon by nobility, and feared by the lower classes.

Abilities: Constitution, Strength and Dexterity are musts for a banehunter.

Races: Any race could become a skilled banehunter, but Elves and Humans are at an advantage because of their knoledge of plants and adaptability.

Alignment: Banehunters are always good at heart, they will only accept a mission that they believe is for the betterment of society. A lawful banehunter might become a vassal to a perticular lord, and aid him as a knight. Most banehunters are chaotic.

Starting Gold:90gp

Starting Age:Moderate

Table: The Banehunter

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Shadow Spells
Fort Ref Will per day
1st +0 + 2 + 1 + 1st Bane, Apothecary, Shadow Damage 1
2nd +1 +2 + 2 +2 Acrobatic 2
3rd + 1 + 2 + 2 +2 Ability to learn and cast tier 3 spells 3
4th + 2 + 4 + 2 +2 2nd Bane, Two-Weapon Fighting 4
5th + 2 + 4 + 3 +3 Agile 5
6th + 3 + 4 + 4 +4 Run, Dodge 7
7th + 3 + 4 + 4 +4 Martial Weapon Proficiency 8
8th + 4 + 6 +4 +4 3rd Bane 9
9th + 4 + 6 +5 +5 Twin Weapon Fighting Ability to learn and cat tier 2 spells 10
10th + 5 + 7 + 7 +6 Bane Immunity, Power Attack 11
11th + 5 +8 +8 +6 - 13
12th + 6 + 9 + 8 +6 4th Bane 14
13th + 6 + 9 + 9 +6 - 15
14th + 7 + 9 + 10 +6 Weapon Focus 16
15th + 7 + 10 + 10 +6 Quicksilver 17
16th + 8 + 11 + 10 +6 5th Bane, Power Critical 19
17th + 8 + 11 + 11 +6 Savage Critical 20
18th + 9 + 11 + 11 +6 Ability to learn and cast tier 1 spells 21
19th + 9 + 11 + 11 +6 Kick-Up 22
20th + 10 +12 +12 +6 6th Bane 23

Class Skills ( 4 + Int modifier per level, ×4 at 1st level)
Climb(Str), Swim(Str), Balance(Dex), Escape Artist(Dex), Move Silently(Dex), Sleight of Hand(Dex), Tumble(Dex), Use Rope(Dex), Search(Int), Knowledge(Nature)(Int),Heal(Wis), Spot(Wis), Survival(Wis), Bluff(Cha), Intimidate(Cha)

[edit] Class Features

Shadow Damage- The banehunter deals an extra +1d6 Shadow Damage with each attack. If the initial attack dosen't hit, or deals no damage, then the shadow damage doesn't affect the target

Bane- Banehunters can chose to be natural or outsider hunters. The banehunter uses the same list of enemies as the ranger's favored enemy to select their targets. With each bane they chose an extra enemy from on of the two categories (Primordials, undead, any non-natural and elemental enemies are considered outsiders for this purpose.) and inflict the bane status with each hit. Bane deals 1d6+ the banehunter's level to the enemy at the start of the enemy's turn. Fortitude saves end.

Banes Immunity- All banehunters are immune to their banes after they reach level 2. If an enemy attacks with its body an hits, it normally wold also transmit the bane, but with this ability, the banehunter would only count the damage form the original attack from the enemy.

Shadow Spells- Banehunters gain the ability to channel their shadow damage through a focus point and release it in a flash starting at the third level. This flash is channeled through a material focus, and they need a combined dexterity and strength modifier greater than 5. These actions replace another action and can be used only by banehunters. There are 3 tiers to spells, each going from tier 3-1. Each time a banehunter learns a new tier level, the old spell still needs to be cast before the later tiers, unless otherwise specified. The spells have unique saves and resistances stated in the spell description. These "spells" include but are not limited to:Banehunter (3.5e Class)Spell List

Weapon and Armor Proficiency: Banehunters specialize in daggers and swords, but can use any martial weapon. The bane hunter favors his mobility over any thing else, so they wear minimal armor, mostly heavy coats, leather gloves, and pants.

[edit] Ex-Banehunters

If banehunters become aligned with evil, thay lose their ability to use their shadow powers.

[edit] Epic Banehunters

Table: The Epic Banehunter
Hit Die: d8
Level Special
21st
22nd SRD:Weapon Specialization
23rd
24th Bonus Feat
25th
26th Bonus Feat
27th
28th Bonus Feat
29th
30th Bonus Feat

4 + Int modifier skill points per level.

Bane: At Level 24 and every 2 levels afterwords, an Epic Banehunter gets a +1 to his bane powers

Shadow Damage: Every level gives the Banehunter an extra +2 to their shadow damage.

Improved Dexterity: Every 5 levels after 20, the banehunter gets an extra +1 to his reflex rolls.


Bonus Feats: The epic Banehunter gains a bonus feat (selected from the list of epic Banehunter bonus feats) every 2 levels after 22nd.

Epic Banehunter Bonus Feat List:Blinding Speed, Epic Dodge, Epic Speed, Perfect Two-Weapon Fighting, Epic Weapon Focus, Epic Weapon Specialization

[edit] Human Banehunter Starting Package

Weapons: Dagger, Short-blade, Short Sword.

Skill Selection: Pick a number of skills equal to 4 + Con modifier.

Skill Ranks Ability Armor
Check
Penalty
Slight of Hand 4 Dex
Tumble 4 Dex
Move Silently 4 Dex
Swim 4 Str

Feats: Quick Draw, Weapon Juggle

Gear: Leather Jerkin (5lbs), Vials of Banes(12lbs)

Gold: 100gp

[edit] Campaign Information

[edit] Playing a Banehunter

Religion: Banehunters are not strongly religious, but they do believe in the existance of gods. Banehunters usually have a god with the same allignment.

Other Classes: Each banehunter has their own personality so they each will react with other classes diffrently. Due to their stereotype for assassins, many classes distrust them, but they can be a valueable assest to each team Combat: Banehunters generally are hit and run experts. They prefer light armor to escape encounter instead of fight constantly. If a bane hunter focuses on heavy armor, then they can sustain more combat damage but cannont strike foes faster.

Advancement: Banehunters know many of the banes of the world, and many dark powers as well. Many seek to find or create more banes and powers. Certian banehunters continue to learn the ways of stealth and may choose to become an Ambusher. Combined with their high mobility, a Ambusher Banehunter can inflict bane on his foes and ecsape before the effects even take place. By studying their weapons more, a Banehunter can even become an Archblade.

[edit] Banehunters in the World

I've killed almost everything on this plane of existence.

Dragons are the most fun.

—Zev Voin, Banehunter

Banehunters are generally assassins hired by nobels and other people wanting someone dead quickly and without a trace.

Daily Life: The daily life depends on whether or not the Banehunter has an assassination target. When hunting a target, the banehunter will spend an inordinate ammount of time studying the target. This includes spying to figure out routine, background checks to see if target has any combat experience or if the target has already had an attempt on his life. Notables: Zev Voin, The first Banehunter.

Organizations: Many members of this class are vassals to lords serving a hired assassins. Most of the freelancers belong to the assassin guild.

NPC Reactions: Peasants tend to try and avoid these characters because of their reputation of killing knowledge. Nobel often times hire them as assassins. They are met with fear and awe where ever they go.

[edit] Banehunter Lore

Characters with ranks in Knowledge (Nature) can research Banehunters to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (Nature)
DC Result
5 Banehunters are often recruited for their mobility and knowledge of banes.
10 Banehunters are specialized in fighting either natural enemies or outsiders
15 Banehunters have the ability to use shadows to damage their afflicted targets
20 Banehunters can channel their dark majics and release them in a flash. If a banehunter learns a new shadow spell.

[edit] Banehunters in the Game

A banehunter can be used as a scout due to their mobility, as a specialized fighter because of their bane, as a headhunter back to the assassin thing, or as a woodsman who hunts animals.

Adaptation: Banehunters can have a guild that they belong to outside of the assassin guild. This guild might be plotting an assassination of a ruler, or trying to stop the assassins from killing the ruler.

Sample Encounter: Walking into an assassination in a city, the banehunter springs PCs from prison, Banehunter tryies to assassinate PCs

EL 7: Players are summoned to see the king of the relm. When they enter the throne room the king tells them that he needs their help. An assassin is attemplting to take his life and if they help him he will give them... At this point the banehunter kills the king and fights the Players attempting to kill them as witnesses.

Voren Imris CR 20

Human, 10th-Level Banehunter

Size/Type: Medium Humanoid (human)

Hit Dice: 1d8+0 (450 hp) 1d6+3 Shadow Damage

Initiative: +4

Speed: 30 ft. (6 squares)

Armor Class: 12, touch 10, flat-footed 10

Base Attack/Grapple: +10/+13

Attack: Machette +4 (1d8) melee

Full Attack: Machette +4 (1d8)

Space/Reach: 5 ft./5 ft.

Special Attacks: -

Special Qualities: —

Saves: Fort +3, Ref +3, Will +2

Abilities: Str 17, Dex 17, Con 14, Int 12, Wis 12, Cha 11

Skills: Tumble +20, Move Silently +20, Hide +20

Feats: Bane Immunity, Dodge, Improved Two-Weapon Fighting

Patron God: Kord


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