Celestial Hunter (3.5e Class)

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Celestial Hunter
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Celestial Hunter[edit]

A Celestial Hunter has devoted himself to hunting and killing the paragon of good known as the Celestial. They wander the land improving their abilities and killing any celestial they find. They wander the world seeking out their favorite prey, but sometimes just can not resist killing any good they find. Paladin's are their favorite prey right after Celestials. Fun class for those who want to play evil

Making a Celestial Hunter[edit]

In this section we will discuss what you need to make your Celestial Hunter

Abilities: Wisdom is important to the Celestial Hunter for his Divine Spell ability. Strength is important to the Celestial Hunter to tackle strong demons later on. Constitution Is also important as the Celestial Hunter needs to be healthy to take on their prey.

Races: Most Celestial Hunters are humans, because only man can plumb the depths of evil that it would take to kill such a good creature. Elves and Half Elves also have potential, but are considerably rarer. Half Orcs usaully do not have the wisdom to take on such a class.

Alignment: Any Evil.

Starting Gold: 6d6 x 10gp.

Starting Age: As Cleric.

Table: The Celestial Hunter

Hit Die: d12

Level Base
Attack Bonus
Saving Throws Special Spells per Day1
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +1 +2 +0 +2 Detect Good, Smite Good 1/day 3 1
2nd +2 +3 +0 +3 Aura of Evil, Bonus Feat 4 2
3rd +3 +3 +1 +3 4 2 1
4th +4 +4 +1 +4 Blight Touch 1d4 5 3 2
5th +5 +4 +1 +4 Smite Good 2/day 5 3 2 1
6th +6 +5 +2 +5 5 3 3 2
7th +7 +5 +2 +5 6 4 3 2 1
8th +8/+1 +6 +2 +6 Blight Touch 2d4 6 4 3 3 2
9th +9/+2 +6 +3 +6 Summon Fiendish Servant 6 4 4 3 2 1
10th +9/+3 +7 +3 +7 Smite Good 3/day 6 4 4 3 3 2
11th +9/+4 +7 +3 +7 6 5 4 4 3 2 1
12th +9/+5 +8 +4 +8 Blight Touch 3d4 6 5 4 4 3 3 2
13th +9/+6 +8 +4 +8 6 5 5 4 4 3 2 1
14th +10/+7 +9 +4 +9 6 5 5 4 4 3 3 2
15th +11/+8/+1 +9 +5 +9 Smite Good 4/day 6 5 5 5 4 4 3 2 1
16th +12/+9/+2 +10 +5 +10 Blight Touch 4d4 6 5 5 5 4 4 3 3 2
17th +12/+9/+3 +10 +5 +10 6 5 5 5 5 4 4 3 2 1
18th +13/+9/+4 +11 +6 +11 6 5 5 5 5 4 4 3 3 2
19th +14/+9/+5 +11 +6 +11 6 5 5 5 5 5 4 4 3 3
20th +15/+10/+6 +12 +6 +12 Blight Touch 5d4, Smite Good 5/day 6 5 5 5 5 5 4 4 4 4

Class Skills (4 + wis modifier per level, ×4 at 1st level)
Climb (Str), Concentration (Con), Hide (Dex), Jump (Str), Knowledge (The Planes/Nature) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), Survival (Wis), and Swim (Str).

Class Features[edit]

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

Weapon and Armor Proficiency: A Celestial Hunter is proficient with all simple and martial weapons and with all types of armor (heavy, medium, and light).

Spells: Celestial Hunters can cast divine spells (choose from the cleric spells.)

Detect Good (Sp): At will, a Celestial Hunter can use detect good, as the spell.

Smite Good (Su): Once per day, a Celestial Hunter may attempt to smite Good with one normal melee attack. She adds her Wisdom bonus (if any) to her attack roll and deals 1 extra point of damage per Celestial Hunter level. If the Celestial Hunter accidentally smites a creature that is not Good, the smite has no effect, but the ability is still used up for that day. Every five levels they gain another smite per day.

Aura of Evil (Ex): At level two the Celestial Hunter gains an Evil Aura. The power of a Celestial Hunter’s aura of Evil (see the detect good spell) is equal to her Celestial Hunter's level.

Blight Touch (Su): At level four the Celestial Hunter gains a touch based attack called Blight touch. it does 1d4 damage per round per level of Celestial Hunter. And at every four levels it goes up another 1d4 of damage to a maximum of 5d4.

Summon Fiendish Servant (Sp): Upon or after reaching 9th level, a Celestial Hunter can call a fiendish bat, cat, dire rat, horse, pony, raven, or toad to serve him. The Celestial Hunter’s servant further gains HD and special abilities based on the blackguard’s character level (see the table below).

A Celestial Hunter may have only one fiendish servant at a time.

Should the Celestial Hunter’s servant die, he may call for another one after a year and a day. The new fiendish servant has all the accumulated abilities due a servant of the blackguard’s current level.

Character Level Bonus HD Natural
Armor Adj.
Str Adj. Int Special
12th or lower +2 +1 +1 6 Empathic link, improved evasion, share saving throws, share spells
13t-15th +4 +3 +2 7 Speak with Celestial Hunter
16t-18th +6 +5 +3 8 Blood bond
19t-20th +8 +7 +4 9 Spell resistance

Character Level: The character level of the Celestial Hunter class level).

Bonus HD: Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Extra Hit Dice improve the servant’s base attack and base save bonuses, as normal.

Natural Armor Adj.: This is an improvement to the servant’s existing natural armor bonus.

Str Adj.: Add this figure to the servant’s Strength score.

Int: The servant’s Intelligence score. (A fiendish servant is smarter than normal animals of its kind.)

The abilities mentioned in the “Special” column of the accompanying table are described below.

Empathic Link (Su): The Celestial Hunter has an empathic link with his servant out to a distance of up to 1 mile. The Celestial Hunter cannot see through the servant’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.

Because of the empathic link between the servant and the Celestial Hunter, the Celestial Hunter has the same connection to a place or an item that the servant does.

Improved Evasion (Ex): If the servant is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage on a successful saving throw and only half damage on a failed saving throw. Improved evasion is an extraordinary ability.

Share Saving Throws: For each of its saving throws, the servant uses either its own base save bonus or the Celestial Hunter’s, whichever is higher. The servant applies its own ability modifiers to saves, and it doesn’t share any other bonuses on saves that the Celestial Hunter might have.

Share Spells: At the Celestial Hunter’s option, he may have any spell (but not any spell-like ability) he casts on himself also affect his servant. The servant must be within 5 feet at the time of casting to receive the benefit. If the spell has a duration other than instantaneous, it stops affecting the servant if it moves farther than 5 feet away and will not affect the servant again even if the servant returns to the Celestial Hunter before the duration expires. Additionally, the blackguard may cast a spell with a target of “You” on his servant (as a touch range spell) instead of on himself. A Celestial Hunter and his servant can share spells even if the spells normally do not affect creatures of the servant’s type (magical beast).

Speak with Celestial Hunter (Ex): If the Celestial Hunter’s character level is 13th or higher, the Celestial Hunter and servant can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

Blood Bond (Ex): If the Celestial Hunter’s character level is 16th or higher, the servant gains a +2 bonus on all attack rolls, checks, and saves if it witnesses the Celestial Hunter being threatened or harmed.

This bonus lasts as long as the threat is immediate and apparent.

Spell Resistance (Ex): If the Celestial Hunter’s character level is 19th or higher, the servant gains spell resistance equal to the Celestial Hunter’s level + 5. To affect the servant with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the servant’s spell resistance.

Ex-Celestial Hunters[edit]

If a Celestial Hunter EVER has an oppurtunity to kill a Celestial and lets the Celestial go, he will immediately lose all spells and Class specific featues and become in essence a fighter, and will remain as such untill he receives punishment by a Fiend. Doing so will lose one Constitution point until he kills a Celestial.

Epic <-class name->[edit]

Table: The Epic <-class name->

Hit Die: d<-Die size for Hit Die->

Level Special
21st <-any improvements to class features gained at this level, including any bonus feats->
22nd <-any improvements to class features gained at this level, including any bonus feats->
23rd <-any improvements to class features gained at this level, including any bonus feats->
24th <-any improvements to class features gained at this level, including any bonus feats->
25th <-any improvements to class features gained at this level, including any bonus feats->
26th <-any improvements to class features gained at this level, including any bonus feats->
27th <-any improvements to class features gained at this level, including any bonus feats->
28th <-any improvements to class features gained at this level, including any bonus feats->
29th <-any improvements to class features gained at this level, including any bonus feats->
30th <-any improvements to class features gained at this level, including any bonus feats->

<-number of skill points-> + Int modifier skill points per level.

<-existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-Lather, rinse...->

<-... repeat.->

Bonus Feats: The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.

Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.

Human Celestial Hunter Starting Package[edit]

The starting package for the typical Human Celedtial Hunter.

Weapons: Long Sword.

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

Skill Ranks Ability Armor
Check
Penalty
Knowledge (The Planes) +3 The planes (the Inner Planes, the Outer Planes, the Astral Plane, the Ethereal Plane, outsiders, elementals, magic related to the planes) -
Concentration +3 You are particularly good at focusing your mind. -

Feat: Power Attack.

Bonus Feats: Cleave.

Gear: Scale Mail, Back pack, week of trail rations, bed roll, holy item, Lantern and a enough oil to burn for 6 hours.

Gold: 120.

Campaign Information[edit]

Playing a Celestial Hunter[edit]

The things you need to know to play a Celestial Hunter and maximize the fun you have with it.

Religion: Will worship any evil deity that will grant them their unholy powers so that they may hunt down Celestials and exterminate the lot of them. Preferred gods are Tiamat, Nerull and Vecna.

Other Classes: Celestial Hunters think of fighters as nothing more than meat shields, Wizards as useless busy bodies who stick their noses in places that they are best to stay out of. They appreiciate a Rogue's skill in getting into places that do their best to keep people out, and think that Clerics do not go far enough. They absolutely LOATH paladin's, thinking them deluded fools.

Combat: Will normally will stay back and launch spells to soften their foe up then will draw their swords and start to swing. More often than not will target spell casters last.

Advancement: Celestial Hunter's make great Blackguards if they make it that far, and those that devote themeselves to Tiamat make for imposing Talons of Tiamat.

Celestial Hunters in the World[edit]

Those little buggers are vicious! I once saw one tear a celestial lamusa to shreds in less time then it takes me to swallow a cow! Their devotion to evil is something to admire and behold!
—Vermathrax Pejorative, Great Wyrm Red Dragon

Celestial Hunters are wandering mad men, their lust for the death of the purest of the pure sometimes driving them mad, but making them no less dangerous to any other form of good. While Celestial's are their preferred prey, any good will do in a pinch.

Organizations: Occasionally a Celestial Hunter will find someone who fits the profile, and will approach them in secret and offer to teach them what they know. If they refuse, the Celestial Hunter will butcher them. If they accept they will take their new found pupil under their wing and train them in their path.

NPC Reactions: Celestial Hunters will rarely show themselves for what they are, and most villagers if they discovered one would react with the utmost disgust and horror.

Celestial Hunter Lore[edit]

Despite their best efforts, Celestial Hunters existence have leaked into the world.

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

Knowledge(religion)
DC Result
5 They know that Celestial Hunters hate all things good, not just Celestials.
10 That while they cast Divine magic like a Cleric, they do not always follow a paticular diety.
15 That a Celestial Hunter will use their Fiendish Servants for more than just spying, that their have been assassinations that have been done by Fiendish creatures when a Celestial Hunter has been in town.
20 You can describe a paticular Celestial Hunter in detail.

<-pluralized class name-> in the Game[edit]

<-How characters of this class fit in the game (PC and NPC) and what roles they play.->

Adaptation: <-Possible variant conceptions of this class.->.

Sample Encounter: <-DM placement for NPCs of this class.->.

EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.



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