Vampire Hunter (3.5e Prestige Class)

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Vampire Hunter, Path of The Spellcaster[edit]

What do the undead have nightmares about? Me.
—Danzig Nyttafjell, elan duskblade/vampire hunter

Becoming a Vampire Hunter[edit]

A character typically pursues the path of the vampire hunter out of necessity, or simple revenge. Perhaps a vampire slew one of their relatives, or rules their home town with a cold undead fist. Most vampire hunters are either duskblades or paladins, with rangers running a very close second. Hexblades can use this class, but it is not as likely as the others. In theory, any class with spellcasting ability can become a vampire hunter, but they will have to either multiclass with a warrior class, or wait around until level 10, owing to the attack bonus requirements.

Entry Requirements
Base Attack Bonus: +5 or higher.
Feats: Vampire Hunter (from Libris Mortis).
Spellcasting/Manifesting: Able to cast 1st-level arcane or divine spells OR able to manifest 1st-level psionic powers.
Special: Must have personally slain a vampire or vampire spawn, either alone or as part of a group consisting of no more than 4 members. Also, if the prospective vampire hunter is a ranger with Favoured Enemy (Undead) +4, they may waive any feat requirements.
Table: The Vampire Hunter, Path of The Spellcaster

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Spellcasting or Psionics
Fort Ref Will
1st +1 +2 +0 +2 Favoured Enemy (Undead) +2, Fanatical Assault +1 Level of Existing Class
2nd +2 +3 +0 +3 Strong Vitality, Bonus Feat +1 Level of Existing Class
3rd +3 +3 +1 +3 Heartseeker I +1 Level of Existing Class
4th +4 +4 +1 +4 Favoured Enemy (Undead) +4 +1 Level of Existing Class
5th +5 +4 +1 +4 Bonus Feat +1 Level of Existing Class
6th +6 +5 +2 +5 Heartseeker II +1 Level of Existing Class
7th +7 +5 +2 +5 Favoured Enemy (Undead) +6 +1 Level of Existing Class
8th +8 +6 +2 +6 Bonus Feat +1 Level of Existing Class
9th +9 +6 +3 +6 Heartseeker III +1 Level of Existing Class
10th +10 +7 +3 +7 Favoured Enemy (Undead) +8 +1 Level of Existing Class

Class Skills (4 + Int modifier per level)
Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Escape Artist (Dex), Gather Information (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (Arcana), Knowledge (History), Knowledge (Religion), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha).

Class Features[edit]

All of the following are class features of the Vampire Hunter, Path of The Spellcaster.

Spellcasting or Psionics: At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a vampire hunter, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known. In case of psionic vampire hunters, the psionic equivalent applies.

Favoured Enemy (Undead): This class features works identically to the Favoured Enemy rules for the Ranger, but only against the undead.

Fanatical Assault: The Vampire Hunter gains a 1d4 Unarmed Strike. He also gains flurry of blows as per the Martial Artist, but only when facing an undead foe in that particular round. The penalty for Fanatical Assault drops as per the Martial Artist, disappearing altogether at 9th level, and he does not gain a third extra attack, as the monk does. Also, using improvised weapons incurs only a –2 penalty, dropping to –1 at 5th level, and disappearing at 10th entirely. As a special note, if the vampire hunter has any levels in Martial Artist or Monk, then their vampire hunter levels count as Martial Artist/Monk levels for determining unarmed strike damage.

Strong Vitality: The living vampire hunter adds half of this class' level, rounded down, to Fortitude and Will saves vs. special attacks of undead. For instance, blood drain, energy drain, ghoul paralysis, mummy rot, frightful moan, fear, insanity, and so on.

Heartseeker: Vampires, as we all know, are immune to critical hits. However, a vampire may be slain by a stake or other suitable piercing weapon driven through the heart. What Heartseeker does is increase the critical threat range of stakes and other suitable piercing weapons for this purpose. Therefore, Heartseeker I would give a threat range of 19-20, II would give 18-20, and III would give 17-20. This of course is in line with the staking rules presented in Tome of Necromancy.

Bonus Feat: At the level indicated, the vampire hunter gains a bonus feat, which can be a Martial Study or Martial Stance feat, fighter bonus feat, weapon proficiency feat, psionic or metapsionic feat, reserve feat, or metamagic feat. A good example would be Energize Spell.

Multiclass Note: As regards martial manuevers, this class is considered a martial adept class for purposes of determining highest-level maneuvers known. In addition, this class may be freely multiclassed with any classes.

Vampire Hunter, Path of The Warrior[edit]

Disobedient swine! Prepare to meet oblivion!
—Edifon, vampire lord, vampire hunter & self-proclaimed Nightlord of Genushi


Becoming a Vampire Hunter[edit]

A character typically pursues the path of the vampire hunter out of necessity, or simple revenge. Perhaps a vampire slew one of their relatives, or rules their home town with a cold undead fist. Most vampire hunters are either warblades, assassins (Lord Dhazriel variant), or martial artists, but fighters and non-spellcasting variant rangers and paladins can make great use of this class as well. In theory, any class that does not use psionic powers or spellcasting may join this class.

Entry Requirements
Base Attack Bonus: +5 or higher.
Feats: Vampire Hunter (from Libris Mortis).
Spellcasting: No spellcasting ability. Unable to manifest psionic powers (psionic feats, and Soulknife abilities are acceptable, as they do not actually rely on powers).
Special: Must have personally slain a vampire or vampire spawn with no assistance. As with the path of the spellcaster, a variant non-spellcasting ranger may waive the feat requirements, provided he has Favoured Enemy (Undead) +4.
Table: The Vampire Hunter, Path of The Warrior

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special Maneuvers
Known
Maneuvers
Readied
Stance
Known
Fort Ref Will
1st +1 +2 +0 +2 Favoured Enemy (Undead) +2, Fanatical Assault 1 1 1
2nd +2 +3 +0 +3 Strong Vitality, Bonus Feat 1 1 1
3rd +3 +3 +1 +3 Heartseeker I 2 1 1
4th +4 +4 +1 +4 Favoured Enemy (Undead) +4 2 1 1
5th +5 +4 +1 +4 Bonus Feat 3 1 2
6th +6/+1 +5 +2 +5 Heartseeker II 3 2 2
7th +7/+2 +5 +2 +5 Favoured Enemy (Undead) +6 4 2 2
8th +8/+3 +6 +2 +6 Bonus Feat 4 2 2
9th +9/+4 +6 +3 +6 Heartseeker III 5 3 2
10th +10/+5 +7 +3 +7 Favoured Enemy (Undead) +8 5 3 3

Class Skills (4 + Int modifier per level)
Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Escape Artist (Dex), Gather Information (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (Arcana), Knowledge (History), Knowledge (Religion), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha).

Class Features[edit]

All of the following are class features of the Vampire Hunter, Path of The Warrior.

Maneuvers & Stances: At each level indicated, you gain a maneuver or stance from the Desert Wind, Devoted Spirit, Diamond Mind, Iron Heart, or Setting Sun lists. As a special note, any of the above may be used with stakes. Spent maneuvers are recovered in the same fashion as a swordsage, if no martial adept levels have been taken. If the vampire has class levels in a martial adept class, then maneuvers are recovered as per that class.

Favoured Enemy (Undead): This class features works identically to the Favoured Enemy rules for the Ranger, but only against the undead.

Fanatical Assault: The Vampire Hunter gains a 1d6 Unarmed Strike. He also gains flurry of blows as per the Martial Artist, but only when facing an undead foe in that particular round. The penalty for Fanatical Assault drops as per the Martial Artist, disappearing altogether at 9th level, and he does not gain a third extra attack, as the monk does. Also, using improvised weapons incurs only a –2 penalty, dropping to –1 at 5th level, and disappearing at 10th entirely. As a special note, if the vampire hunter has any levels in Martial Artist or Monk, then their vampire hunter levels count as Martial Artist/Monk levels for determining unarmed strike damage.

Strong Vitality: The living vampire hunter adds half of this class' level, rounded down, to Fortitude and Will saves vs. special attacks of undead. For instance, blood drain, energy drain, ghoul paralysis, mummy rot, frightful moan, fear, insanity, and so on. In addition, one who follows the Warrior path also gains a 5% chance per class level to negate any of those same attacks with a successful save. This of course means that a 10th level Vampire Hunter (Warrior Path) would have a 50% chance to negate special attacks of undead.

Heartseeker: Vampires, as we all know, are immune to critical hits. However, a vampire may be slain by a stake or other suitable piercing weapon driven through the heart. What Heartseeker does is increase the critical threat range of stakes and other suitable piercing weapons for this purpose. Therefore, Heartseeker I would give a threat range of 19-20, II would give 18-20, and III would give 17-20. This of course is in line with the staking rules presented in Tome of Necromancy.

Bonus Feat: At the level indicated, the vampire hunter gains a bonus feat, which can be a Martial Study or Martial Stance feat, fighter bonus feat, weapon proficiency feat, or psionic feat.

Multiclass Note: As regards martial manuevers, this class is considered a martial adept class for purposes of determining highest-level maneuvers known. In addition, this class may be freely multiclassed with any classes.

Campaign Information[edit]

Playing a Vampire Hunter[edit]

Combat: No real change is seen, but the vampire hunter will not hesitate to bring their abilities to bear aginst an undead foe.

Advancement: This class may be multiclassed freely with other classes, prestige and otherwise. However, there is no epic progression for this class beyond 10th level.

Resources: Anybody who has seen the vampire hunter in action and dislikes the undead may offer aid in whatever fashion. Ultimately, it is up to the DM what this aid may entail.

Vampire Hunters in the World[edit]

Vampire hunters tend to show up where undead congregate. For instance, if a necromancer is raising a lot of zombies, a vampire hunter might show up to investigate, and eliminate. In the case of vampires ruling a particular locale, a vampire hunter comes off as a focused, driven freedom fighter.

Vampire Hunter Lore[edit]

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

<-the appropriate skills->
DC Result
11 Vampire Hunters dislike undead a lot. Especially vampires.
16 <-rare information->.
21 <-very rare information->.
26 A specific vampire hunter's identity, personal history and whereabouts.

Vampire Hunters in the Game[edit]

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

Adaptation: Anywhere there are vampires, you can find this prestige class.

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

EL whatever: <-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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