Werewolf Hunter (DnD Class)
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| Rating: | Not rated |
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| Author(s): | Vaedan |
| Date Created: | 17.2.2007 |
| Status: | Almost ready |
| Editing: | Constructive edits welcome |
Contents |
[edit] Werewolf Hunter
| This class needs a completed general description and/or information about where it excels. If you have read and understand this class enough to add this information please edit this page and add it. This article has been tagged since March 2007. |
Werewolf hunters, as their name suggests, hunt lycanthropes, but also vampires and undead. They carry weapons made of silver, and many even develop a supernatural ability to sense their enemies' presence. Werewolf hunters do their job because of may reasons. Some are bounty-hunters and others have personal hatred - some even do it just because it's fun. Many werewolf hunters are cold and quiet, when some develop strong friendships.
- Alignment
Any non-chaotic and any non-evil.
- Starting Age
Moderate.
| Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special |
|---|---|---|---|---|---|
| 1st | +1 | +0 | +2 | +0 | Bonus Feat, Track |
| 2nd | +2 | +0 | +3 | +0 | Bonus Feat |
| 3rd | +3 | +1 | +3 | +1 | Uncanny Dodge |
| 4th | +4 | +1 | +4 | +1 | Hunter's Sense |
| 5th | +5 | +2 | +4 | +2 | - |
| 6th | +6/+1 | +2 | +5 | +2 | Bonus Feat |
| 7th | +7/+2 | +3 | +5 | +3 | - |
| 8th | +8/+3 | +3 | +6 | +3 | Imbue Weapon |
| 9th | +9/+4 | +4 | +6 | +4 | - |
| 10th | +10/+5 | +4 | +7 | +4 | Bonus Feat |
| 11th | +11/+6/+1 | +5 | +7 | +5 | Improved Uncanny Dodge |
| 12th | +12/+7/+2 | +5 | +8 | +5 | - |
| 13th | +13/+8/+3 | +6 | +8 | +6 | - |
| 14th | +14/+9/+4 | +6 | +9 | +6 | Bonus Feat |
| 15th | +15/+10/+5 | +7 | +9 | +7 | - |
| 16th | +16/+11/+6/+1 | +7 | +10 | +7 | - |
| 17th | +17/+12/+7/+2 | +8 | +10 | +8 | - |
| 18th | +18/+13/+8/+3 | +8 | +11 | +8 | Bonus Feat |
| 19th | +19/+14/+9/+4 | +9 | +11 | +9 | - |
| 20th | +20/+15/+10/+5 | +9 | +12 | +9 | - |
| Skill points at 1st level: (5 + Intelligence modifier) x4 Skill points at each additional level: 5 + Intelligence modifier The werewolf hunter's class skills (and the key ability for each skill) are: Balance (Dex), Climb (Str), Craft (Int), Gather Information (Cha), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex). | |||||
[edit] Class Features
All of the following are class features of the werewolf hunter:
Weapon and armor proficiency: Werewolf hunters are proficient with all simple weapons and all martial weapons.
Werewolf hunters are proficient with light armor. Werewolf hunters are not proficient with any shields.
Bonus Feats: Werewolf hunters gain a bonus feat at 1st level. They also gain a bonus feat at 2nd level and every four level thereafter (6th, 10th, 14th, 18th). These bonus feats are in addition to the general feats that every character gains when advancing in levels and are all selected from the list of fighter bonus feats.
Track: Werewolf hunters (like rangers) get Track as a bonus feat at 1st level.
Also, when a werewolf hunter uses Track feat on lycanthropes he gains +2 bonus on the check.
Uncanny Dodge (Ex): At 3rd level, werewolf hunter retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a werewolf hunter already has Uncanny Dodge from a different class, he automatically gains Improved Uncanny Dodge instead.
Hunter's Sense (Su): Upon reaching 4th level, a werewolf hunter gains a supernatural ability to sense his foe's presence. Always when an enemy enters the vicinity of a werewolf hunter, the enemy must make a Will Saving Throw against DC 20 + Werewolf hunter's class level / 4 (rounds down) + Werewolf hunter's Wisdom modifier. If the enemy succeeds in the save, the werewolf hunter remains unconscious of the enemy's presence.
The area where a werewolf hunter can sense enemy's presence 100 ft.
Imbue Weapon (Su): When a werewolf hunter reaches 8th level he gains a supernatural ability to imbue his own weapon (or unarmed strike) with magical power. This magic appears as a colored flame on the weapons surface. The color of the flame is chosen by the werewolf hunter. These flames do not hurt or burn anyone.
When the weapon (or unarmed strike) is imbued with this magic, the weapon deals extra 2d6 damage to undead and lycanthropes.
If the werewolf hunter loses consciousness or is killed, the magic of the weapon fades. Ranged weapons bestow this magic on their ammunition. The fire on the missiles continues to burn for 1d4 rounds afterward.
Activating this ability is a free action and doesn't provoke an attack of opportunity.
Improved Uncanny Dodge (Ex): A werewolf hunter of 11th level or higher can no longer be flanked.
This defense denies a rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.
If a character already has Uncanny Dodge from a second class, the character automatically gains Improved Uncanny Dodge instead, and the levels from the classes that grant Uncanny Dodge stack to determine the minimum rogue level required to flank the character.
[edit] The Epic Werewolf Hunter
| Level | Special | ||||
|---|---|---|---|---|---|
| 21st | - | ||||
| 22nd | Bonus Feat | ||||
| 23rd | - | ||||
| 24th | - | ||||
| 25th | - | ||||
| 26th | Bonus Feat | ||||
| 27th | - | ||||
| 28th | - | ||||
| 29th | - | ||||
| 30th | Bonus Feat | ||||
Skill points at each additional level: 5 + Intelligence modifier
[edit] Class Features
All the following are class features of the Epic Werewolf Hunter
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