Demon Hunter (D20 Modern Advanced Class)

From D&D Wiki

Jump to: navigation, search


Demon Hunter[edit]

Requirements[edit]

Requirement 1: Feats: Personal Firearms Proficiency & Archaic Weapons Proficiency

Requirement 2: BAB +5

Requirement 3: Weapons Focus feat in either a Personal Firearm or Archaic Weapon

Requirement 4: Two-Weapon Fighting feat


Class Information[edit]

Hit Die: d8

Action Points: 6 + one-half character level, rounded down, every time the Demon Hunter attains a new level in this class.


Class Skills[edit]

The Demon Hunter’s class skills (and the key ability for each skill) are:

Skill Points at Each Level: 5 + Int modifier.

Class Table[edit]

Table: The Demon Hunter
Level Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save
Special Def Rep
1st +1 +2 +0 +0 Hunter Weapon Focus, Hunter Lore +0 +0
2nd +2 +3 +0 +0 Guns Akimbo +1 +0
3rd +3 +3 +1 +1 Bonus Feat, Hunter Weapon Specialization +1 +1
4th +4 +4 +1 +1 Arcane Jump +2 +1
5th +5 +4 +1 +1 Aerial Combo +2 +1
6th +6 +5 +2 +2 Bonus Feat, Devil Heart I +3 +2
7th +7 +5 +2 +2 Devil Bringer ~or~ Devil Trigger +3 +2
8th +8 +6 +2 +2 Improved Aerial Combo +4 +2
9th +9 +6 +3 +3 Bonus Feat, Devil Slam ~or~ Ifrit Gauntlets +4 +3
10th +10 +7 +3 +3 Devil Heart II +5 +3


Class Features[edit]

The following features pertain to the Demon Hunter advanced class.


Hunter Weapon Focus[edit]

Gain the benefits of Weapon Focus (+1 Attack checks) on another weapon of the Demon Hunter, personal firearms or archaic weapons only.


Hunter Lore[edit]

The Hunter has to know many things about its prey and his/her profession, else s/he becomes the prey. Roll a d20 + Hunter LV + Misc. vs a DC of 5/10/15/20/25. DM discretion at what info is revealed and when. Hunter Lore only envelops information, knowledge, and lore on: Demons, Monsters, Demonic Planes, Personal Firearms, Archaic Weapons, other Demon Hunters, Demonic Viruses, Demonic Weapons, etc. Hunter Lore is a free action, it does not induce any other benefits other than knowledge that may or may not help the player.


Guns Akimbo[edit]

The Hunter has learned to wield either two firearms or a firearm and an archaic melee weapon at the same time. Personal Firearms of medium or lighter size are treated as light weapons for dual wielding, even with a melee weapon in the other hand. Firearms count as 'melee' weapons for the purpose of threatened squares.


Bonus Feat[edit]

At 3rd, 6th, and 9th level, the Demon Hunter gets a bonus feat. The bonus feat must be selected from the following list, and the Demon Hunter must meet all the prerequisites of the feat to select it.

Acrobatic, Advanced Combat Martial Arts, Advanced Firearms Proficiency, Advanced Two-Weapon Fighting, Alertness, Arcane Skills, Combat Martial Arts, Combat Reflexes, Confident, Defensive Martial Arts, Far Shot, Improved Combat Martial Arts, Improved Grapple, Improved Two-Weapon Fighting, Low Profile, Point Blank Shot, Power Attack, Precise Shot, Quick Draw, Quick Reload, Shot on the Run, Skip Shot, Supernatural Strike, Track


Hunter Weapon Specialization[edit]

Gain the benefits of Weapon Specialization (+2 Damage) to one of your Weapon Focused - Weapons, Personal Firearms and Archaic Weapons only.


Arcane Jump[edit]

After a Jump Check, a Demon Hunter may perform a second Jump check using arcane energy to increase the density of the air enough to push off of. At this point the Hunter may chose to redirect the jump in the opposite direction or in another direction altogether. Arcane Jump also bestows a Slow Fall for 30 ft, but after 30 ft the character falls normally and takes normal damage. {i.e.: Jim uses Arcane Jump to jump up to 30 ft in the air and falls back down safely. James tries to Arcane Jump over a 60 ft pit and gains a 20 ft elevation before falling into the pit, James takes the full damage from the 50 ft drop.}


Aerial Combo[edit]

A Demon Hunter can vault over a target and unleash a hail of bullets down onto it or unleash a flurry of bullets/attacks onto an aerial target. This allows him/her to use a full-round attack with a -5 attack penalty while still using a move action in the same turn. This may also be used on another target on a higher elevated surface than the user, however the user must be airborne to activate this ability.


Devil Heart I[edit]

The Demon Hunter has been exposed to so much demonic energy over his career that it has warped him. S/he gains a +2 Str and Dex as well as 1d6+3 Mutation Points to spend on mutations. At this point the Hunter may chose to take some detrimental mutations for extra points as well, if they so choose. This also adds an effect to the end of the Aerial Combo attack, making the last hit (if it hits) slam the target down towards the ground for extra damage equal to the fall damage of the distance plus (2x(Str Mod)) in feet.


Devil Bringer[edit]

The demonic energies manifest themselves into your off-hand, causing it to twist itself into a demonic version of it's former self. This gives you a +2 Shield bonus to Defense (when used to block), a +4 to Str, a spectral manifestation of itself and the Snatch ability.

Devil Manifestation - gives up to a 10' reach to unarmed attacks with the Devil Bringer, it can also be considered one size category larger than the user
Snatch - Uses Devil Manifestation = has up to a 50' reach, grapples targets of the same size as the user, or less, and brings them right up to the him/her. Targets that are larger than the user act as a stationary object. Station objects may be targeted to bring the user to them, if they are within range. Snatch is a move action to activate.


Devil Trigger[edit]

Devil Trigger unlocks the demonic corruption within the player to transform him/her into a full demon form that lasts 5 rounds + their 'upgraded' CON Mod in rounds. It gives them a +4 Str, +2 Dex, +4 Con as well as a +2 Natural Armor bonus to Defense, and a flight speed (average) of twice their land speed.


Improved Aerial Combo[edit]

Improved Aerial Combo reduces the attack penalty of Aerial Combo to a -2.


Devil Slam[edit]

Using the Devil Bringer's Snatch ability, you can slam the target into the ground for fall damage (equal to your distance from the ground + (3x Str Mod) in feet) plus your normal unarmed damage. The force pushes you up into the air by 5' and keeps you there til after your next turn. Devil Slam is a standard action to perform.


Ifrit Gauntlets[edit]

The Ifrit Gauntlets allow the character to fight unarmed as if 'armed' and deal 1d6 + STR Mod in bludgeoning damage and 1d6 in hellfire damage. In addition, the user may spend an Action Point to charge a standard single attack to deal an automatic critical and knock the target back 60'. If the target hits a wall, they take damage equal to 1d4/10' left in the knockback, and the object the target slams into takes damage equal to the same amount.


Devil Heart II[edit]

Devil Heart Ii increases the demonic energies inside the Demon Hunter, giving him a +2 STR, DEX, and CON. It also gives the Hunter another 1d6+3 mutation points for use in mutations. As before, the Hunter may take more detrimental mutations to gain more points at this time. This also empowers the chosen powers of the now Demonic Demon Hunter even further.

Devil Bringer: It's shield bonus increases to a +4 and it's STR bonus increase by +2, it's manifestations unarmed reach becomes a 20' reach and it can be considered up to two size categories larger than the user
Devil Trigger: It's transformation lasts 8 + (1.5x 'upgraded' CON Mod) in rounds with its bonuses increasing to +8 STR & CON, +4 DEX and Natural Armor. It's flight maneuverability is increased by one category and it gains +20 feet in land speed.



Back to Main PageD20 ModernClassesAdvanced Classes

Home of user-generated,
homebrew pages!


Advertisements: