Old Hunter, Variant (3.5e Class)

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Old Hunter[edit]

Old Hunters are all around the world sworn to ridding the world of the beast's scourge. Typically lone worriers but never shun from jolly co-operation. They are swift and lethal fighters that specialize in the eldritch horrors that lay beyond the veil. They seek insight to understand the inhuman knowledge of the Great Ones. We are born by the blood, made men by the blood, undone by the blood. Fear the old blood.

Making an Old Hunter[edit]

They are capable warriors, with the potential to put down any foe. Though without the proper stats it may be hard to play. They can either be played as a vanguard at the front of the party or as swift killers securing kills.

Abilities: Your highest stat should be Strength or Dexterity. Next should be Wisdom or Constitution. After that is up to your own discretion.

Races: Any race can be an Old hunter, but they are typically human.

Alignment: Any.

Starting Gold: 4d6 x 10.

Starting Age: Any

Table: The Old Hunter

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +1 +1 +1 Unarmored Defense, Blood Ministration
2nd +2 +1 +1 +1 Two-Weapon Fighting, Weapon Finesse, Trick Weapon
3rd +3 +2 +2 +2 Caryll Rune
4th +4 +2 +2 +2 Evasion, Uncanny Dodge
5th +5 +3 +3 +3 Extra Attack
6th +6/+1 +3 +3 +3 Create Opening
7th +7/+2 +4 +4 +4 Caryll Rune Ability
8th +8/+3 +4 +4 +4 Improved Uncanny Dodge
9th +9/+4 +5 +5 +5 Rubbing Paper (one use)
10th +10/+5 +5 +5 +5 Caryll Rune Ability
11th +11/+6/+1 +6 +6 +6 Hunter's Workshop, Advanced Blood Ministration
12th +12/+7/+2 +6 +6 +6 Blood evolution
13th +13/+8/+3 +7 +7 +7 Blood Healing, Rubbing Paper (two uses)
14th +14/+9/+4 +7 +7 +7 Visceral Attack
15th +15/+10/+5 +8 +8 +8 Caryll Rune Ability
16th +16/+11/+6/+1 +8 +8 +8 Enhanced Blood Vial
17th +17/+12/+7/+2 +9 +9 +9 Blood Rapture, Rubbing Paper (three uses)
18th +18/+13/+8/+3 +9 +9 +9 Caryll Rune Ability
19th +19/+14/+9/+4 +10 +10 +10

Ferocious attack

20th +20/+15/+10/+5 +10 +10 +10 Hunter's Dream

Class Skills Points at 1st Level (8 + Int modifier ×4.)

Skill Points at Each Additional Level 8 + Int modifier per level

Acrobatics (Dex), Climb (Str), Escape Artist (Dex), Balance (Dex), Heal (Wis), Knowledge (Arcana) (Int), Knowedge (History) (Int), Knowledge (Local) (Int), Perception (Wis), Listen (Wis), Profession (Wis), Sense Motive (Wis), Stealth (Dex), Survival (Wis), Search (Int), Swim (Str)

Class Features[edit]

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


Weapon and Armor Proficiency: All Martial, and Simple weapons Light armor, Medium armor, and Shields (excluding tower shields).


Unarmored Defense: While you are not wearing armor, Your AC equals 10+your Dexterity modifier+your Wisdom Modifier. You can gain this ability while using a shield.


Blood Ministration: You can draw blood from your body and refine it to be used as a healing blend comparable to some potions.

Once every 24 hours, you can extract the blood vails equal to your Wisdom modifier (minimum of 1). Plus 2 levels of old hunter leveled down.

The blood vails heals 2d12 + Wisdom Modifier.


Advanced Blood Ministration: At 11th level , the ancient hunter perfected his blood-refinement technique by improving the healing of the blood vails to 4d12 + Wisdom Modifier.


Two-Weapon Fighting: You gain Two-Weapon Fighting as a bonus feat at 2nd level. If you already have it you may chose another bonus feat.


Weapon Finesse: You gain Weapon Finesse as a bonus feat at 2nd level. If you already have it you may choose another bonus feat.


Trick Weapon: At 2nd level, you've reflected on you're tools and realize none is more important the a hunter's signature trick weapon. You may combine two weapons into one, with 2 hours of downtime. You may not fuse more than one weapon and if you fuse a magical weapon, the magical properties are only applied to that form and not the alternate. If you fuse two of the same weapon, say two long-swords, the trick weapon's two forms would be a great-sword and the two initial long-swords.


Caryll Rune: At 3rd level, you may choose a Caryll Rune to be branded into your mind and gain it's benefits. Choose either Corruption or Beast's Embrace. Both detailed after the class feature list. The Caryll Rune grants you abilities at 3rd, 7th, 10th, 15th, and 18th levels.


Evasion: At 4th level, You gain Evasion as a bonus feat. If you already have it you may choose another bonus feat.


Uncanny Dodge : At 4th level, You gain Uncanny Dodge as a bonus feat. If you already have it you may choose another bonus feat.


Extra Attack: At 5th level, you can attack twice without taking a full-round action, if using two weapons, you can use both weapons twice.


Create Opening: At 6th level, when a creature makes an attack roll against you, you can cause it to roll two dice and take the lower. If it misses, your next attack against the creature, you will roll two dice and take the higher. You can only use this either once a 24 hour period, or after a short rest.

Improved Uncanny Dodge: At 8th level, You gain Improved Uncanny Dodge as a bonus feat. If you already have it you may choose another bonus feat.


Rubbing Paper: At 9th level, you can enhance your weapon, natural or otherwise, with elemental papers. Chose from either Fire, Lightning, Cold, or Acid. Your weapon does an extra 2d8 of chosen element for 5 minute per level. You may only use this once per 24 hour period. You can use this twice at 13th level and three times at 17th level.


Hunter's Workshop: At 11th level, you can now infuse your weapon. natural or otherwise with bloodstone gems. Your attacks count as magical damage, only to overcome resistances or immunity to non-magical damage and attacks.


Blood evolution: At 12th level The prolonged ingestion of large doses of blood enhanced the old hunter's body making him reach the peak of his physical form, giving him a +3 bonus on dexterity and reflex tests.


Blood Healing: At 13th level, you may roll two dice and take the higher on Fortitude saves against poison and disease. Additionally, your blood vials now purge 1 poison or disease from the creatures body, as well as the restoring of hit points.


Visceral Attack: At 14th Level, after you successfully create an opening and hit the creature you can choose to automatically score a critical. If you naturally score a critical you roll an extra 2d12 of damage.


Enhanced blood vial: At 16th The old hunter perfected his technique by refining his blood vials, allowing him to create an enhanced blood vial using the blood of his preys. This improved blood is a complex mixture that can only be produced again after 24 hours.

Immediately after ingesting the mixture, the old hunter gains the ability to reverse half of his damage applied to a creature, turning into a temporary life for him. The effect of the enhanced blood vial for 5 min per level.


Blood Rapture: At 17th level, you bathe in the raw warmth of the blood that sprays from the savage wounds you leave on your pray. After a successful visceral attack, you gain temporary hit points equal to half the damage done by the attack(rounded down).


Ferocious attack: At 19th level Each two consecutive attacks of the old hunter that hit a creature generates an extra third strike with the ferocious effect that deals 3d12 damage. If a creature receives 3 attacks with the Ferocious effect, it will be paralyzed by one round and also receive a deep wound in the body that deals 2d12 damage per round.


Hunter's Dream: At 20th level, when the old hunter dies he will be sent to the Hunter's Dream. Place where the Old Hunters met here and the tombs line up in honor of their service. While you reside in this safe haven for Old Hunters, you stop growing old, and the next day you will wake up in the last area where you rested for a long time.


'Caryll Runes'

A runesmith known only as Caryll one branded the mind with the eldrtich truth of the Great Ones. Many were lost to history but 2 still remain for the Old Hunters to brand their minds.


'Corruption:' Choosing the Corruption rune, indicates you pledge yourself to the undying blood of the Queen of Cainhurst, Annalise, becoming a vileblood in the process. Vilebloods are heritics and looked upon with hatred and detest, for they feed on the blood dregs of their pray. All hail the undying queen of blood!

Sanguine Elegance: You may choose one of the following to be a class skill: Diplomacy, Bluff, or Intimidation.

Cainhurst Duelist: At 3rd level, you may choose one of the abilities of the Cainhurst knights.

Harvest Dregs: You feast on the blood dregs of the fallen in honor of the queen. When you reduce an enemy's hit points to 0, you gain temporary hit points equal to your Wisdom modifier+your Old Hunter level(minimum of 1).

Sharp reflexes When you suffer an attack of opportunity from an enemy, he must roll two dice and use the smaller one against you.


Queen's Vigor: At 7th level, you gain 1 hit point when you stabilize from dying.

Bloodtenge: By 10th level, you have gained the favor of Queen Vileblood, granting you the Legacy of the Vilebloods. Whenever you hit a creature, you can sacrifice 5 life points to increase your attack by using your corrupted blood, causing 2d8 extra necrotic damage, this damage can not be reduced.

Heartless: At 15th level, you are immune to fear and charm effects).

Cainhurst Feint: At 18th level, when ever you use your bonus action to switch form of your trick weapon, you may roll two dice and pick the higher on your next attack roll you make before you next turn.


'Beast's Embrace: Choosing this rune means you start to succumb to the bloodlust of the hunt growing closer and closer to beast hood, granting the beast's powers in the process. You'll be one of them...sooner or later.

Maw and Claw: You borrow the power of the Darkbeast and transform into a ghastly beats form taking a full-round action. This form gives you +1 to your AC and 2 natural weapons: claws and a bite. The claws do 2d6 and the bite does 2d8.

Feral Awakenings: At 3rd level you gain access to the abilities listed under awakenings. They expend one feral dice to use.

Feral Dice: You have 4 feral dice which are d8s. A fearl dice is expended when using an awakening. You regain them after a short rest or a 24 hour period. You get another feral dice at 7th and 15th levels. Saving Throws: Some of the awakenings will require the target to make a saving throw. The save DC is as follows: Save DC=10+your Strength or Dexterity modifier(your choice)

Beastly Hunter: At 7th level, if you have the belonging or even the blood of another creature, you may roll 2 dice and take the higher on Wisdom(Survival) checks to track it. You also learn what type of creature it is if you didn't already know.

Improved Feral Awakenings: At 10th level your feral dice become d10s, at 18th level they become d12s.

Cornered Beast: Starting at 15th level, whenever you roll initiative and have no remaining feral dice, you gain 1 feral dice.


Awakenings: The awakenings are listed here in alphabetical order.

Beast Roar: As an action and by ecpending one feral dice, you force all creatures within 5 feet to make a Reflex save. On a failed save they take 1d8+the numbered you rolled on your feral dice and if the creature is Large or smaller, it get's thrown 10 feet back. On a successful save, they take half damage and don't get thrown back. The damage increases by 1d8 at 7th, 10th, and 15th levels.

Beast Rage: As a bonus action and expending one feral dice you bolster your health. You gain and extra 10 ft to your movement speed until your next turn, and you gain temporary hit points equal to the number you rolled on your feral dice.

Pounce: If you move 15 ft straight at an enemy and hit it with a claw attack, you can expend one feral dice to pounce. Add the feral dice to the damage roll and if the creature id large or smaller is must make a Strength saving throw. If it fails, you knock it prone and may take a bite attack against it. If it succeeds, the creature withstands the pounce and knocks you prone.

Reckless Fury: As a bonus action and expending one feral dice, you may go into a reckless fury until your next turn. You gain an additional attack action, but all creatures may roll 2 dice and take the higher on attack rolls against you until your next turn. Add the results of your feral dice to once damage roll.


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