RWBY Hunter (3.5e Class)
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A modern to future setting class made for versions of play based off of the Rooster Teeth series RWBY.
Making a Huntsman/Huntress
These classes are made for the player to decide how exactly they want to help the team, and thus must coordinate with their teammates (if they have any) to see how they can cover their weak spots.
Saves: Dexterity and Charisma
Abilities: Strength and Dexterity are a Hunter's/Huntress's greatest abilities as they will determine their effectiveness with their weapons and make up about a third of their class skills. Charisma is the next most important as it determines another large portion of skills and the effectiveness of the character's Semblance. Highly Intelligent Hunters make for excellent tacticians, and the Wisest of the Hunters serve as spotters and scouts for their teams.
Races: Human, Faunus.
Alignment: Any non Evil.
Starting Money: g=d+10(3d20). Where g= Starting gold and d= the amount the dungeon master decides to give the player.
Starting Age: Young (15 + 1d6 years)
|Level||BaB||Special||Spells per Day||# of Hunter Mods|
|1st||+1||Hunt Proficiency, Huntsman/Huntress Mod , Rigorous Training, Aura||*||1|
|2nd||+2||Tactical Strike 1d6, Semblance||3||1|
|5th||+5||Tactical Strike 2d6||4||3|
|8th||+8/+3||Tactical Strike 3d6, Bonus Feat||6||4|
|10th||+10/+5||Quick Learner||7||5 + 2|
|11th||+11/+6/+1||Tactical Strike 4d6||7||6 + 2|
|12th||+12/+7/+2||Bonus Feat||8||6 + 2|
|13th||+13/+8/+3||---||8||7 + 2|
|14th||+14/+9/+4||Greater Training, Tactical Strike 5d6||9||7 + 2|
|15th||+15/+10/+5||---||9||8 + 2|
|16th||+16/+11/+6/+1||Greater Tactical Strike, Bonus Feat||10||8 + 2|
|17th||+17/+12/+7/+2||Tactical Strike 6d6||10||9 + 2|
|18th||+18/+13/+8/+3||---||11||9 + 2|
|19th||+19/+14/+9/+4||---||11||10 + 2|
|20th||+20/+15/+10/+5||Protege, Tactical Strike 7d6, Bonus Feat||12||10 + 5|
Class Skills (6 + Int modifier per level, ×4 at 1st level)
Huntsman/Huntress Proficiency: This is your weapon of choice. This weapon is often able to switch between a melee and ranged weapon through the press of a button, the pull of a switch, sliding two components apart, etc. Choose one melee weapon and either a second melee weapon or a ranged weapon. As a bonus action, the character can activate this weapon and switch it between its two selected weapons. The character is considered proficient with both weapons and gains both Weapon Focus and Weapon Specialization with their combination weapon for free, and only that weapon. Hunters typically name their weapon with some relation to the weapon itself and/or an associated color. Ex. Scythe-Sniper rifle "Crescent Rose", Shotgun Caestus "Ember Celica", Revolver Rapier "Myrtenaster", Grenade Launcher Gravity Hammer "Magnhild".
Hunters Are proficient with Light and Medium Armor as well as Shields.
Huntsman/Huntress Mod: For every Huntsman/Huntress Mod a player gets, they may choose from modifications in the provided list, here. Each indention is another branch in a tree, and a player may not skip ahead in a tree unless the Dungeon Master allows it. These modifications are crucial to Hunters, as they are the best way to enhance the player's weapon of choice.
Rigorous Training: The player character has spent years honing their athletic and acrobatic capabilities and receives a +4 bonus to Balance, Climb, Jump, Swim, and Tumble checks.
Aura: The player character can manifest their soul as a protective barrier, offering protection against otherwise fatal injury and enhancing physical strength. The Aura offers a deflection bonus to AC and bonus to damage rolls equal to 1/2 the character's class level with a minimum of 1. In addition, starting at eleventh level, this aura offers Damage Reduction (Character level - 10)/+1.
Semblance: The player character can channel the power of their soul into a special power, this power comes in many forms that are either entirely unique from others, or inherited from the character's ancestors. The character chooses a single ability, with the Dungeon Master permission, that provides a supernatural advantage to the huntersmen or huntress. The DC of this ability is equal to 15 + Cha. modifier + character level/2. This spell can be used a number of times per day as listed above under the "Semblance" column.
Tactical Strike: The character strikes a foe with a devastating strategic blow. The player character can add half their character level rounded down to attack rolls and deal an additional d6 of damage to damage rolls, adding an additional d6 every three levels. (Levels 5, 8, 11, 14, 17, and 20)
Refund: Allows player to get all Hunter Mod back and re-exchange. The PC does not have to use these mods immediately. The use of features like quick learner, protege, and master will act in the same way as described, but may be reassigned to new skill trees of the available hunter mods.
Bonus Feat: You've learned to temper your fighting style with specific tactics, allowing you to expand upon your normal fighting capacity. At every 4 levels, (4, 8, 12, 16, and 20) you may choose any non epic, non metamagic feat of your choice.
Greater Training: After spending so much time in the wilderness experiencing the world and pushing their bodies to the limit, the player character increases the bonus to Balance, Climb, Jump, Swim, and Tumble checks from +,4 to +8.
Greater Tactical Strike: The player character has learned to make more efficient Tactical Strikes,allowing them to use this feature 2 more times a day
Quick Learner: Advance up to 2 Hunter modifications (in one tree)
Protege: Advance up to 3 Hunter modifications (in one tree)
Characters who disregard their teachings and turn on the people they swore to protect are expelled from their path as a Hunter/Huntress. They retain all the class features they have already obtained, but can not gain more levels of Hunter/Huntress until they pay their dues, either by serving their time in prison, performing community service, paying compensation fees, filling out the proper paperwork, or any combination of the four.
The Epic Hunter is the pinnacle of human strength and skill. The Epic Hunter has learned to turn what was once a powerful tool in the form of the Tactical Strike into a devastating weapon of mass destruction that can drop most opponents in a single blow. Everything about them has reached an almost mythical status, and many people believe they are just fairy tales or exaggerations, until they see just how powerful they actually are.
|Level||Special||Spells per Day||# of Hunter Mods|
|21st||Epic Tactical Strike 6d8||12||11 + 5|
|22nd||Bonus Epic Feat, Master||13||11 + 9|
|23rd||---||13||12 + 9|
|24th||Bonus Epic Feat, Epic Tactical Strike 7d8||14||12 + 9|
|25th||---||14||13 + 9|
|26th||Bonus Epic Feat, Epic Training||15||13 + 9|
|27th||Epic Tactical Strike 8d8||∞||14 + 9|
|28th||Bonus Epic Feat||∞||15 + 9|
|29th||---||∞||16 + 9|
|30th||Epic Tactical Strike 9d8, Still Going||∞||17 + 9|
4 + Int modifier skill points per level.
Epic Tactical Strike: Player character has learned to make Tactical Strikes even more efficient and even more devastating and may use a tactical strike 4 more times a day, and changes the bonus damage die from 7d6 to 6d8.
Master: Advance up to 4 Hunter modifications (in one tree)
Bonus Epic Feat: Your fighting style has become more powerful than anything your opponent could possibly imagine. At every two levels, you may choose 1 non metamagic Epic Feat or 2 non metamagic normal feats.
Epic Training: The character has pushed herself beyond what is humanly possible to the point where normal people would have died from the strain on their bodies. The bonus to Balance, Climb, Jump, Swim, and Tumble checks rises from +8 to +10.
Still Going: Player is able to continue gaining experience and will get a Hunter Mod after every 15000 exp.
Playing a Hunter
Religion: Hunters tend to dedicate too much time to fully dedicate themselves to any single religion, but aren't above occasionally praying to a greater power when the odds tend to turn against them.
Other Classes: Martial classes tend to grudgingly respect the Hunter's superior physical capacity while dedicated spell casters love having one around, if only to serve as a bodyguard while they do the most important jobs.
Combat: Hunters are always on the frontlines of any battle, and only ever retreat if necessary or to regroup and strategize.
Advancement: Hunters must dedicate themselves fully to their cause, and are incapable of gaining any more Hunter levels if they choose to multiclass.
Hunters in the World
|“||Well, that's why we're here! To make it better.||”|
|—Ruby Rose, Human Huntress in training|
|“||But perhaps victory is in the simpler things that you've long forgotten
—things that require a smaller, more honest soul.
|—Professor Ozpin, Human Hunter|
|“||Do you honestly believe that your children can win a war?||”|
|—General Ironwood, Human Hunter/General|
|“||I hope they never have to.||”|
|—Professor Ozpin, Human Hunter|
Important: The name of this class is deceptive. The player is not yet a Hunter or Huntress. They will most likely be training to be Hunters or Huntresses. They will then be regarded as the saviors of humanity, and will either become teachers at a combat school or on constant call and in battle all the time against grimm. Knowing that it is the DM's choice whether or not the world is in a time of peace or not, the world's use for a Hunter or Huntress varies.
Daily Life: Most players at low levels will still be in one of the many combat schools around the world. This means that their life would be like that of the average college student. If they are an upper level/already graduated from one or more of these combat schools, they will be regarded as a Hunter or Huntress.
Notables: Professor Ozpin, Glynda Goodwitch, General James Ironwood, Peter Port, Bartholemew Oobleck.
Organizations: If they are not publicly regarded as a Hunter yet, they will gather as part of a combat school. Examples include Signal Academy, Beacon, and Sanctum.
NPC Reactions: Civilians do not have a specific reaction to the player character. Because these are the heroes of a more modern or future society, they are either highly respected or feared, like all people with incredible powers.