Ronin (Demon Hunter)

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Ronin (DemonHunter)[edit]

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Your town has always been plagued by demons. It was your duty to protect the villagers and the outlying farmlands. Your Master sends you to find out why two of your fellow Samurai have not returned from there patrol. When you find them it is clear that they were set upon by a large number of demons. You look around and see the faint glow of red and orange on the horizon. Thats the direction of the town. You rush back to find your town overrun by demons of all kinds with a Massive Balor Demon in the middle of the fray, flinging his whip he wraps it around a man holding a katana. The man slashes at the whip and deflects it. your charging for the Balor demon not knowing what you will do when you get to it. The Demon lashes out with his whip again, your close enough now to see your master deflect that strike as well. The demon lets out a wild yell as a storm of flames erupts around your master and you. Somehow your able to push through the flames and get close enough to slash. As you swing to your astonishment your sword actually cuts into the demon. It lets out a furious howl and turns on you. One word fell from the demons lips and you remember nothing more about that night. You awoke in among the ashes of your burned town. Somehow you were alive, you were the only one alive. Nothing but charred bones were left of your friends your family and your master. You are now a Ronin bent on the destruction of all demons but hunting for the Balor demon with a long half moon scar on his left arm, the demon that took everything from you.

Making a Ronin (DemonHunter)[edit]

Very good against demons and evil aligned creatures/humanoids. Does well in a party with like minded individuals such as good clerics and paladins. Monks make for the best friends to the Ronin(DemonHunter) as they have similar skill sets and disciplines with some key differences.

Abilities: Wisdom followed evenly by Dexterity and Strength.

Races: Most commonly human but almost all races have learned the ways of Bushido. Alignment: Always Neutral Good.

Starting Gold: starting gold; 2d6 x 10 gp (65 gp).

Starting Age: As Rogue

Table: The Ronin (Demonhunter)

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special Power
Points/Day
Powers
Known
Maximum Power
Level Known
AC
Bonus
Unarmored
Speed Bonus
Fort Ref Will
1st +2 +3 +3 +1 Bonus Feat, Katana Enhancement(Cold Iron/Silver), Live by the Sword, Die by the Sword, Quick Draw 0 1 1 0 0ft
2nd +3 +3 +3 +1 Uncanny Dodge, Bushido 2 1 1 0 0ft
3rd +4 +4 +4 +2 Quick Step, Parry 4 2 1 1 10ft
4th +5 +4 +4 +3 Katana Enhancement(Magic) 6 2 2 1 10ft
5th +6/+1 +4 +5 +3 Bonus Feat, Demonic Lust 8 3 2 1 10ft
6th +7/+2 +5 +5 +3 Quick Step, Parry 10 3 3 2 20ft
7th +8/+3 +5 +5 +4 12 4 3 2 20ft
8th +9/+4 +6 +6 +4 Katana Enhancement(Alignment) 14 4 4 2 20ft
9th +10/+5 +6 +6 +4 Quick Step, Parry, Improved Uncanny Dodge 16 5 4 3 30ft
10th +11/+6/+1 +7 +7 +5 Bonus Feat, Demonic Lust 18 5 5 3 30ft
11th +12/+7/+2 +7 +7 +6 20 6 5 3 30ft
12th +13/+8/+3 +8 +8 +6 Quick Step, Parry, Katana Enhancement(Adamantium) 22 7 6 4 40ft
13th +14/+9/+4 +9 +9 +6 24 8 6 4 40ft
14th +15/+10/+5 +9 +9 +7 26 9 7 4 40ft
15th +16/+11/+6/+1 +10 +10 +7 Bonus Feat, Quick Step, Parry, Demonic Lust 28 10 7 5 50ft
16th +17/+12/+7/+2 +10 +10 +7 Katana Enhancement(+1) 30 10 8 5 50ft
17th +18/+13/+8/+3 +11 +11 +7 32 11 8 5 50ft
18th +19/+14/+9/+4 +11 +11 +7 Quick Step, Parry 34 12 9 6 60ft
19th +20/+15/+10/+5 +11 +11 +8 36 13 9 6 60ft
20th +20/+15/+10/+5 +11 +11 +8 Bonus Feat, Banishment, Katana Enhancement(+1), Demonic Lust 40 14 9 6 60ft

Class Skills (8 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Bluff (Cha), Climb (Str), Craft WeaponSmith (Int), Decipher Script (Int), Diplomacy (Cha), Escape Artist (Dex), Gather Information (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Demon) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex).

Class Features[edit]

All of the following are class features of the Ronin (DemonHunter). Hereby refereed to as just Ronin.

Weapon and Armor Proficiency: The Ronin is proficient with no armor of any kind. The Ronin is considered proficient with all simple martial and exotic bladed weapons but not with any ranged weapon of any kind. It is unusual for a Ronin to not use his own Katana but it has happened.

Bonus Feats: The Ronins Bonus Feats can only come from the list of Fighter Bonus Feats.

Live by the Sword (Ex): The Ronin never goes anywhere without his sword and will not relinquish it unless he must be in the presence of a king, but he would try to avoid that, allowing another party member to see and speak to the king on his behalf. The Ronin Starts with his Katana and if it should be destroyed his main objective is acquiring another Katana. Should an enemy get hold of the Ronin Katana he will suffer no damage from his own weapon, and if hit with his weapon by an evil character or monster he gets an automatic attempt to disarm his opponent and retake his weapon he receives a +10 on this check.(on a Natural 1 the Ronin recovers his sword but it is stuck inside of him requiring an str check of 20 to pull it free and suffering 2d10 damage as a result). The Ronin can summon his Katana to himself, making it appear in his hand, this takes 2 minutes of concentration. If the Ronin can see his sword and it is not in the possession of someone else he can Quick draw the blade as if he had had it on his person (If the Ronin puts his sword on a table and walks away to another table but can still see his sword sitting there he can draw it from where he is sitting as if it had been in its scabbard).

Die by the Sword (Ex): This is your code of honor if you break this code you are nothing, all your powers all your abilities all your righteous might dissolves in an instant and you are left just a man, holding a sword that is to heavy for him. This Code of conduct must be sworn before the DM before this class can be played.

I <-Character Name-> Swear to always uphold Justice. I will slay any Demon or Undead abomination I hear of or see that is within my power. (do not read this part aloud though make sure the DM is aware of it. This means if a demon or undead is way out of your league you do not have to risk death to fight it. Resume reading the bold) I will put an end to all Evil in this Realm and I will kill without mercy the demon that killed my Master. I will never take arms for an evil cause or willfully cause harm to anything good that does not seek to harm me. I will always help the helpless in the pursuit of Justice but I will seek my Own justice before all others. (Do no read aloud. This means that if someone in need comes to you, say some guys kids been kidnapped by bugbears you must help him unless you are currently aware of the whereabouts of the demon that killed your master and your on your way to face him or you are on your way to meet someone that may know and time is of the essence... something like that. Again if it is out of your league you must still find some way to help him but you do not need to fight the creature holding the child. Resume reading the bold) If I <-Character Name-> Fail to uphold my oath May all my power leave me and I will voluntarily commit Seppuku or submit to being beheaded. (Do not read aloud. Oath is done basically if you fail to uphold your oath all your powers from this class get wiped out and although u can break your oath and not kill yourself your basically just a dude with a sword that isn't even cool anymore)

Quick Draw (Su):As the Feat

Katana Enhancement (Ex): The Ronins hatred of Demons and evil allows his sword to be empowered by the Demons it slays, eventually bypassing Damage Reductions, and even hardness. At first level she gains the ability to bypass Cold Iron and Silver Damage Reductions at level 4 and every 4th level after that her Katana becomes even more enhanced by her hatred. 4th level Magic, 8th level Alignment, 12th level Adamantium, 16th level +1 Enhancement Bonus, 20th level an additional +1 Enhancement bonus.

Uncanny Dodge (Ex): As the Feat.

Bushido (Ex): This is the martial art you practice. Bushido with a Katana is about One Strike = One Kill as you become more practiced with Bushido your chance of Instantly killing an enemy with a strike goes up. At level 2 you have a 5% chance to kill any enemy with one swing(this does not effect creatures that cannot be subject to critical hits). As you Kill with Bushido you get better at it. For every 25 opponents killed with Bushido you gain 1% more to the chance to instantly kill. This chance only applies to the first swing of the round not on any consecutive swings(if you have 20/15/10/5 it only works on the 20 when u full attack). Bushido is also about Wisdom and allows a wise man to know where a strike will fall before it has even begun. This allows the Ronin to add there Wisdom Modifier to there Dexterity Bonus for the purpose of AC and Reflex Saves.

Quick Step (Ex): Without armor you are more agile and can now move even faster. At 3rd level and every 3rd level after that you gain +10ft to your total move speed. (This adds half to burrow and full to fly if you can do those things).

Parry (Ex): The Ronin has become and expert at blocking with his sword providing a +1 deflection bonus every 3 levels.

Demonic Lust (Su): The Ronins lust for demons death's has given her the ability to sense them. At 5th level the Ronin gains the ability to detect demons within 100ft as if she had Blindseight of them. Every 5th level after 5 the distance is increased by 100ft.

Improved Uncanny Dodge (Ex): As the Feat

Banishment (Ex): The Ronin is so well versed at slaying Demon's that she can now banish any demon with lower HD than her own. Banishment can be used a number of times per day equal to the Ronin's Wisdom Modifier. The Demon she is attempting to banish gets to make a will save and must beat 10 + 1/2 Ronin Class Level+ Wisdom Modifier. If the Demon fails to make a will save it is considered Defeated but takes all its treasure it is carrying with it. If the Ronin attempts to use this on a Demon with more HD than her own it fails and she loses and additional attempt to of Banishment in the process. This does no damage.

Power Points/Day: A Ronin’s ability to manifest powers is limited by the Power Points he has available. His base daily allotment of Power Points is given on Table: Ronin (DemonHunter. In addition, she receives bonus Power points equal to 1/2 her wisdom modifier each level. This applies to the first level also.

Powers Known: The Ronin's Powers come from her need to fight demons she has learned that her force of will is powerful enough to manifest powerful abilities. In order for a Ronin to learn a power she must have a Wisdom score equal to at least 10 + the power's level. All saves are based off the Ronin's Wisdom (10 + 1/2 Ronin Levels + Wisdom Mod). The level of the power is how many points needed to use said power. Unless otherwise stated all actions on this list are to be considered Swift actions (If it states must be declared before an attack it is either a standard or full action depending on the attack you wish to do. If sundering you can make a full attack but each attack made costs the points required). The Ronin may not expend more than her Ronin Level in Power Points on any single action.

1st—

Hack and Slash This Ability allows the Ronin to make one extra swing in a round. Cannot be used for 1d4 rounds.

Small Light Blade This Ability costs 1 point per 1d4 of damage (can spend points to a maximum of your level per cast). This damage is positive energy and can therefore heal allies or damage undead this also damages Demons (Even though it should heal them). This is considered a touch attack. Reflex for half. Standard Action.

Cleave Works as Cleave feat for 1 point each time it is used.

Power Attack Gain damage on hit equal to power points spent (maximum points available = Current Ronin Level) must be declared before the attack the points are lost if the attack fails.

2nd—

Dash Allows you to dash 15ft. Dashing incurs no attacks of opportunity. Cannot be used in Succession with any other dash move. The Ronin does not have to move 15ft with his dash he can move 5 or 10 also. This ability can be used once per round. This ability does work in conjunction with other ability's. (If your kill something use cleave, Dash to reach your target and strike. Your DM may require you to initiate this chain before the damage is rolled. Meaning you would have to say something along the lines of When I attack this guy I am going to use cleave and dash together in case he dies. This would waste your points if he doesn't die but that is up to the DM).

Dodge Gain +2 AC against one type of attack (Slashing, piercing, Bludgeoning, Magic Touch) or one Enemy that is visible. This lasts for 1d8 rounds.

Leap Away Any time you would be able to make an attack of opportunity you can instead choose to spring 15 feet away in the direction of your choice.

Angelic Strike 1 You deal double damage on all successful melee attacks with your sword against evil creatures for 1d2 rounds.

3rd—

Light Blade deals 3d6 for every 3 points spent(Maximum number of points spent = Ronin class level)This damage is positive energy and can therefore heal allies or damage Undead this also damages Demons (Even though it should heal them). This is considered a touch attack. Standard Acton.

Obstructed Charge You can charge even if obstructed by an Ally or Enemy. Cannot charge if a wall is in the way or a door.

Elemental Slash The Ronin Deals an additional 1d12 points of elemental damage of your choice per 4 points spent to a maximum of the Ronin's level. You must declare the Elemental Slash before your attack if you miss the points are wasted. Standard Action.

Force Armor The Ronin gains +4 to AC. This does not stack with any other kind of magical armor.

4th—

Abolish Darkness The Ronin Can dissolve most magical Darkness spells. The Ronin makes his sword shine with positive energy so bright it destroys the darkness. (Removes magic darkness if the Ronins caster level = Ronin Class level is only a maximum of 2 levels below the creature that used the darkness). Standard Action.

Sunder Weapon The Ronin has a 30% chance to sunder the enemies weapon. If successful the enemies weapon drops to the floor. If done successfully twice within 3 rounds the weapon is broken and useless. This must be declared before the attack is made failing to hit wastes the points. This attack is VS the targets total AC and does normal damage. Standard Action.

Sunder Magic The Ronin removes 1 spell per day of the highest level from the target and has a 10% chance to remove 1d4 additional spells of the highest level and a 40% chance to remove 1d4 of the lowest level spells the enemy can cast. This must be declared before the attack is made failing to hit wastes the points. This attack is VS the targets total AC and does normal damage. Does not effect spell like abilities. Standard Acton.

Double Dash The Ronin can dash 15ft, stop change direction and dash again. (See Dash under level 2 powers for a better explanation).

5th—

Sunder Spell Resistance The Ronin drops the enemies natural spell resistance by 5 with a 10% chance of negating it completely for 1d8 rounds. This must be declared before an attack is made failing to hit wastes the points. This attack is VS the targets total AC and does normal damage. Standard Action.

Bless Weapon The Ronin may Bless his own or an allies weapon making it good aligned.

Large Light Slash This hits everything in a 15ft line directly in front of the Ronin. It deals 6d10 damage per 6 points spent to a maximum of your Ronin level. This damage is positive energy and can therefore heal allies or damage undead this also damages Demons (Even though it should heal them). This is considered a touch attack. Reflex for half.

True Strike You gain +6 to hit evil Creatures +10 to hit Demons. This lasts 1d8 rounds.

6th—

Armor of Light the Ronin can armor himself and his allies in light(This must be cast on each person individually. They Gain +6 AC as armor bonus and grants DR 10/Good. This does not stack with any other kind of armor.

Sunder Damage Resistance The Ronin Drops all DR that he can bypass by 5 for 1d8 rounds this is accumulative. Meaning if something has DR 10/Magic and the Ronins Katana has become Enhanced to magic then the Ronin dissolves the DR 5 making it DR5/Magic. This must be declared before the attack is made failing to hit wastes the points. This attack is VS the targets AC and does normal damage.

Angelic Strike 2 The Ronin Deals triple damage on all attacks made with his sword against evil aligned creatures for 1d4 rounds.

Anchoring Smash The Ronin must declare this power before there attack. If the Attack hits it does normal damage as well as applies Dimensional Anchor(As the Spell) to the Target. Will save negates the anchor still does full damage. Standard Action.

7th—

Orb of Light The Ronin makes a powerful ball of light that lasts for 3 rounds per 6 points spent to a maximum of the Ronins class level. The orb can be moved using the Ronins move action. If the orb comes into contact with an enemy it deals 6d10 per round it remains in contact with the enemy. If it comes into contact with an ally the orb heals them for 6d10 per round it is contact with them. Subject to Spell resistance. Reflex for half. Standard Action.

Power of Life This is a passive ability and costs no points to activate. If the Ronin Falls below 0 HP he can continue to fight through sheer force of will treating his remaining power points as his remaining HP. if those to fall to 0 the Ronin is considered -9 and makes a constitution save immediately when he falls unconscious the save is 10+-hp so 19. If the Ronin makes it he is considered stable if he does not make it he is dead.

Backlash This is an immediate action. The Ronin has become so good at anticipating spells that he can block most spells as if he countered it or he may even reflect it back at the attacker. (A wizard casts a spell at the Ronin. The Ronin throws up his sword in an attempt to block the strike. The Ronins Sword becomes elemental and the Ronin must choose an element if the Ronin chooses an opposing element the spell is blocked completely, if the Ronin chooses the same element the spell is reflected back at the attacker dealing an additional 1d12 damage from his elemental attack. If the Ronin Chooses an element that has nothing to do with the spell the Ronin takes 1/2 damage, if there is a saving throw for half damage and the Ronin makes the save as well as blocks he takes no damage.

Light Wave The Ronin Allows Positive energy to flow through her and pour into the surrounding world. Everything withing a 30 foot radius is hit by Positive energy dealing 6d10 damage per 7 points spent to a maximum of your Ronin levels. Subject to Spell Resistance. Will Negates. Full Action.

Sunder Natural Armor The Ronin has a 30% chance to damage the enemy's Natural armor reducing its AC by Its Half of its Natural Armor Bonus for 1d8 rounds. If hit twice within 3 rounds the Natural Armor is effectively destroyed and useless for an additional 1d8 rounds. This must be declared before an attack is made failing to hit wastes the points. This attack is VS the targets total AC and does normal damage.

8th—

Triple Dash The Ronin can Dash up to 15ft 3 times consecutively. (See dash lvl 2 power move for more details).

Angelic Pressure The Ronin generally before fighting a Demon will use Angelic Pressure it lasts for 1d6 hours. This Power functions as Holy Aura. Duration is increased to 1d6 hours. Full action.


Orb of Light The Ronin makes a powerful ball of light that lasts for 1d4 rounds per 6 points spent to a maximum of the Ronins class level. The orb can be moved using the Ronins move action. If the orb comes into contact with an enemy it deals 6d10 per round it remains in contact with the enemy. If it comes into contact with an ally the orb heals them for 6d10 per round it has made contact with them(Allies can just run through the orb to be healed but an enemy must remain in range of the orb at the end of your turn to do damage). Reflex for half. Standard Action.

Resurrection The Ronin pours his life force into his sword dealing 1/2 the Ronins maximum hp in damage to himself. The sword begins to glow a whitish blue and the Ronin plunges the sword into his allies chest. There is no wound and no lasting effects (not even the -1 level penalty because of death unless the character has been dead for more than 24 hours then all normal penalties apply). The ally is at half hp. This ability can be used only once per week. Takes 10 minutes of meditation to prepare.

9th—

Angelic Strike 3 The Ronin Deals Quadruple damage to evil aligned creatures and humanoids. this lasts for 1d6 rounds.

Flashing Light Blades The Ronin concentrates all his will into an epic flurry of slashes that deals 8d12 positive energy that can hurt Demons also to all enemies and Allies within 60 ft of the Ronin. The Ronin can add 9 more points to deal an additional 8d12. This is considered a touch attack but must still hit. Subject to Spell Resistance. Reflex save for half damage. Full Action.

Blessed Touch The Ronin is able to destroy any demon with lower HD than him with just a touch. This is a touch attack. If successful the Ronin has a 50% chance to destroy the demon if it has lower HD than him. If he fails to destroy it or it has more HD than him, he deals 8d12 instead. This ability Costs 12 power points. Will save for half damage. Standard Action.

Holy Armor This Armor grants +6 to AC and gives a DR10/good. It also grants the wearer the effects of Holy Aura. This lasts 1hour/Ronin Level.

Ex-Ronin[edit]

One becomes an Ex-Ronin by breaking there oath. If there oath is broken they lose all powers associated to the Ronin class and should Commit Sepukku or be Beheaded.

Epic Ronin[edit]

Table: The Epic Ronin (DemonHunter)

Hit Die: d12

Level Special
21st Epic Bonus Feat, Power Point Modifier Increase, +1 Known Powers
22nd +1 Powers Known
23rd +1 Powers Known
24th Epic Bonus Feat, +1 Powers Known
25th +1 Powers Known
26th +1 Powers Known
27th Epic Bonus Feat, +1 Powers Known
28th +1 Powers Known
29th +1 Powers Known
30th Epic Bonus Feat, +1 Powers Known

6 + Int modifier skill points per level.

Power Points per Level: The Ronin now gains there full Wisdom Modifier + 2 each level.

Powers Known: Each Level the Ronin Can learn One additional Power.

Epic Bonus Feat: The epic Ronin (DemonHunter) gains a bonus feat (selected from the list of epic Fighter or Rogue bonus feats).

Campaign Information[edit]

Playing a <-class name->[edit]

Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.

Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.

Combat: <-Typical role in combat->.

Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.

<-pluralized class name-> in the World[edit]

<-Some quote from a character of this class->
—<-NPC name->, <-race-> <-class->

<-Where characters of this class fit in a d20 world.->

Daily Life: <-day in the life of a character of this class->.

Notables: <-notable NPCs of this class->.

Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.

NPC Reactions: <-How NPCs react to PCs of this class->.

<-class name-> Lore[edit]

Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> 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
5 <-common knowledge->.
10 <-not so common knowledge->.
15 <-rare information->.
20 <-very rare information->.

<-pluralized class name-> in the Game[edit]

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

Adaptation: <-Possible variant conceptions of this class.->.

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

EL : <-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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