Werewolf Hunter (3.5e Prestige Class)

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{DnD Base Class Infobox |img= |imgloc= |imgsize= |imgcaption= |rating_power=2 |rating_wording=4.5 |rating_formatting=3.5 |rating_flavor=0.5 |raters_power=1 |raters_wording=1 |raters_formatting=1 |raters_flavor=1 |status=Almost ready |editing= |type=Combat-Focused |desc=Werewolf Hunters are the protection from the threat of undead, vampires and lycanthropes. }}

Werewolf Hunter[edit]

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 develop due to many 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, whereas some develop strong friendships. Werewolf hunters excel greatly at tracking down their quarry, which requires great environmental and species understanding.


Alignment

Any non-chaotic and any non-evil.

Starting Age

Moderate.


Table: The Werewolf Hunter
Hit Die: d8

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, Favored Enemy
3rd +3 +1 +3 +1 Uncanny Dodge
4th +4 +1 +4 +1 Hunter's Sense
5th +5 +2 +4 +2 Aspect of the prey
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).

Class Features[edit]

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.

favored enemy: Werewolf hunters, at the 2nd level get their only favored enemy, Vampire, Werewolf, or Undead.

The Werewolf hunter gets a +2 bonus on bluff, listen, sense motive, spot, and survival checks against their favored enemy. Likewise, he gets a +2 bonus on damage rolls against such creatures.

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.

Aspect of the Prey(Su): Once a Werewolf hunter reaches 5th level, he has spent enough time familiarizing and associating with what he hunts that he can now think like them. He becomes attuned to them, their abilities, and their ways. He may perform this ability three times per day and it lasts 20 minutes +5 per level to a max of one hour. The Hunter chooses which aspect to take when using this ability, the hunter may not take more than one at a time. The Abilities for each aspect are as follows: Aspect of the Wolf: The Hunter thinks like a pack animal, When within 5 feet of an Ally, they get a +2 circumstance bonus to AC, Attack, and damage. Aspect of the Tiger: The Hunter has seen the Tiger stalk, and knows how to stalk himself. Taking a +2 circumstance bonus to Hide and Move Silently, he may also reroll any failed Hide or Move Silently check once per round. Aspect of the Bear: The Great Strength possessed by the Bear inspires the Hunter, he feels the power of nature within him and receives a +2 supernatural bonus to Strength. Aspect of the Dead: The Undead the Hunter chases across the countryside have shown him a thing or two about taking damage. While using the Aspect of the Dead, the Hunter is treated as having the "Die-Hard" feat(PHB3.5). Aspect of Terror: The Vampire, nothing more awe-inspiring or terrifying than this beast of the darkness. The Hunter has witnessed all it's fear tactics and has learned about being frightening. He may make an aura of fear as a standard action. Range 30+5ft/per level - max50). Targets in range must make a will save (DC 10+1/2 Hunter level + Cha modifier) Aspect of the Moon: While under the night sky, the Hunter is treated as having a +1 supernatural to all checks(See "Bless" Spell- PHB 3.5


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.

The Epic Werewolf Hunter[edit]

Table: The Epic Werewolf Hunter
Hit Die: d8

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

Game Rule Information[edit]

Abilities: Dexterity is important for a Werewolf Hunter because he tends to have lighter weapons and armor, so as to track their enemy easier. Strength is important both because Werewolf Hunters tend to not want to stop long for a fight and hurry after their prey and also because they have to travel over rough terrains to follow their tracks. Charisma is also important for a Werewolf Hunter, to gather information on nearby trains and "burrows" that their favored enemy lives in.

Hit Die: d8


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