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Swift Hunter (3.5e Class)

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Author: somehownotsingle (talk)
Date Created: 12/10/13
Status: in progress
Editing: grammar only, please; suggestions more than welcome on discussion page
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An modified take on the Swift Hunter build

Template:3.5e Class Alignments lg, ng, cg, ln, n, cn, le, ne, ce


Swift Hunter

This is an attempt to make a fun class in the spirit of the Swift Hunter feat from D&D 3.5, but with a little more punch.

Making a Swift Hunter

A Swift Hunter is a scout and mobile warrior. Though he can survive the occasional scrape, he is not intended as front line martial character. Though he can deal his fair share of damage, he's probably better fills the "skill monkey" slot in the party.

Races: Any

Alignment: Any

Starting Gold: As fighter


Table: The Swift Hunter

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +2 +2 +0 Trapfinding, Tracking, Swift Travel (1/day), Skirmish (1d6)
2nd +1 +3 +3 +0 First Favored Enemy, Endurance, Report (1/day)
3rd +2 +3 +3 +1 Fast Movement, Trackless Step, Skirmish (2d6, 1AC)
4th +3 +4 +4 +1 Swift Travel (2/day), Bonus Feat
5th +3 +4 +4 +1 Flawless Step, Skirmish (3d6, 1 AC)
6th +4 +5 +5 +2 2nd Favored Enemy, Report (at will)
7th +5 +5 +5 +2 Swift Tracker, Camouflage, Skirmish (4d6, 2AC)
8th +6/+1 +6 +6 +2 Swift Travel (3/day), Bonus Feat
9th +6/+1 +6 +6 +3 Evasion, Skirmish (5d6, 2AC)
10th +7/+2 +7 +7 +3 Flapless
11th +8/+3 +7 +7 +3 Report (mental image), 3rd Favored Enemy, Skirmish (6d6, 3AC)
12th +9/+4 +8 +8 +4 Swift Travel (4/day), Bonus Feat
13th +9/+4 +8 +8 +4 Blind Sense (30ft), Skirmish (7d6, 3AC)
14th +10/+5 +9 +9 +4 Hide in Plain Sight
15th +11/+6/+1 +9 +9 +5 Improved Evasion, Skirmish (8d6, 4AC)
16th +12/+7/+2 +10 +10 +5 Swift Travel (5/day), Bonus Feat
17th +12/+7/+2 +10 +10 +5 4th Favored Enemy, Skirmish (9d6, 4AC)
18th +13/+8/+3 +11 +11 +6 Free Movement
19th +14/+9/+4 +11 +11 +6 Blind Sight (30ft), Skirmish (10d6, 5AC)
20th +15/+10/+5 +12 +12 +6 Swift Travel (6/day), Bonus Feat

Class Skills (8 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Climb (Str), Craft (Int), Disable Device (Int), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (geography) (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Speak Language (None), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex).


Class Features

All of the following are class features of the <-class name->.

Weapon and Armor Proficiency: <-description of class weapon & armor proficiencies->.

Spells: <-Delete this section if this class does not cast spells. description of spellcasting abilities: on what stat save DCs are based, on what stat bonus spells are based, and what stat determines the highest level spell that can be cast.->. <-pluralized class name-> choose their spells from the following list:

0—<-spells, spells, spells->

1st—<-spells, spells, spells->

2nd—<-spells, spells, spells->

3rd—<-spells, spells, spells->

4th—<-spells, spells, spells->

5th—<-spells, spells, spells->

6th—<-spells, spells, spells->

7th—<-spells, spells, spells->

8th—<-spells, spells, spells->

9th—<-spells, spells, spells->

<span id="Table: <-class name-> Spells Known">Table: <-class name-> Spells Known</span>
Level Spells Known
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
11th
12th
13th
14th
15th
16th
17th
18th
19th
20th

Power Points/Day: A <-class name->’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: <-class name->. In addition, he receives bonus power points per day if he has a high <-relevant ability-> score (see Table: Ability Modifiers and Bonus Power Points). His race may also provide bonus power points per day, as may certain feats and items.

Powers Known: <-Delete this section if this class does not manifest powers. description of manifesting abilities: on what stat save DCs are based, on what stat bonus powers points are based, and what stat determines the highest level power that can be manifested.->. <-pluralized class name-> choose their powers from the following list:

0—<-powers, powers, powers->

1st—<-powers, powers, powers->

2nd—<-powers, powers, powers->

3rd—<-powers, powers, powers->

4th—<-powers, powers, powers->

5th—<-powers, powers, powers->

6th—<-powers, powers, powers->

7th—<-powers, powers, powers->

8th—<-powers, powers, powers->

9th—<-powers, powers, powers->

Maximum Power Level Known: This column determines the highest level power he can learn at this level.

To learn or manifest a power, a <-class name-> must have an <-relevant ability-> score of at least 10 + the power’s level.

<span id="<-extraordinary class feature->"><-extraordinary class feature-></span> (Ex): <-class feature game rule information->

<span id="<-psi-like class feature->"><-psi-like class feature-></span> (Ps): <-class feature game rule information->

<span id="<-spell-like class feature->"><-spell-like class feature-></span> (Sp): <-class feature game rule information->

<span id="<-supernatural class feature->"><-supernatural class feature-></span> (Su): <-class feature game rule information->

<span id="<-class feature->"><-class feature-></span>: <-class feature game rule information->

<span id="<-subclass feature->"><-subclass feature-></span> <-"(Ex)", "(Su)", "(Sp)", or "(Ps)" if applicable.->: <-subclass feature game rule information->

<-Lather, rinse...->

<-... repeat as necessary.->

Ex-<-pluralized class name->

<-Describe what happens when a character violates the alignment restrictions of any other class restrictions. If there are no behavior or alignment restrictions delete this section->.

Epic <-class name->

<span id="Table: The Epic <-class name->">Table: The Epic <-class name-></span>

Hit Die: d<-Die size for Hit Die->

Level Special
21st <-any improvements to class features gained at this level, including any bonus feats->
22nd <-any improvements to class features gained at this level, including any bonus feats->
23rd <-any improvements to class features gained at this level, including any bonus feats->
24th <-any improvements to class features gained at this level, including any bonus feats->
25th <-any improvements to class features gained at this level, including any bonus feats->
26th <-any improvements to class features gained at this level, including any bonus feats->
27th <-any improvements to class features gained at this level, including any bonus feats->
28th <-any improvements to class features gained at this level, including any bonus feats->
29th <-any improvements to class features gained at this level, including any bonus feats->
30th <-any improvements to class features gained at this level, including any bonus feats->

<-number of skill points-> + Int modifier skill points per level.

<-existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-Lather, rinse...->

<-... repeat.->

Bonus Feats : The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.

Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.

<-Sample race of your choice-> <-class name-> Starting Package

Weapons: <-Weapon selection for starting at 1st level with this class.->.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->

<-copy and paste the rows as necessary.->

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.





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