Holy Hunter (3.5e Prestige Class)

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class="cquote" | class="mark" style="font-size: 30px;" | “ | style="vertical-align:middle" | I hate all your rules and regulations, but I hate evil more.

| class="mark" style="font-size: 30px;" | ” |- | colspan="3" class="src" | —Daesonne Shadowbane, Human Ranger |}

Sometimes fighting evil requires a warrior with capabilities beyond that of a religious organization's normal champions. In such circumstances, these organization turn to the holy hunters. A holy hunter is a ranger who, while not drawn to the strict regulations of religious orders, feels that their war against evil is one worth waging. They offer their services to temples and churches plagued with particularly potent enemies, or trapped in particularly sticky circumstances, the kinds that a cleric of paladin might not be able to handle because of their devotion to law.

Becoming a Holy Hunter

The typical Holy Hunter who is an individual who pursued at least some training as a paladin, then decided the life a ranger was better suited to his personality and convictions. Other classes could certainly pursue the holy hunter class, but anyone taking this prestige class will most likely have at least one level of paladin and two levels of ranger.

Entry Requirements  
Alignment: neutral good or chaotic good only. A lawful good character may take this prestige class, but he immediately becomes neutral or chaotic good as a result.. 
Base Attack Bonus: 6. 
Race: [[Racial Restrictions::Any
The given value " A Ranger devoted to the eradication of evil

[[Minimum Level:6

Template:3.5e Class Alignments ng, cg



Holy Hunter

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Skills: Survival, Sense Motive. 
Feats: Track. 
Special: Combat Style and Smite Evil class abilities

Table: The Holy Hunter

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +2 +2 Smite Evil 1/day, Ordained Prey, Celestial Companion
2nd +2 +3 +3 +3 Divine Combat, Righteous Pursuit
3rd +3 +3 +3 +3 Strength of Conviction (frightened); Holy Focus (+2/-1)
4th +4 +4 +4 +4 Favored Enemy: Evil (+1)
5th +5 +4 +4 +4 Smite Evil 2/day, Convincing Martyr
6th +6/+1 +5 +5 +5 Holy Focus (+4/-2)
7th +7/+2 +5 +5 +5 Emboldened Caster, Improved Divine Combat
8th +8/+3 +6 +6 +6 Favored Enemy: Evil (+2)
9th +9/+4 +6 +6 +6 Holy Focus (+6/-3)
10th +10/+5 +7 +7 +7 Strength of Conviction (panicked)

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering)(geography)(nature)(religion) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Use Rope (Dex).

Class Features

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

Spellcasting: At <-each level? each level after first? Xth and Yth levels?->, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one <-divine? arcane? prepared? spontaneous?-> spellcasting class before becoming a <-class name->, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Manifesting: At <-each level? each level after first? Xth and Yth levels?->, you gain power points per day, an increase in manifester level, and new powers as if you had also gained a level in a manifesting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one manifesting class before becoming a <-class name->, you must decide to which class to add each level for the purpose of determining powers, manifester level, and powers known.

Spells: To cast a particular spell, you must have an <-relevant ability-> score of at least 10 + the spell's level. Your bonus spells are based on your <- ability ->. Saves to avoid the effects of your spells have a DC of 10 + the spell's level + your <-abbreviated ability-> bonus (if any).

You cast spells as a <-similar spellcasting class-> does. Table: <-class name-> Spells Known, below, details how many spells you can learn at each level. An epic <-class name->’s number of spells per day does not increase after 10th level. Choose your spells from the following list:

0—<-this spell->, <-that spell->, <-and the other spell->.

1st—<-this spell->, <-that spell->, <-and the other spell->.

2nd—<-this spell->, <-that spell->, <-and the other spell->.

3rd—<-this spell->, <-that spell->, <-and the other spell->.

4th—<-this spell->, <-that spell->, <-and the other spell->.

5th—<-this spell->, <-that spell->, <-and the other spell->.

6th—<-this spell->, <-that spell->, <-and the other spell->.

7th—<-this spell->, <-that spell->, <-and the other spell->.

8th—<-this spell->, <-that spell->, <-and the other spell->.

9th—<-this spell->, <-that spell->, <-and the other spell->.

<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

Power Points/Day: Your ability to manifest powers is limited by the power points you have available. Your base daily allotment of power points is given on Table: The <-class name->. In addition, you receive bonus power points per day if you have a high <-relevant ability-> score (see Table: Ability Modifiers and Bonus Power Points). Your race may also provide bonus power points per day, as may certain feats and items. Your power points and bonus power points at each level do not increase automatically after 10th level.

Powers Known: You begin play knowing X <-class name-> powers of your choice. Each time you achieve a new level, you unlock the power of a new power. You can manifest any power that has a power point cost equal to or lower than your manifester level.

The total number of powers you can manifest in a day is limited only by your daily power points.

You simply know your powers; they are ingrained in your mind. You do not need to prepare them (in the way that some spellcasters prepare their spells), though you must get a good night's sleep each day to regain all your spent power points.

The Difficulty Class for saving thows against <-class name-> powers is 10 + the power's level + your <-abreviated relevant ability-> modifier.

Your powers known at each level do not increase automatically after 10th level.

You choose your powers from the following list (Exception: The Expanded Knowledge and Epic Expanded Knowledge feats allow you to learn powers from the lists of other classes.):

1st—<-this power->, <-that power->, <-and the other power->.

2nd—<-this power->, <-that power->, <-and the other power->.

3rd—<-this power->, <-that power->, <-and the other power->.

4th—<-this power->, <-that power->, <-and the other power->.

5th—<-this power->, <-that power->, <-and the other power->.

6th—<-this power->, <-that power->, <-and the other power->.

7th—<-this power->, <-that power->, <-and the other power->.

8th—<-this power->, <-that power->, <-and the other power->.

9th—<-this power->, <-that power->, <-and the other power->.

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

To learn or manifest a power, you 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, including any differences in the class feature at epic levels->

<span id="<-psi-like class feature->"><-psi-like class feature-></span> (Ps): <-class feature game rule information, including any differences in the class feature at epic levels->

<span id="<-spell-like class feature->"><-spell-like class feature-></span> (Sp): <-class feature game rule information, including any differences in the class feature at epic levels->

<span id="<-supernatural class feature->"><-supernatural class feature-></span> (Su): <-class feature game rule information, including any differences in the class feature at epic levels->

<span id="<-class feature->"><-class feature-></span>: <-class feature game rule information, including any differences in the class feature at epic levels->

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

<-Lather, rinse...->

<-... repeat as necessary.->

Bonus Feats: <- any bonus feats gained in pre-epic levels->.

The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> feats) every <-# of levels-> levels after <-usually the last non epic level->.

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

Ex-<-pluralized class name->

<-What happens (if anything) if characters of this class lose an entry requirement or violate their code of conduct (if this class has one). Delete this section if there are no contingencies for continuing in this class->




<nowiki>

Back to Main Page3.5e HomebrewClassesPrestige Classes

Article BalanceModerate +
AuthorSomehownotsingle +
Base Attack Bonus ProgressionGood +
Fortitude Save ProgressionGood +
Identifier3.5e Prestige Class +
Length10 +
RatingUnrated +
Reflex Save ProgressionGood +
SkillClimb +, Concentration +, Craft +, Handle Animal +, Heal +, Hide +, Jump +, Knowledge +, Listen +, Move Silently +, Profession +, Ride +, Search +, Sense Motive +, Spot +, Survival +, Swim + and Use Rope +
Skill Points6 +
TitleHoly Hunter +
Will Save ProgressionGood +

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