User talk:Franken Kesey/Lab

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Revision as of 15:57, 14 May 2019 by Franken Kesey (talk | contribs) (Created page with "<big><span style="color:Blue; ">Alternate way to do spell-likes.</span></big> '''{{Anchor|Greater Hunter}}:''' A Bounty Hunter is far more than a typical ranger, they are abl...")
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Alternate way to do spell-likes.

Greater Hunter: A Bounty Hunter is far more than a typical ranger, they are able to find and secure quarries with great versatility. All Greater Hunter features have a caster level equal to Bounty Hunter level.

  • See Invisibility (Su): Not even invisibility will stop a Bounty Hunter from tracking down and apprehending his quarry. At 4th level, as constant effect, a Bounty Hunter has something similar to see invisibility, with the following changes. This only works on quarries, magical effects that are hiding the quarry, and things made invisible by the quarry. The Bounty Hunter can readily distinguish things he sees as being masked by invisibility from things that are normally visible.
  • Ray of Exhaustion (Sp): Bounty Hunting is not dependent on high damage to take opponents out of combat. The Bounty Hunter has the better option of disabling opponents in a non-lethal way by taking their vital energy and will to fight. At 5th level as a standard action, once per day for every wisdom modifier (minimum 1), a Bounty Hunter can produce an effect similar to ray of exhaustion, with the following changes. The Bounty Hunter gets a +4 competence bonus on his ranged touch attack.
  • Lock Down (Sp): Magical escape are no longer an option for quarries of the Bounty Hunter. At 8th level as a standard action, once per day for every wisdom modifier (minimum 1), a Bounty Hunter can produce an effect similar to dimensional anchor, with the following changes. The duration is 48 hours, and there is not visible “bubble”.
  • Sixth Sense (Sp): A Bounty Hunter's amazing instincts about finding his quarry gives the Bounty Hunter a sixth sense when it comes to determining the whereabouts of a quarry. At 9th level as a standard action, once per day for every wisdom modifier (minimum 1), a Bounty Hunter can produce an effect similar to locate creature, with the following changes. This only works on quarries.
  • Justicar (Su): A Bounty Hunter rarely trusts others, and never trusts a quarry any further than an old gnome wizard could throw them. Thus, a Bounty Hunter sometimes needs an "insurance policy" to ensure that others will act according to their word. At 15th level as a standard action (dismissable as a free action), once per day for every wisdom modifier (minimum 1), a Bounty Hunter can produce an effect similar to mark of justice, with the following changes.
  • Treachery Proof Sight (Su): From deep study of the quarry’s behavior, ticks, and personality a Bounty Hunter can no longer be fooled by his quarry or about the quarry. At 15th level, as constant effect, a Bounty Hunter has something similar to true seeing, with the following changes. This is applied to both the quarry itself, and any creature or subject directly linked to the quarry (GM’s discretion). For example, if an associate lied about the quarry’s location then the Bounty Hunter would see through it. However, if the associate lied how much it lost in an unrelated poker game the night before, the Bounty Hunter would not care.
  • Bloodhound (Sp): Having keen instincts is a key ability of a Bounty Hunter, and a focused Bounty Hunter is capable of sensing his way to any location and out of any problem. At 12th level as a standard action, once per day for every wisdom modifier (minimum 1), a Bounty Hunter can produce an effect similar to find the path.
  • Holding Cell (Sp): At times a Bounty Hunter needs to hold his quarry in one place while temporarily away. This helps when scouting, engaged in combat, or taking care of other complications. At 14th level as a standard action (dismissable as a free action), once per day for every wisdom modifier (minimum 1), a Bounty Hunter can produce an effect similar to forcecage.
  • Unshackled (Su): The determination of a Bounty Hunter is legendary. No restrictions or confinements are capable of keeping him from his appointed task. At 14th level as a free action (dismissable as a free action), for one round per day for every wisdom modifier (minimum 1), a Bounty Hunter can produce an effect similar to freedom of movement.
  • Mind Blank (Su): A Bounty Hunter is an enigma, and trains himself to always keep a clear mind and not let others know what he's truly thinking. At 15th level, as constant effect, a Bounty Hunter has something similar to mind blank.
  • Teleport (Sp): Sometimes a Bounty Hunter needs to move more rapidly to there quarry. At 15th level as a standard action, once per day for every wisdom modifier (minimum 1), a Bounty Hunter can produce an effect similar to teleport, with the following changes. This can only be used to target a quarry’s location or the person or entity that posted the bounty (i.e., bail bondsman). If the Bounty Hunter is not “very familiar” with the destination they are sent off target (as per spell). This can only teleport the Bounty Hunter his quarry, and their gear. The Quarry does not get a save or spell resistance against this.
  • Temporal Stasis (Sp): Some prey are 'slipperier' than others, making traditional methods of capture impractical; thus Bounty Hunters must resort to more drastic measures. At 19th level as a standard action (dismissable as a free action), once per day for every 2 wisdom modifiers (rounded down, minimum 1), a Bounty Hunter can produce an effect similar to temporal stasis, with the following changes. This only works on quarries.
  • Discern Location (Sp): As a master Bounty Hunter, no matter how much he runs, there is nowhere that a quarry can hide . At 20th level as a standard action, once per day for every wisdom modifier (minimum 1), a Bounty Hunter can produce an effect similar to discern location.