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The Black Cathedral
The Gods of the Wold
Alemi
Domi
Flower
Pantheon
Ffloy
Gargul
Undead Hunter
Grim
Soulseeker
Story
The Gods of Testing
Marteaus
Ga'al
Caeroldra
Jancassis
Wardd
Gargul
Undead Hunter
Grim
Soulseeker
Story
Natural Philosophy
Woldology
Druidicism
Immortal Powers
Summary & Notes
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Undead Hunter
Simply stated, undead hunters are devoted to tracking down and destroying the undead. All honor Gargul, the God of Death, who considers the undead an affront to his own sphere of power. Some seek revenge against undead creatures, or seek to protect living folks from a clear and ongoing menace. Some simply view the undead -- corporeal and incorporeal, spawned and created -- as an abomination that must be stamped out.
Those who would be undead hunters must first have some power over them. Thus, clerics and paladins who can turn undead make good hunters. Rangers whose favored enemy is the undead also are good hunter candidates.
As NPCs, inexperienced undead hunters serve as trackers and scouts, leading vengeful gangs, bands of adventurers, or troops to undead. Experienced undead hunters are renowned in legend and song, although they are often grim and scarred in soul and body as a result of their labors. Some are famous, other feared, but all are respected. In some places, undead hunters band together in fellowships or militant religious orders. Some hunters, though, are lone wolves, obsessed with their purpose and doubting the purity and dedication of others.
Hit die: d8
Requirements
- Base Attack Bonus: +3
- Skills: Wilderness Lore 3 ranks, Knowledge [Undead] 3 ranks
- Feats: Track
- Special: Turn Undead or Favored Enemy [Undead]
Table -- The Undead Hunter
Lvl...Att...Fort...Will...Refx...Special Abilities
.1.....+1....+2.....+0.....+0.....Turn Undead, +1 Favored, +1 spellcast lvl
.2.....+2....+3.....+0.....+0.....+1 Life Shield, +1 spellcast lvl
.3.....+3....+3.....+1.....+1.....Extra Turning, Disrupt Undead, +1 spellcast lvl
.4.....+4....+4.....+1.....+1.....+2 Life Shield, +1 spellcast lvl
.5.....+5....+4.....+1.....+1.....Possession Shield, +2 Favored, +1 spellcast lvl
.6.....+6....+5.....+2.....+2.....+3 Life Shield, +1 spellcast lvl
.7.....+7....+5.....+2.....+2.....Energy Shield, +1 spellcast lvl
.8.....+8....+6.....+2.....+2.....+4 Life Shield, Darktrack, +1 spellcast lvl
.9.....+9....+6.....+3.....+3.....Spirit Ban or Quick Disrupt Undead, +1 spellcast lvl
10....+10....+7.....+3.....+3.....+5 Life Shield, +3 Favored, +1 spellcast lvl
Class Skills
The undead hunter's class skills (and the key ability for each skill) are: Concentration (Con); Gather Information (Cha); Hide (Dex); Knowledge [religion] (Int); Knowledge [undead] (Int); Listen (Wis); Move Silent (Dex); Spellcraft (Int); Spot (Wis); Wilderness Lore (Wis)
Skill Points per level: 2+ Int modifier
Class Features
Weapon and Armor Proficiencies:Undead hunters are proficient in all armor, shields, and simple and martial weapons.
Spellcasting: see below.
Sect: Undead Hunters gather at regular intervals to share news, offer tactics and training, and join in a spirit of comraderie. Their organization is formal and military in structure. The sect asks little of members, but when armies of undead rise, then squads, companies, and militias of undead hunters organize under the auspices of the sect to oppose the enemy.
Special Abilities
Turn Undead: This ability is just as a cleric of the same level. If the hunter already has Turn Undead ability from cleric or paladin levels, hunter levels stack with these for Turning Undead (just as cleric levels stack with paladin levels).
Favored Enemy: This ability is just as a ranger of the same level, giving a bonus to weapon damage, Bluff, Listen, Sense Motive, Spot, and Wilderness Lore checks against undead. If the hunter already has a favored enemy bonus vs undead from ranger levels, hunter levels stack with these for determining the size of the favored enemy bonus. Note that favored enemy bonuses apply to ranged and melee touch attacks (like rays).
Life Shield: The hunter gains a sacred bonus to saves and armor class against all attacks by undead. This sacred bonus is not good-aligned, if the hunter honors Gargul as patron.
Extra Turning: The hunter gets this feat (from the Player's Handbook) for free at third level.
Disrupt Undead: The hunter can cast the zero-level cantrip, Disrupt Undead, at will as a standard action. This is a spell-like ability.
Possession Shield: The hunter gains a +4 resistance bonus against fear, charm, compulsion, domination, and possession attacks launched by undead.
Energy Shield: The hunter gains the effect of a permanent Negative Energy Protection spell. This is a supernatural ability.
Darktrack: With a Track roll, the undead hunter can follow an undead creature into the Realm of Shadow and the Lands of Rest where the dead dwell. No other magic is needed for the hunter to enter these places, but he must use spells like Plane Shift to bring others with him on the hunt. The Track roll must be made against a DC of 25 - target hit dice; it is easier to track undead who have more hit dice.
Spirit Ban OR Quick Disrupt Undead
Spirit Ban: Once per week, the hunter may attempt to force nearby incorporeal spirits off the Material Plane, in a manner similar to turning undead. The hunter rolls a Concentration check vs. a Concentration check by each incorporeal being in medium range (100 ft. + 10 ft./level) -- those spirits that fail are exorcised and cannot appear or manifest for a year and a day. This power will also counter possessions by ghostly Malevolence, Magic Jar, Dominate, and Compulsion effects that are initiated by undead, corporeal or otherwise, although when initiated by corporeal undead, the possession simply ends and no one is banished. This is a supernatural ability.
Quick Disrupt Undead: The hunter can cast the zero-level cantrip, Disrupt Undead, as a free action once per round, but it only affects corporeal undead. This is a spell-like ability.
Spells and Spell Progression
Spellcasting: When a new undead hunter level is gained, the character gains new spells per day as if she had also gained a level in a spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (better wildshape, metamagic or item creation feats, and so on). This essentially means that she adds the level of undead hunter to the level of some other spellcasting class the character has, then determines spells per day, spells known, and caster level accordingly. If a character had more than one spellcasting class before she became a undead hunter, she must decide to which class she adds each level of undead hunter for purposes of determining spells per day when she adds the new level.
The following spells are exclusive to the Undead Hunter prestige class:
Greater Disrupt Undead
Necromancy
Level: Undead Hunter 1
Components: V, S, DF
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: Reflex (Half)
Spell Resistance: Yes
The character directs a shock wave of positive energy. The character must make a ranged touch attack roll to hit, and if the ray hits an undead creature, it deals 1d8 points of damage per two levels to it, up to 5d8 at 10th level.
Ghost Weapon
Transmutation
Level: Undead Hunter 3
Components: V, S, DF
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One weapon or fifty projectiles (all of which must be in contact with each other at the time of casting)
Duration: 1 hour/level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)
This spell gives a weapon the ghost touch ability, as described in the DMG. A ghost touch weapon deals damage normally against incorporeal creatures, regardless of its bonus. (An incorporeal creatureÕs 50% chance to avoid damage does not apply to ghost touch weapons.) Essentially, a ghost touch weapon counts as either corporeal or incorporeal at any given time, whichever is more beneficial to the wielder. Alternatively, the character can affect up to fifty arrows, bolts, or bullets. The projectiles must all be of the same type, and they have to be together in one group (such as in the same quiver). Projectiles (but not thrown weapons) lose their transmutation when used.
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