Hunter of Evil (3.5e Prestige Class)

Hunter of Evil

They say that when you fight monsters you should always beware of not becoming one yourself. I say that I will become a monster if it means I will understand one. It takes one to know one and I will fight them with all the hatred and holy fervor in my heart until I am human no more or there are no more of them in the world.

Consumed by righteous wrath and need of retribution the Hunter of Evil never wavers from the path that would lead him to his next target.

Becoming a Hunter of Evil

If fighting evil by using a Ranger's aptitude for the wilderness in combination with a Paladin's devotion to slaying the wicked then the path of Hunter of Evil is for you.

Entry Requirements
Alignment: Lawful Good.
Race: Any.
Skills: Survival 4 Ranks, Handle Animal 4 Ranks, Sense Motive 4 Ranks, Knowledge (Religion) 4 Ranks.
Feats: Devoted Tracker, Natural Bond.
Spellcasting: Ability to cast 1st-level spells as a Paladin, Ability to cast 1st-level spells as a Ranger.
Patron: Any non-Evil.
Table: The Hunter of Evil

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
FortRefWill
1st+1+2+2+0 Smite Evil 1/day, Favored Enemy: Evil +4, Animal Companion, Wild Empathy, Spells
2nd+2+3+3+0 Improved Combat Style, Special Mount
3rd+3+3+3+1 Woodland stride
4th+4+4+4+1 Swift tracker
5th+5+4+4+1 Smite Evil 2/day
6th+6+5+5+2 Favored Enemy: Evil +6
7th+7+5+5+2 Combat style mastery
8th+8+6+6+2
9th+9+6+6+3 Smite Evil 3/day
10th+10+7+7+3 Nemesis of Evil

Class Skills (6 + Int modifier per level)
Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Knowledge (nobility and royalty) (Int), Knowledge (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 Hunter of Evil.


Spellcasting: When a new Hunter of Evil level is gained, the character gains new spells per day as if she had also gained a level as a Paladin. She does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, and so on). This essentially means that she adds the level of Hunter of Evil levels to the Paladin levels the character has, then determines spells per day accordingly. Additionally the Hunter of Evil may use her Paladin spell slots to cast Ranger spells. So a 4th-level Hunter of Evil that has gained the ability to cast 2nd-level paladin spells may also use her spell slots to cast 2nd-level spells from the Ranger Spell list, provided she has the required Wisdom Score.


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


You cast spells as a Paladin does but may also substitute Paladin spell slots to cast Ranger spells of equal level with your Paladin caster level.


Smite Evil (Su): The Hunter of Evil receives the ability to smite evil as a paladin and her class levels count as paladin levels for the purpose of determining bonus damage on a successful smite evil attack.


Favored Enemy: Evil (Su): At 1st level, a Hunter of Evil receives the evil alignment as a Favored Enemy instead of picking from the Ranger Favored Enemies table. Due to his determination to combat evil combined with divine guidance the Hunter of Evil receives a +4 bonus on Intimidate, Listen, Sense Motive, Spot, Survival and damage rolls. At 6th level this bonus increases to +6. This ability adds Favored Enemy: Evil to the Ranger Favored Enemies table and therefore allows her to further increase the bonus of this ability by advancing in Ranger levels. This ability works on creatures of unquestionably evil alignment which means that the creature is either non-sentient inherently evil, its alignment has been confirmed by a Detect Evil spell or has been witnessed by the Hunter of Evil commiting an atrocious act of evil. When the Hunter of Evil is dealing with an Evil creature that is also his Favored Enemy by race only the highest bonus applies. So a Hunter of Evil that has Favored Enemy: Evil +4 and Favored Enemy: Human +2 that uses Sense Motive against an Evil Human individual she only receives the +4 bonus since it is the highest of the two.


Animal Companion (Ex): As a Hunter of Evil gains class levels, her animal companion gains Hit Dice and other special abilities just as a Ranger's animal companion does. The Hunter's class levels count as Ranger levels to determine the animal companion's special abilities. If a Hunter of Evil. For example, a 4th-level Ranger/2nd-level Hunter of Evil would be treated as a 6th-level ranger (and therefore a 3rd-level Druid plus 3 deriving from her Natural Bond feat) for the purpose of improving the statistics of her animal companion (and which alternative animal companions she could select).


Wild Empathy (Ex): A Hunter of Evil can improve the attitude of an animal. See the druid class feature, page 35 of the Player's Handbook. If a Hunter of Evil has wild empathy from another class, her levels stack for determining the bonus.


Special Mount (Sp): Upon reaching 2nd level, a Hunter of Evil gains the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against evil (see the sidebar). This mount is usually a heavy warhorse (for a Medium paladin) or a warpony (for Small paladin) but because of her natural aptitude with animals more unconventional creatures are also viable. Once per day, as a full-round action, a Hunter of Evil may magically call her mount from the celestial realms in which it resides. The mount immediately appears adjacent to the Hunter of Evil and remains for 2 hours per paladin level; it may be dismissed at any time as a free action. Half of the Hunter's class levels count as Paladin levels to determine the Special Mount's special abilities. For example, a 4th-level Paladin/2nd-level Hunter of Evil would be treated as a 5th-level paladin for the purpose of improving the statistics of her Special Mount.


Improved Combat Style (Ex): At 2nd level, a Hunter's aptitude in his chosen combat style improves. If he selected archery at 2nd level, he is treated as having the Manyshot feat (page 97), even if he does not have the normal prerequisites for that feat. If the Hunter selected two-weapon combat at her 2nd Ranger level, she is treated as having the Improved Two-Weapon Fighting feat (page 96), even if he does not have the normal prerequisites for that feat. As before, the benefits of the Hunter's chosen style apply only when he wears light or no armor. She loses all benefits of his combat style when wearing medium or heavy armor.


Woodland Stride (Ex): Starting at 3rd level, a Hunter of Evil may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect her.


Swift Tracker (Ex): Beginning at 4th level, a Hunter of Evil can move at her normal speed while following tracks without taking the normal —5 penalty. He takes only a —10 penalty (instead of the normal —20) when moving at up to twice normal speed while tracking.


Combat Style Mastery (Ex): At 7th level, a Hunter's aptitude in her chosen combat style (archery or two-weapon combat) improves again. If she selected archery at her 2nd Ranger level, he is treated as having the Improved Precise Shot feat (page 96), even if she does not have the normal prerequisites for that feat. If the Hunter selected two-weapon combat at her 2nd Ranger level, she is treated as having the Greater Two-Weapon Fighting feat (page 95), even if she does not have the normal prerequisites for that feat. As before, the benefits of the Hunter's chosen style apply only when he wears light or no armor. She loses all benefits of her combat style when wearing medium or heavy armor.


Nemesis of Evil (Su): At 10th level, the Hunter of Evil gains Nemesis as a bonus feat which only works against creatures with the Evil alignment. Because the Hunter of Evil can now sense the location of Evil creatures she no longer needs to confirm their wickedness and therefore benefits from her Favored Enemy: Evil at all times.

Ex-Hunters of Evil

A Hunter of Evil who ceases to be lawful good, who willfully commits an evil act, or who grossly violates the code of conduct of her paladin training loses all Hunter of Evil spells and abilities save for her combat style training (including the service of the paladin's mount, but not weapon, armor, and shield proficiencies). She may not progress any farther in levels as a Hunter of Evil. She regains her abilities and advancement potential if she atones for her violations (see the atonement spell description, page 201), as appropriate. Like a member of any other class, a Hunter of Evil may be a multiclass character, but multiclass Hunters of Evil face a special restriction. A Hunter of Evil who gains a level in any class other than paladin or ranger may never again raise her Hunter of Evil level, though she retains all her abilities. The path of the Hunter of Evil requires a constant heart. If a character adopts this class, she must pursue it to the exclusion of all other careers. Once she has turned off the path, she may never return.



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