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The Devil Hunter

Many unspeakable horrors and evils lurk in the maddening depths of the planes of insidious evil. The Abyss, The Nine Hells... every plane of evil a customized hell for those that have fallen from grace. Who still wish to stretch their hands out and into the world of Oerth to strangle the life from it and gain power in The Blood War.. Iuz the Evil only can secure such a fate it seems. But there are a select few mortals who defend and take the fight to the invaders of their home by driving them out of the Material World, and on rare occasions delve into the realms of damnation to take the fight into the heart of evil. They are the parasite and the hunters of the predators and tempters... They are Devil Hunters.

There are three kind of Devil Hunters in the world of Oerth and each attunes his abilties in a certain way, "Stalkers" are the Devil Hunters that conduct Raids in the Outer Planes when they become experts in their craft. When they are younger they are the ones that go after Bounties upon Devils raiding the Prime Material Plane. "Shields" are the Devil Hunters that protect the Prime Material Plane from being taken over and at every opportunity they drive back or destroy the ones that would dare to invade their home. Finally "Wraths" are the Devil Hunters that are well equipped and trained to deal with numberous threats from Devil Kind, seeking out and detroying the evil outsiders that try to corrupt the innocent and rally the evil natives of the Prime. They are the judge, jury and executioners of Demons and Devils...

Devil Hunters are a rare lot in Oereth but seriously needed for the world to survive. They are not to be confused with Knights of the Chalice. They wouldnt nearly be as suicidal or as fearless to dive head long into the Abyss to slay a handful of demons in one swift move. They are as tough as coffin nails. And just as likely to drink down pit fiend venom and then ask for a refill. Devil Hunters are usually loners by nature..but thats because many are not as crazy or as suicidal as them. Fearless about the hunt, many are taught by forefathers, self taught out of a hatered and vengeful heart that consumes sanity or in rare cases the calling of a god who sees the potential needing to be unlocked. 

Despite their intimidating features and their shady line of work they are still decent people at heart. That is not to be taken lightly for a successful devil hunter does a world of good that lasts a very long time despite their short life spans.

Many classes can heed the call of the Devil Hunter. Fighters, Paladins and Rangers are the most likely to be Devil Hunters. Paladins and Rangers being the most common because of the Paladins devotion and purity and the Rangers ability to stalk and hunt his prey. 

MultiClass Note:   Paladins can safely aquire this prestige class and still advance in levels as a paladin because they are still following their codes of conduct but specilizing their skills or divine gifts against a certain breed of foes, namely fiends

 

Hit Dice: d10

 

Requirements

To qualify for the Devil Hunter class a character must fufill the following Criteria.

Alignment: Any Good    
Base Attack Bonus:  +8
Required Skills:

Required Feats:    Improved Initative and ONE of the follwoing: Divine Might or Favored Critical or 
     Remain Consious
Special Note:    Has defeated a demon or driven it back to its home plane or survived a 
     trip into The Abyss or The Nine Hells. Must know how to speak 
     Abyssal and/or Infernal.

 

Class Skills

The Devil Hunter's class skills ((and the key ability for each skill)) are... 
Bluff (Cha), Concentration (Con), Diplomacy (Cha), Intimidate (Cha), Heal (Wis), 
Innuendo (Wis), Intimidate (Cha), Knowledge: Planes (Int), Knowledge: Religion (Int), 
Listen (Wis), Profession{Any} (Int), Sense Motive (Wis), Spot (Wis), Wilderness Lore(Wis)

Skill Points for Each Level:
2 + Int Modifier 

 

 

The 

Class Level

Base Attack

Fortitude Save

Reflex Save

Willpower Save

AC Bonus *

Special

1st

+0

+2

+0

+0

+1

Armor Class Bonus, Harms Way

2nd 

+1

+2

+1

+0

+1

Uncanny Dodge 

3rd

+2

+3

+2

+1

+1

Improved Identification 

4th  

+3

+3

+2

+2

+2

Spells- 0 level 

5th

+3

+4

+3

+2

+2

Feat: Hold the Line 

6th

+4

+4

+3

+3

+2

Spells- 1st level 

7th

+5

+5

+4

+3

+3

Feat: Combat Casting 

8th

+6

+5

+4

+4

+3

Power of Defense, Spells- 2nd level

9th

+6

+6

+5

+4

+3

Side Step Blow 

10th

+7

+6

+5

+5

+4

Exchange Life, Spells- 3rd level

 

* AC Bonus: The AC bonus is added to the character normal Armor Class. This bonus applies ONLY when the Wizards Associate is actively engaged in protecting wizards (preferably the associates charge) from attack; Otherwise use the characters normal AC bonus

 

Wizard Associate spells per day*

Level

0 level

1st level

2nd level

3rd level 

1

-

-

-   

-

-

-

3

-

-

-

4

1

-  

-

5

2

-

-

6

3

1

-

7

4

2

-

8

5

3

1

9

6

4

2

10

5

3

1

* the wizard associate gets bonus spells from their intelligence modifier.

 

Wizard Associate spells known*

Level

0 level   

1st level   

2nd level   

3rd level 

1

-

-

-

-

2

-

-

-

-

3

-

-

-

-

4

2

-

-

-

5

4

-

-

-

6

4

2

-

-

7

4

4

-

-

8

4

4

2

-

9

4

4

4

-

10

4

4

4

2

*the wizard associate gains bonus spells for high intelligence. This is not calculated in this table.

 

Class Features:

Armor and Weapon Proficiency: The wizards associate is proficient with all simple and marital weapons and light armor only.

Armor class bonus: the Wizards Associate gains an armor class bonus (listed above with) when protecting a wizard, or their wizard charge, because knowledge of how to defend a spell caster. They loose this AC bonus when they leave their wizards side (further than 10 feet), or when they stop protecting the wizard. The AC bonus is added to the character normal Armor Class. This bonus applies ONLY when the Wizards Associate is actively engaged in protecting wizards (preferably the associates charge) from attack; Otherwise use the characters normal AC bonus

 

Harms way: At 1st level, the Wizards Associate may elect to place their self in the path of danger in order to protect the wizard they are defending. At any time that you are within 5 feet of your charge, and your charge suffers an attack, you may switch places with them, and receive the attack in his or her place. You must declare this before the attack roll is made. You must select the wizard you are protecting at when you roll initiative. You may not use this ability on any other spell caster besides the one you chose for the duration of the combat.

 

Uncanny Dodge: At 2nd level the Wizards Associate gains the extraordinary ability to react to danger before their senses would normally allow them to do so. At 5th level and above, they retains her dexterity bonus to AC (if any) regardless of being caught flatfooted or struck by an invisible attacker (they loose their dexterity modifier if immobilized). This ability is the same as the Rogue ability.

 

Improved Identification: At 3rd level the Wizards associate has handled enough potions, materials and magical items, that they may use their spell craft skill to identify a magical item, potion, or magical trap. They must spend at least 10 minutes looking at each item, then roll a spell craft check vs DC 20 to identify the items abilities. This ability can be used unlimited times per day, however each item takes 10 minutes to identify.

 

Spells: At 4th level, the Wizards Associate can cast minor amount of arcane spells. A Wizard Associate's selection of spells is more limited than a wizard or sorcerer (see spells below for spell selection). They learn spells like a sorcerer by knowing the spell. They do not have to prepare these spells in advance, having watched them done many times. They gain two 0 level spells plus their Intelligence modifier to start. At each level they gain 2 spells plus their intelligence modifier. At 6th level they choose 1st level spells, at 8th level they choose 2nd level spells, and at 10th level they choose 3rd level spells if their intelligence allows them to cast this level of spells. See spell table above for spell advancement, and spells per day. The Wizard Associate must have high enough intelligence to cast each level of spell. The DC is 10 + spell level + intelligence modifier. The Wizards Associate gains bonus spells according to their intelligence modifier.

 

Bonus feat: At 5th level the Wizards Associate gains the bonus feat "hold the line" as stated in Sword and Fist.

 

Bonus Feat: At 7th level the Wizards Associate gains the bonus feat combat casting.

 

Power of Defense: At 8th level the Wizards Associate gains the ability to cast exceptionally hardy defensive spells. Any dispel checks towards their defensive spells are made with a -2 penalty. A defensive spell is one that is cast on you or your wizard charge to aid them in battle. Some spells such as wind wall are also defensive spells, since they protect from missiles and other harmful things. Offensive spells (such as Burning hands, magic missile, ect...) do not qualify for this.

 

Sidestep Blow: Whenever the Wizards Associates charge is forced to make a save check to avoid being hit (examples include would be a fireball or large rolling boulders) the Wizards Associate can instead make the saving throw for the charge, if the wizards associate succeeds he has managed to shove his charge to safety and the charge takes no damage. If the ending result of his saving throw is double the DC of the object they are dodging, they both avoid taking damage. If not the Wizards associate takes full damage in place of his ward. You must select the wizard you are protecting from these things when you roll initiative. You may not use this ability on any other spell caster besides the one you chose for the duration of the combat.

 

Exchange Life: The most powerful and selfless ability the Wizards Associate can gain is this one. At 10th level if his charge has been badly wounded and is dying, the Wizards Associate may take on the charge's wounds. To do this the wizards must touch the ward and concentrate for one full round. At the beginning of the next round the charge is healed completely and the Wizards Associate takes as much damage as the ward had originally obtained. This ability can only be used once per day. If the Wizards Associates hps go below -10, he dies, as any other normal character would.

 

Wizard Associate Spells:

 

0 level: Resistance, Detect Poison, Daze, Flare, Disrupt Undead, Mending, Open/Close, Arcane Mark, Detect Magic, Read Magic

 

1st level: Endure Elements, Shield, Protection from Evil, Mage Armor, Unseen Servant, Identify, True Strike, Sleep, Magic Missile, Tenser's Floating Disk, Change Self, Color Spray, Cause Fear, Burning Hands, Enlarge, Erase, Expeditious Retreat, Feather Fall, Magic Weapon, Message, Reduce, Spider Climb

 

2nd level: Arcane Lock, Protection from Arrows, Resist Elements, Fog Cloud, Glitterdust, Web, Detect Thoughts, Locate Object, See Invisability, Tasha's Hideous Laughter, Darkness, Daylight, Shatter, Blur, Leomund's Trap, Magic Mouth, Mirror Image, Bull's Strength, Cat's Grace, Darkvision, Endurance, Knock, Levitate, Rope Trick, Whispering Wind

 

3rd level: Dispel Magic, Explosive Runes, Magic Circle against Evil, Nondetection, Protection from Elements, Flame Arrow, Sepia Snake Sigil, Sleet Storm, Tongues, Hold Person, Suggestion, Gust of wind, Leomund's Tiny Hut, Wind Wall, Displacement, Gentle Repose, Halt Undead, Vampiric Touch, Blink, Fly, Gaseous Form, Greater Magic Weapon, Haste, Keen Edge, Secret Page, Shrink Item, Slow

 


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