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Lycanthrope
Hunters!
The
Lycanthrope Hunter, also referred to as Hunter's are a subclass of fighters,
and they have some functions of thieves as well as their own unique skills.
A Lycanthrope Hunter's main purpose in life is to kill any and all discovered
Lycanthropes. Whether natural or infected is of no concern to these cunning
individuals. Their solemn dedication to this highly unusual profession sets
them apart from all other character classes in the realm. Anyone playing such
a character should make up some sort of reason for the character's undying hatred
towards Lycanthropes, perhaps a certain race more than another.
Hunter's
are twice as immune to Lycanthropy as that of a normal person. This generally
comes with experience and training for such encounters. The use of Belladonna
is also used to gain such advantages over that of a normal person. If there
is ever a time where a Hunter contracts Lycanthropy and cannot rid of the disease
within 2 weeks of contracting it. They will either poison themselves, dying
shortly after doing so or will simply end their lives immediately (commit suicide).
Nothing could be worse than becoming that of which they despise the most.
Hunter's
may start small organizations consisting of other Hunters when high numbers
of Lycanthrope threaten to invade cities or other communities. Although such
groups are very uncommon, even more rarely will hunters combine their skills
to kill one individual creature.
General
Info: Just as fighters do, Hunter's use ten-sided dice (d10)
for determining number of hit points (q.v.) they can sustain. Lycanthrope Hunter's
are generally neutral or evil in alignment and prefer to work alone when planing
a surprise attack on a single lycanthrope. However they may require assistance
when making plans to invade a larger number of lycanthropes. Eg. A hollow of
werewolves. As noted above Hunters have some thieving capabilities and their
own special talents (see below). Because they can use any sort of shield or
weapon, they are generally considered excellent for melee combat.
Hunter's start with only 2d6 x 10 gp, 3 weapon proficiency slots and 2 non-weapon
proficiency slots. They then receive 1 WP slot every 3 levels and 1 NWP every
4 levels. Bonus proficiencies include; herbalism.
Lycanthrope
Hunters attack using the same combat tables as that of fighters, including their
special attack. Although, if a surprise (q.v.) attack is made the Lycanthrope
Hunter's damage is double normal, but this bonus is only received when attacking
Lycanthropes. Thus, if a silver weapon is used Lycanthrope creatures suffer
an additional +2 damage and cannot regenerate the damage taken from such a blow.
The hunter must also declare that they are using their special attack during
melee combat if any bonuses are to be received.
The
secondary lifestyle that Lycanthrope Hunters often follow is that of a Stalker.
Yes, being adept at sneaking around in the shadows, lurking on rooftops, spying
on hideouts and more. Makes the Lycanthrope Hunter a very good Spy. Sometimes
they will spend weeks studying and watching over their victims before making
their final move. This kind of behavior might attract the attention of kings,
and/or other nobles etc. that seek these abilities to gain an advantage over
their enemies or to keep an eye on a particular individual.
Primary
Abilities:
Languages;
speak any one Lycanthrope language. Eg. Werewolf, Wererat, Werebear etc.
Move
Silently/Hide in Shadows; Hunter's receive both of these abilities at first
level. However both of these talents are set at 50% skill level. NEVER rising!
Class
Restrictions:
To be a Lycanthrope Hunter a character must have at least 14 constitution, a
wisdom of 10 or more and a dexterity of not less than 12. Hunters gain a 10%
bonus to experience for having a 16 constitution or higher. These characters
can be of any alignment, but prefer neutrals. Can never be dual class or multi
class.
Combat
Bonuses:
A
Lycanthrope Hunter may choose 1 of the following special attacks
at first level. This attack can NEVER be changed after the initial choice is
made.
-Thrust;
The hunter can attempt this attack with any sharpened weapon, as long as it's
has one sharp end to it. Eg. A sword, trident, lance, javelin etc. If the attack
is successful it causes double normal damage, plus any damage modifiers one
might have. This attack can only be used once/round, 3 times a day and uses
up all attacks for during that round of melee combat.
-Double
Slash; If the Hunter chooses this ability it allows him/her to make 2 quick
slashes at any one target, regardless of number of attacks. Both attack attempts
are made individually, then each successful one causes normal damage. This attack
only uses up 1 of the Hunter's melee attacks. If they possess more, they may
continue attacking. This attack can only be used 3 times a day.
-Aerial
Attack; This attack is used from above. The Hunter must be at least 1' higher
than his/her victim before this attack can be attempted. Eg. If a 9' Werebear
confronts the Hunter, their head must be 12 inches (1') higher than the Werebear's.
This allows for the Hunter's weapon to achieve greater velocity during the attack.
This attack is made at a +2 bonus to hit. If the strike is successful the Hunter
causes normal damage +4, plus any additional modifiers. DM's must be careful
when judging these attacks. Take note if the attack is a blind attack, surprise
attack or just a normal attack, other modifiers may be applicable. This attack
can only be made once a round. Can be used as many times in a day as needed,
but can never be executed through jumping. Always done from a stationary
position.
*Note*
The weapon used during this attack must be a slashing, piercing or blunt weapon,
weighing at least 2 pounds. You can't knock a monster over the head with a sling
and expect to get an extra 4 damage.
At
5th level
Hirelings:
Upon attaining this level, the Hunter may take low level Lycanthrope Hunter's
into his/her service.
At
9th level
Training:
After attaining this level, Lycanthrope Hunters may begin to train 1 apprentice
for every 3 charisma points they have themselves. Eg. A Hunter with 12 CHA,
can train up to 4 apprentices, while a Hunter with 18 CHA could take on up to
6 apprentices. Training others before this level of achievement is considered
unlucky or at best, a real bad idea.
At
13th level
Lycanthrope
Tongues: The Hunter gains the ability to learn additional Lycanthrope languages.
Hunter's with at least 15 wisdom or more are able to learn 1 additional language.
The maximum number of Lycanthrope tongues which can be comprehended by the Hunter
is 4, one for each point of wisdom above 14, i.e.. 1 at 15, 2 at 16 etc.. Note:
a Lycanthrope Hunter would have to be 13th level and have 18 wisdom to be able
to speak 4 Lycanthrope tongues. Non-weapon proficiencies slots cannot be used
to earn such languages, physical presence and years of study allows for this
unique talent.
Special
Disadvantages: Superstition, yes all Lycanthrope Hunters are
superstitious. These belief's can be decided by the player themselves. They
can choose as many or as little as the want, but at least 1 must be enforced.
The DM always has the final say on this.
These
character's can never be dual class.
Experience
Table
| Level |
Experience |
Hit
Die |
Level
Title |
| 1 |
0
- 2,700 |
d10 |
Percher
or Wane |
| 2 |
2,701
- 5,400 |
d10 |
Mauler |
| 3 |
5,401
- 11,000 |
d10 |
Preyman |
| 4 |
11,001
- 20,000 |
d10 |
Stalker |
| 5 |
20,001
- 40,000 |
d10 |
Highman |
| 6 |
40,001
- 80,000 |
d10 |
Huntmaster |
| 7 |
80,001
- 160,000 |
d10 |
Mas'trom |
| 8 |
160,001
- 320,000 |
d10 |
Accentor |
| 9 |
320,001
- 640,000 |
d10 |
Carpas'trom |
| 10 |
640,001
- 990,000 |
+3 |
Mas'trom |
| 11 |
990,001
- 1,340,000 |
+3 |
Grand
Mas'trom |
Note:
350,000 experience points per level for each additional level beyond the 11th
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