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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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Cole E Austin