![]() ![]() Upon reaching 6th level, and every six levels thereafter (12th and 18th), a vampire hunter can choose to learn a new combat or technique feat in place of a combat or technique feat he has already learned. The vampire hunter gains an additional bonus feat at 3rd level and every three levels thereafter. ![]() ![]() A vampire hunter must meet the prerequisites for these feats to select them. This new feat can be selected from either those listed as combat feats or as vampire hunting technique feats (see page 14). As vampire hunters study and train, they develop their skills, mastering ancient fighting techniques and drawing upon mystical arts feared by both the living and the dead.Īt 1st level, a vampire hunter gains a bonus feat. This often makes vampire hunters just as feared as the undead they hunt. Technique Featĭue to the inherent deadliness of hunting vampires, the methods and traditions of vampire hunters are rare and little understood. While focusing on one individual or object, the vampire hunter does not detect undead in any other object or individual within range. A vampire hunter can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is undead, learning the strength of its aura as if he had studied it for 3 rounds. Detect Undead (Sp)Īt will, a vampire hunter can use detect undead, as the spell. Weapon and Armor ProficiencyĪ vampire hunter is proficient with all simple and martial weapons, as well as light armor, medium armor, and shields (except tower shields). The following are the class features of the vampire hunter. Table 1 – 1: Vampire Hunter Levelĭetect undead, technique feat, track, vampiric focus The vampire hunter’s class skills are Bluff ( Cha), Climb ( Str), Craft ( Int), Handle Animal ( Cha), Heal ( Wis), Intimidate ( Cha), Knowledge (arcana) ( Int), Knowledge (geography) ( Int), Knowledge (local) ( Int), Knowledge (religion) ( Int), Perception ( Wis), Profession ( Wis), Ride ( Dex), Sense Motive ( Wis), Spellcraft ( Int), Stealth ( Dex), Survival ( Wis), and Swim ( Str). Starting Wealth: 5d6 × 10 gp (average 175 gp). ![]() Vampire hunters are the vanguard in the battle against evil, but know to value the perspective, support, and magic of other expert adventurers. To stand against the darkness, vampire hunters adopt a measure of their foes’ unnatural power, turning vampirekind’s sinister might back against them. Doing so requires more than training and guile, though. These champions of the living track their blasphemous prey, learn their weaknesses, and bring them low. Role: Vampire hunters obsessively stalk their quarry- not just vampirekind, but all those supernatural beasts and undead terrors that serve the Nobility. Vampire hunters approach their duties with a grim but ironclad resolve so strong it resembles ecclesiastical faith, and it is from this mysterious, selfless dedication that their divine power wells. Those few who survive and force themselves to carry on grow more and more like their terrible quarry, becoming dark-garbed bringers of death, feared by the dead and the living alike. Most vampire hunters do not survive their first encounters with vampirekind, as no amount of study or training can truly prepare one to face the Nobles of the night. Out of honor, desperation, or tragic need, a vampire hunter pits his abilities not just against the creatures of the night, but also their terrifying undead overlords: vampires. Not all beings who stalk the night hunt mortal prey. ![]()
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