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The Hunt (Prestige Class)
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ALL THE WORLD IS A VERY NARROW BRIDGEFrom the Manual Of Fate, as recorded by Fatima
Carefully the Candidate is studied from afar. Placid pools are stared
within until they reveal the Candidate and her actions to those who are to
present the Test. There is an ancient tale where one's heart, still
beating and cloaked with dripping blood, is weighed upon a scale against a
feather. If it is found to be heavier then a feather, and thus unworthy
and too full of evil, the soul being tested never gets to enter the Ever
Lasting Paradise. If the scales are balanced or tipped in the heart's
favor, Eternal Death is avoided. The Candidate is tested in this fashion,
always compared to a feather, always on the border between death and
success.
All of this and more was foretold by the strange book discovered deep within the fey mound, the one with thin metal plates for pages and a strange, twisted wire binding. I remember cradling the book within my night dark hands and resting it in my lap, legs folded beneath me, absorbing me with a tale in which I could not believe I would ever take part. I have taken, since then, to calling it the Book, or Manual of Fate. All of the things it spoke of have come true. I can neither speak nor think a lie; I have walked the Hunt and become an initiate. Those who created the Hunt, I have never met. All I know is that many of the tasks set before me in the last three years have been carefully manipulated into my way as a part of the testing. I at first suspected that it was a secret branch of the Hidden, but now my suspicions run far a field of that. I have trained with the Hidden, I have run with Whit and we have both excelled in our lessons as they have been presented to us. I have seen the Swiftwind in their eye-blurring glory. Nothing within or of either of them even approximates the Hunt. I do not know how I caught their notice, those who guide the Hunt. I know that they snared me within their Dream, and presented me the Choice. I could not let countless innocent lives end, after I had struggled through the claustrophobic darkness to banish Arawn and foil an even older, more hideous pact. Even if that meant taking the life of gentle Sanantha, handsome Malakon, brave Thea, and all of my other friends who have now become my brothers and sisters, but in the Dream were my vilest enemies. It was the smallest of consolations that I have never held a lover in my arms; to have to have slain him also might have persuaded me to stay within the Ever Paradise. I cannot write more of those deeds, their memories are still fresh within my consciousness and too easy to call up. My lessons are not during the daytime or the night; I am trained during the Dream, taught things that I never suspected I was or would ever be capable of accomplishing. Taught the complex matrixes of the Construct, and how to guide the Else to channel within my blade and unbind the essential forces that once held the Construct together. Instructed by deeply cowled Necromancers in robes white as bleached bones how the Undead cling tenuously to existence, and how to use the Else to sever those almost tangible bonds. Guided by faceless strangers on how to strike the most devastating of blows upon twisted aberrations, formless oozes, and fiendish denizens of far away planes. Some training locales still are fresh within my mind, their twisted hideous nature suited to support the creates that laired within them. I have been told and shown that when a Hunt is called, it will be done so by the Dream. The name, face, mannerisms, and current location of the vile fiend I am to Hunt is to be revealed to me. There is, of course, a general mandate to use my training in furthering the Light. Those things that normally consider themselves safe, beyond the meager abilities of an Assassin, will be disabused. To all others I am a nameless face, always changing shape and direction, a member of the crowd or an ally. To my mentors I am a Hunter; deep within my soul I finally know who I am. RequirementsTo qualify to become one of the Hunt, a character must fulfill the following criteria.Alignment: Any non-evil BAB: +6 Climb: 5 ranks Healing: 2 ranks Hide: 10 ranks Knowledge (Anatomy): 4 ranks Move Silent: 10 ranks Tumble: 10 ranks Feats: Improved Initiative, Spell Focus (Necromancy), Weapon Finesse Class SkillsThe Hunt's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int, exclusive skill), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Innuendo (Wis), Intimidate (Cha), Intuit Direction (Wis), Jump (Str), Knowledge (Anatomy) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Pick Pocket (Dex), Profession (Wis), Read Lips (Int, exclusive skill), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha, exclusive skill), and Use Rope (Dex). See chapter 4: Skills in the Player's Handbook for skill descriptions.Skill Points at each level : 6 + Int modifier. Class FeaturesWeapon and Armor Proficiency: The Hunt are proficient with the crossbow (hand, light, or heavy), dagger (any type), dart, rapier, sap, shortbow (normal and composite), and short sword. The Hunt are proficient with light armor but not with shields. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pockets, and Tumble and that carrying heavy gear imposes a check penalty on Swim checks.Hit Die: d6.
Requirement: A member of the Hunt must put one skill point per level into their Knowledge (Anatomy) skill, or they lose their benefits. Sneak Attack: As the Rogue ability. Increases +1d6 every 2 levels, beginning at 1st level. Stacks with other class given Sneak Attack abilities. Death Attack: Beginning at 1st level, a member of the Hunt uses their total Hunt level to determine their Death Attacks. This stacks with the bonus from any Assassin levels. Informed Strike [Ex]: Beginning at 2nd level, a member of the Hunt can Sneak Attack Aberrations and Jelly/Ooze class creatures, due to their extensive study of all types of anatomy. Beginning at 5th level, their training allows them to make Death Attacks versus these types of creatures. Touch of Life [Su]: Through their study of the Necrotic arts, the Hunt have learned the secret of sneak attacking undead. Beginning at 5th level, they can actually briefly channel a burst of positive material energy as they complete their attack. Note that this causes a flash of light, (DC 20 to spot), making this sort of attack difficult to conceal. At 10th level, they may make a Death attack against Undead creatures. If the target fails its save, it evaporates in a very bright flash of light and a clap of thunder (DC 10 on spot/listen checks if within 100'). Wings of Fate [Sp]: Although the Hunt do not gain access to further arcane spells in their studies, their prior knowledge and Hunt training eventually allows them to overcome most physical barriers between themselves and their target. Starting at 5th level, a member of the Hunt may fly as the spell like ability for up to 10 minutes per day per 2 levels of Hunt. This ability requires a partial action to initiate, but is a free action to dismiss. Sunder the Spirit [Su]: Beginning at 7th level, the character can Sneak Attack Constructs, in essence attacking the magical bond that has caused the creature to "live" (usually focusing on the enchantment that holds the animating spirit). Note that with Constructs such as Golems, each Sneak Attack gives a cumulative 10% chance that the animating spirit is freed, causing the Construct to go on a rampage (see Golem description in the Monster Manual). At 10th level, Assassins may make a Death Attack versus Constructs. If the target fails its save, there is a 15% change that it is instead affected as per the Confusion spell for 1d4 rounds. Blade of Truth [Su]: At 10th level, Assassins can Sneak Attack most other creatures that are normally immune to critical hits and Sneak Attacks. At this point, they have made such an in-depth study of their art, and have magically enhanced their instincts and abilities to such a degree, that no foe is beyond their reach. Creatures included in this grouping, however, are still immune to Death Attacks. The DM may, at her discretion, prevent Sneak Attacks against certain creatures. This should be the exception rather than the rule, however. |
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