Custom Prestige Class: Bounty Hunter

Kashell

First Post
The ideal of this class is to allow a character to be very unique in the fact that they can create their own new types of weapons rather than simply forging ones that can be bought in a large city anyway. It is a very flexible class, allowing almost any character to take levels in it if they so desire.



Posted here for your convience, or use the Word attachment below:


Bounty Hunter
Bounty Hunters often associate with pirates and rogues, or any other stealthy types, but they’re wise enough not to trust them with money. Bounty Hunters will do anything for the right price. Good bounty hunters tend to take jobs centered more towards capturing and killing criminals, or housing innocents from an evil tyrant. Bounty Hunters often carry and craft odd weaponry, such as their signature weapon, a spiked chain that snaps into a rapier.
Bounty Hunters organize themselves into agencies, or lose guilds that permeate the world. There is usually one main center guild house, located in a large city usually.
New bounty hunters are treated as apprentices for the course one year, though some apprentices don’t even travel with a master hunter. Bounty Hunters carry a symbol so others may recognize them, usually a symbol closely relating to the religion in the area (so if Pelor was prominent, then the symbol would most likely be some sort of sun symbol). Of course, evil bounty hunters would hide their symbol to keep their identity a secret.

Generally, people refer to Bounty Hunters simply as “Hunters”.

Requirements:
In order to gain the Bounty Hunter prestige class, one must fulfill the following requirements.
Alignment: Any non-lawful
Skills: Tumble 5 ranks, Craft (Weaponsmithing or Bowmaking) 5 ranks
Feats: Investigator
Special: Contact with local Hunter leadership and acceptance to their trade
Hit Die: d6
Class Skills:
The Bounty Hunter’s class skills are the same as the rogue’s class skills (p. 63 PH ).
Skill Points Each Level: 8+Int Modifier
Level BAB Fort
Save Ref
Save Will
Save Special
1st +1 +0 +2 +1 Apprenticeship, Craft Signature weapon, Signature weapon (+0)
2nd +2 +0 +3 +2 Signature weapon (+1)
3rd +3 +1 +3 +2 Quick Draw
4th +4 +1 +4 +3 Kip Up, Signature weapon (+2)
5th +5 +2 +4 +3 Prone Defense
6th +6 +2 +5 +4 Signature weapon (+3)
7th +7 +3 +5 +4 Evasion
8th +8 +3 +6 +5 Signature weapon (+4)
9th +9 +4 +6 +5 Fleet of Foot
10th +10 +4 +7 +6 Signature weapon (+5)



Class Features
The following are class features for the Cerulean Fanatic.
Weapon and Armor Proficiency: A Cerulean Fanatic is proficient with one exotic weapon of his choice.
Apprenticeship: Once one swears an oath of loyalty to a bounty guild, he must forever wear the emblem around his neck of that guild. The emblem he first receives is created so that others may recognize him as just an apprentice. The apprenticeship lasts for one year, and usually an NPC Master Hunter will accompany the apprentice. When a year has past, a graduation ceremony is celebrated in the town in which the person became an apprentice. They then receive an emblem that recognizes them as a Master Hunter grants them immunity 5 to either cold, fire, lightning, or acid as long as they wear it. The energy type is chosen by the NPC Master Hunter who has been watching the apprentice. Also when the apprentice is granted mastery, he is allowed to declare himself a Hunter and take on jobs.
Any foe the Hunter is sent on a mission to capture, slay, etc, as long as represent his alignment, the Fanatic treats that foe as a favored enemy (+2 to skill checks against the foe, +2 to hit and damage against the foe). (For example, An evil aligned Hunter would not receive the bonus for hunting and tracking a murderer, and a good aligned Hunter would not receive the bonus for hunting and tracking a paladin of Pelor.)
This only applies to bounties that have been set by the bounty hunter guild in which the Hunter is a part of.
Craft Signature Weapon: The Hunter gains +5 to craft checks with one weapon or bow that he is proficient in. The selected weapon counts as the Hunter’s signature weapon for the rest of his class levels.
Signature Weapon: The Hunter chooses any weapon he is proficient in and that weapon becomes his weapon of choice. The Hunter knows the ins and out about everything of his weapon, taking no penalties with it when attempting to do sub-dual damage, or when fighting awkwardly, such as hanging upside down from a ceiling when using that weapon. Any other weapon the Hunter uses besides his signature weapon takes a -1 penalty to hit due to the Hunter’s neglected use of his other weapons. At 2nd level, and every even level afterwards, the Hunter gains +1 more to hit with his signature weapon.
Quick Draw: At 3rd level, the Hunter gains Quick Draw as a bonus feat.
Kip Up: A Hunter of 4th level can stand up from a prone position as a free action without provoking an attack of opportunity.
Prone Defense: By 5th level, the Hunter is accustomed to rolling and spinning on the ground. Opponents who attack him while he’s prone don’t get the +4 attack bonus that they ordinarily would receive.
Evasion: A Hunter of 7th level gains the evasion ability as described in the Player’s Handbook. If he already has evasion, he gains improved evasion.
Fleet of Foot: A Hunter of 9th level can make a single direction change of 90 degrees or less while running or charging.
 

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dvvega

Explorer
Firstly, why non-Lawful alignments? Most modern day bounty hunters are highly lawful and a medieval one would follow the laws IMHO or risk being set upon by other bountry hunters.

Of course that's my opinion.

Secondly, you refer to a Cerulian Fanatic throughout your information. You should clean those things up a little.

Thirdly, I understand what you are trying to do, however I think that this PrC is an example of where a basic class does the job. Of course I'm a crusty old player who doesn't understand the need for so many PrCs when a normal class will do the job just fine.

Case in point ... a Ranger or Rogue could easily be created to meet everything this class gives except for the specific favoured enemy ability (signature weapon is in some sourcebook or other - memory does not serve me right now).

Both Rangers and Rogues get evasion (improved for Rogues), all other abilities are essentially feats, there doesn't seem to be anything "really special" or "wow" about it.
 

Kabol

First Post
Its an Interesting PrC, But honestly - I dont see anything that says " Hi - Im a bounty hunter" Its jsut seems to be a PrC with a bunch of useful abilitys - but they have no connection to each other.

Check out the Justicar form Complete Warrior. IMHO - its THE bounty hunter PrC. Looking at how they have placed abilitys and what kind of ability it gains. It might will help you to refine your PrC into one that fits how you want your Character to be, As well as bing a PrC thats more then just a buch of unconnected abilities.
 


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