Anointed Hunter PrC

Bront

The man with the probe
Anointed Hunter V1.15
Anointed Hunters are often warriors dedicated to Halina, Verdante, or other nature deities, or nature focused mortalists. They are holy hunters and trackers, that hunt the enemies of their deities and churches. Anointed Hunters are comfortable in the wild, as well as in polite company, and are noble knights and warriors
Hit Die: d8
Requirements
To qualify to become an Anointed Hunter, a character must fulfill all the following criteria.
Alignment: Lawful Good
Skills: KN: Nature 10, KN: Religion 10, Survival 10
Feats: Tracking, Dedicated Hunter, Endurance, Skill Focus: Survival
Special: Must still be ellegable to advance in Paladin, have the Lay hands, Smite, and Special mount abilities.

Class Skills
The Seeker’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Handle Animal (Cha), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
Skill Points at Each Level: 4 + Int modifier.

Code:
[B]Table: Anointed Hunter
Level	BAB	Fort	Wil	Ref	Special[/B]
1st	+1	+2	+0	+2	Special Mount, Spellcasting
2nd	+2	+3	+0	+3	Holy Enemy, Lay on Hands
3rd	+3	+3	+1	+3	Bonus Feat
4th	+4	+4	+1	+4	2nd Holy Enemy
5th	+5	+4	+1	+4	Mounted Tracking
6th	+6	+5	+2	+5	3rd Holy Enemy
7th	+7	+5	+2	+5	Swift Tracking
8th	+8	+6	+2	+6	4th Holy Enemy
9th	+9	+6	+3	+6	Bonus Feat
10th	+10	+7	+3	+7	5th Holy Enemy
Code:
[B]Table: Anointed Hunter Spellcasting
Level	Caster	1st	2nd	3rd	4th[/B]
1st	1st	0	-	-	-
2nd	2nd	1	-	-	-
3rd	3rd	1	0	-	-
4th	4th	1	1	-	-
5th	5th	2	1	0	-
6th	6th	2	1	1	-
7th	7th	2	2	1	0
8th	8th	3	2	1	1
9th	9th	3	2	2	1
10th	10th	3	3	2	2

Class Features
All the following are Class Features of the Anointed Hunter prestige class.

Weapon and Armor Proficiency: A Anointed Hunter gains no Weapon or Armor Proficiency beyond what they already have.

Special Mount(SU): Anointed Hunter Levels stack with the Paladin's for purposes of determining the special mount's abilities

Spell Casting: The Anointed Hunter can cast Divine spells using Wisdom as the stat for casting, bonus spells, and chance to resist. They may cast a number of spells per day as indicated on the chart, and may select spells from either the Ranger or Paladin's spell lists.

Lay Hands(SU): Half (rounded down) of the Anointed Hunter Levels stack with the Paladin's for purposes of determining the Lay Hands ability.

Holy Enemy(SU): At 2nd level, a Anointed Hunter may select a type of creature from among those given on Table: Ranger Favored Enemies. The Anointed Hunter gains a +1 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against evil creatures of this type. Likewise, he gets a +1 bonus on weapon damage rolls against such creatures, and weapons used agains a Holy Enemy are considered Good Alligned for purposes of overcoming damage resistance.

At every two levels thereafter (4th, 6th, 8th and 10th level), the Anointed Hunter may select an additional holy enemy from those given on the table. In addition, at each such interval, the bonus against any one holy enemy (including the one just selected, if so desired) increases by 1.

If the Anointed Hunter chooses humanoids or outsiders as a holy enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of holy enemy, the Anointed Hunter’s bonuses do not stack; he simply uses whichever bonus is higher.

This bonus stacks with any favored enemy bonuses from the Ranger class, as well as smite damage from the Paladin ability.

Bonus Feat: At 3rd level, and again at 9th level, the Anointed Hunter gains a bonus feat. This feat may be selected from the following feats, and the Anointed Hunter must qualify for the feats normaly.
Animal Affinity, Endurance, Diehard, Exotic Weapon Proficiency, Extra Turning, Great Fortitude, Improved Turning, Iron Will, Lightning Reflexes, Mounted Combat, Mounted Archery, Ride-By Attack, Spirited Charge, Trample, Point Blank Shot, Precise Shot, Improved Precise Shot, Rapid Shot, Manyshot, Greater Manyshot, Rapid Reload, Self-Sufficient, Two-Weapon Fighting, Two-weapon Defense, Improved Two-Weapon Fighting, Greater Two-Weapon Fighting, Toughness.

Mounted Tracking(EX): A Anointed Hunter may track while mounted as if he was on the ground at no penalties. All other normal rules for tracking still apply (regarding movement speed, penalties, etc.)

Swift Tracker(EX): As Ranger ability of the same name

Special: An Anointed Hunter may return and switch between Paladin and Anointed Hunter levels (as well as any other class allowed). However, if they ever leave and take a level in another (disallowed) class, they may no longer advance as either a Paladin, or an Anointed Hunter. Anointed Hunters face the same problem as Ex-Paladins, and loose all class abilities other than the bonus feats if they become Ex-Paladins (and regain them if the Paladin abilities are regained)
[sblock=V1.0]Anointed Hunter
Anointed Hunters are often warriors dedicated to Halina, Verdante, or other nature deities, or nature focused mortalists. They are holy hunters and trackers, that hunt the enemies of their deities and churches. Anointed Hunters are comfortable in the wild, as well as in polite company, and are noble knights and warriors
Hit Die: d8
Requirements
To qualify to become an Anointed Hunter, a character must fulfill all the following criteria.
Alignment: Lawful Good
Skills: KN: Nature 10, KN: Religion 10, Survival 10
Feats: Tracking, Dedicated Hunter, Endurance, Skill Focus: Survival
Special: Must still be ellegable to advance in Paladin, have the Lay hands, Smite, and Special mount abilities.

Class Skills
The Seeker’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Handle Animal (Cha), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
Skill Points at Each Level: 4 + Int modifier.

Code:
[B]Table: Anointed Hunter
Level	BAB	Fort	Wil	Ref	Special[/B]
1st	+1	+2	+0	+2	Smite, Special Mount, Spellcasting
2nd	+2	+3	+0	+3	Holy Enemy
3rd	+3	+3	+1	+3	Bonus Feat
4th	+4	+4	+1	+4	2nd Holy Enemy
5th	+5	+4	+1	+4	Smite +1/day
6th	+6	+5	+2	+5	3rd Holy Enemy
7th	+7	+5	+2	+5	Swift Tracking
8th	+8	+6	+2	+6	4th Holy Enemy
9th	+9	+6	+3	+6	Bonus Feat
10th	+10	+7	+3	+7	5th Holy Enemy, Smite +1/day
Code:
[B]Table: Anointed Hunter Spellcasting
Level	Caster	1st	2nd	3rd	4th[/B]
1st	1st	0	-	-	-
2nd	2nd	1	-	-	-
3rd	3rd	1	0	-	-
4th	4th	1	1	-	-
5th	5th	2	1	0	-
6th	6th	2	1	1	-
7th	7th	2	2	1	0
8th	8th	3	2	1	1
9th	9th	3	2	2	1
10th	10th	3	3	2	2

Class Features
All the following are Class Features of the Anointed Hunter prestige class.

Weapon and Armor Proficiency: A Anointed Hunter gains no Weapon or Armor Proficiency beyond what they already have.

Smite: Anointed Hunter Levels stack with the Paladin's for purposes of determining smite damage. They do not stack for increasing the number of smites per day. At 5th level, and again at 10th level, the number of smites the Anointed Hunter can perform per day increased by 1

Special Mount: Anointed Hunter Levels stack with the Paladin's for purposes of determining the special mount's abilities

Spell Casting: The Anointed Hunter can cast Divine spells using Wisdom as the stat for casting, bonus spells, and chance to resist. They may cast a number of spells per day as indicated on the chart, and may select spells from either the Ranger or Paladin's spell lists.

Lay Hands: Half (rounded down) of the Anointed Hunter Levels stack with the Paladin's for purposes of determining the Lay Hands ability.

Holy Enemy: At 2nd level, a Anointed Hunter may select a type of creature from among those given on Table: Ranger Favored Enemies. The Anointed Hunter gains a +1 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against evil creatures of this type. Likewise, he gets a +1 bonus on weapon damage rolls against such creatures.

At every two levels thereafter (4th, 6th, 8th and 10th level), the Anointed Hunter may select an additional holy enemy from those given on the table. In addition, at each such interval, the bonus against any one holy enemy (including the one just selected, if so desired) increases by 1.

If the Anointed Hunter chooses humanoids or outsiders as a holy enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of holy enemy, the Anointed Hunter’s bonuses do not stack; he simply uses whichever bonus is higher.

This bonus stacks with any favored enemy bonuses from the Ranger class, as well as smite damage from the Paladin ability.

Bonus Feat: At 3rd level, and again at 9th level, the Anointed Hunter gains a bonus feat. This feat may be selected from the following feats, and the Anointed Hunter must qualify for the feats normaly.
Animal Affinity, Endurance, Diehard, Exotic Weapon Proficiency, Extra Turning, Great Fortitude, Improved Turning, Iron Will, Lightning Reflexes, Mounted Combat, Mounted Archery, Ride-By Attack, Spirited Charge, Trample, Point Blank Shot, Precise Shot, Improved Precise Shot, Rapid Shot, Manyshot, Greater Manyshot, Rapid Reload, Self-Sufficient, Two-Weapon Fighting, Two-weapon Defense, Improved Two-Weapon Fighting, Greater Two-Weapon Fighting, Toughness.

Special: An Anointed Hunter may return and switch between Paladin and Anointed Hunter levels (as well as any other class allowed). However, if they ever leave and take a level in another (disallowed) class, they may no longer advance as either a Paladin, or an Anointed Hunter. Anointed Hunters face the same problem as Ex-Paladins, and loose all class abilities other than the bonus feats if they become Ex-Paladins (and regain them if the Paladin abilities are regained)[/sblock]
 
Last edited by a moderator:

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Bront

The man with the probe
Fixed a wording issue in Holy Enemy

Overall, I like this. The Paladin trades a few abilities and HD, the Ranger trades some skill points and becomes a little more focused.

As a caster, it's about on par with a full ranger or paladin, though they end up with less spells, though a larger selection.

Holy Enemy is a little more selective and less powerful that Favored enemy, though you get it more often.

The Bonus feats make up for loosing some of the combat style abilities, and add a little bit of flavor with their selection, being mostly nature, mounted combat, archery, two weapon, or just plain enduring feats.
 

Jdvn1

Hanging in there. Better than the alternative.
I kind of like the idea of lower-level PrCs for LEW, since most characters are lower level. You have to be 7th level to get all these prereq's. :uhoh:
 

Bront

The man with the probe
Yes, but you need to be 5th level to get Dedicated Hunter, which means likely getting it at 6th level, so you can't enter before 7th anyway.
 

Bront

The man with the probe
Also of note, the Dervish is an 8th level minemum I believe, higher for non-fighters or non-humans.
 

Erekose13

Explorer
What level do they gain Lay on Hands (I'd assume 1st)?

Don't know if it belongs here or in the feat, but what about alternative mounts like hippogriff or pegasus and the like? (Using the advanced animal companion selection type tables from druid)

With skill ranks 10 you need to have taken 7 levels of other classes before being elidigble for this class. So you wouldn't be able to take it until your 8th level. Having gained the feat at 6th I don't see why you couldn't let people into the PrC at 7th (skill ranks 9 prereqs).
 
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Velmont

First Post
Bront said:
Also of note, the Dervish is an 8th level minemum I believe, higher for non-fighters or non-humans.

Doesn't the new bard PrC (Seeker of Elements?) can only be enter at 10th?
 

Rystil Arden

First Post
Why would I ever take Paladin instead of this class?

A Paladin5/Ranger2 who goes into this loses the completely irrelevant Remove Disease ability and has the same number of Smites per day until level 20, at -2 to damage from the regular paladin (or -0 against favoured enemies). She loses raising to Turn Undead, but the Paladin's Turn Undead is useless anyway except to power Divine Feats because of the penalty to effective level, and she can still do that. The only somewhat-significant loss is that she Lays a bit less on Hands.


She has better spellcasting right after she's finished the PrC (although it eventually becomes worse than a Paladin after hitting 19 because she can't improve it more). She has tons more skill points (two levels of 6, one of which can be 1st level, and 10 levels of 4). She gains Favoured Enemy, Track, and Combat Style. She may be able to make her Mount gain extra benefits. She gets two bonus feats (which counteract the purchase of Endurance and Skill Focus (Survival) if she had to buy both). She gets Swift Tracking. And she gets 5 Holy Enemies.
 

Bront

The man with the probe
Lay on Hands should be 2nd level.

Unique mounts might be an interesting idea, but that might be better served as a feat for paladins as well.

Holy Enemies is only a +1 instead of +2. of favored enemies, so it is more limited in power. (At 10 levels, you end up with +9 spread accross 5 different enemies, with a max of a +5, and only applies to evil enemies).

I probably should get rid of smite, or at least not have it fully stack. Maybe replace it with some other unique power. I was sort of torn on that. I think I have an idea...
 

Bront

The man with the probe
Ok, removed Smite completely, added Lay on Hands at 2nd on the chart, and added the Mounted Tracking ability (which might be better served by being moved to 3rd level, but I'm not sure).

BTW, technicaly there aren't any penalties for tracking while mounted, but shouldn't there be?

Any other suggestions or comments? I'd also pondered fast movement in light armor, and perhaps adding the cavat on the bonus feats that they can only be used in light armor (like combat style).

On the level issue, due to the power of the spellcasting, I think that earlier entry to this class would be potentialy problematic. I'd probably have to reduce the casting abilities to do that.
 

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