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Fiend Hunter Prestige Class(Fiendbane PrC Added)
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<blockquote data-quote="Merlion" data-source="post: 881265" data-attributes="member: 10397"><p>And here is the Fiendbane</p><p></p><p></p><p></p><p></p><p>The Fiendbane</p><p>The Fiendbane is an individual who has devoted himself to finding and destroying those creatures who embody the essence of evil: Fiends. Through special spiritual training and devotion they learn to greatly enhance their prowess against these creatures, as well as their ability to withstand their attacks. An individual must have battled and defeated the legions of the Lower Planes in order to be accepted into the training necessary to learn the Fiend Hunters techniques. Many are solitary, keeping their eyes and ears out for signs of fiendish encroachment. Some gather in bands or search out other adventurers to aid them in their quest. The same ones who hold the secrets of the Fiendbane for spellcasters who wish to eradicate the forces of darkness also train Warriors in the ways of the Fiend Hunter, and it is common to see teams consisting of a Fiendbane and a Fiend Hunter in areas where lower planar activity is common.</p><p>Hit Die: d4</p><p></p><p></p><p>Requirements:</p><p>To qualify to become a Fiendbane, a character must fulfill all the following criteria</p><p>Spellcasting: Ability to cast 4th level spells. Must be able to cast Protection From Evil, and Magic Circle Against Evil</p><p>Skills: Knowledge (The Planes) 5 ranks, Knowledge (Religion) 5 ranks</p><p>Feats: Empower Spell, Iron Will, Spell Penetration</p><p>Special: Must have defeated at least one fiend whose challenge rating equaled or exceeded the characters level, (for purposes of this prestige class a Fiend is defined as any evil Outsider, or any evil creature with the extraplanar subtype). Must be trained by an experienced Fiendbane</p><p></p><p>Class Skills:</p><p>The Fiend Hunters Class skills, (and the key ability for each skill) are: Alchemy (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Gather Information (Cha), Knowledge (All skills, taken individually) (Int), Profession (Wis), Scry (Int), Spellcraft (Int). Skills Points at Each Level: 2+ Int modifier</p><p></p><p>Class Features:</p><p>All of the following are class features of the Fiend Hunter</p><p>Weapon and Armor Proficiency:</p><p>A Fiend Hunter is proficient with all simple and martial weapons, all types of armor, and shields.</p><p>Detect Fiends <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" /> Sp) At 1st level a Fiendbane may Detect Fiends at will. This is exactly like a Detect Undead spell accept it detects evil outsiders and extraplanar beings.</p><p>Send Away: One of the things that makes fiends difficult for users of magic to battle is their ability to resist spells. Through intensive training, a Fiendbane learns to bypass some of this defense. At 1st level a Fiendbane gains a +1 competence modifier to all caster level checks to overcome the spell resistance of a fiend. In addition, she receives this bonus on all dispel checks against the spell like abilities and spells of fiends, and to the saving throw DC’s of spells such as Dismissal and Banishment when used against a fiend. This bonus increases by +1 at every odd numbered level.</p><p>Holy Power: At 2nd level, any spell a Fiendbane casts that deals hit point damage deals and extra 1d6 points of Holy damage, to Fiends only. Even if another evil creature is in the area of effect of the spell, only fiends receive this extra damage. This damage increases by +1d6 at 5th, 8th, and 10th level.</p><p>Heaven’s Protection<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" />Su) at 2nd level, a Fiendbane may add his positive charisma modifier as a bonus to all saving throws against the spell-like abilities, spells, and supernatural powers of fiends.</p><p>Heaven’s Shield <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" /> Su) at 4th level, a Fiendbane may add his positive Charisma modifier as a deflection bonus to armor class against any attack made by a fiend.</p><p>Heaven’s Guard: at 6th level, a Fiendbane gains a Spell resistance of 13+ class level against the spell-like abilities and spells of fiends.</p><p>Extended Guard: At 9th level, a Fiendbane’s Heaven’s Guard ability applies to all allies within 10 feet of the Fiend Hunter</p><p>Extended Protection (Su) At 10th level, a Fiendbane’s Heaven’s Protection and Heaven’s Shield abilities also apply to all allies within 10 feet of the Fiendbane</p><p></p><p></p><p>I cant decide wether to give the Fiendbane full spell progression, or every other level.</p></blockquote><p></p>
[QUOTE="Merlion, post: 881265, member: 10397"] And here is the Fiendbane The Fiendbane The Fiendbane is an individual who has devoted himself to finding and destroying those creatures who embody the essence of evil: Fiends. Through special spiritual training and devotion they learn to greatly enhance their prowess against these creatures, as well as their ability to withstand their attacks. An individual must have battled and defeated the legions of the Lower Planes in order to be accepted into the training necessary to learn the Fiend Hunters techniques. Many are solitary, keeping their eyes and ears out for signs of fiendish encroachment. Some gather in bands or search out other adventurers to aid them in their quest. The same ones who hold the secrets of the Fiendbane for spellcasters who wish to eradicate the forces of darkness also train Warriors in the ways of the Fiend Hunter, and it is common to see teams consisting of a Fiendbane and a Fiend Hunter in areas where lower planar activity is common. Hit Die: d4 Requirements: To qualify to become a Fiendbane, a character must fulfill all the following criteria Spellcasting: Ability to cast 4th level spells. Must be able to cast Protection From Evil, and Magic Circle Against Evil Skills: Knowledge (The Planes) 5 ranks, Knowledge (Religion) 5 ranks Feats: Empower Spell, Iron Will, Spell Penetration Special: Must have defeated at least one fiend whose challenge rating equaled or exceeded the characters level, (for purposes of this prestige class a Fiend is defined as any evil Outsider, or any evil creature with the extraplanar subtype). Must be trained by an experienced Fiendbane Class Skills: The Fiend Hunters Class skills, (and the key ability for each skill) are: Alchemy (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Gather Information (Cha), Knowledge (All skills, taken individually) (Int), Profession (Wis), Scry (Int), Spellcraft (Int). Skills Points at Each Level: 2+ Int modifier Class Features: All of the following are class features of the Fiend Hunter Weapon and Armor Proficiency: A Fiend Hunter is proficient with all simple and martial weapons, all types of armor, and shields. Detect Fiends :( Sp) At 1st level a Fiendbane may Detect Fiends at will. This is exactly like a Detect Undead spell accept it detects evil outsiders and extraplanar beings. Send Away: One of the things that makes fiends difficult for users of magic to battle is their ability to resist spells. Through intensive training, a Fiendbane learns to bypass some of this defense. At 1st level a Fiendbane gains a +1 competence modifier to all caster level checks to overcome the spell resistance of a fiend. In addition, she receives this bonus on all dispel checks against the spell like abilities and spells of fiends, and to the saving throw DC’s of spells such as Dismissal and Banishment when used against a fiend. This bonus increases by +1 at every odd numbered level. Holy Power: At 2nd level, any spell a Fiendbane casts that deals hit point damage deals and extra 1d6 points of Holy damage, to Fiends only. Even if another evil creature is in the area of effect of the spell, only fiends receive this extra damage. This damage increases by +1d6 at 5th, 8th, and 10th level. Heaven’s Protection:(Su) at 2nd level, a Fiendbane may add his positive charisma modifier as a bonus to all saving throws against the spell-like abilities, spells, and supernatural powers of fiends. Heaven’s Shield :( Su) at 4th level, a Fiendbane may add his positive Charisma modifier as a deflection bonus to armor class against any attack made by a fiend. Heaven’s Guard: at 6th level, a Fiendbane gains a Spell resistance of 13+ class level against the spell-like abilities and spells of fiends. Extended Guard: At 9th level, a Fiendbane’s Heaven’s Guard ability applies to all allies within 10 feet of the Fiend Hunter Extended Protection (Su) At 10th level, a Fiendbane’s Heaven’s Protection and Heaven’s Shield abilities also apply to all allies within 10 feet of the Fiendbane I cant decide wether to give the Fiendbane full spell progression, or every other level. [/QUOTE]
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