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General Tabletop Discussion
*Pathfinder & Starfinder
Outsider Hunting PrC? Ideas.
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<blockquote data-quote="Kemrain" data-source="post: 1459524" data-attributes="member: 12153"><p>I spent some time on the class, going over things with my GM, and I've come up with a class that has been approved for my current game. I'm fairly happy with it, but I wanted to post what I have here, for others to see.</p><p></p><p>This class is my attempt at making a Prestige Class specialized in facing one alignment grouping of Outsiders. Not a Demon Hunter, or an Angel Hunter, this class is an un-aligned stalker of one axis of extra-planar creatures. At first level, the player must choose an alignment, Lawful, Chaotic, Good or Evil, to apply the features of this class to. Those who hunt Fiends will take Evil, and those who slay Celestials will take Good, but one could hunt Lawful outsiders on the planes of Order, just as easily as hunting those that reside on the Planes of Chaos. Once the choice is made, it cannot be changed. </p><p></p><p>I can't make a table, so I'll just describe the progression.</p><p></p><p>Good Base Attack Bonus, Good Fort and Will saves, Poor Reflex Save, Good Defense Bonus (we play Grim and Gritty), Average HP progression (d8 in Standard), and 6 Skill Points per level. As this is a Ranger-Based class, I should add that Wild Empathy, Animal Companion, and Spellcasting progressions are not included in this class.</p><p></p><p>- At first level, the class gives the Supernatural Ability to Detect the alignment of their chosen enemy. This functions identically to the Paladin's Detect Evil ability. The class also gives a Favored Enemy Bonus, identical to (and stacking with) a Ranger's bonus, against their chosen foes, equal to the character's levels in this class.</p><p></p><p>- Second level gives a bonus to all saves made to resist the spells or spell-like abilities of outsiders of the chosen alignment equal to one half the class level, as well as Pounce (Grim and Gritty's sneak attack replacement, equal to +1d6 Sneak attack.)</p><p></p><p>- Third level gives Planar Terrain Mastery (See the Horizon Walker PrC in the DMG), but only for Aligned planes. Any alignment may be chosen, not just that of the character's chosen foes: the fight can be taken anywhere, and being prepared can give you an edge.</p><p></p><p>- Fourth level gives the Spell-Like ability to cast a modified Align Weapon once per day, lasting one minute per class level. When activated, all natural attacks, and any wielded weapons become aligned, but a character may only align a weapon to the opposite of any alignment chosen through Planar Terrain Mastery; eg. Good aligns Evil and Lawful aligns Chaotic. This represents an affinity for bypassing aligned DR, and aligning a weapon to evil is not an evil act in of itsself.</p><p></p><p>- Fifth level gives Undetectable Alignment as a Supernatural ability. This renders only the character's alignment undetectable; use of the Align Weapon ability is obscured, but any naturally aligned equipment is not. This level also gives a second Pounce (Another +1d6 to sneak attack). (How should I determine the caster level on the Undetectable Alignment? I want it powerful, but not overly so.<strong>Should</strong> it hide the alignment of your equipment?)</p><p></p><p>- Sixth level gives Planar Terrain Mastery again, for a different aligned plane.</p><p></p><p>- Seventh level gives a second use of Align Weapon each day.</p><p></p><p>- Eighth level gives a final Pounce (+1d6 sneak attack).</p><p></p><p>- Ninth level gives a third Planar Terrain Mastery, for another aligned plane.</p><p></p><p>- Tenth level gives a third use of Align Weapon each day.</p><p></p><p>So far, the requirements are as follows: BAB 5+, the Track feat, 3+ ranks in Knowledge: the Planes, 5+ ranks in Survival, and you must have not only slain outsiders of your chosen alignment in combay, but you must have been to a plane aligned like your chosen foes. Fairly lienient requirements for many campaigns, but my GM decided that the 'been to X plane' prereq was a good limiting factor.</p><p></p><p>Any ideas for me?</p><p></p><p>- Kemrain the Outsider.</p></blockquote><p></p>
[QUOTE="Kemrain, post: 1459524, member: 12153"] I spent some time on the class, going over things with my GM, and I've come up with a class that has been approved for my current game. I'm fairly happy with it, but I wanted to post what I have here, for others to see. This class is my attempt at making a Prestige Class specialized in facing one alignment grouping of Outsiders. Not a Demon Hunter, or an Angel Hunter, this class is an un-aligned stalker of one axis of extra-planar creatures. At first level, the player must choose an alignment, Lawful, Chaotic, Good or Evil, to apply the features of this class to. Those who hunt Fiends will take Evil, and those who slay Celestials will take Good, but one could hunt Lawful outsiders on the planes of Order, just as easily as hunting those that reside on the Planes of Chaos. Once the choice is made, it cannot be changed. I can't make a table, so I'll just describe the progression. Good Base Attack Bonus, Good Fort and Will saves, Poor Reflex Save, Good Defense Bonus (we play Grim and Gritty), Average HP progression (d8 in Standard), and 6 Skill Points per level. As this is a Ranger-Based class, I should add that Wild Empathy, Animal Companion, and Spellcasting progressions are not included in this class. - At first level, the class gives the Supernatural Ability to Detect the alignment of their chosen enemy. This functions identically to the Paladin's Detect Evil ability. The class also gives a Favored Enemy Bonus, identical to (and stacking with) a Ranger's bonus, against their chosen foes, equal to the character's levels in this class. - Second level gives a bonus to all saves made to resist the spells or spell-like abilities of outsiders of the chosen alignment equal to one half the class level, as well as Pounce (Grim and Gritty's sneak attack replacement, equal to +1d6 Sneak attack.) - Third level gives Planar Terrain Mastery (See the Horizon Walker PrC in the DMG), but only for Aligned planes. Any alignment may be chosen, not just that of the character's chosen foes: the fight can be taken anywhere, and being prepared can give you an edge. - Fourth level gives the Spell-Like ability to cast a modified Align Weapon once per day, lasting one minute per class level. When activated, all natural attacks, and any wielded weapons become aligned, but a character may only align a weapon to the opposite of any alignment chosen through Planar Terrain Mastery; eg. Good aligns Evil and Lawful aligns Chaotic. This represents an affinity for bypassing aligned DR, and aligning a weapon to evil is not an evil act in of itsself. - Fifth level gives Undetectable Alignment as a Supernatural ability. This renders only the character's alignment undetectable; use of the Align Weapon ability is obscured, but any naturally aligned equipment is not. This level also gives a second Pounce (Another +1d6 to sneak attack). (How should I determine the caster level on the Undetectable Alignment? I want it powerful, but not overly so.[b]Should[/b] it hide the alignment of your equipment?) - Sixth level gives Planar Terrain Mastery again, for a different aligned plane. - Seventh level gives a second use of Align Weapon each day. - Eighth level gives a final Pounce (+1d6 sneak attack). - Ninth level gives a third Planar Terrain Mastery, for another aligned plane. - Tenth level gives a third use of Align Weapon each day. So far, the requirements are as follows: BAB 5+, the Track feat, 3+ ranks in Knowledge: the Planes, 5+ ranks in Survival, and you must have not only slain outsiders of your chosen alignment in combay, but you must have been to a plane aligned like your chosen foes. Fairly lienient requirements for many campaigns, but my GM decided that the 'been to X plane' prereq was a good limiting factor. Any ideas for me? - Kemrain the Outsider. [/QUOTE]
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