Revised Fiend Hunter and Fiendbane PrCs

Merlion

First Post
Ok here is my final version(hopefuly) of my 2 anti-fiend prestige classes.


The Fiend Hunter
The Fiend Hunter is an individual who has devoted himself to finding and destroying those creatures who embody the essence of evil: Fiends. Through special physical and 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 Fiend Hunters for warriors who wish to eradicate the forces of darkness also train spellcasters in the ways of the Fiendbane, and it is common to see teams consisting of a Fiend Hunter and a Fiendbane in areas where lower planar activity is common.
Hit Die: d10


Requirements:
To qualify to become a Fiend Hunter, a character must fulfill all the following criteria
Base Attack Bonus: +7
Skills: Knowledge (The Planes) 5 ranks, Knowledge (Religion) 5 ranks
Feats: Expertise, Iron Will, Power Attack
Special: Must have fought and defeated at least one fiend who’s Challenge Rating equaled or exceeded the characters level(For purposes of this prestige class, “Fiend” is defined as any Outsider with the Evil subtype, or any evil creature with the Extraplanar subtype). Must be trained by an experienced Fiend Hunter


Class Skills:
The Fiend Hunters Class skills, (and the key ability for each skill) are: Climb (Str), Craft (Int), Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge(Religion) (Int), Knowledge (The Planes) (Int), Profession (Wis), Ride (Dex), and Swim (Str)
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 Fiend Hunter may Detect Fiends at will. This is exactly like a Detect Undead spell accept it detects evil outsiders and extraplanar beings.
Heaven’s Strike: (Ex) A Fiend Hunter is trained in the strengths and weaknesses of the creatures of the Lower Planes. Any successful melee attack a Fiend Hunter makes against a fiend gains a +2 competence bonus, and deals an extra 1d6 points of damage. These bonuses increase by +2/+1d6 every 4 levels.
Heaven’s Protection: (Su) at 2nd level, a Fiend Hunter may add his positive charisma modifier as a bonus to all saving throws against the spell-like abilities, spells, and supernatural powers of fiends.
Holy Weapon: at 2nd level, any weapon a Fiend Hunter wields against a fiend is considered Holy and Blessed for purposes of bypassing Damage Reduction and Regeneration.
Heaven’s Precision: at 3rd level, the critical threat range of any weapon a Fiend Hunter wields against a fiend increases by 1.
Heaven’s Shield : (Su) at 4th level, a Fiend Hunter 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 Fiend Hunter gains a Spell resistance of 20+ class level against the spell-like abilities and spells of fiends.
Extended Protection: (Su) At 7th level, a Fiend Hunter’s Heaven’s Protection and Heaven’s Shield abilities also apply to all allies within 10 feet of the Fiend Hunter
Extended Guard: (Su) At 8th level, a Fiend Hunter’s Heaven’s Guard ability applies to all allies within 10 feet of the Fiend Hunter
Smite Fiends: (Su) at 10th level any weapon a Fiend Hunter wields against a fiend bypasses any damage reduction or regeneration abilities of a fiend. The critical threat range of such a weapon increases by an additional +1. Most importantly however, any fiend killed by a fiend hunter of 10th level or higher is utterly and irrevocably destroyed. Only the will of a god may bring such a fiend back to life.
 

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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 Fiendbane
Weapon and Armor Proficiency: A Fiendbane gains no proficiency in any weapons or armor
Spells: A Fiendbane continues to train in magic as well as the ways of the Fiendbane. Every time the character gains a level in the Fiendbane Prestige class, his caster level and spells per day increase as though he had gain a level in the spellcasting class he belonged to prior to joining this class. If the character has more than one spellcasting class, he must decide which class to add each level of Fiendbane to for spellcasting purposes. This does not increase any other level dependant benefits of the previous class, such as turning undead or bonus item creation or metamagic feats.
Detect Fiends (Sp): a Fiendbane can sense the presence of fiends. This functions like a Detect Undead spell, accept it detects fiends, and may be used at will.
Heaven’s Power (Ex): a Fiendbane learns to use his spells to maximum effect against the denizens of the Lower Planes. At 1st level, a Fiendbane gains a +1 bonus to caster level checks to overcome the spell resistance of fiends. Additionally, he gains a +1 bonus to the saving throw DC of any spell cast against fiends. This bonus increases by +1 every three levels thereafter (4th, 7th, etc).
Holy Power (Su): at 2nd level, a Fiendbane learns to infuse his attack spells with holy power. His spells that deal damage do an extra 1d6 points of holy damage. This increases by +1d6 at 5th and 9th level.
Heaven’s Shield (Su): at 3rd level, the Fiendbane may add his positive Charisma modifier as a deflection bonus to Armor Class against the attacks of Fiends.
Heaven’s Protection (Su): At 4th level, the Fiendbane may add his positive Charisma modifier as a bonus to all saving throws against the spell like abilities, spells and supernatural abilities of Fiends.
Heaven’s Guard (Su): at 6th level, a Fiendbane gains a Spell Resistance of 20+class level against the spell like abilities and spells of fiends.
Extended Shield (Su): at 7th level, the Fiendbane’s Mystic Shield ability extends to all allies within 10 ft of the Fiendbane.
Extended Protection (Su): at 8th level, the Fiendbane’s Heaven’s Protection ability extends to all allies within 10 ft of the Fiendbane
Extended Guard: (Su): At 9th level, the Fiendbane’s Heaven’s Guard ability applies to all allies within 10 ft of the Fiendbane.
Smite Fiends: (Su): at 10th level, any fiend destroyed by a Fiendbane is forever destroyed. Only the will of a god can restore it to life.
 

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