hb:dragon_hunter

Dragon Hunter

Dragon Hunters initially sprang from the realms of South Confusa, an area rife with draconic activity. The first among them, Sir Brydda Llewellyn, developed their secrets of combating dragons with the use of his ancient artifact, Wyrmblight, a sword created eons ago by the fey when dragons first settled on Madius. By fighting many dragons over many years with the sword he learned where the sword guided his strikes, and was thus able to teach others how to partially emulate it's abilities.
Hit Die: d12.

Base attack bonus: +5
Martial Maneuvers: Must know at least two martial maneuvers, including one strike.
Martial Stances: Must know at least one martial stance.
Special: Before entering the Dragon Hunter class, a character must have been trained by an existing Dragon Hunter. This involves the character hunting down a true dragon of huge size or larger, who's corpse is used during the training, which takes at least 30 days.

The Dragon Hunter's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Knowledge (Arcana) (Int), Knowledge (History) (Int), Knowledge (The Planes) (Int), Martial Lore (Int), Sense Motive (Wis), Swim (Str), Tumble (Dex).
Skill points per level: 4 + Int modifier.

Level BAB Fort Ref Will Maneuvers Known Maneuvers Readied Stances Known Special
1st +1 +2 +0 +2 1 0 0 Aura of courage, draconic armaments
2nd +2 +3 +0 +3 0 0 0 Dragon senses, draconic defense
3rd +3 +3 +1 +3 1 0 0 Dragonblight (+2d6)
4th +4 +4 +1 +4 0 1 0 Draconic evasion
5th +5 +4 +1 +4 1 0 1
6th +6 +5 +2 +5 0 0 0 Dragonblight (+4d6)
7th +7 +5 +2 +5 1 0 0 Draconic resistance
8th +8 +6 +2 +6 0 1 0 Dragon Strike
9th +9 +6 +3 +6 1 0 0 Dragonblight (+8d6)
10th +10 +7 +3 +7 0 0 0 Wyrmbane

Weapon and Armour Proficiency: Dragon Hunters are proficient with all armour and shields, and all simple and martial weapons.

Maneuvers: At each odd-numbered level, a Dragon Hunter gains a new maneuver known from the Diamond Mind, Iron Heart, Stone Dragon, Tiger Claw, or White Raven disciplines. He must meet a maneuver’s prerequisite to learn it. A Dragon Hunter adds his full class level to his initiator level to determine his total initiator level and his highest-level maneuvers known. At 3rd level, 6th level, and 9th level, he gain an additional maneuver readied per day.

Stances Known: At 5th level, a Dragon Hunter learns a new martial stance from the Diamond Mind, Iron Heart, Stone Dragon, Tiger Claw, or White Raven disciplines. He must meet the stance’s prerequisite to learn it.

Aura of Courage: At 1st level, a Dragon Hunter gains immunity to fear (magical or otherwise). Allies within 10 feet of the dragonslayer gain a +4 morale bonus on saving throws against fear effects.

Draconic Armaments: At 1st level, after completing his training, a dragon hunter may choose to have the remains of the dragon he slew crafted into either a set of weapons or a suit of armour. In either case these armaments are infused with magic replicating that of Wyrmblight, but must have their abilities unlocked, much as Wyrmblight does, through the opening of four seals: Courage, Loyalty, Honesty and Honour, the first of which has already been completed during their induction. Should the Dragon Hunter choose armour, he is granted a set of magical +1 draconic scale mail that grants a +9 armour bonus to AC, but otherwise has the statistics of a masterwork chain shirt. If he chooses weapons, he may either choose a single one handed or light weapon and a shield of any kind, two one handed or light weapons of any kind, or a single two handed weapon of any kind, all of which are considered +1 equipment. The Dragon Hunter must be proficient with the weapons he chooses. These armaments are magically linked to the Dragon Hunter, and represent a combination of spiritual energy and martial training. In the hands of any other, they are treated as ordinary, non masterwork weapons, or a set of non-masterwork fullplate. Dragon Hunters are taught the method of creating these items, and may re-craft their weapons or armour (even choosing a different option if they prefer), or craft a set of weapons or armour for an initiate they are training, using the corpse of any huge or larger true dragon. A dragon hunter may only have one of these armaments at a time. Should he make a second set of armaments for himself, the old set immediately crumbles to dust, lost forever. For more information on draconic armaments, look here.

Dragon Senses (Su): Starting at 2nd level, a Dragon Hunter can see four times as well as a human in low-light conditions and twice as well as a human in normal light. He also gains darkvision out to 120 feet. This ability represents the Dragon Hunter's personal connection with his gear, and does not function if he is without his draconic armaments.

Draconic Defense (Ex): Starting at 2nd level, a Dragon Hunter gains a +2 dodge bonus to AC against attacks made by dragons, and a +2 competence bonus on saving throws against the spells, attacks, and special abilities of dragons. Likewise, he gains a +2 competence bonus on any opposed check (such as a bull rush attempte or a grappel check) he makes against a dragon.

Dragonblight (Ex): Dragons struck by a Dragon Hunter suffer grievous wounds. At 3rd level, the dragon hunter is able to put his training to a more applicable use, dealing an extra 2d6 points of damage on each attack. Half of this extra damage is permanent hit point drain that cannot be restored through natural or magical healing, requiring either a restoration, greater restoration, or regenerate spell to restore. Restoration and greater restoration do not cure the hit point damage, but allow magical and natural healing to restore the damage as normal. Regenerate can restore the damage dealt, but it does not enable any remaining hit point drain from being restored if the dragon has suffered many strikes from a dragon hunter, possibly requiring further castings to fully restore the dragon. This extra damage increases to 4d6 at level 6, and to 8d6 at level 9.

Draconic Evasion (Ex): At 4th level a Dragon Hunter becomes especially adept at avoiding the innate abilities of dragons. He gains evasion and mettle against any innate supernatural or spell-like abilities that a dragon possesses, suffering no ill effects on any successful save he makes, even if he would otherwise suffer a partial, or reduced effect. This does not extend to any abilities gained through class levels, templates, or to spells cast by the dragon.

Draconic Resistance (Su): At 7th level a Dragon Hunter becomes supernaturally resistance to the magic of dragons, gaining spell resistance equal to 5 plus his character level against spells and spell-like abilities cast by a dragon. Additionally, he gains resistance to acid, cold, electricity and fire 10 against all sources.

Dragon Strike (Ex): At 8th level a Dragon Hunter learns to combine his martial training and dragon hunting techniques, increasing the save DC of his maneuvers against dragons by 4, and allowing him to use stone dragon maneuvers against dragons, even when one or both of them are airborne.

Wyrmbane: At 10th level a Dragon Hunter completes his spiritual connection with his armaments, enabling him to create a second set of armaments to complement the first, either weapons to complement his armour, or armour to complement his weapons. The new set of armaments are considered to have unlocked the same seals as the first set, without any additional expenditure on the behalf of the dragon hunter, and he gains the combined abilities of both sets.

  • hb/dragon_hunter.txt
  • Last modified: 2016/11/06 17:12
  • by 127.0.0.1