Fiend Hunter, or a Brother of the Brand, is a monster slayer. His kind lives in the
most dangerous parts of the world, hunting monsters either for sport or for some
personal gain. Lately, a group of Fiend Hunters had appeared on Borgovia and
they are offering to turn others into fiend hunters. Why turn? Being a fiend hunter
is not just a way of life, but a curse as well. Upon becoming fiend hunters, they
are branded as one and cursed to a life of neverending hunt.
Prerequisits:
Base attack bonus: +3
Porficiency with all simple and al martial weapons
Special: Must have killed or helped kill a powerful monster. Must be trained by
other fiend hunters.
Hit die: d10
Skill points per level: 6+int modifier
Base attack bonus:
+1
+2
+3
+4
+5
+6/+1
+7/+2
+8/+3
+9/+4
+10/+5
Saves:
Fort 2 3 3 4 4 5 5 6 6 7
Ref 2 3 3 4 4 5 5 6 6 7
Will 0 0 1 1 1 2 2 2 3 3
Level
1 Brand, Spiritual Companion, Monster Lore
2 Bonus Feat, Sense monster
3 Hunter's Eyes, Affliction immunity
4 Always Prepared, Exploit Weakness
5 Tireless Hunter, Bonus Feat
6 Fearless, Ancient Lore
7 Poison Use, Pure Body
8 Unnatural Speed, Hunter's Aura
9 Final Judgment, Bonus Feat
10 Expert Hunter
Weapon and Armor Proficiency:
Fiend Hunters are proficient with all simple and martial weapons and with light armor,
medium armor and shields(except tower shields)
Becoming a fiend hunter:When a person throws away his old life to become a fiend hunter, he or she
is branded by the other fiend hunters. A brand is placed on the new fiend hunter's right
fist, symbolising his new role in this world. Before the brand is placed on new fiend hunter's
fist, he or she must drink blood of the last monster he or she killed or assisted in killing.
Then, a fiend hunter falls into a trance, reliving the monster's memories and seeing each
kill it had ever made. While in this trance, a fiend hunter must chose one person who was
killed by the monster as his companion. The fiend hunter begins pulling that person's soul
back to the material plane and once he awakes from the trance, a brand is placed on his
hand, bonding him and his spiritual companion for as long as the hunter lives.
Once a person is reborned as a fiend hunter, it is cursed to a life of neverending hunt.
A fiend hunter is not satisfied until all monsters are destroyed. He is not the one who will
show mercy to a monster, but there are exceptions. If a fiend hunter lets a monster leave,
it is usually because he has something planned for it. In all other cases, monsters must
be destroyed. Fiend hunter, however, is not stupid and he will not charge at a monster for
whom he knows that he can't defeat it.
Once a person becomes a fiend hunter, there is no going back. There is also no retiremend
for a fiend hunter. They can rest only when they die. Since all fiend hunters understand that
they can't kill all the monsters in the world, they seek a glorious death instead. If, for example,
a fiend hunter dies slaying a dragon which is attacking a city, he will consider that a gloirous
death and die with a smile on his face.
BrandAt 1st level, a fiend hunter is branded(process described above). If the brand is removed, a
fiend hunter can not get a new one by any normal means. Whenever a fiend hunter kills a monster,
he absorbs the memories of that monster into his or her brand. A fiend hunter does not absorb
all memories, just some small fractions of them.
Spiritual CompanionAt 1st level, after the branding is completed, a fiend hunter gets his or her own spiritual companion.
Spiritual companion is a ghost which is bound to the hunter. As a fiend hunter becomes stronger,
so does the spiritual companion. A spiritual companion is as smart as he or she was in life. The
spiritual companion can not be slain. Instead, when his or her HP becomes 0, he or she retreats
into the brand for the next 24 hours.
Monster LoreAt 1st level, a fiend hunter gains more knowledge about monsters roaming this world. Whenever he
or she makes a knowledge check to learn something about a certain monster, he or she adds his or
her level as a bonus to the roll.
Hunter's EyesAt 3rd level, a fiend hunter gains low light vision if he didn't have it before. If he had it before, he gains
darkvision instead.
Sense MonsterAt 2nd level, a fiend hunter can sense any monster whos memories he had absorbed, in 60ft radius from him.
That monster must be the of the same kind as the one he had killed before, meaning if a fiend hunter had
killed a forest troll, he could sense a mountain troll in 60ft radius, due to the fact that they both are trolls.
A fiend hunter can not pinpoint the exact location of the monster. He only knows that it is there.
Affliction immunityAt 3rd level, a fiend hunter becomes immune to lycanthropy and vampirism.
Always PreparedAt 4th level, monsters can't catch a fiend hunter by surprise. As long as a fiend hunter can sense the presance
of a certain monster nearby, that monster can't make surprise rounds against him.
Exploit WeaknessAt 4th level, a fiend hunter learns how and where to hit a monster. This ability can only be used on monsters a
fiend hunter had killed before. A fiend hunter can, as a move action, make a knowledge check DC monster's HD.
If a fiend hunter suceeds, the next attack he makes this round bypasses all damage reduction and resistances
that monster has.
Tireless HunterAt 5th level, a fiend hunter's urge to hunt down his prey becomes so great that he can't get tired while tracking
down his prey. A fiend hunter can track his prey for days without resting, although he must eat and drink, but
once he closes in on his target, he suffers a -1 penalty on all rolls for each day he had spent hunting. After his
prey is killed, a fiend hunter falls unconsious and remains that way for the amount of days equal to the amount
of days spent hunting his prey.
FearlessAt 6th level, a fiend hunter has seen so much that he can no longer feel fear. He becomes completely oblivious
to fear and immune to all fear effects.
Unnatural LoreAt 6th level, a fiend hunter learns much about the ancient, long frogotten lore. He can recall any ancient tale,
legend, event etc. with a knowledge check, but only if it is somehow closely connected with his prey.
Poison UseAt 7th level, a fiend hunter is trained in the use of poison and cannot accidentally poison himself when
applying poison to a blade.
Pure BodyAt 7th level, a fiend hunter becomes immune to all poisons and diseases.
Unnatural SpeedAt 8th level, a fined hunter starts moving unnaturaly fast while in combat with his prey. A fiend hunter always
starts combat before his prey, regardless of the initiative roll.
Hunter's AuraAt 8th level, monsters learn to fear the mighty fiend hunter. A fiend hunter projects and aura in a 10ft radius from
him. All monsters in that radius must make a will save DC 10+fiend hunter's level+fiend hunter's charisma modifier
or suffer a -2 penalty on all rolls and skill checks for as long as they are in the radius of the aura.
Final JudgmentAt 9th level, a fiend hunter can use the power of his brand to completely destroy his prey. All monsters killed by the
fiend hunter can not be brough back to life except by miracle or wish spell.
Expert HunterAt 10th level, a fiend hunter becomes the best at what he does. While in combat with his prey, a fiend hunter adds his
level to attack rolls and 1/2 his level to damage rolls. He also gains damage reduction 2/- against his prey and his weapons
are treated as magical for the purpose of bypassing damage reduction.
Code of Conduict:A fiend hunter must follow thse rules:
-Once a character starts his path as a fiend hunter, he or she can not gain levels in any other class than fiend hunter.
-A fiend hunter must never show mercy to a monster unless he has a very good reason to do it.
-A fiend hunter must never help a monster or ally himself with it unless he has a very good reason to do so.
If a fiend hunter breakes any of these codes, he loses all of his abilities gained from this class and can no longer gain
levels in it. His brand fades a away and his spiritual companion leaves him. There are exceptions to this rule, like, if
a party member who was good with the fiend hunter becomes a monster, a fiend hunter can try to save him without
breaking his code of conduict. If that party member is beyond salvation, a fiend hunter is requiered to kill him.
Spiritual CompanionAt 1st level, after the branding is completed, a fiend hunter gets his or her own spiritual companion.
Spiritual companion is a ghost which is bound to the hunter. As a fiend hunter becomes stronger,
so does the spiritual companion. A spiritual companion is as smart as he or she was in life. The
spiritual companion can not be slain. Instead, when his or her HP becomes 0, he or she retreats
into the brand for the next 24 hours.
Type: A spiritual companion is an incoporeal undead creature.
Hit die: A spiritual companion begins play with one d8 hit die for each fiend hunter's character level.
Meaning, if a level 3 warrior becomes a fiend hunter level 1, a spiritual companion begins play with
4d8 hit dies. A spirituacl companion's hit die is d8. A spiritual companion adds his charisma modifier
to determine bonus hit points(instead of constitution)
Armor class: A spiritual companion gains a deflection bonus equal to his charisma modifier.
Defensive abilities: Spiritual companion gains channel resistance +4, darkvision 60 ft., the incorporeal ability,
and all of the immunities granted by its undead traits.
Speed: A spiritual companion has flight speed 30ft.
Level
1 Spiritual Shell(+1 AC)
2 Corrupting Touch
3 Telekinesis, Weapon Enhancment(+1)
4 Spiritual Shell(+2 AC)
5 Frightful Moan
6 Weapon Enhancment(+2)
7 Spritual Protector
8 Spritual Shell(+3 AC)
9 Weapon Enhancment(3)
10 Spectral Possesion
Spiritual ShellAt 1st level, a spiritual companion transform itself into a circle of spectral energy which circles around the fiend hunter.
This ability grants the fiend hunter +1 deflection bonus, and an additional +1 on fourth and eight level.
Corrupting TouchAt 2nd level, a spiritual companion gains this incorporeal touch attack. By passing part of its incorporeal body through a
foe's body as a standard action, the spiritual companion inflicts a number of d6s equal to its CR in damage. This damage
is not negative energy—it manifests in the form of physical wounds and aches from supernatural aging. Creatures immune
to magical aging are immune to this damage, but otherwise the damage bypasses all forms of damage reduction.
A Fortitude save halves the damage inflicted.
Telekinesis:At 3rd level, a spiritual companion can use telekinesis as a standard action once every 1d4 rounds (caster level equal to fiend
hunter's level).
Weapon Enhancment:At 3rd level, a spiritual companion can enter a fiend hunter's weapon. While in the weapon, a spiritual companion grants the fiend
hunter +1 bonus on attack rolls and +1 bonus on damage rolls. This bonus increases by +1 for each three levels beyond 3rd.
Frightful Moan:At 5th level, a spiritual companion can emit a frightful moan as a standard action. All living creatures within a 30-foot spread must
succeed on a Will save or become panicked for 2d4 rounds. This is a sonic mind-affecting fear effect. A creature that successfully
saves against the moan cannot be affected by the same moan for 24 hours.
Spiritual ProtectorAt 7th level, a spiritual companion grants the fiend hunter a moral bonus to all saves equal to its(companion's) charisma modifier.
Spectral PossesionAt 10th level, a spiritual companion can enter a body of any dead creature for 1d4 rounds. While in its body, a spiritual companion
can control it however it seems fit or however its master commands it to. Ifa fiend hunter dies, a spiritual companion can posses
his body for 1d4 rounds before dissapearing.