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Fantastic Adventures: First Draft of The Hunter Class

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A few days ago I listed the six major classes I am thinking of for Fantastic Adventures in a post (Fantastic Adventures: Initial Thoughts on Classes). I have the non-caster classes written up now -- at least as early drafts. Yesterday, I posted the first draft of The Fighter. Today, I'm posting the Hunter. The Scout should follow late in the week.

The Hunter is a good warrior. While he is not in the same class as the fighter, he is still quite competent in combat.  A hunter starts with a +2 Combat Bonus and advances at +1 per two levels until his Combat Bonus is +8. This is about the rate of advancement for fighters in Microlite74. Hunters can use any weapon and wear any armor. Their studies of monsters give them special powers against them. They have the ability to force many types of monsters (undead, demons, devils, fay, supernatural monsters outsiders, etc.) to flee or even be destroyed or forced back to their own plane, provided he has whatever special items/circumstances are needed for a particular type of monster (for example, a holy symbol for undead). At high levels a hunter can raise a temporary mercenary unit to fight a particular infestation of monsters.

As I mentioned yesterday, all classes will have a chance to use magic scrolls in Fantastic Adventures, but only the two classes (the Magician and the Wizard) will be able to successfully use them automatically. The hunter is somewhat better at this that the fighter.

The material that follows is Open Game Content under the OGL. Note that this is a very early draft and will likely change (perhaps completely if it does not work out in playtest). It has not been proofread and as usual Blogger converted the table from its Word source in an odd-looking way but the info in the table is accurate. The Turn monster table seems to cut off at 10th level. I can't figure out a way to fix this, but the progression to 14th level should be obvious.

Comments are welcome, of course.

The Hunter


The Hunter is a single-minded individual whose has devoted his life to cleansing the world of evil, wherever it lurks. Usually called Vampire Hunters, Witchfinders, Demon Hunters or Monster Hunters; these people prefer to destroy evil by mundane means. While they are not against magic,  they tend to treat spellcasters with a degree of suspicion as spellcasters are the source of many of the evils they fight.

Hunter Advancement Table

Level
Exp. Points
Hit Dice
Combat Bonus
Use Magic
Saving Throw
1
0
1d6
+2
15+
15
2
2,000
2d6
+2
15+
14
3
4,000
3d6
+3
14+
13
4
8,000
4d6
+3
14+
12
5
16,000
5d6
+4
13+
11
6
32,000
6d6
+4
13+
10
7
64,000
7d6
+5
12+
9
8
128,000
8d6
+5
12+
8
9
256,000
9d6
+6
11+
7
10
512,000
9d6+2
+6
11+
7
11
1,024,000
9d6+4
+7
10+
7
12
1,536,000
9d6+6
+7
10+
6
13
2,048,000
9d6+8
+8
9+
6
14
2,560,000
9d6+10
+8
9+
6

Hunter Class Abilities

Weapon and Armor Restrictions: Hunters are trained to fight and, as such, have no restrictions on the kind of weapons or armor they can use.

Information Gathering: Hunters hear two rumors (only about local folk tales, legends or monsters) in a tavern whenever a drink is bought.

Smite Evil: Once per day, a hunter may attempt to smite evil with his normal melee attack. He adds his WIS bonus (if any, or +1 if none or negative) to his attack roll and deals 1 extra point of damage per level. He can also hit monsters that are normally only hit with silvered or magical weapons. At 5th level, he can attempt this twice per day and at 10th level he may attempt it three times per day.

Monster Lore: A Hunter is familiar with the details and habits (especially methods of killing/destroying/dismissing) of common and uncommon supernatural monsters with hit dice less than or equal to his level. Given research materials, on the scene investigation, and time he can discover the details of rare supernatural monsters or those supernatural monsters with more hit dice than his level. Supernatural monsters include the undead, demons, devils, fae, things mankind was not meant to know, etc.

Turn Monster: The hunter has learned the nature of evil and can use this against the monsters that plague the world. Through knowledge of a monster’s weaknesses the hunter can force undead, devils, spirits, faeries and demonic monsters to back away, or even to destroy them. This requires some knowledge of the monster’s weakness (garlic, silver, cold iron, sunlight, holy water, running water, the true name of the demon, etc.) and a way to take advantage of those weaknesses.

On the Turn Monster Table, there will be a dash, a “T”, a “D”, or a number corresponding to the HD of a monster and the level of the hunter. A dash means that the hunter has not attained high enough level to turn the monster type. A “T” means that the hunter automatically turns the monster, and a “D” means that the monster will be destroyed (dispelled, returned to own plane, etc.) automatically. A number indicates that the player must roll that number or higher on 2d6 in order to turn the monster. If this roll is successful, or there is a “T” in the chart, the player rolls 2d6 again and the result equals the number of total hit dice of monsters turned. A “D” in the chart requires the same roll to determine how many HD of monsters are destroyed. No matter what the dice roll result, at least one monster will always be turned or destroyed, as appropriate, on a successful use of Turn Monster.


Turn Monster Table

Hunter Level
Monster HD
1
2
3
4
5
6
7
8
9
10
11
12
13
14+
1
7
5
3
T
T
D
D
D
D
D
D
D
D
D
2
9
7
5
3
T
T
D
D
D
D
D
D
D
D
3
11
9
7
5
3
T
T
D
D
D
D
D
D
D
4
-
11
9
7
5
3
T
T
D
D
D
D
D
D
5
-
-
11
9
7
5
3
T
T
D
D
D
D
D
6
-
-
-
11
9
7
5
3
T
T
D
D
D
D
7
-
-
-
-
11
9
7
5
3
T
T
D
D
D
8
-
-
-
-
-
11
9
7
5
3
T
T
D
D
9
-
-
-
-
-
-
11
9
7
5
3
T
T
D
10
-
-
-
-
-
-
-
11
9
7
5
3
T
T
11-12
-
-
-
-
-
-
-
-
11
9
7
5
3
T
13-15
-
-
-
-
-
-
-
-
-
11
9
7
5
3
16-19
-
-
-
-
-
-
-
-
-
-
11
9
7
5
20+
-
-
-
-
-
-
-
-
-
-
-
11
9
7

Saving Throw: Hunters receive a +2 bonus on saving throws vs. death, magic, and fear (unless the alternative “Saving Throw Matrix” is used).

Magic Use: Hunters may attempt to cast spells from scrolls. To successfully cast a spell from a scroll the fighter must roll against his Use Magic score on a D20, adjusting the roll by both his INT bonus and the level of the spell being attempted (- spell level). If successful, the spell functions normally and fades from the scroll. If unsuccessful, the spell fades from the scroll and the hunter loses 1d6+2 hit points.

Mercenary Unit: At ninth level, a hunter can raise a temporary mercenary unit from a friendly populated area to hunt monsters. The Warrior must spend 2d4 days doing nothing but spreading the word in the local region and rallying interest. On the morning following his efforts, the Hunter will have gathered together a fighting force of (his level + CHA bonus) x 5 men-at-arms. The GM may increase or decrease this number by up to 50% to reflect the population of the area.  The hunter is responsible for food and supplies for these men, and they will follow him so long as they are treated well and the threat the unit was created for still exists. A hunter may only have one such mercenary unit at a time.

Experience Bonus for Wisdom: Wisdom is the Prime Attribute for Hunters, which means that a Wisdom score of 15+ grants an additional 5% experience.

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