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Devil Hunter (Sword Saint Archetype)
#1
Devil Hunter

[Image: 4cd4e886299c1c20f2b8a2a9af68c15a.jpg]

There are many warriors whose crusade against the darkness never ends, whose power comes from holy light and powerful incantations. But the greatest heroes of all are those who defeat evil with only their guile. They have no magic, only their convictions and their arsenal. No castle is too great, no foe too fierce, that it cannot be overcome by the wits of a trained devil hunter.

The devil hunter is an archetype of the sword saint class.

Weapon and Armor Proficiency: The devil hunter loses proficiency in heavy armor and shields, but gains proficiency in the whip, the scorpion whip, and the spiked chain.

Hunter's Will: The devil hunter is devoted to his cause and works toward it with a drive unseen in many other warriors. Any sword saint class features which use Charisma are instead keyed off of Wisdom for the devil hunter.

Limit Break (Su): At 1st level, the devil hunter receives the Limit Break (Item Crash).

Item Crash (Su): This Limit Break allows the devil hunter to release the true potential of his subweapons. Upon activating this limit break, the devil hunter performs an attack based on his currently equipped subweapon:
  • Thousand Edge (Dagger): The devil killer throws a number of daggers in a straight line equal to three times his current amount of iterative attacks. Costs 10 hearts.
  • Spiral Strike (Axe): Axes surround the devil killer and fly outward in a spiral, damaging all enemies in a 20' radius for 1d6 physical damage, plus an additional 1d6 per 4 levels. Costs 10 hearts.
  • Hydro/Pyro/Corrosive Storm (Holy Water/Alchemist's Fire/Acid Flask): A torrent of water, fire, or acid, based on the flask at hand, rains own in a 30' radius around the devil hunter. This does 1d4 damage per round to any foe that remains inside the area, lasting a 1 round plus an additional round per 4 levels. The damage of this torrent counts as both the element of the chosen flask and holy damage for the purposes of overcoming resistance. Costs 15 hearts.
  • Time Stop (Stopwatch): The devil killer gains a free round of action, plus 1 additional round per 4 levels, in which both allies and enemies may not act. This round may be used in any manner the devil killer wishes, except that he may not activate any other subweapons. Costs 50 hearts.

This Limit Break replaces the sword saint's Perfect Parry limit break.

Master of the Whip: The devil hunter knows that the best weapon is the one no one sees coming, and the one that can be used as more than just a weapon. A devil hunter may, with a DC 20 Craft (Weapons) check, extend the length of a spiked chain or flail to 15 feet. These weapons are used as whips and qualify as such for all devil hunter class features.

In addition, the devil hunter's swordskills are instead whipskills, functioning identically but usable only when the devil hunter wields a whip.

Heart Pool: The devil hunter is emboldened by his journeys, by his determination to slay evil, and by the destruction of all things belonging to his foes. A devil hunter's Stamina Pool becomes a Heart Pool, which is fed by his Wisdom modifier rather than his Constitution modifier. A devil hunter's Heart Pool is never refreshed by sleeping, but instead he gains Hearts any time he destroys items he may otherwise have looted from fallen enemies. The number of hearts a devil hunter gains from this is equal to the value in gil of the item divided by 50.

This ability modifies the sword saint's Stamina Pool ability.

Sub-Weapons: The devil hunter is trained for a wide variety of situations. Once per round, when making an attack action or a full attack action, the devil hunter may, as a free action, make one attack using a weapon in his offhand. This applies only when holding a dagger, an axe, holy water, alchemist's fire, a flask of acid, or a stopwatch. To use a sub-weapon, a devil hunter must expend a number of hearts that varies depending on the sub-weapon used.
  • Dagger: May be used as either a melee weapon or a thrown weapon as per normal dagger rules. May be thrown only at targets that the devil hunter has a direct line of sight toward. Costs 1 Heart.
  • Axe: As dagger, but dealing 1d6 rather than 1d4 damage. May be thrown in an arc, ignoring cover bonuses and negating the dagger's need for a direct line of sight. Costs 3 hearts.
  • Holy Water/Alchemist's Fire/Acid Flask: May be thrown either directly or at an enemy. Remains on the ground for 2 rounds, dealing 1d4 damage to anyone in the area of effect. Damage dealt qualifies as water/holy, fire/holy, and acid/holy for the purposes of overcoming resistance. Costs 5 hearts.
  • Stopwatch: May be activated to either grant the devil hunter Haste for 1 round or to apply Slow to an enemy for 1 round. Costs 10 hearts.

For every two levels of devil hunter attained after first, the devil hunter may:
  • Reduce the cost in hearts of a single sub-weapon (Minimum 0)
  • Increase the damage of a single sub-weapon by 1 size category. (Maximum 3 categories)
  • Increase the duration of a single sub-weapon's effect by 1 round. (Maximum 2 additional rounds)
  • Add an additional damage type to a single sub-weapon. (Physical damage may not be added to Holy
  • Water/Alchemist's Fire/Acid Flasks)
  • Increase the maximum size of his Heart Pool by 5 hearts.

This ability replaces the sword saint's Sword Saint Talents.

Aura of Zeal: The devil hunter is thorough in his work, and his devotion to the cause strikes fear into the hearts of his foes. Any enemies within a 30' radius of the devil hunter take a penalty to Will saves equal to the devil hunter's Wisdom bonus.

This ability replaces the sword saint's Force of Personality ability.

Whip Ingenuity: A wise man uses every tool at his disposal, and the devil hunter sees no reason not to do the same. Beginning at 3rd level, the devil hunter no longer provokes attacks of opportunity for attacking with a whip, may use his whip as a grappling hook, and gains the Improved Trip feat when wielding a whip.

This ability replaces the devil hunter's Warleader ability.

Cooperative Tactics: The devil hunter generally works alone, but sometimes evil is too dangerous for one man to defeat. At 4th level, the devil hunter gains the ability to flank an opponent at range so long as the opponent is within reach of the devil hunter's whip or spiked chain.

This ability replaces the sword saint's Tactical Flanker ability.

Double Shot: Having practiced with his sub-weapons and better understood their applications in combat, the devil hunter has become more versatile in their usage. At 8th level, the devil hunter may use his sub-weapons twice in one round, rather than only once.

This ability replaces the sword saint's First Blood ability.

Improved Ingenuity: Having practiced long with his whip, the devil hunter is thoroughly confident in his usage of it. At 14th level the devil hunter may use a whip to begin and maintain a grapple, and is treated as having the Improved Grapple and Greater Trip feats when wielding his whip.

This ability replaces the sword saint's Improved Warleader ability.

Master Ingenuity: The whip is the only weapon the devil hunter knows. All else seems paltry by comparison. At 18th level, the devil hunter gains the ability to perform two combat maneuvers at once against an enemy when wielding a whip. He is also treated as having the Greater Grapple feat when wielding a whip.

This ability replaces the sword saint's Master Warleader ability.

Born of Zeal: The devil hunter may use his Born of Steel class feature when wearing light armor.

This ability modifies the sword saint's Born of Steel ability.

Endless Devotion: The devil hunter's fight against his enemies has taught him one thing: There is no foe who cannot be overcome by his will to succeed. At 20th level, the devil hunter may, upon receiving any amount of damage, opt instead to take damage equal to 1/5th of his maximum HP. This ability does not function against death effects or fall damage.

This ability replaces the sword saint's Last Blood ability.
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