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Hunter of Beasts (archetype version)
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A Hunter of Beasts is no mere alchemical dabbler, they are a near unholy merger of the call to purge wicked beasts from the world and the will do whatever it takes to achieve this goal, even if it means risking becoming a beast themselves. Using the blood ministration techniques of the cursed city of Yharnam they inject or drink vials of special concocted blood that grants them incredible power or important boons for battling foes, but at the potential cost of it infecting them as well.

Alignment: Any.

Hit Die: d8.

Starting Wealth: 3d6 × 10 gp (average 105gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills

The Hunter of Beast's class skills are Acrobatics (Dex), Craft (any) (Int), Disable Device (Dex), Fly (Dex), Heal (Wis), Knowledge (arcana) (Int), Knowledge (Engineering) (Int), Knowledge (nature) (Int), Perception (Wis), Sleight of Hand (Dex), Spellcraft (Int), Survival (Wis), Use Magic Device (Cha).

Skill Ranks per Level: 4 + Int modifier.

Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

1st

+0

+2

+2

+0

Alchemy, Molotov 1d6, Quicksilver Gun, Throw Anything, Trick Weapon

2nd

+1

+3

+3

+0

Insight,  Coldblood Mixture

3rd

+2

+3

+3

+1

Skirmish 1d6/+1, Enter the Dream

4th

+3

+4

+4

+1

Molotov 2d6, Insight

5th

+3

+4

+4

+1

Quicksilver Parry 1/encounter

6th

+4

+5

+5

+2

Insight

7th

+5

+5

+5

+2

Skirmish 2d6/+1, Molotov 3d6

8th

+6/+1

+6

+6

+2

Insight

9th

+6/+1

+6

+6

+3

Quicksilver Parry 2/encounter

10th

+7/+2

+7

+7

+3

Molotov 4d6, Insight

11th

+8/+3

+7

+7

+3

Quicksilver Mastery, Skirmish 3d6/+2

12th

+9/+4

+8

+8

+4

Insight

13th

+9/+4

+8

+8

+4

Molotov 5d6, Quicksilver parry 3/encounter

14th

+10/+5

+9

+9

+4

 Insight

15th

+11/+6/+1

+9

+9

+5

Skirmish 4d6/+2

16th

+12/+7/+2

+10

+10

+5

Molotov 6d6, Insight

17th

+12/+7/+2

+10

+10

+5

Transcend the Dream

18th

+13/+8/+3

+11

+11

+6

Insight

19th

+14/+9/+4

+11

+11

+6

Molotov 7d6, Skirmish 5d6/+3

20th

+15/ +10/+5

+12

+12

+6

Grand Insight

Hunter’s Level

1st level Extracts per day

2nd level Extracts per day

3rd level Extracts per day

4th level Extracts per day

5th level Extracts per day

6th level Extracts per day

1

1

-

-

-

-

-

2

2

-

-

-

-

-

3

3

-

-

-

-

-

4

3

1

-

-

-

-

5

4

2

-

-

-

-

6

4

3

-

-

-

-

7

4

3

1

-

-

-

8

4

4

2

-

-

-

9

5

4

3

-

-

-

10

5

4

3

1

-

-

11

5

4

4

2

-

-

12

5

5

4

3

-

-

13

5

5

4

3

1

-

14

5

5

4

4

2

-

15

5

5

5

4

3

-

16

5

5

5

4

3

1

17

5

5

5

4

4

2

18

5

5

5

5

4

3

19

5

5

5

5

5

4

20

5

5

5

5

5

5

Weapon and Armor Proficiency: Hunters of Fiends are proficient with all simple weapons, trick weapon, Molotovs, and with their Quicksilver gun.  

Alchemy (Su):  As the Alchemist.

Throw Anything (Ex): A 1st level Hunter of Beasts gains the Throw Anything feat as a bonus feat.

Molotov (Su): In addition to magical extracts, Hunter’s are adept at mixing various volatile chemicals and infusing them with their magical reserves to create powerful firebombs that they can hurl at their enemies. A hunter can use a number of molotovs each day equal to his class level + his Intelligence modifier. Unlike a regular alchemists bombs molotovs are relatively harmless until lit and broken, meaning that the hunter can prepare his molotovs in advance and store them. In order to create a molotov, the hunter must use a small vial containing an ounce of liquid catalyst—the hunter can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster's component pouch (usually within the Hunter’s Dream).

Drawing the molotov, lighting it, and throwing it requires a standard action that provokes an attack of opportunity. Thrown molotovs have a range of 20 feet and use the Throw Splash Weapon special attack. Molotovs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, an hunter's molotov inflicts 1d6 points of fire damage and a direct hit provokes a reflex save (DC 10 + ½ hunter class level + Int mod) or be doused in the flammable chemicals and suffer half the damage they took from the molotov at the beginning of their next turn (minimum 1). The damage of a hunter's molotov increases by 1d6 points every three hunter levels after 1st (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from a molotov is always equal to it’s minimum damage (so if the molotov would deal 3d6 points of fire damage on a direct hit, its splash damage would be 3 points of fire damage).

Hunters can learn new types of molotovs as insights(see the Insight ability) as they level up. A hunter’s molotov is able to be used by others, but insights never enhance them when used by someone other than the hunter.

Quicksilver Gun (Ex): Also upon 1st level the new Hunter gains a unique type of firearm tailored to their dangerous duties, as well as the proficiency to wield this gun. A quicksilver gun is a one-handed gun that acts as a Revolver, but with a very special restriction and any ammo loaded into it becomes quicksilver ammo that’s been treated with the hunter's own blood in addition to any other effects the ammunition might possess. Quicksilver ammunition automatically bypasses the DR of any Aberration, Monstrous Humanoid, Outsider, or Undead. The restriction to a quicksilver gun is that it's slow, heavily blood soaked bullets aren't so effective for direct attack, dealing only 1d6 and never going against touch ac, however a hunter can use this firearm as an attack of opportunity if the foe is within 10ft. If this attack hits, her target takes a -2 on attack rolls this round.

A hunter cannot sell a Quicksilver firearm, and any attempt to do so will result in a store owner likely asking to know why they would buy such a battered unusable weapon, though it never appears to have anything overtly wrong to the hunter herself. These special firearms can only be upgraded in the Hunters Dream (See Enter the Dream below).

Trick Weapon (Ex): At their initiation into the ranks of the Hunters, they must first select their chosen weapon to bring death to the beasts. Trick Weapons are unique in that they begin as one weapon and combine with another piece or shift states in some manner to transform into another weapon, gaining new properties and traits in the process. These trick weapons are also forged within the Hunters Dream (See enter the dream below), and upgraded there. Finally, any Feat that refers to a specific type of weapon (such as Weapon Focus) counts toward both forms of a trick weapon as long as it would affect one form of it as long as the weapon could perform the action involved in the feat (a sword cannot act like a whip does for example, but an axe could act as a sword could most likely). Transforming a Trick weapon into either of its states is a swift action.

Trick Weapons:

Saw Cleaver: This weapon begins as a short range cleaver or hatchet used for quick strikes, and when transformed it’s reach becomes longer for dealing with foes beyond arm's reach more safely. A standard hunter’s tool, it’s reliable and flexible.

Stats- 1d6 dmg (1d8 in cleaver) x2 crit

'Saw' mode: counts as a light weapon, deals 1d4 bleed damage per hit

'Cleaver' mode: can take a -1 on attacks to gain reach, deals bludgeoning and slashing damage

Threaded Cane: At first glance this weapon appears to be a normal metal cane, however closer inspection (DC 10 perception) reveals it to be thinly edged on two sides making impacts with it more powerful than a simple metal bar when wielded similarly to a sword or mace. A quick flick of the wrist and twist of the handle transforms the cane into a bladed extended whip capable of shredding enemies flesh.

Stats- 1d6 dmg x2 crit

'Cane' mode: can be disguised as a regular cane and deals damage as a light mace.

'Whip' mode: acts as a whip in all regards, but always deals lethal damage and deals 1d4 bleed.

Kirkhammer: Many first time hunters see this weapon as impractical, but those who choose to master it come to trust in it’s raw power. Normally a simple longsword and acting as such, the sword’s ‘sheath’ ends in a massive stone hammerhead that with a special click once the sword is within it can be locked into the hammer.

Stats- 1d8 dmg(2d6 in hammer) 19-20x2 crit(20x3 in hammer)

'Sword' mode- acts in all ways as a longsword.

'Hammer' mode- acts like an earthbreaker, +4 to sunder attempts. Imposes a -1 attack penalty for it's strange handle in trade for the damage.

Hunter Axe: One of the standard choices for the hunter who has reliable power in mind, the hunter axe begins as a Battle axe, but the handle can quickly be extended into a full sized polearm.

Stats- 1d8 dmg(1d10 extended) x3 crit

'Short axe' mode: acts as a battleaxe, wide blade gives it the Blocking property.

'Extended' mode: gains reach and acts as a Halberd, but deals damage as though it were one size larger.

Blade of Mercy:  The weapon of choice for hunters desiring a weapon of unparalleled speed, the Blade of Mercy starts out as a simple short sword, but with a twist and pull can be split into a pair of daggers.

Stats- 1d6 dmg(1d4 each as daggers) 19-20x2 crit(18-20 as daggers)

'Short sword' mode: acts as a short sword, has the Distracting property

'Daggers' mode: grants the benefit of the Double Slice feat at all times.

Burial Blade: The revered weapon of the original hunters, this special trick weapon begins as a dual edged and more curved than normal scimitar, but combining it with it’s unique staff like attachment forms it into a fully sized scythe.

Stats- 1d6 dmg(2d4 as scythe) 18-20x2crit (20x4 as scythe) Both forms use only half strength for damage, but give half Intelligence to damage.

'Curved sword' mode: acts as a scimitar, but also deals 1d4 bleed.

'Scythe" mode: acts in all ways as a scythe, and deals an additional +2 damage to Undead and Aberrations.

Chikage: This katana is the prefered weapon of the Cainhurst knights, and is a unique weapon amongst the group. Acting as a Katana in all ways normally, it’s transformation sheaths the sword and drains the wielder’s blood to coat the blade. While transformed it must be held in two hands.

Stats- 1d8 dmg 18-20x2 crit

'Normal' mode: acts as a katana in all ways.

'Blooded' mode: Gains bonus to damage rolls equal to Wis mod, but you take damage yourself each swing equal to ½ your wis mod, regardless if the attack is successful or not.

Rakuyo: A blade made up of a katana and paired dagger joined in the hilt, with the blades pointing opposite of each other. The weapon of Irisviel Maria Redscar, it’s origins are tied with the creation of the Cainhurst chikage, but the weapon doesn’t feed on the blood of it’s wielder, instead demanding a great deal of dexterity to use properly. Mastering the Rakuyo is essential to learning the combat techniques of Irisviel herself.

Stats-  1d8 dmg 19-20x2 crit

‘Normal’ mode: Acts as a Katana, but attacks and damage function off of Dexterity instead of Strength.

‘Sister Blades’ mode: act as though you possess the Two Weapon Fighting feat, or the next step in the feat chain if you already have the feat.

Coldblood Mixture (Su): Unlike regular alchemist Mutagen a hunter learns how to use the plagued and strangely power infused blood of Yharnam to take on beastly traits themselves at 2nd level. It takes 1 hour to brew a dose of blood mixture, and once brewed, it remains potent until used. A hunter can only maintain one dose of blood mixture at a time—if she brews a second dose, any existing blood mixture becomes inert. A blood mixture that is not in a hunter's possession becomes inert until a hunter picks it up again.

It's a standard action to drink a blood mixture. Upon being imbibed, the blood mixture causes the hunter to grow bestial and more feral, granting him a +2 dodge bonus to AC and a +4 alchemical bonus to Strength for 10 minutes per hunter level. In addition, while the mixture is in effect, the hunter takes a –2 penalty  to her Intelligence.

A non-hunter who drinks a blood mixture must make a Fortitude save (DC 10 + 1/2 the hunter's level + the hunter's Intelligence modifier) or become nauseated for 1 hour—a non-hunter can never gain the benefit of a blood mixture, but a hunter can gain the effects of another hunter's blood mixture if he drinks it. (Although if the other hunter creates a different blood mixture, the effects of the “stolen” blood mixture immediately cease). Whenever a hunter drinks a blood mixture, the effects of any previous blood mixture immediately end.

Insight (Su): At 2nd level and every even level thereafter, a hunter gains an Insight. Except where otherwise noted, each Insight can only be selected once.

Insights marked with an asterisk (*) add effects to a hunter's molotov. Only one of these insights can be applied to an individual molotov. Any Insight that has a saving throw is always a DC 10 + ½ the hunters level + her intelligence modifier unless said otherwise.

 

Skirmish (Ex): A Hunter relies on mobility to deal extra damage and improve her defense. At 3rd level she deals an extra 1d6 points of damage on all attacks she makes during any round in which she moves at least 10 feet away from where she was at the start of her turn. The extra damage applies only to attacks made after the hunter has moved at least 10 feet. The skirmish ability cannot be used while mounted. The extra damage applies only to attacks taken during the hunter’s turn. This extra damage increases by 1d6 at levels 7, 11, 15 and 19.

The extra damage only applies against creatures susceptible to precision damage. The hunter must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Hunters can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet.

At 3rd level, a hunter gains a +1 competence bonus to Armor Class during any round in which she moves at least 10 feet. The bonus applies as soon as the hunter has moved 10 feet, and lasts until the start of her next turn. This bonus improves by 1 at levels 11 and 19.

A hunter loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load. If she gains the skirmish ability from another class, the bonuses stack.

Enter the Dream (Ex):  When a hunter of 3rd level sleeps, their mind is usually drawn into a plane of existence called the Hunter’s Dream. This plane is a single graveyard with a workshop and church within it, and each hunter only sees others as occasional white misty outlines within it, but is never able to interact with them, making each hunter seem to be in the plane alone even if they aren’t. The Hunter’s Dream contains all the required materials to enhance weapons, armor, Quicksilver firearms, and to create alchemical creations. She need only use the workbench within the dream to enhance an item as she desires (automatically knowing how to do so within this dream), and once she awakens the amount of gold required to create/enhance the item will be gone from her person somehow, and the items will have seemingly changed overnight or appeared on her person. This strange dream is also where the she can mix  her Blood Mixtures. She sleeps for no more than 8 hours each night, and can thus remain in the Hunter’s Dream no more than 8 hours. When she begins to create an item in the dream and it takes longer than 8 hours to create, the work she began will remain within the dream for when she sleeps again, waiting to be finished.

The dream’s benefits are great to a hunter, however it also holds a hidden weakness. Though she can leave the Hunter’s Dream at any time (likely risking lack of sleep without the full 8 hours) she is wholly unaware of her physical surroundings in the real world, unable to wake in response to danger due to her mind being completely elsewhere. She can choose NOT to enter the Hunter’s Dream when she rests of course.

Quicksilver Parry (Ex): At 5th level the hunter can use her Quicksilver gun’s special bullets to make an opponent reel from a well timed shot. Once per encounter while the hunter has her quicksilver gun drawn she can make an attack from her Quicksilver Firearm as an attack of opportunity against a single enemy within 30ft of her(or her firearms first range increment, whichever is lower) in response to that enemy making an attack against the hunter. If the hunters attack succeeds the target must make a fortitude save (DC = damage dealt by the hunter’s attack + her intelligence modifier) or immediately stop the action they did to provoke the attack. At levels 9 and 13 she can make another Quicksilver Parry attempt per encounter.

Quicksilver Mastery (Ex): At 11th level the hunters skill with weapon and firearm reach their pinnacle. She no longer takes attack penalties for two-weapon fighting with a weapon and her quicksilver gun.

Transcend the Dream (Ex): 17th level marks the point where a hunter can fully understand the nature of the Hunter’s Dream and can awaken her mind to it. The hunter no longer needs to sleep at all, and can enter the Hunter’s Dream at anytime by using a trance like state taking 5 minutes to fully enter. While in the hunter’s dream time is convoluted, and while she can remain in the dream for 8 hours per day, in the outside world only 2 hours will have passed, and the hunter can bring a number of allies up to her Intelligence modifier into the trance and dream with her when she does so.

Grand Insight (Su): At 20th level, the hunter learns an incredible truth within the world. She immediately learns two normal Insights, but also learns a third Insight chosen from the list below, representing a truly astounding breakthrough of significant import. For some hunters, the promise of one of these grand Insights is the primary goal of their hard work dispatching the beasts.