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Heretic Hunter

Paladins of the Three who have achieved a certain level can be inducted into the Heretic Hunters. These are warriors dedicated to hunting down worshipers of other faiths. Sometimes this requires bringing the subject back for trial at the hands of the Inquisitors. At other times they are given special sanction to eliminate these threats without trial.   Like the Inquisitors, this is a joint group that takes members from followers of all the Three. There are inter-faith contentions and occasionally those contentions reach the point of armed hostilities. For the most part, however, their unified desire to stamp out any others keeps them from too much infighting.   A Heretic Hunter will not willingly join a party that contains any member who worships any deity or power other than The Three.  

Pathfinder RPG Heretic Hunter

Alignment: Must match paladin alignment of their chosen member of The Three Hit Die: d10   Requirements: To qualify to become a Heretic Hunter, a character must fulfill all the following criteria.
  • Class: At least 3 levels of paladin serving one of The Three
  • Skills: Knowledge (religion) 6 ranks
  Class Skills: The Heretic Hunter class skills are the same as a paladin Skill Ranks at Each Level: 2 + Int modifier  

Progression

Heretic Hunter Pathfinder Progression


LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialSpells per Day
1st+1+1+0+1Eyes of the Hunter (1/day), Favored Enemy (1st choice)-
2nd+2+2+0+2+1 level of paladin spellcasting
3rd+3+3+1+3Eyes of the Hunter (2/day), Inquisition Party (Ex)+1 level of paladin spellcasting
4th+4+4+1+4Detect Heretic-
5th+5+5+2+5Eyes of the Hunter (3/day), Favored Enemy (2nd choice)+1 level of paladin spellcasting
6th+6+5+2+5Favored Enemy (2nd)+1 level of paladin spellcasting
7th+7+6+2+6Eyes of the Hunter (4/day)-
8th+8+6+3+6+1 level of paladin spellcasting
9th+9+7+3+7Eyes of the Hunter (5/day)+1 level of paladin spellcasting
10th+10+7+3+7Favored Enemy (3rd choice)-
 

Class Features

Weapon and Armor Proficiency: Same as a paladin   Spells per Day: At 2nd, 3rd, 5th, 6th, 8th & 9th levels, a Heretic Hunter gains new spells and spells per level as if they had gained a level of paladin. They do not, however, gain other benefits that adding a level of paladin would have granted.   Eyes of the Hunter (SA): Once per day, the Heretic Hunter may use this ability to see a path that leads towards the target they are hunting. They may designate that target by their true name, if they know it. If they do not know the true name of their target, they may designate the target by establishing a clear mental picture of the target in their mind. This check is a DC 20 Int check. If they have an accurate picture of the target or have seen the target themselves before, they receive +10 to that check. The path lasts for one round per Heretic Hunter class level. At 3rd, 5th, 7th and 9th levels, the Heretic Hunter gains an additional use of this ability per day.   Favored Enemy (Ex): This ability works exactly like the Ranger class Favored Enemy ability. However, they favored enemy list of the Heretic Hunter is as follows:
  • Cleric (Only those who do not worship The Three)
  • Druid
  • Magical Beasts
  • Monstrous Humanoid
  • Outsider (air)
  • Outsider (earth)
  • Outsider (fire)
  • Outsider (water)
  • Ranger
  • Sorcerer
  • Warlock
  • Wizard
  Inquisition Party (Ex): Starting at 3rd level, whenever a Heretic Hunter is working with an Inquisitor, they gain +2 to all Attack and Damage rolls.   Detect Heretic (Su): At 4th level, the Heretic Hunter can make a Perception check (DC 20) to determine if a target is a worshiper of a forbidden deity. This check takes 3 rounds of uninterrupted concentration to complete.
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