Post by aaronthecow on Sept 21, 2010 19:08:56 GMT -5
Howdy y'all!
I noticed that there isn't really a way to play a Demon/Devil Hunter as it stands in DnD right now, so I was borded and wrote up the following based on the ranger. Just posting to see what you think and any critiques you might have!
Gain a +1 to hit and +1 to damage Demons/Devils every 3 (4,7,11 ect) levels starting at (+1, +1) at 1st level
(Replaces damage bonus vs. Giant Class, damage bonus doesn't make much sense (especially because of all the types of demons/devils) but bonus to hit makes lots of sense (Demons chaotic style of fighting will leave them over exposed or with an opening ever once in a while and Devils will fight in a pattern that can be take advantage of))
Can wear any armor
(Replaces surprise and perception bonus)
Has basic knowledge of all (normal) types of Demons/Devils, their abilities, their hierarchies/Leaders and their respective planes
(Replaces Tracking)
At 5th level and every four levels after that +1 AC, saves, and MAC against Demons/Devils
(Replaces having followers at 10th)
At 5th level, gets Prot. CE/LE (like evil but only against the more specific type), at 9th gets Prot. Evil
at 12th gets Prot. CE/LE 10' Radius in addition to the Prot. Evil, at 15th, they get Prot Evil 10' Radius
(Replaces use of magic items? I'm not sure about this one, needs some more balancing factors.)
At 10th level, can create “Lines” that Demons/Devils cannot cross. Can be a maximum of (Level-9)*20 feet long. Costs 100gp per 10' and lasts 1d100 days. Takes 1 hour to set up per 20'. Can do a quickie version that costs 50gp per 10', and only takes 10 min per 10' to set up. However, this will stop working after 1 day.
Can also give existing walls and doors (maybe items too?) a % chance to ignore anything a Demon/Devil can do to it. The max percent is equal to (Level-9)*10. If the check is unsuccessful, then the item gains a bonus on its saving throw equal to the percent divided by 5. Costs 100gp per 10% and lasts 1d100 days. Takes 1 hour to set up per 10%. No fast version is available.
Can also “Anoint” weapons causing them to harm Demons/Devils. They are considered a maximum of + (Level-9) and are always considered iron/silver. It costs 100gp per + and lasts 1d100 days. Costs 100gp per plus. Can do a quickie version that costs 50 gp and only gives +1 and no iron/silver. Lasts 1 day and takes 10 min.
(Maybe one more where they can make talismans of +1 Demon/Devil Prot? What do you guys think?)
(This is made up for by the spells)
Disadvantages!
Must not be the same alignment as hunted and shouldn't with out DM permission be only 1 step away. Also may not adventure with party members the of same alignment as their hunted
(Makes up for must be good)
Must kill at least 1 Demon/Devil every level or requires (1000*current level) more eeps.
(Having to no carry lots of treasure)
To get to 5th, and every odd level after that must kill (level*[5+ aproched level]) Demons/Devils (in that level alone!) or kill one Demon/Devil of equal or grater hit dice then the level that is trying to be reached.
(Appropriate)
I'm also thinking of having the defensive abilities stem from items, making it so that the hunter would have to pay a bit of cash to make them and have a way to have them be taken away. This makes sense fluff wise, but I'm not so sure it makes sense game play wise.
I noticed that there isn't really a way to play a Demon/Devil Hunter as it stands in DnD right now, so I was borded and wrote up the following based on the ranger. Just posting to see what you think and any critiques you might have!
The Demon/Devil Hunter
Gain a +1 to hit and +1 to damage Demons/Devils every 3 (4,7,11 ect) levels starting at (+1, +1) at 1st level
(Replaces damage bonus vs. Giant Class, damage bonus doesn't make much sense (especially because of all the types of demons/devils) but bonus to hit makes lots of sense (Demons chaotic style of fighting will leave them over exposed or with an opening ever once in a while and Devils will fight in a pattern that can be take advantage of))
Can wear any armor
(Replaces surprise and perception bonus)
Has basic knowledge of all (normal) types of Demons/Devils, their abilities, their hierarchies/Leaders and their respective planes
(Replaces Tracking)
At 5th level and every four levels after that +1 AC, saves, and MAC against Demons/Devils
(Replaces having followers at 10th)
At 5th level, gets Prot. CE/LE (like evil but only against the more specific type), at 9th gets Prot. Evil
at 12th gets Prot. CE/LE 10' Radius in addition to the Prot. Evil, at 15th, they get Prot Evil 10' Radius
(Replaces use of magic items? I'm not sure about this one, needs some more balancing factors.)
At 10th level, can create “Lines” that Demons/Devils cannot cross. Can be a maximum of (Level-9)*20 feet long. Costs 100gp per 10' and lasts 1d100 days. Takes 1 hour to set up per 20'. Can do a quickie version that costs 50gp per 10', and only takes 10 min per 10' to set up. However, this will stop working after 1 day.
Can also give existing walls and doors (maybe items too?) a % chance to ignore anything a Demon/Devil can do to it. The max percent is equal to (Level-9)*10. If the check is unsuccessful, then the item gains a bonus on its saving throw equal to the percent divided by 5. Costs 100gp per 10% and lasts 1d100 days. Takes 1 hour to set up per 10%. No fast version is available.
Can also “Anoint” weapons causing them to harm Demons/Devils. They are considered a maximum of + (Level-9) and are always considered iron/silver. It costs 100gp per + and lasts 1d100 days. Costs 100gp per plus. Can do a quickie version that costs 50 gp and only gives +1 and no iron/silver. Lasts 1 day and takes 10 min.
(Maybe one more where they can make talismans of +1 Demon/Devil Prot? What do you guys think?)
(This is made up for by the spells)
Disadvantages!
Must not be the same alignment as hunted and shouldn't with out DM permission be only 1 step away. Also may not adventure with party members the of same alignment as their hunted
(Makes up for must be good)
Must kill at least 1 Demon/Devil every level or requires (1000*current level) more eeps.
(Having to no carry lots of treasure)
To get to 5th, and every odd level after that must kill (level*[5+ aproched level]) Demons/Devils (in that level alone!) or kill one Demon/Devil of equal or grater hit dice then the level that is trying to be reached.
(Appropriate)
I'm also thinking of having the defensive abilities stem from items, making it so that the hunter would have to pay a bit of cash to make them and have a way to have them be taken away. This makes sense fluff wise, but I'm not so sure it makes sense game play wise.