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Dark Hunter

The Dark Hunter has sworn his life to removing all vestiges of evil from the land. They generally live in solitude waiting for reports of evil before coming out to destroy it. The Dark Hunter is sworn to fighting the good fight and to do what is right. All members of the Dark Hunters are bound by the code that they accept when they become a Dark Hunter. If a Dark Hunter breaks the code they lose all their special abilities until they atone for their sin.
Hit Die: D10

Requirements
Base Attack Bonus: +6
Alignment: Lawful Good
Move Silently: 5 ranks
Gather Information: 3 ranks
Feats: Track
Spellcasting: Ability to cast first level spells.

Class Skills
Balance (Dex) / Bluff (Cha)
Climb (Str) / Concentration (Con)
Disguise (Cha) / Escape Artist (Dex)
Gather Information (Dex) / Intimidate (Cha)
Jump (Str) / Move Silently (Dex)
Open Lock (Dex) / Ride (Dex)
Search (Int) / Spellcraft (Int)
Swim (Str) / Tumble (Dex)
Skill points per level: 4+ Int Modifier

Class Features
Weapon and Armor Proficiency: A Dark Hunter is proficient with all simple and martial weapons, light armor, medium armor, and all shields.
Dark Sense: At first level the Dark Hunter automatically knows if there is an evil person or creature within thirty feet. This ability increases to sixty feet at fifth level.
Dark Fighter: At first level the Dark Hunter gains a +2 bonus to attack and damage rolls against evil creatures and people.
Spells: Beginning at first level a Dark Hunter gains the ability to cast divine spells. The Dark Hunter must have a wisdom of 10+the spell’s level. The Dark Hunter’s spells have a save DC of 10 + spell level + Wisdom modifier. When the Dark Hunter gets 0 spells in a certain level he gets only bonus spells. Smite Evil: Once a day a Dark Hunter of second level or higher may attempt to smite evil with a melee attack. The Dark Hunter adds their Dexterity bonus to their attack roll. The attack does +1 damage for each level of Dark Hunter the character has.
Blade of Light: At fourth level the Dark Hunter receives a magically charged sword. The sword does 1D8 damage or 2D6 against evil creatures or people, and has ten charges of the spell Flame Strike which does 4D6 regardless of the Dark Hunters level.
Survival: At sixth level the Dark Hunter becomes use to living in the forest. Once per day he may make a Wisdom check DC 15 if he succeeds he finds 5 lbs of food. Or when subject to any environmental conditions your character gains a +2 bonus to all stamina checks.
Damage Reduction: At eighth level the Dark Hunter receives DR 5 against evil creatures and people.
Master of the Light: At tenth level the Dark Hunter has fully mastered his art. He gains a +5 to all attack and damage rolls against evil creatures. Once per adventure he can either summon a Hound Archon or cast True Resurrection.
Spell List:
1st-level: Bless, Protection from Evil, Shield Other, Undetectable Alignment, Cure Light Wounds, Sanctuary, Hold Person, Scare, Charm Monster
2nd-level: Cure Moderate Wounds, Dispel Magic, Magic Circle against Evil, Aid, Negative Energy Protection, Daylight, Misdirection, Pyrotechnics, Charm Person
3rd-level: Cure Serious Wounds, Holy Sword, Inflict Moderate Wounds, Searing Light, Shield of Faith, Enthrall, Death Ward, Divine Power
4th-level: Cure Critical Wounds, Inflict Serious Wounds, Flame Strike, Dispel Evil, Dictum, Banishment, Hallow, Dispel Evil

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Level Attack Fortitude Reflex Will Special Spells-1 Spells-2 Spells-3 Spells-4
1+1+1+0+0Dark Sense, Dark Fighter0---
2+2+1+1+1Smite Evil10--
3+3+2+1+110--
4+4+3+2+2Blade of Light11--
5+5+4+2+211--
6+6+4+3+3Survival211-
7+7+5+3+3211-
8+8+5+4+3Damage Reduction2210
9+9+6+4+32221
10+10+7+4+3Master of the Light3221