LEVEL 15 DAILY EXPLOITS Finishing Blow Hunter Attack 15 Daily ✦ Martial, Weapon Standard Action Melee weapon Bewildering Dash Hunter Attack 15 Requirement: You must be wielding a light blade or Daily ✦ Martial a leather bullwhip. Standard Action Personal Target: One or two creatures Effect: You can move your speed. Every enemy that Attack: Dexterity vs. Fortitude, two attacks can make an opportunity attack against you as a Hit: 1[W] + Dexterity modifier damage per attack. If result of this movement attacks itself with its one attack hits, the target is stunned (save ends). If opportunity attack, rather than you. Any enemy that both attacks hit, the target is stunned and can make an opportunity attack against you during immobilized (save ends both). this movement must do so. It cannot refrain from Special: If the target is your Favored Enemy, it takes making the attack to avoid harming itself. a -2 penalty to saving throws against this power’s Special: If you have the Agent of the Church class effects. feature, whenever your Favored Enemy is forced to attack itself it takes extra damage equal to your Wisdom modifier. If you have the Free Agent LEVEL 16 UTILITY EXPLOITS Hunter class feature, whenever your Favored Enemy is forced to attack itself it takes extra damage equal to your Strength modifier. Agile Evasion Hunter Utility 16 Daily ✦ Martial Immediate Interrupt Personal Bloody Shot Hunter Attack 15 Trigger: An enemy hits you with a melee attack Daily ✦ Martial, Weapon Effect: Shift 1 square away from the enemy. Standard Action Ranged weapon Requirement: You must be wielding a crossbow, a dagger, a shuriken, an alchemical grenade, or a cross- Defy Death Hunter Utility 16 boomerang. Daily ✦ Healing, Martial Targets: One, two, or three creatures No Action Personal Attack: Dexterity vs. AC, three attacks Trigger: You fail a death saving throw Hit: 1[W] + Dexterity modifier damage per attack, Effect: You succeed on the death saving throw and and ongoing 5 damage (save ends). A target hit spend a healing surge. You gain a +5 power bonus twice takes ongoing 10 damage (save ends). A target to all defenses until the end of your next turn. hit three times takes ongoing 15 damage (save ends). Miss: Half damage per attack, and no ongoing Hated Enemy Hunter Utility 16 damage. Daily ✦ Martial, Stance Special: If the target is your Favored Enemy, it takes Minor Action Personal a -2 penalty to saving throws against this power’s Effect: Until the stance ends, you gain an additional effect. +2 power bonus to attack rolls and a +2 power bonus to damage rolls against your Favored Enemy. Confusing Strike Hunter Attack 15 Whenever you drop your Favored Enemy to 0 hit Daily ✦ Martial, Weapon points or less, you gain temporary hit points equal to Standard Action Melee weapon your healing surge value. Requirement: You must be wielding a light blade or a leather bullwhip. Hunter’s Momentum Hunter Utility 16 Target: One or two creatures Daily ✦ Martial, Stance Attack: Dexterity vs. Fortitude, two attacks Free Action Personal Hit: 1[W] + Dexterity modifier damage per attack. If Trigger: You reduce an enemy to 0 hit points during one attack hits, the target is stunned (save ends). If your turn both attacks hit, the target is stunned and Effect: You take a standard action. immobilized (save ends both). Special: If the target is your Favored Enemy, it takes a -2 penalty to saving throws against this power’s effects. This custom class was created by Arius. Visit www.bolermos.forumotion.com! LEVEL 17 ENCOUNTER EXPLOITS Violent Riposte Hunter Attack 17 Encounter ✦ Martial, Weapon Standard Action Melee or Ranged weapon Hunter’s Barrage Hunter Attack 17 Requirement: You must be wielding a crossbow, a Encounter ✦ Martial, Weapon light blade, an alchemical grenade, or a leather Standard Action Ranged weapon bullwhip. Requirement: You must be wielding a crossbow, a Target: One creature dagger, a shuriken, an alchemical grenade, or a cross- Attack: Dexterity vs. Fortitude boomerang. Hit: 3[W] + Dexterity modifier damage. If the target Target: One creature attacks you before the start of your next turn, you can Attack: Dexterity vs. AC, three attacks attack it again as an immediate interrupt and deal Hit: 1[W] + Dexterity modifier damage per attack. If 2[W] + Dexterity modifier damage if you hit. two of the attacks hit, the target takes 1d6 extra Special: If you have the Hand of the Church class damage. If three of the attacks hit, the target is also feature, you may choose to have all damage from immobilized until the end of your next turn. these attacks be radiant damage rather than normal damage. If you have the Free Agent Hunter class Restraining Stab Hunter Attack 17 feature, this attack gains the rattling keyword. Encounter ✦ Martial, Weapon Standard Action Melee weapon LEVEL 19 DAILY EXPLOITS Requirement: You must be wielding a light blade. Target: One creature Attack: Dexterity vs. Reflex Bloody Spiral Hunter Attack 19 Hit: 3[W] + Dexterity modifier damage, and you grab Daily ✦ Martial, Weapon the target. If you have already grabbed the target, it Standard Action Close burst 2 is restrained instead of immobilized until it escapes Requirement: You must be wielding a leather your grab. The target can attempt to escape the grab bullwhip. as normal. Target: Each enemy in burst you can see Special: If the target is your Favored Enemy, and if Attack: Dexterity vs. Reflex you have the Agent of the Church class feature, the Hit: 2[W] + Dexterity modifier damage, and ongoing target takes a penalty to its escape attempt equal to 10 damage (save ends). your Wisdom modifier. If the target is your Favored Miss: Half damage, and no ongoing damage. Enemy, and if you have the Free Agent Hunter class Special: If the target is your Favored Enemy, it takes feature, the target takes a penalty to the escape a -2 penalty to saving throws against this power’s attempt equal to your Strength modifier. effect. Stinging Whip Hunter Attack 17 Crushing Blow Hunter Attack 19 Encounter ✦ Martial, Rattling, Weapon Daily ✦ Martial, Weapon Standard Action Close burst 2 Standard Action Melee or Ranged weapon Requirement: You must be wielding a leather Requirement: You must be wielding a crossbow, a bullwhip. light blade, an alchemical grenade, or a leather Target: Each enemy in burst you can see bullwhip. Attack: Dexterity vs. AC Target: One creature marked by an ally Hit: 1[W] + Dexterity modifier damage, and the Attack: Dexterity vs. Reflex target is weakened when making attacks against you Hit: 5[W] + Dexterity modifier damage, and the until the end of your next turn. target is dazed and takes a -2 penalty to all defenses Special: If the target is your Favored Enemy, it takes (save ends both). a -2 penalty to attack rolls against you until the end Miss: Half damage, the target is dazed until the end of your next turn. of your next turn, and no penalty to defenses. Special: If the target is your Favored Enemy, it does not have to be marked by one of your allies for you to use this power and it takes a -2 penalty to saving throws against this power’s effect. This custom class was created by Arius. Visit www.bolermos.forumotion.com! Marksman’s Ire Hunter Attack 19 Hunter’s Resolve Hunter Utility 22 Daily ✦ Martial, Weapon Daily ✦ Martial Standard Action Ranged weapon Immediate Interrupt Personal Requirement: You must be wielding a crossbow, a Trigger: You take damage dagger, a shuriken, an alchemical grenade, or a cross- Effect: The damage is reduced to 0. boomerang. Target: One creature Attack: Dexterity vs. AC Preternatural Instincts Hunter Utility 22 Hit: 3[W] + Dexterity modifier damage. If you have Daily ✦ Martial the Agent of the Church class feature, you push the Minor Action Personal target a number of squares equal to your Wisdom Effect: You gain blindsight 10 until the end of the modifier, and it is knocked prone. If you have the encounter. Free Agent Hunter class feature, you push the target a number of squares equal to your Strength modifier, LEVEL 23 ENCOUNTER EXPLOITS and it is knocked prone. Miss: Half damage, and you push the target 1 square and it is knocked prone. Bursting Shot Hunter Attack 23 Encounter ✦ Martial, Weapon Standard Action Area burst 1 within 10 squares Weaving Assault Hunter Attack 19 Requirement: You must be wielding a crossbow, a Daily ✦ Martial, Weapon dagger, a shuriken, an alchemical grenade, or a cross- Standard Action Melee weapon boomerang. Requirement: You must be wielding a light blade or Target: Each enemy in burst you can see a leather bullwhip. Attack: Dexterity vs. AC Targets: One, two, or three creatures Hit: 3[W] + Dexterity modifier damage, and you Attack: Dexterity + 2 vs. AC, three attacks knock the target prone. Hit: 2[W] + Dexterity modifier damage (first attack), 2[W] + Dexterity modifier damage (second attack), and 1[W] + Dexterity modifier damage (third attack). Fatal Assault Hunter Attack 23 A target hit once is dazed until the end of your next Encounter ✦ Martial, Weapon turn. A target hit twice is stunned until the end of Standard Action Melee weapon your next turn. A target hit three times is weakened Requirement: You must be wielding a light blade or and stunned until the end of your next turn. a leather bullwhip. Miss: Half damage per attack, and the target is not Target: One creature dazed, stunned, or weakened. Attack: Dexterity vs. AC Effect: After the first attack and after the second Hit: 4[W] + Dexterity modifier damage, and the attack, you can shift 1 square. target cannot regain hit points until the start of your next turn. Special: If you have the Hand of the Church class LEVEL 22 UTILITY EXPLOITS feature, you may choose to have all damage from these attacks be radiant damage rather than normal Dazzling Agility Hunter Utility 22 damage. If you have the Free Agent Hunter class Encounter ✦ Martial feature, this attack gains the rattling keyword. Move Action Personal Prerequisite: You must be trained in Acrobatics. Ferocious Riposte Hunter Attack 23 Effect: You can shift twice your speed. You can Encounter ✦ Martial, Weapon climb at full speed as part of this move. If an enemy Immediate Reaction Melee weapon attacks you while you shift, you gain a +4 bonus to Trigger: An enemy misses you with a melee attack AC against that attack. Requirement: You must be wielding a light blade or Special: If the attacking enemy is your Favored a leather bullwhip. Enemy, you may make a melee basic attack against it Target: The triggering enemy as an immediate interrupt. Attack: Dexterity vs. AC Hit: 3[W] + Dexterity modifier damage, and you Hunter’s Aura Hunter Utility 22 knock the target prone. Daily ✦ Martial, Stance Minor Action Personal Prerequisite: You must be trained in Intimidate. Effect: Until the stance ends, any creature that ends its turn adjacent to you takes a -2 penalty to attack rolls against you until the end of its turn. This custom class was created by Arius. Visit www.bolermos.forumotion.com! Whip Entrapment Hunter Attack 23 Whip Choke Hunter Attack 25 Encounter ✦ Martial, Weapon Daily ✦ Martial, Weapon Standard Action Melee weapon Standard Action Melee weapon Requirement: You must be wielding a leather Requirement: You must be wielding a leather bullwhip. bullwhip Target: One creature, or two creatures adjacent to Target: One creature each other. Attack: Dexterity vs. Reflex Attack: Dexterity vs. Reflex Hit: 2[W] + Dexterity modifier damage, and the Hit: 3[W] + Dexterity modifier damage, and the target is pulled into a square adjacent to you, is target takes ongoing 5 damage and is restrained (save restrained, and takes an ongoing 5 damage (save ends ends both). While the target is restrained, you cannot both). While the target is restrained, you cannot make attacks with your leather bullwhip. make attacks with your leather bullwhip. If the target Special: If the target is your Favored Enemy, it takes fails its first saving throw, increase the ongoing a -2 penalty to saving throws against this power’s damage to 10. If the target fails its second saving effect. throw, it is knocked unconscious (save ends). If the unconscious target takes any damage, it is no longer unconscious. LEVEL 25 DAILY EXPLOITS Special: If the target is your Favored Enemy, it takes a -2 penalty to saving throws against this power’s Combat Acrobatics Hunter Attack 25 effect and this attack gains the reliable keyword. Daily ✦ Martial, Weapon Standard Action Melee weapon LEVEL 27 ENCOUNTER EXPLOITS Requirement: You must be wielding a light blade or a leather bullwhip. Prerequisite: You must be trained in Acrobatics. Death from Above Hunter Attack 27 Target: One creature Encounter ✦ Martial, Weapon Attack: Dexterity vs. AC Standard Action Ranged weapon Hit: 3[W] + Dexterity modifier damage. Requirement: You must be wielding a crossbow, a Miss: Half damage. dagger, a shuriken, an alchemical grenade, or a cross- Effect: You can shift 4 squares and repeat the attack boomerang. against a second target. You can then shift 4 squares Target: Each enemy in range and repeat the attack against a third target. Attack: Dexterity vs. AC Hit: 1[W] + Dexterity modifier damage. Special: If the target is your Favored Enemy, this Hunter’s Reflex Hunter Attack 25 attack deals 2[W] + Dexterity modifier damage Daily ✦ Martial, Stance instead. Minor Action Personal Effect: You can make a basic attack against an enemy you choose as an immediate interrupt if it attacks Springing Riposte Hunter Attack 27 you. Encounter ✦ Martial, Weapon Special: If the attacking enemy is your Favored Standard Action Melee or Ranged weapon Enemy, you may use and at-will power of your Requirement: You must be wielding a crossbow, a choice instead of a basic attack. light blade, an alchemical grenade, or a leather bullwhip. Target: One creature Unstoppable Flurry Hunter Attack 25 Attack: Dexterity vs. AC Daily ✦ Martial, Weapon Hit: 4[W] + Dexterity modifier damage. If the target Standard Action Close blast 5 makes an attack before the start of your next turn, Requirement: You must be wielding a crossbow, a you can shift a number of squares equal to your dagger, a shuriken, an alchemical grenade, or a cross- Dexterity modifier and make a basic attack against boomerang. the target as an immediate interrupt. Target: Each enemy in blast Attack: Dexterity vs. AC Hit: 3[W] + Dexterity modifier damage. Miss: Half damage This custom class was created by Arius. Visit www.bolermos.forumotion.com! Vicious Assault Hunter Attack 27 Hunter’s Tenacity Hunter Attack 29 Encounter ✦ Martial, Rattling, Weapon Daily ✦ Martial, Weapon Standard Action Melee or Ranged weapon Standard Action Melee weapon Requirement: You must be wielding a crossbow, a Prerequisite: You must be trained in Acrobatics. light blade, an alchemical grenade, or a leather Requirement: You must be wielding a light blade or bullwhip. a leather bullwhip. Target: One creature Primary Target: One creature Attack: Dexterity vs. AC Primary Attack: Dexterity vs. AC Hit: 4[W] + Dexterity modifier damage, and you Hit: 4[W] + Dexterity modifier damage. slide the target 2 squares. Effect: You can shift 3 squares and can shift through Special: If you have the Agent of the Church class squares occupied by enemies during this movement. feature, you slide the target a number of squares Make a secondary attack. equal to 2 + your Wisdom modifier. If you have the Secondary Target: One creature other than the Free Agent Hunter class feature, you slide the target primary target a number of squares equal to 2 + your Strength Secondary Attack: Dexterity vs. AC modifier. Hit: 3[W] + Dexterity modifier damage. If the primary attack hit, this attack deals 1[W] extra damage. Wandering Lash Hunter Attack 27 Effect: You can shift 3 squares and can shift through Encounter ✦ Martial, Weapon squares occupied by enemies during this movement. Standard Action Close burst 2 Make a tertiary attack. Requirement: You must be wielding a leather Tertiary Target: One creature other than the bullwhip. primary and secondary targets Target: Each enemy in burst you can see Tertiary Attack: Dexterity vs. AC Attack: Dexterity vs. Reflex Hit: 2[W] + Dexterity modifier damage. If the Hit: 1[W] + Dexterity modifier damage. primary or the secondary attack hit, this attack deals Effect: You can shift a number of squares equal to 1 1[W] extra damage. + your Dexterity modifier, and make another close burst 2 attack (as above). Triple Shot Hunter Attack 29 Daily ✦ Martial, Weapon LEVEL 29 DAILY EXPLOITS Standard Action Ranged weapon Requirement: You must be wielding a crossbow, a Hunter’s Point Hunter Attack 29 dagger, a shuriken, an alchemical grenade, or a cross- Daily ✦ Martial, Weapon boomerang. Standard Action Melee or Ranged weapon Target: One creature Requirement: You must be wielding a crossbow or a Attack: Dexterity vs. AC, three attacks. If the first light blade. attack this, you gain a +5 bonus to the second and Target: One creature third attack rolls. If the first attack misses, roll the Attack: Dexterity vs. AC second and third attacks normally. Hit: 7[W] + Dexterity modifier damage. Hit: 2[W] + Dexterity modifier damage per attack. Miss: Half damage Miss: Half damage per attack. Special: If the target is your Favored Enemy, this attack gains the reliable keyword. Whirling Death Hunter Attack 29 Daily ✦ Martial, Weapon Standard Action Close burst 2 Requirement: You must be wielding a leather bullwhip. Target: Each enemy in burst you can see Attack: Dexterity vs. Reflex Hit: 5[W] + Dexterity modifier damage. Miss: Half damage Special: If you have the Hand of the Church class feature, you may choose to have all damage from these attacks be radiant damage rather than normal damage. If you have the Free Agent Hunter class feature, this attack gains the rattling keyword. This custom class was created by Arius. Visit www.bolermos.forumotion.com! Dragonward Dragonslayer Utility 12 Encounter ✦ Arcane Immediate Interrupt Personal Trigger: You take damage of a specific type, such as DRAGONSLAYER radiant or fire Effect: You gain resist 15 against damage of that type or types until the end of your next turn. Prerequisite: Hunter class, Favored Enemy class feature, Favored Enemy: Dragon Dragon’s Bane Dragonslayer Attack 20 Daily ✦ Martial, Rattling, Weapon There are few as valiant, or perhaps as foolhardy, Standard Action Melee weapon as you. Dragons are some of the fiercest, most Requirement: You must be wielding a heavy blade, a dangerous creatures in the world, a reputation light blade, or a leather bullwhip. that prompts most to avoid confrontation with Target: One creature them at all costs. You, though, have armed and Attack: Dexterity vs. AC armored yourself well, and your intense training Hit: 4[W] + Dexterity modifier damage, and the will stand you in good stead as you seek to hunt target is knocked prone. down and destroy those beasts that most men Special: If the target is a dragon, it takes ongoing 10 fear. damage (save ends) and it takes a -2 penalty to saving throws against this power’s effect. DRAGONSLAYER PATH FEATURES Specialized Hunter (11th level): You become HAND OF THE CHURCH proficient with all heavy blades, chainmail, and scale armor. All of your powers that say you Prerequisite: Hunter class, Agent of the must be wielding a light blade are still usable, Church class feature even if you are wielding a heavy blade. Dragonslayer’s Wrath (11th level): Divine grace and power fills you as you dedicate Whenever you spend an action point to take an yourself to ridding the world of the enemies of extra action, all enemies adjacent to you take a -1 the church. Your attacks cut through any and all penalty to AC until the end of your next turn. defenses, and your weapon shimmers with Dragons adjacent to you take a -2 penalty to AC radiant power. The very sight of you is enough instead. to bring comfort and relief to your friends and Dragon’s Nightmare (16th level): Whenever allies, and to fill your most hated enemies with you end your move action adjacent to a dragon, divine terror. you may immediately perform a melee basic attack against that dragon. HAND OF THE CHURCH PATH FEATURES DRAGONSLAYER EXPLOITS Divine Grace (11th level): You gain a power bonus to all defenses equal to one-half your Dragonslayer’s Hindrance Dragonslayer Wisdom modifier against attacks from your Attack 11 Favored Enemy. Encounter ✦ Martial, Weapon Divine Action (11th level): When you spend Standard Action Melee weapon an action point to take an extra action, choose Requirement: You must be wielding a heavy blade, a one enemy that you can see. That enemy takes light blade, or a leather bullwhip. ongoing radiant damage equal to your Wisdom Target: One or two creatures Attack: Dexterity vs. AC, two attacks modifier (save ends). Hit: 1[W] + Dexterity modifier damage per attack, Divine Retribution (16th level): You ignore and the target is slowed until the end of your next any resistances when making attacks against turn. your Favored Enemy. In addition, at any point Special: If the target is a dragon, it takes 2[W] + you may choose to have damage from your Dexterity modifier damage per attack, and it is attacks deal radiant damage rather than normal immobilized until the end of your next turn. damage. This custom class was created by Arius. Visit www.bolermos.forumotion.com! HAND OF THE CHURCH EXPLOITS Hunter’s Action (11th level): When you spend an action point to take an extra action, all Divine Bolt Hand of the Church Attack 11 enemies within melee range take damage equal Encounter ✦ Divine, Healing to your Strength modifier. Standard Action Ranged 10 Hunter’s Riposte (16th level): Whenever Target: One creature your Favored Enemy hits you with a melee Attack: Dexterity + Wisdom modifier vs. Will attack, you may immediately perform a melee Hit: 1d10 + Dexterity modifier + Wisdom modifier basic attack against that enemy before damage is radiant damage and the target is dazed (save ends). dealt. You may spend a healing surge. Special: If the target is your Favored Enemy, it takes a -2 penalty to saving throws against this power’s HUNTER EXTRAORDINAIRE EXPLOITS effect. Aura of Fear Hunter Extraordinaire Attack 11 Holy Shield Hand of the Church Utility 12 Encounter ✦ Fear, Martial, Rattling, Weapon Daily ✦ Divine, Stance Standard Action Melee weapon Minor Action Personal Requirement: You must be wielding a light blade or Effect: Until this stance ends, you gain a +2 power a leather bullwhip. bonus to all defenses and any enemy that misses you Attack: Dexterity vs. AC with a melee attack takes radiant damage equal to Hit: 2[W] + Dexterity modifier damage, and the your Wisdom modifier. target is pushed a number of squares equal to your Strength modifier. All enemies adjacent to you must shift away from you a number of squares equal to Sacred Wrath Hand of the Church Attack 20 one-half their speed. Daily ✦ Divine, Healing Standard Action Ranged 10 Target: All enemies in range Hunter’s Accuracy Hunter Extraordinaire Utility 12 Attack: Dexterity + Wisdom modifier vs. Will Hit: 2d10 + Dexterity modifier + Wisdom modifier Encounter ✦ Martial radiant damage per attack and the target is knocked Immediate Reaction Personal prone. Trigger: You miss an enemy with an attack roll Effect: All allies within 5 squares of you may spend a Effect: Reroll the attack with a bonus equal to your healing surge. Strength modifier. Special: If the target of the attack is your Favored Enemy, you deal an additional amount of damage HUNTER EXTRAORDINAIRE equal to your Strength modifier on a hit. Prerequisite: Hunter class, Free Agent Hunter Rushing Assault Hunter Extraordinaire class feature Attack 20 Encounter ✦ Martial, Rattling, Weapon You’ve made quite the name for yourself. Standard Action Melee or Ranged weapon Everywhere you go, your reputation precedes Requirement: You must be wielding a crossbow, a light blade, an alchemical grenade, or a leather you, and you find that you have no trouble at all bullwhip. getting a job. If anything, in fact, you probably Target: One, two, or three creatures can’t make enough time for all of the cases that Special: You may shift a number of squares equal to are thrown your way. No matter, though; you your Strength modifier before making this attack. will continue to do exactly what earned you your Attack: Dexterity vs. AC, three attacks fame and fortune: hunting and killing creatures Hit: 2[W] + Dexterity modifier damage per attack. of nightmare. You may shift a number of squares equal to your Strength modifier after each attack. This attack can score a critical hit on a roll of 17-20. HUNTER EXTRAORDINAIRE PATH Special: If the target of the first attack is your FEATURES Favored Enemy and you miss, you may reroll the Bolstered Defenses (11th level): You gain a attack with a power bonus equal to your Strength power bonus to all defenses equal to one-half modifier. your Strength modifier against attacks from your Favored Enemy. This custom class was created by Arius. Visit www.bolermos.forumotion.com! HUNTER’S SURGE [HUNTER] Prerequisites: Hunter, Agent of the Church or Free Agent Hunter class feature The Hunter class is eligible for the ―Godhunter‖ Benefit: Whenever you spend a healing surge, Epic Destiny found in the ―Martial Power‖ you may add your Wisdom modifier (Agent of supplement book. the Church) or Strength Modifier (Free Agent Hunter) to the hit points regained. HUNTER’S VENDETTA [HUNTER] Prerequisites: Hunter, Favored Enemy class HEROIC TIER FEATS feature Benefit: When rolling damage against your Favored Enemy, treat any roll of a 1 or 2 as if it DEDICATED HUNTER [HUNTER] were a 3. Prerequisites: Hunter, Favored Enemy class feature Benefit: You may choose another Favored EPIC TIER FEAT Enemy. Special: You can take this feat more than FOCUSED HUNTER [HUNTER] once, choosing a different Favored Enemy each Prerequisites: Hunter, Favored Enemy class time. feature Benefit: Once per encounter, when you roll a HAWKEYE [HUNTER] natural 1 on an attack roll against your Favored Prerequisites: Hunter, Hunter’s Eye class Enemy, you may treat the roll as if it were a feature natural 20. Benefit: The extra damage dice from your Hunter’s Eye class feature increase from d6s MULTICLASS FEAT (d8s vs. Favored Enemy) to d8s (d10s vs. Favored Enemy). HUNTER’S APPRENTICE GRENADIER [MULTICLASS HUNTER] Prerequisite: Alchemical Grenade Prerequisites: Str 13 or Wis 13, Dex 13 Proficiency Benefit: You gain training in the Religion skill Benefit: You gain a +2 bonus to attack rolls with (Wis 13) or you gain training in one skill from alchemical grenades. the Hunter’s class skill list. Increase this bonus to +4 at 11th level. Name a monster found in the ―Monster Increase this bonus to +6 at 21st level. Manual‖ (or any other supplement book). You gain a +2 power bonus to any attack and damage rolls made against all monsters included under PARAGON TIER FEATS that name. This benefit counts as the Favored Enemy class feature for the purposes of feats, CROSS-BOOMERANG DEDICATION powers, etc. Prerequisite: Cross-boomerang Proficiency Benefit: When using your cross-boomerang as a melee weapon, increase the weapon’s damage die from a d6 to a d8. This custom class was created by Arius. Visit www.bolermos.forumotion.com! NEW WEAPONS SUPERIOR MELEE WEAPONS One-Handed Weapon Prof. Damage Range Price Weight Group Properties Leather Bullwhip +3 1d8 — 15 gp 2 lb. Flail Reach, high crit LEATHER BULLWHIP This twelve-foot, highly durable leather whip is a difficult weapon to learn to use, but in the hands of a true master it can be as deadly (if not more so) than the sharpest blade. A leather bullwhip can receive any magical enhancement meant for flails, as well as any other qualifying melee weapon enhancement. SIMPLE RANGED WEAPONS One-Handed Weapon Prof. Damage Range Price Weight Group Properties Alchemical Grenade +2 1d6 5/10 5 gp ½ lb. None Light thrown ALCHEMICAL GRENADES Alchemical grenades are small glass spheres or vials filled with powders and chemicals that are highly volatile and sometimes unstable. These grenades are fairly expensive, costing 5 gp a piece, for their components and even the glass of their casings are not exactly common items. They can be enhanced via various types of admixtures (see below), but are never to be enchanted or enhanced with a magic weapon enhancement. Doing so has often proven disastrous in the past, and mixing a mysterious force like magic with the dangerous ingredients found within alchemical grenades can have dire consequences. SUPERIOR RANGED One-Handed Weapon Prof. Damage Range Price Weight Group Properties Cross-boomerang +2 1d6 6/12 20 gp 2 lb. Light blade Off-hand, light thrown CROSS-BOOMERANG This cross-shaped, razor-edged boomerang used by many Hunters. It automatically returns to a proficient wielder’s hand after a ranged attack with the weapon is resolved. NEW AMMUNITION ACID ADMIXTURE Cost: 10 gp GRENADE ADMIXTURES Effect: Your alchemical grenades deal acid damage rather than normal damage. Grenade admixtures are sealed packets of powders or chemicals that can be added to your alchemical grenades for added affects or damage COLD ADMIXTURE types. When you purchase an admixture packet, Cost: 10 gp it includes enough material to enhance 5 Effect: Your alchemical grenades deal cold alchemical grenades, unless the admixture damage rather than normal damage. specifies differently. This custom class was created by Arius. Visit www.bolermos.forumotion.com! FIRE ADMIXTURE BREACHING ADMIXTURE Cost: 10 gp Cost: 20 gp Effect: Your alchemical grenades deal fire Special: This admixture packet only contains damage rather than normal damage. enough material for 3 alchemical grenades. Effect: All attacks against the target ignore LIGHTNING ADMIXTURE resistances (save ends). Cost: 10 gp Effect: Your alchemical grenades deal POISON ADMIXTURE lightning damage rather than normal damage. Cost: 50 gp Special: This admixture packet only contains NECROTIC ADMIXTURE enough material for 2 alchemical grenades. Cost: 15 gp Effect: Your alchemical grenades deal poison Effect: Your alchemical grenades deal damage rather than normal damage. On a necrotic damage rather than normal damage. successful hit, the target takes an ongoing 5 poison damage (save ends). PSYCHIC ADMIXTURE Cost: 15 gp ENHANCED ACID ADMIXTURE Effect: Your alchemical grenades deal psychic Cost: 50 gp damage rather than normal damage. Special: This admixture packet only contains enough material for 2 alchemical grenades. FORCE ADMIXTURE Effect: Your alchemical grenades deal acid Cost: 20 gp damage rather than normal damage. On a Special: This admixture packet only contains successful hit, the target takes an ongoing 5 acid enough material for 3 alchemical grenades. damage (save ends). Effect: Your alchemical grenades deal force damage rather than normal damage. On a ENHANCED COLD ADMIXTURE successful hit, the target is pushed back 1 square. Cost: 50 gp Special: This admixture packet only contains RADIANT ADMIXTURE enough material for 2 alchemical grenades. Cost: 20 gp Effect: Your alchemical grenades deal cold Special: This admixture packet only contains damage rather than normal damage. On a enough material for 3 alchemical grenades. successful hit, the target is slowed (save ends). Effect: Your alchemical grenades deal radiant damage rather than normal damage. On a ENHANCED FIRE ADMIXTURE successful hit, the target is blinded (save ends). Cost: 50 gp Special: This admixture packet only contains THUNDER ADMIXTURE enough material for 2 alchemical grenades. Cost: 20 gp Effect: Your alchemical grenades deal fire Special: This admixture packet only contains damage rather than normal damage. On a enough material for 3 alchemical grenades. successful hit, the target takes an ongoing 5 fire Effect: Your alchemical grenades deal thunder damage (save ends). damage rather than normal damage. On a successful hit, the target is deafened (save ends). ENHANCED LIGHTNING ADMIXTURE Cost: 50 gp SILVER ADMIXTURE Special: This admixture packet only contains Cost: 20 gp enough material for 2 alchemical grenades. Special: This admixture packet only contains Effect: Your alchemical grenades deal enough material for 3 alchemical grenades. lightning damage rather than normal damage. Effect: Treat your alchemical grenades as if On a successful hit, the target takes an ongoing 5 they are silvered weapons. lightning damage (save ends). This custom class was created by Arius. Visit www.bolermos.forumotion.com! ENHANCED NECROTIC ADMIXTURE NEW WONDROUS ITEMS Cost: 75 gp Special: This admixture packet only contains Quick-draw Bandolier Level 2 enough material for 2 alchemical grenades. Wondrous Item 520 gp Effect: Your alchemical grenades deal Property: A broad, padded belt worn over one necrotic damage rather than normal damage. On shoulder that crosses the chest. It has 5 pockets for a successful hit, the target takes an ongoing 5 holding small thrown weapons such as (but not necrotic damage (save ends). limited to) daggers, shurikens, or alchemical grenades. You can fit one such weapon in each ENHANCED PSYCHIC ADMIXTURE pocket, allowing you to have easy access to 5 weapons. You can draw a weapon from this Cost: 75 gp bandoleer as part of the same action used to make Special: This admixture packet only contains an attack with that weapon. enough material for 2 alchemical grenades. Effect: Your alchemical grenades deal psychic Quick-draw Cross-bandolier Level 7 damage rather than normal damage. On a Wondrous Item 2,600 gp successful hit, the target takes a -2 penalty to all Property: A variant of the standard quick-draw attack rolls (save ends). bandoleer, this padded belt is worn over both shoulders and crosses over the wearer’s chest. It ENHANCED SILVER ADMIXTURE has 9 pockets for holding small thrown weapons Cost: 75 gp such as (but not limited to) daggers, shurikens, or alchemical grenades. You can fit one such weapon Special: This admixture packet only contains in each pocket, allowing you to have easy access to enough material for 2 alchemical grenades. 9 weapons. In addition, the cross-bandolier also Effect: Treat your alchemical grenades as if offers a specialized area on the back that can be they are silvered weapons. If the target is easily customized to hold a larger weapon such as susceptible to silver, it takes an ongoing 5 (but not limited to) a sword, a crossbow, or a cross- damage (save ends) and a -2 penalty to saving boomerang. You can draw a weapon from this throws against this ongoing damage. cross-bandoleer as part of the same action used to make an attack with that weapon. ENHANCED BREACHING ADMIXTURE Cost: 75 gp Radiant Flare Level 8 Wondrous Item 3,400 gp Special: This admixture packet only contains Property: When struck, this flare creates a corona of enough material for 2 alchemical grenades. bright radiant light that provides protection from Effect: All attacks against the target ignore creatures of the night. After 1 hour, the flare burns resistances (save ends) and the target takes a -2 out and must recharge for 6 hours before it can be penalty to saving throws against this effect. struck again. This flare sheds bright light in a 2- square radius for 1 hour. Whenever a creature that FLASH-BOMB ADMIXTURE has a weakness to radiant enters or starts its turn in or adjacent to the area of this flare’s light, it takes Cost: 100 gp 1d8 radiant damage. Any creature making a ranged Special: This admixture packet only contains attack against a target within the area of this flare’s enough material for 1 alchemical grenade. light takes a -2 penalty to their attack roll. Effect: On a successful hit, all creatures adjacent to the target take damage equal to one- half the damage dealt to the target. All effected creatures are knocked prone and blinded (save ends). This custom class was created by Arius. Visit www.bolermos.forumotion.com! VERSION HISTORY Version 2 (July 22, 2009) Completely revamped the layout, making it more streamlined and ―official,‖ and in the process corrected several minor errors. Version 1.1 (June 16, 2009) The rules for the cross-boomerang have been changed to reflect the new rules found in the ―Eberron Player’s Guide‖ for various types of boomerang weapons. This custom class was created by Arius. Visit www.bolermos.forumotion.com!
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