"This isn't over, demon! My family has hunted you for five
hundred years! If I fail, then my son will take up the hunt, and
his son in turn! Even if it takes another five hundred years, the hunt won't end until the last gargoyle dies! " - The 1495 Hunter.
Once, someone you knew, someone you cared about was killed by a gargoyle.
It may have been an accident, it may have been on
purpose - you don't care. You're going to make them pay for what they did. All of them.
A gargoyle hunter is driven, a man on a quest that would see an entire
species slaughtered in the name of vengeance, often for a crime
no one remembers.
Most Hunters are Fighters, although Rangers (with Gargoyles as favoured
enemies) and Rogues (with their subterfuge skills) can also
be found as Hunters.
Hit Die: D10
Base Attack Bonus of 5+
Alignment: any Chaotic.
Race: Any non-gargoyle.
Knowledge (Gargoyle): 4 ranks
The Hunter's class skills (and the Key ability for each skill) are:
Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge-Gargoyle (Int), Ride (Dex), Spot (Wis), Swim (Str), and Use Rope (Dex).
Skill points at each level:
2 + Intelligence modifier.
Level BAB Fort. Reflex
Will Special Attacks
1 +1 +2 +2 +0 Attack bonus +1/ 1d6 bonus damage
2 +2 +3 +3 +0 Weapon Throw
3 +3 +3 +3 +1 Broken Wings
4 +4 +4 +4 +1 Attack bonus +2/ 2d6 bonus damage
5 +5 +4 +4 +1 Enemy of mine
6 +6 +5 +5 +2 Weak Spot
7 +7 +5 +5 +2 Attack bonus +3/ 3d6 bonus damage
8 +8 +6 +6 +2 Art of not getting hit
9 +9 +6 +6 +3 Double Damage
10 +10 +7 +7 +3 Attack bonus +4/ 4d6 bonus damage
Knowledge (Gargoyle) skill:
this skill is a subset of the Knowledge (nature) skill and has checks made in the same way. See also: PHB, pg70-71.
Weapon and Armour proficiency:
Hunters are proficient with all Simple and Martial weapons, as well as all Light armour, Medium armour and Shields.
Art of not getting hit
The Gargoyle hunter uses his knowledge of gargoyle tactics to avoid an attack.
The hunter must succeed in a Knowledge (Gargoyle) skill check to avoid an attack. If successful he gains a +4 bonus to his armour
class for that round only.
Attack bonus/bonus damage:
Hunters gain a +1 competence bonus on attack rolls against gargoyles, starting at first level. On a successful attack he deals an additional
1d6 points of damage against a gargoyle. These bonuses increase at 4th, 7th and 10th level. Note these bonuses do not stack with each other.
This attack is aimed at the gargoyle's wings, with the intention of destroying the wings and preventing the gargoyle from gliding away.
A Broken wings attempt must be declared prior to the attack roll and suffers a -3 to hit bonus. The gargoyle takes damage as normal and
is grounded for one round per hit point of damage taken.
The Gargoyle hunter uses his knowledge of gargoyle anatomy to hit a more vital spot on the gargoyle. The hunter must succeed in a Knowledge
(Gargoyle) skill check (DC 25) to find such a spot. If successful he inflicts twice the rolled damage on the target. Note that this special attack
does not stack with critical hits.
Enemy of Mine:
The Gargoyle Hunter gains a skill bonus of +1 to all Intimidate, Knowledge (Gargoyle) and Spot checks against Gargoyles. The Hunter also
gains a +1 bonus to damage on all attacks against Gargoyles within 30ft. These bonuses stack with the Ranger's Favoured Enemy special ability.
The Gargoyle hunter uses his knowledge of gargoyle anatomy to search for a weak spot in the gargoyles natural defences. The hunter must
succeed in a knowledge (Gargoyle) skill check (DC 25) to detect a weak spot. If successful he gains a +6 bonus to his next attack only.
The weapon throw allows a Gargoyle hunter to throw any melee weapon he is proficient with at a flying gargoyle. The range increment for thrown
melee weapons is 15ft. As this is an unusual use of a melee weapon attacks are made at -2, but all strength and damage bonuses are applied as