"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
Requirements:
Base Attack Bonus of 5+
Alignment: any Chaotic.
Race: Any non-gargoyle.
Knowledge (Gargoyle): 4 ranks
Class Skills:
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.
Special Attacks:
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.
Broken Wings:
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.
Double Damage:
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.
Weak Spot:
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.
Weapon Throw:
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
normally.