Pathfinder vampire hunter d pdf download






















At 16th level, he is immune to mindaffecting effects. Vampiric Sight : The vampire hunter gains darkvision to a range of 60 feet if he already has darkvision , its range increases by 30 feet. At 16th level, the vampire hunter also gains blindsense to a range of 30 feet. At 2nd level, a vampire hunter can travel for an extended period of time without rest. The vampire hunter and his mount, if he has one can walk 16 hours in a day of travel without it being considered a forced march, but at the end of that day, he must attempt a DC 15 Fortitude saving throw.

If he fails, he can travel for 8 hours the following day, and he as well as his mount, if he has one is fatigued for the following 24 hours. If he succeeds at the saving throw, he can use this ability again the following day. The DC of the Fortitude saving throw increases by 2 for every additional day the vampire hunter has been traveling for more than 8 hours. The vampire hunter does not need to attempt a separate saving throw for his mount. After the vampire hunter rests for 24 hours, the saving throw DC resets to If this improvised stake is removed, the vampire returns to life as normal.

At 4th level, a vampire hunter gains the ability to cast a small number of divine spells drawn from the inquisitor spell list. A vampire hunter cannot cast inquisitor orisons or inquisitor spells that are higher than 4th level using this class feature. A vampire hunter can cast can a certain number of spells of each spell level each day. His base daily spell allotment is given on Table 1—1: Vampire Hunter.

In addition, he receives bonus spells per day if he has a high Wisdom score. When Table 1—1: Vampire Hunter indicates that vampire hunter can cast 0 spells per day of a given spell level, he can cast the number of bonus spells per day he would be entitled to based on his Wisdom score for that spell level. At each new vampire hunter level, he gains one or more new spells as indicated on Table 1—2: Vampire Hunter Spells Known. Unlike spells per day, the number of spells a vampire hunter knows is not affected by his Wisdom score.

The numbers on Table 1—2 are fixed. Upon reaching 7th level, and at every third vampire hunter level thereafter 7th and 13th , a vampire hunter can choose to learn a new spell in place of one he already knows.

The vampire hunter can swap out a single spell at any given level and must choose whether or not to swap the spell at the same time that he gains new spells known for the level. Every day the vampire hunter can allow a number of companions equal to half his level plus their mounts to also benefit from his relentless ability. The vampire hunter rolls saving throws to determine whether the group can carry on in its extended travels.

At 7th level, the vampire hunter can track gaseous creatures—such as vampires flying or moving in gaseous form —as though they were leaving physical tracks. The base DC of Survival checks to track gaseous creatures is At 10th level, a vampire hunter can move at his normal speed while using Survival to follow tracks without taking the normal —5 penalty.

He takes a —10 penalty instead of the normal —20 when moving at up to twice normal speed while tracking. A vampire continues to be repulsed for every round the vampire hunter spends presenting a holy symbol a standard action , though it can attempt a new Will save every round to overcome its revulsion and act normally. The vampire hunter can use any holy symbol to repulse a vampire, but for the purposes of this ability, the vampire hunter treats his Charisma modifier as being 2 higher when he employs the symbol of the deity he worships.

At 13th level, the vampire hunter can prevent a creature killed by a vampire from returning to life as a vampire itself. This effect cannot be undone with any magic weaker than a miracle or wish. If the corpse is returned to life and subsequently killed by a vampire again might it become a vampire spawn. At 14th level, as a standard action a vampire hunter can denote one target within his line of sight that he knows is undead as his quarry.

DMCA and Copyright : The book is not hosted on our servers, to remove the file please contact the source url. Skip to content Home. Search for:. Related Games:. Images Donate icon An illustration of a heart shape Donate Ellipses icon An illustration of text ellipses. Vampire Hunter D Movies Preview. It appears your browser does not have it turned on. Please see your browser settings for this feature. EMBED for wordpress. To most of the superstitious occupants of Frontier villages, the shape of the continents and the details of the past are more legend than fact.

But some things are known, whether they be truths of the land or cause for constant dread. The Frontier: In some places a wasteland, in others a recovering wasteland, the Frontier sprawls in vast reaches between the densest holdings of the Nobility and truly wild lands. In some places, blessed by fertility or secrecy, rise small human settlements where ranchers, miners, tradespeople, and the like eke out hardscrabble lives. As a result, most Frontier folk prove superstitious and suspicious.

But when faced with threats beyond rifle shots or mob justice, fear spawns desperate pragmatism, and the opportunity for hunters to earn their wage. The Nobility: Vampires. For millennia vampires have ruled the world. Of these beings, the purebloods are the IN 12, AD most powerful, vampires born of two vampire parents. Pathfinder RPG The World of Vampire Hunter D presents a Humans transformed into vampires prove deadly as well, host of character options and a miniature campaign world, though they lack many of the powers of true Nobles.

Rarest together providing players and Game Masters what they of Noble blood are the dhampirs, children born of vampire need to run Pathfinder RPG adventures in the dark science- and human. In all these forms, the Nobility are in decline, fantasy future of 12, ad. Even for non-hunters, Magic: Science and magic merge in the year 12, ad. The though, new races, character options, and equipment allow difference between occultism and unfathomable technology any character to steep themselves in the desperate power blurs to the point of meaningless semantics.

Plasma and stark menace of a world struggling to be reborn. Such wonders almost always come with a groundwork for grim adventures or a whole campaign set in price, and few who hope to master the playthings of Nobles, the vampire-scarred Frontier. Rare are those few who refuse to tremble in the face adventures and nightmares.

Employing clever weaponry and time-tested The future has become a mysterious, deadly place. As a fighting arts, hunters—or bounty hunters—specialize in result, Game Masters should feel free to weave their own avenging humanity against the horrors of the Frontier. These are the vampire hunters. From that want to create their own bizarre characters should work with void, vampires emerged once more, but they were their GM to see if they should play a character built using the not alone.

Whether from laboratories of occult mutant rules on page of Pathfinder RPG Bestiary 5 or the science or pits of prehistory, other beings rose and spread race builder rules in Chapter 4 of the Pathfinder RPG Advanced across the world.

Some of these are monstrous beings that Race Guide. Others merely seek some measure of Cyborgs: Part machine and part biological creature, peace in the violent world. To play humanoid cyborgs, use the android race Genetics and sorcery have warped the world, and as a presented on page 19 of Pathfinder RPG Bestiary 5. An elf or dwarf might hail from a secret demons range from monstrous beings to the inheritors of community where a vampire overlord sought to genetically fiendish blood.

While true demons are too powerful and engineer a new strain of humanity. A half-orc, halfling, or horrifying to make appropriate characters, those who have gnome could merely be some form of mutant. With the diluted their otherworldly essences with mortal blood make abundance of ancient magic, abandoned technology, and fine choices.

Tieflings, presented and detailed on pages radioactive energies in the Frontier come equally abundant — of the Pathfinder RPG Advanced Race Guide, provide a explanations for how such beings came to exist in the world. Many of the most noteworthy and outlandish races Dhampirs: The accursed spawn of humans and vampires, inhabiting the world of 12, ad can easily be recreated dhampirs have many of the powers and vulnerabilities of using Pathfinder RPG rules, as described here.

Some might humans have great tenacity and resilience, which other appear human but have incredible abilities or lifespans, while races typically underestimate. Humans are detailed in the others are more akin to monsters. The circumstances of a some significant, and often tragic, motivation.

Regardless, the such haunted backgrounds. Dhampirs live and die just like any other Keep in mind that a player cannot select more than one trait mortal creatures, despite having a supernatural longevity from the same list for a single PC. You were align themselves with their Noble parents, embracing the born into this world to end vampires. This destiny shackles heritage of domination they view as their birthright.

Not all you even as it drives you to pursue your next quarry. You can dhampirs are born of the same stock, though. If you would legendary even among the dead.

This heritage 0 hit points. The marks of your like ability, and an alternate weakness from that described tragedies drive you on toward a lethal rematch. Now you Dhampirs descended from the Vampire King are rare in hunt them for revenge. Once per day, when you are damaged the extreme. This ancestry should be considered exceptionally rare, and players and GMs should work together to explain why a character possesses such a the limits of nature.

However, doing so comes at a remarkable legacy. How the dhampir came into being, his significant price. Alternate Weakness: Sacred ancestry dhampirs take a —1 Frontier Survivor: Many humans raised on the Frontier penalty on saving throws against spells of the illusion school.

Humans had to evolve. While most remain of similar stock to their with this trait gain the Technologist feat, which grants ancestors, some—by fate or design—are pushed beyond them understanding of technological subjects Pathfinder natural limits. Alchemy, mutation, vampire eugenics, and Campaign Setting: Technology Guide 7. Those who wish to play This racial trait replaces skilled. This racial trait replaces the or scientific enhancements to push their bodies beyond skilled trait. Out of honor, desperation, or tragic need, a vampire hunter pits his abilities not just against the creatures of the night, but also their terrifying undead overlords: vampires.

Most vampire hunters do not survive their first encounters with vampirekind, as no amount of study or training can truly prepare one to face the Nobles of the night. Those few who survive and force themselves to carry on grow more and more like their terrible quarry, becoming dark-garbed bringers of death, feared by the dead and the living alike. Vampire hunters approach their duties with a grim but ironclad resolve so strong it resembles ecclesiastical faith, and it is from this mysterious, selfless dedication that their divine power wells.

Role: Vampire hunters obsessively stalk their quarry— not just vampirekind, but all those supernatural beasts and undead terrors that serve the Nobility. These champions of the living track their blasphemous prey, learn their weaknesses, and bring them low. Doing so requires more than training and guile, though.

Vampire hunters are the vanguard in the battle against evil, but know to value the perspective, support, and magic of other expert adventurers.

Alignment: Any. Hit Die: d8. Weapon and Armor Proficiency: A vampire hunter is proficient with all simple and martial weapons, as well as light armor, medium armor, and shields except tower shields. Detect Undead Sp : At will, a vampire hunter can use detect undead, as the spell. A vampire hunter can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is undead, learning the strength of its aura as if he had studied it for 3 rounds.

While focusing on one individual or object, the vampire hunter does not detect undead in any other object or individual within range. Technique Feat: Due to the inherent deadliness of hunting vampires, the methods and traditions of vampire. This often makes below. Each vampiric focus grants the vampire hunter a vampire hunters just as feared as the undead they hunt. As bonus or special ability. Once this decision is made, the vampire hunters study and train, they develop their skills, vampire hunter cannot change which vampiric focus he mastering ancient fighting techniques and drawing upon knows.

At 8th and 16th level, the vampire hunter learns an mystical arts feared by both the living and the dead. At 1st level, a vampire hunter gains a bonus feat. This As a swift action, the vampire hunter can activate his new feat can be selected from either those listed as combat vampiric focus.

Ending the vampiric focus is a free action. A He can use each vampiric focus for a number of minutes vampire hunter must meet the prerequisites for these feats per day equal to his level. This duration does not need to be to select them. The vampire hunter gains an additional consecutive, but it must be spent in 1-minute increments.

Once the vampire hunter ends a focus, it cannot be Upon reaching 6th level, and every six levels thereafter reactivated for 1 minute. The vampire hunter can have only 12th and 18th , a vampire hunter can choose to learn a new one vampiric focus active at a time. Benefits from different combat or technique feat in place of a combat or technique vampiric foci do not stack with one another, including feat he has already learned.

In effect, the vampire hunter temporary hit points from multiple foci. At 8th level, his movement feat, prestige class, or another ability the vampire hunter speeds are increased by 10 feet and he gains evasion, as the knows.

A vampire hunter can exchange only one feat at any rogue class feature. At 16th level, the vampire hunter gains given level and must choose whether or not to swap the feat improved evasion, as the rogue advanced talent. Vampiric Call: The vampire hunter summons base Track Ex : A vampire hunter adds half his level to Survival creatures of the night—bats, rats, insects, and the like—to skill checks to follow tracks. These creatures provide a measure of Vampiric Focus Su : A vampire hunter knows the sinister defense against damage, granting the vampire hunter a power of the undead.

Through discipline and precision, number of temporary hit points equal to his level. At 16th level, against them. At 1st level, the vampire hunter must select one common Vampiric Cunning: The vampire hunter gains a bonus on vampiric power to mimic from the vampiric foci listed Perception and Stealth checks equal to half his level. At 8th. At 16th level, the vampire hunter can use Stealth while charging but not while making any other Level 1st 2nd 3rd 4th attack ; when charging and only when charging , he can 1st — — — — attempt a Stealth check even if he lacks cover relative to 2nd — — — — his target.

At 16th level, once per 8th 4 3 — — day when reduced to 0 or fewer hit points while this focus is 9th 4 4 — — activated, the vampire hunter immediately turns gaseous as 10th 5 4 2 — the spell gaseous form for up to a number of rounds equal to 11th 5 4 3 — half his level and he gains a number of temporary hit points 12th 5 4 4 — equal to half his level.

The vampire hunter can leave gaseous 13th 5 5 4 2 form at any time without losing these temporary hit points. If he has not received healing in the interim, this 19th 6 6 5 5 returns the vampire hunter to the number of hit points he 20th 6 6 6 5 had after the attack or effect that triggered this ability.

While a character can multiclass with these Vampiric Momentum: The vampire hunter is treated as related classes, some particularly hunter and slayer, and being under the effects of the spell feather fall. All the information required to move normally through difficult terrain. This allows the vampire hunter to cross water, open air, lava though he takes fire damage as normal throw, he can use this ability again the following day.

The if not immune , and the like without falling or sinking. At 8th level, this bonus more than 8 hours. After the ability a number of times per day equal to his adjusted vampire hunter rests for 24 hours, the saving throw DC Charisma modifier.

At 16th level, the enhancement bonus to resets to If this improvised spell-like abilities this ability grants. Vampiric Resilience: The vampire hunter gains protection Spells: At 4th level, a vampire hunter gains the ability against energy drain. Each time this vampiric focus is to cast a small number of divine spells drawn from the activated, the first two times he would gain a negative level, inquisitor spell list see page 42 of the Pathfinder RPG he instead does not.

He can cast any spell he knows would gain a negative level while this focus is activated, he at any time without preparing it ahead of time, assuming does not. A vampire hunter cannot cast inquisitor any negative levels. At 16th level, he is immune to mind- Wisdom modifier. A vampire hunter can cast can a certain number of spells Vampiric Sight: The vampire hunter gains darkvision to of each spell level each day. His base daily spell allotment is a range of 60 feet if he already has darkvision, its range given on Table 1—1: Vampire Hunter.

In addition, he receives increases by 30 feet. At 16th level, the Table 1—3: Ability Modifiers and Bonus Spells on page 17 of vampire hunter also gains blindsense to a range of 30 feet.

When Table 1—1: Vampire Relentless Ex : At 2nd level, a vampire hunter can travel Hunter indicates that vampire hunter can cast 0 spells per for an extended period of time without rest. The vampire day of a given spell level, he can cast the number of bonus hunter and his mount, if he has one can walk 16 hours in spells per day he would be entitled to based on his Wisdom a day of travel without it being considered a forced march score for that spell level.

At 4th end of that day, he must attempt a DC 15 Fortitude saving level, a vampire hunter knows two 1st-level spells of the throw. At each new vampire hunter level, day, and he as well as his mount, if he has one is fatigued he gains one or more new spells as indicated on Table 1—2: for the following 24 hours. If he succeeds at the saving Vampire Hunter Spells Known.

Unlike spells per day, the. The numbers on Table 1—2 are fixed. Additionally, can choose to learn a new spell in place of one he already a vampire repulsed in this way cannot touch or make melee knows.

A vampire continues to be repulsed least one level lower than the highest-level spell he can cast. Every he employs the symbol of the deity he worships. The vampire hunter rolls saving life as a vampire itself. By spending 10 minutes and dousing a throws to determine whether the group can carry on in its body with a vial of holy water, the vampire hunter removes the extended travels.

This in gaseous form—as though they were leaving physical effect cannot be undone with any magic weaker than a miracle tracks. The base DC of Survival checks to track gaseous or wish.

If the corpse is returned to life and subsequently creatures is Whenever he is following Swift Tracker Ex : At 10th level, a vampire hunter can the tracks of his quarry, a vampire hunter can take 10 on his move at his normal speed while using Survival to follow Survival skill checks while moving at normal speed, without tracks without taking the normal —5 penalty.

He takes a —10 penalty. A vampire hunter can Vampire Bane Su : At 11th level, a vampire hunter can have no more than one quarry at a time. When a vampire hunter uses a standard action quarry for 24 hours. He can now can attempt a special combat maneuver check to produce select a quarry as a free action, and can now take 20 while an item and immediately use it upon that foe.

The vampire using Survival to track his quarry while moving at normal hunter decides whether or not to use this ability after speed, without penalty.



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