Demon Hunter, revision 2.5. A specialized mercenary / assassin type.


Homebrew and House Rules


As title says, currently on 2.5 revision, playtested it this weekend. Seemed to work. Right now just looking for opinions, and ways to streamline / simplify it, or spelling mistakes / confusing wording. Its kind of a paladin-ranger mix without real spells.

Demon Hunter

Role: Hunters of invaders to the prime material plane. Demon Hunters are capable fighters in either ranged or melee combat. Their abilities allow them to dispatch any target with calculated ease, by calling upon the powers of both the gods and the natural world.

Alignment: Any non-evil

Hit Die: d10

Bab / Saves: (Same as Ranger)

Class Skills: Bluff (cha), Climb (str), Craft (int), Diplomacy (cha), Heal (wis), Intimidate (cha), Knowledge Local (int), Knowledge Nature (int), Knowledge Planes (int), Knowledge Religion (int), Linguistics (int), Perception (wis), Profession (wis), Ride (dex), Sense Motive (wis), Spellcraft (int), Survival (wis).

Skill Ranks per level: 6 + int

Starting Wealth: 5D6 x 10gp. (175Gp average.)

Class Features:

Weapon and armor Proficiency: Demon Hunters are proficient with all simple and martial weapons, as well as with light and medium and heavy armor, but not shields.

Detect Evil (Sp): At will, a Demon Hunter gains the ability to cast Detect Evil in a 60ft cone as a move action.

Hated and Feared: At first level, a demon hunter gains a bonus against Evil outsiders. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks and +2 on damage and attack rolls against evil outsiders. He may also make knowledge checks untrained when trying to identify them. At 4th level, and every 4 levels after that (8th, 12th, 16th, 20th, ) the bonus increases by another 2.

Persistent Tracking (Ex): A demon hunter adds half his level (to a minimum of 1) to his survival skill checks made to follow or identify tracks, also upon casting Detect Evil a Demon Hunter instantly knows whether or not an evil outsider was in the area of the spell within the last 24hrs.

Channel Energy (Su): At 2nd level, He may channel energy like a cleric. Using this ability consumes two uses of Conviction. A Demon Hunter uses his level as his effective cleric level when channeling energy, and may channel either positive or negative energy. This is a Wisdom-based ability. No holy symbol required.

Strong Resolve (Su): At 2nd level A demon hunter adds their wisdom bonus to any and all savings throws, including will again.

Conviction (Su): When a Demon Hunter reaches 2nd level his beliefs and discipline take on a semi-physical manifestation by empowering his weapons. By expending a swift action, a demon hunter may imbue his weapon of choice with a unique effect, a number of times per day equal to level + wisdom modifier. The effect remains on the weapon for a 24 hours or until changed / dismissed. Ranged weapons are allowed to be the target of Conviction at DM discretion. Any spells related to these abilities are calculated using the demon hunter's level.

Elemental Mastery: Walking the planes and holes of life have given the demon hunter a nuance of control over the elements of the world. He may charge his blade with the power of Fire, Frost, Sonic, or Acid damage. Giving an extra 1D4 + 1 points of damage per 3 demon hunter levels. To switch elements is a swift action, that doesn't consume any more Conviction Charges.

Bane Of Existence: At 4th level the demon hunter gains access to the effects of Bane Outsider (Evil), this does not stack with the actual effect if it is present already. At 10th level bonuses increases, treating the weapon as if it were +4 higher than normal, and increasing the additional damage to 4D6.

Fate's Hand: At 8d level chaotic energy fill the weapon of the Demon Hunter, causing a random effect upon a successful strike. Effects are: Blinded, Deafened, Nauseated, Cursed or Diseased. All effects last for a number of rounds equal to 1D4 + wisdom modifier. Fortitude save negates, DC is equal to 10 + ½ level + wisdom modifier. Effect is chosen at random by roll of a D10. Blinded is 1-2, Deafened 3-4, Nauseated 5-6, Dazed 7-8, and Confused 9-10.

Banish The Wicked: At 12th level the demon hunter gains access to the most powerful ability his training allows; the power to directly banish his targets as per the banishment spell. The DC of the spell is equal to demon hunter level + wisdom modifier + 7. Unlike other Conviction powers, this only lasts for one attack.

Contract Skills: Starting at second level, and every two levels after that, a demon hunter gains access to additional training from his experiences to be spent on abilities from the minor talents list.

Toughness: At 3rd level, a demon hunter gains Toughness as a bonus feat.

Adaptation (Su): Exposure to your enemies has increased your resistances to their means and attacks. At 3rd level a good-aligned Demon Hunter gains resist acid 5 and resist fire 5. At 9th level your resistances increase by 5.

Active Defense (Ex): At 5nd level a Demon Hunter adds the enhancement bonus from his in-hand weapon to his AC as a shield bonus. (In the case of Duel-Wielding, the bonuses stack, to a maximum of +5. It does not however stack with Two-Weapon Defense.) The demon hunter only receives this bonus when wearing light, medium or no armor.

Hunter's Bond (Ex) : At 5th level, a Demon Hunter forms a bond with his hunting companions. This bond allows him to spend a move action to grant his Hated and Feared bonus to all allies within 30 feet who can see or hear him. This bonus lasts for a number of rounds equal to the Demon Hunter's Wisdom modifier (minimum 1). This bonus does not stack with any favored enemy bonuses possessed by his allies; they use whichever bonus is higher.

Evasion (Ex) : When he reaches 7th level, a Demon Hunter can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the Demon Hunter is wearing light armor, medium armor, or no armor. A helpless Demon Hunter does not gain the benefit of evasion.

Dimensional Anchor (Su): At 9th level, 4 times a day the Demon Hunter may cast Dimensional Anchor on a target as a supernatural ability, using his own level for range and duration. Or, the demon hunter may use the same ability to instead cast Dimension Door, as per the spell, as a supernatural ability, using his own level.

Hooked Blades (Ex): At 11th level, after a successful attack, the target bleeds for 1D6 rounds for an amount of damage equal to the demon hunter's strength modifier. Continued attacks do not refresh the bleed until after it has gone its course. Any healing before the effect has run its course stops the bleeding.

Father Of Lies (Su): Demons, Devils and People alike all lie, and the Demon Hunter's time amongst them has given him an almost sixth-sense about when he is being lied to, and how to tell a good, convincing lie. At 13th level, a demon hunter adds ½ their level to bluff and sense motive, and may also reroll a bluff before the results of the roll are known, but are forced to take the second roll even if it is worse. Also once a day he may also roll 2 D20's on a sense motive roll, taking the higher of the two.

Improved Evasion (Ex): At 15th level, a demon hunter's evasion improves. This ability works like evasion, except that while the demon hunter still takes no damage on a successful Reflex saving throw against attacks, he henceforth takes only half damage on a failed save. A helpless demon hunter does not gain the benefit of improved evasion.

Hidden Life (Su): At 17th level, the Demon hunter becomes immune to Lifesense or similar life force detecting spells or abilities, but not magical or alignment detection based.

Saint Within The Sinner (Su): At 20th level the demon hunter gains access to all languages allowed by the Tongues spell. He also gains DR/10 vs evil and his weapon becomes charged good for calculation of bypassing DR.

-- Demon Hunter Contract Skills below --

The Items listed below require 1 contract point each, cannot be taken more than once and cannot be switched out unless otherwise stated / ruled by DM.

1) Combat Trick: Gains a bonus combat Feat

2) Improved Tracking: can move at full speed while tracking

3) Improved Sight: Characters with normal vision gain low light. Characters with low light gain dark vision, and characters with dark vision gain the Deepsight feat.

4) Improved Resilience: resistances increases by 5, level 3 is required.

5) Scent: Gains scent ability

6) Greater Brand: May cast brand on a target. Nonlethal damage / touch allowed for activation. Conviction Power

7) Bane & Bless: Charge weapon with bane and bless, granting both effects to all enemies / allies as appropriate. Conviction Power.

8) Deep Thought: The Demon Hunter gets a bonus to all knowledge checks equal to wisdom modifier.

9) Plane Walker: Spending his life walking the planes of existence allows the demon hunter to avoid some of the 'naturally' occurring hazards of those planes. Any environmental based damage (lethal and nonlethal) can be avoided by the demon hunter by a DC 20 survival check (GM discretion), as per endure elements spell,

10) Tactical Awareness: Add wisdom modifier to initiative as well as dex.

11) Many Tongues: Gains Cosmopolitan as a bonus feat, gains +4 to linguistics (Misc bonus)

12) Unfair Play: Gains Dastardly Finish feat. Level 10 required

13) Faerie Fire: Upon a successful hit the target gains the conditions of faerie fire. Conviction Power.

14) Brilliant Light: Channeling Positive Energy may now also harm evil outsiders, as per Alignment Channel feat, as well as undead.


As clarification because the formatting got stripped., Elemental Mastery, Bane of Existence, Fate's Hand, and Banish the Wicked are all under Conviction as features of Conviction itself (Like the mercy of a paladin's lay on hands). They aren't separate abilities.


Timberbrook wrote:
As clarification because the formatting got stripped., Elemental Mastery, Bane of Existence, Fate's Hand, and Banish the Wicked are all under Conviction as features of Conviction itself (Like the mercy of a paladin's lay on hands). They aren't separate abilities.

Looks nice. How did playtest go?


Not bad, I ended up scrapping a few ideas. For Instance, at first Channel Energy was a Conviction ability called "Anthem Of The Angels" basically. It was channel positive energy that was funneled through an attack, did 4D6 of healing in 30ft burst and did half damage...the only downside was you had to be in combat which meant it was massively broken, and ended up using too many conviction uses or used too few, and basically every attack ended up dealing an average of 5hp of damage, and healing 15 to all friendlies in the room. It was overpowered.

The other conviction power I scrapped was Chorus of Cacodemons, (shush, I know) it made all enemies in the room make a DC 25 (changed with level, but it was that at level 11) will save or be Shaken / Frightened / Panicked for 1D4 rounds. It was also overpowered. So after I realized that i was like "Forget it," scrapped both ideas and gave them Channel Positive and Negative energy.

Only thing I can't decide on is whether to keep Channel Energy on the conviction counter, or to give it its own Times/Day allotment. Thoughts??

Changelog: 10/12/10
*Conviction - Fate's Hand: Dazed is now frightened, correct wording applied.

*Spelling Mistakes


Timberbrook wrote:
Only thing I can't decide on is whether to keep Channel Energy on the conviction counter, or to give it its own Times/Day allotment. Thoughts??

If this is mimicing the paladin's lay on hands/channel then keep it uses of conviction. It may be too OP otherwise for a melee class.


Alright, thanks for the input Kryzbyn, and yeah It was meant to mimic the channel style of paladin, just with both types of energies. Like I said, it was meant to be a paladin-ranger mix.

If you see / saw anything else, please give a shout out whether its a comment or a question, I'm happily taking any (Constructive) input at the moment to try and make this the best it can be.

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