Vampire Hunter
The term "vampire hunter" is somewhat of a misnomer. The vampire hunter is actually the bane of all undead as well as necromancers, were-creatures, devils, demons, and other supernatural creatures.
The vampire hunter is a variant of the ranger with the prime requisites of SELF-DISCIPLINE and INTUITION. More often than not the vampire hunter uses wits and cunning rather than physical strength to defeat his prey. The vampire hunter is a semi-spell user of channeling with spells keyed toward the investigation and elimination of supernatural creatures.
Level Bonus:
Perception Skills: +3 Academic Skills: +2
Base Spell Casting: +1 Combat Skills: +1
Concentration Skills: +1 Magic Skills: +1
Subterfuge Skills: +1
Vampire Hunter Profession Skill Costs:
Academic |
Cost |
Evaluation |
Cost |
Administration |
4 |
Appraisal |
3 |
Advanced Math |
3/7 |
Armor Evaluation |
4 |
Alchemy |
2/6 |
Metal Evaluation |
3 |
Anthropology |
1/3 |
Stone Evaluation |
3 |
Architecture |
2/6 |
Weapon Evaluation |
4 |
Astronomy |
4 |
General |
Cost |
Basic Mathematics |
2/6 |
Advertising |
4 |
Biochemistry |
2/5 |
Cookery |
3/6 |
Boat Pilot |
6 |
Crafting |
2/5 |
Demon/Devil Lore |
1/5 |
Fireworks |
2/5 |
Drafting |
4 |
Fletching |
3/6 |
Dragon Lore |
2/5 |
Gimmickry |
2/7 |
Engineering |
4 |
Horticulture |
3/7 |
Faerie Lore |
3/7 |
Leather-Working |
4 |
Fauna Lore |
2/5 |
Painting |
2/5 |
Flora Lore |
2/5 |
Play Instrument |
|
Heraldry |
3 |
Category #1 |
2/6 |
Herb Lore |
1/4 |
Category #2 |
3/7 |
Lock Lore |
2/5 |
Category #3 |
3 |
Mapping |
2/6 |
Rope Mastery |
2/5 |
Mechanition |
4 |
Sculpting |
2/5 |
Metal Lore |
2/5 |
Skinning |
2/5 |
Military Organization |
4 |
Smithing |
2/5 |
Mining |
3/7 |
Stone-Crafts |
2/6 |
Navigation |
4 |
Tactical Games |
1/4 |
Planetology |
5 |
Wood-Crafts |
1/3 |
Philosophy/Religious |
1/3 |
Gymnastic |
Cost |
Physics |
3/7 |
Acrobatics |
2/6 |
Poison Lore |
1/4 |
Contortions |
2/6 |
Racial History |
1/4 |
Juggling |
2/7 |
Research |
1/3 |
Jumping |
3/6 |
Sanity Healing Lore |
1/4 |
Pole Vaulting |
2/6 |
Siege Engineering |
4 |
Stilt Walking |
3/6 |
Special Knowledgement |
1/3 |
Tightrope Walking |
2/6 |
Star-Gazing |
4 |
Tumbling |
2/4 |
Stone Lore |
2/5 |
Linguistic |
Cost |
Tactics |
2/5 |
Language |
2/* |
Trading Lore |
5 |
Lip Reading |
2/6 |
Weather Watching |
2/5 |
Mimicry |
2/6 |
Xeno-Lores |
5 |
Music |
2/6 |
Animal |
Cost |
Poetic Improvisation |
2/6 |
Animal Handling |
4 |
Propaganda |
3/6 |
Animal Training |
5 |
Public-Speaking |
2/6 |
Beast Master |
4 |
Signaling |
1/5 |
Driving |
2/7 |
Singing |
2/6 |
Herding |
4 |
Tale Telling |
2/6 |
Loading |
3 |
Trading |
3/5 |
Riding |
4 |
Ventriloquism |
2/5 |
Athletic |
Cost |
Magical |
Cost |
Athletic Games |
3 |
Attunement |
3 |
Body Development |
2/8 |
Channeling |
3/7 |
Climbing |
3/9 |
Circle Lore |
2/5 |
Dance |
2/5 |
Directed Spells |
6 |
Distance Running |
3 |
Divination |
3/5 |
Diving |
4 |
Magical Languages |
4/* |
Flying/Gliding |
3 |
Magical Research |
4 |
Rappelling |
4 |
Magical Ritual |
3 |
Rowing |
4 |
Power Perception |
1/4 |
Sailing |
4 |
Power Pt. Development |
4 |
Skating |
4 |
Power Projection |
3/6 |
Skiiing |
4 |
Runes |
3 |
Sprinting |
3 |
Spell List Acquisition |
4/* |
Surfing |
5 |
Spell Mastery |
2/5 |
Swimming |
5 |
Symbol Lore |
3/6 |
Combat |
Cost |
Targeting Skill |
3/6 |
Brawling |
6 |
Transcend Armor |
2/6 |
Disarm Foe, Armed |
3 |
Warding Lore |
2/4 |
Disarm Foe, Unarmed |
6 |
Medical |
Cost |
Grappling Hook |
3 |
Animal Healing |
4 |
Iai |
3 |
Diagnostics |
2/5 |
Lancing |
5 |
Drug Tolerance |
4 |
Maneuver in Armor |
First Aid |
2/4 | |
Soft Leather |
2/* |
Hypnosis |
2/5 |
Rigid Leather |
2/* |
Midwifery |
3/6 |
Chain |
3/* |
Second Aid |
2/5 |
Plate |
5/* |
Surgery |
3/6 |
Martial Arts |
5 |
Perception |
Cost |
Missile Artillery |
3 |
Detecting Traps |
1/3 |
Reverse Stroke |
4 |
Direction Sense |
2/5 |
Stunned Maneuver |
2/7 |
General Perception |
2/5 |
Subduing |
3 |
Lie Perception |
2/5 |
Tumbling, Attack |
3/5 |
Locate Secret Opening |
1/3 |
Tumbling, Evasion |
3/5 |
Poison Perception |
3 |
Two Weapon Combo |
varies |
Read Tracks |
1/3 |
Category #1 |
3/7 |
Sense Ambush |
1/2 |
Category #2 |
4 |
Sense Reality Warp |
2/5 |
Category #3 |
6 |
Surveillance |
2/5 |
Category #4 |
6 |
Time Sense |
1/3 |
Category #5 |
6 |
Time/Temporal Displ. |
1/2 |
Category #6 |
9 |
Tracking |
2/5 |
Yado |
5 |
Social |
Cost |
Concentration |
Cost |
Diplomacy |
2/6 |
Adrenal Defense |
20 |
Duping |
3/7 |
Armored Adr. Defense |
20 |
Gambling |
3/7 |
Adrenal Moves |
Interrogation |
2/6 | |
Balancing |
4 |
Leadership |
2/6 |
Landing |
4 |
Seduction |
3/7 |
Leaping |
4 |
Subterfuge |
Cost |
Quick Draw |
4 |
Acting |
2/6 |
Speed |
4 |
Begging |
3 |
Spell Avoidance |
4 |
Bribery |
2/6 |
Strength |
4 |
Camouflage |
2/5 |
Body Damage Stabilize |
1/4 |
Disarm Trap |
3 |
Body Rigidity |
20 |
Disguise |
2/6 |
Control Lycanthropy |
1/3 |
Falsification |
4 |
Dowsing |
3/7 |
Hide Item |
1/5 |
Frenzy |
4 |
Mimery |
3/7 |
Cleansing |
1/3 |
Pick Locks |
3 |
Death |
2/4 |
Pick Pockets |
5 |
Healing |
2/4 |
Set Traps |
3/7 |
Ki |
2/5 |
Stalk/Hide |
1/5 |
Sleep |
1/3 |
Trap-Building |
2/5 |
Trance |
2/4 |
Trickery |
3/6 |
Mnemonics |
1/4 |
Survival |
Cost |
SLA |
1/4 |
Caving |
2/6 |
Deadly |
Cost |
Foraging |
3/7 |
Ambush |
3 |
Hostile Enviroments |
3/7 |
Silent Kill |
5 |
Region Lore |
1/3 |
Sniping |
3 |
Scrounge |
3/7 |
Use/Remove Poison |
3/7 |
Streetwise |
2/7 |
Spell Lists:
The vampire hunter, being a semi spell-user has six base lists, to be chosen from the following ten. Any spell lists unchosen will be treated as open spell lists.
1. UNDEAD TURNING - this spell list is similar to the Necromancer list UNDEAD MASTERY except the vampire hunter may only repel or send away the undead and not actually control it.
2. SUMMON DEAD - this spell list is similar to the Necromancer list SUMMON DEAD except the vampire hunter may not control the spirit i.e., there is no spell for the 3rd, 6th, 9th, 12th, 15th, 20th, and 30th levels.
3. COMMUNE - this spell list is the same as the Necromancer list in all respects.
4. TIME'S SENSE - this spell list is similar to the Sleuth list TIME SENSE excluding the Crime Lore spells i.e., there is no spell for the 4th, 7th, 11th, 16th, and 50th levels.
5. CIRCLES OF WARDING - the spells on this list operate in a similar fashion to the Conjuror CIRCLES OF PROTECTION and all notes there also apply to CIRCLES OF WARDING. The spell list follows:
1--Circle vs. Class I Undead varies 10 min/lvl touch
2--Circle vs. Evil varies 10 min/lvl touch
3--Circle vs. Class II Undead varies 10 min/lvl touch
4--Circle vs. Class I Lycanthropes varies 10 min/lvl touch
5--Circle vs. Spirits varies 10 min/lvl touch
6--Circle vs. Class III Undead varies 10 min/lvl touch
7--Circle vs. Class II Lycanthropes varies 10 min/lvl touch
8--
9--Circle vs. Class IV Undead varies 10 min/lvl touch
10--Circle vs. Class III Lycanthropes varies 10 min/lvl touch
11--
12--Circle vs. Class IV Lycanthropes varies 10 min/lvl touch
13--Circle vs. Class V Undead varies 10 min/lvl touch
14--
15--Circle vs. Demons varies 10 min/lvl touch
16--Circle vs. Class VI Undead varies 10 min/lvl touch
17--Circle vs. Devils varies 10 min/lvl touch
18--Multi-Circle II varies 10 min/lvl 100'
19--Circle vs. Channeling Attacks varies 10 min/lvl touch
20--Circle vs. Ess. Attacks varies 10 min/lvl touch
25--Circle vs. Mentalism Attacks varies 10 min/lvl touch
30--Multi-Circle III varies 10 min/lvl 100'
50--Multi-Circle IV varies 10 min/lvl 100'
Class I Lycanthropes are those of 3rd lvl and lower.
Class II Lycanthropes are those of 6th lvl and lower.
Class III Lycanthropes are those of 9th lvl and lower.
Class IV Lycanthropes are those of 16th lvl and lower.
Each circle of protection vs. undead will function against the class named and the lower classes.
6. INNERWALLS - as the ranger list of the same name.
7. SUN LAW - as the magician LIGHT LAW spell list execept there are new 4th, 6th, 9th, 18th level spells.
new spells:
4 Sun Bolt - as fire bolt from FIRE LAW, double concussion hits vs undead
6 Sun Ball - as fire ball from FIRE LAW, double concussion hits vs undead
9 Sun Bolt 300' - as above, range is 300'
18 Solar Triad - as triad of flame from FIRE LAW, double concussion hits vs undead.
8. MOON LAW - this spell list is the same as the MOON MASTERY
list of the moon mage, with the following exceptions:
1. There are no 25th lvl or 50th lvl spells.
2. The Vampire Hunter always operates as a LIGHT moon mage.
9. INNER STRENGTH - this spell list is the same as the ADRENAL FOCUS list of the Nightblade's.
10. HOLY WARRIOR - as the Paladin spell list of the same name.