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 Monster Hunter

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DM_Lordos
Dungeon Master


Posts: 361
Join date: 2011-11-17
Age: 29
Location: Demiplane of Dread

PostSubject: Monster Hunter   Fri Nov 25, 2011 9:06 pm

Monster Hunter


Description: In a grim world of strange and terrible creatures, where superstitions, nightmares, and stories of terrible curses abound. Indeed, few folk in this strange land cannot describe some manner of encounter with the unknown. For many, these are simply folk tales. Others, however, know only too well the truth behind these supposedly fanciful stories. Each monster hunter stalks and destroys a single type of monster above all others. When a player opts to start playing a character created with this kit, he must select the object of his hatred. The Dungeon Master must approve this choice, and a background story should be developed to explain the character's obsession.
Good examples of monsters to be hunted include vampires, ghosts, werebeasts, fiends, and the other dark creatures. Alternatively, a character might stalk more unusual creatures such as illithids, animators, or gargoyles. The important thing to keep in mind is that the monster must be powerful, intelligent, and fairly common - at least as monsters go. Also, the player should select a general class of monsters (such as vampires) rather than a specific type (such as elf vampires), although a preference can certainly be established.

Requirements: While just about anyone can set out to hunt the creatures that stalk the night, characters must meet the strict prerequisites to become true monster hunters. Most important among these is the fact that a monster hunter must have Strength, Constitution and Intelligence scores of at least 13.
While a monster hunter can belong to any class, he may be a human or half-elf. The other races certainly take up arms against the creatures of the night, but none do it in so dedicated a fashion as the humans and the half-breeds of the land. Perhaps this is because so many of them live on the outskirts of society where the monsters do their worst deeds, while the most demihumans are part of tight-knit communities and thus never fully experience the loneliness and terror of such a confrontation. Though most monster hunters are good in alignment, this kit has no special alignment requirements.

Role: In terms of personality, the monster hunter is indistinguishable from other adventurers at first. Like them, he is frequently on the move, seemingly something of a trouble-magnet, and devoted either to himself or a small group of traveling companions. However, whenever a monster hunter discovers even the slightest hint that her chosen prey lurks nearby, he sets aside all other business.
Monster hunters survive as much by their intelligence as their muscle. Still, once they pick up the scent, nothing shakes them from the trail. Until the monster hunter has either confirmed or eliminated the existence of that foe, he focuses his attention on an investigation that he hopes will lead to such a confrontation. This does not mean that the character rushes into the night, crossbow in hand, hoping to confront the passing of a powerful vampire. Such behavior is the mark of a fool, not a skilled hunter. Instead, the character carefully interviews witnesses, tracks down local lore about the creature, explores reported lairs, and gathers information on his enemy, its tactics, powers, and possible whereabouts. It is not until he has exhausted all sources of information that he prepares to face the creature in mortal combat.

Secondary skills: Armorer, Bowyer/Fletcher, Forester, Hunter, Scribe, Weaponsmith.

Weapon proficiencies: Bonus: One bludgeoning weapon of Medium size, as long as it is allowed by the initial class.

Recommended: A piercing or slashing weapon to complement the bludgeoning weapon.

Non-weapon proficiencies: Bonus: Tracking. Recommended: Armorer, Healing, Herbalism, Survival, Weaponsmithing.

Equipment: Monster hunters are always well equipped. In fact, they carry more gear on them than they need, just to be safe.
They often have several daggers made from different, oftentimes exotic, materials; swords forged in different ways with different kinds of enchantments and blessings placed over them; maces made from obscure kinds of stone; and any number of strange herbs and items that supposedly act as wards against, or bring forth weaknesses in, the creatures they hunt. Further, players who run monster hunters should tend to make them magnets for weird trinkets.

Special benefits:
The monster hunter knows far more about his quarry than the average adventurer. In any given situation, he has a feeling for what the monster will do. This experience provides the character with a +2 bonus on any proficiency or ability check that directly deals with the chosen enemy. This includes the tracking proficiency that is automatically available to characters with this kit. In combat, the monster hunter's knowledge is helpful as well. Whenever such a character attacks his hated prey, he gains a +2 bonus on all damage rolls due to knowledge of his foe's vulnerabilities.


Special hindrances:
Though these characters are known as monster hunters, sometimes they become the hunted. The relationship of these characters to their prey is much like that of a champion chess player to an opponent. Each move, response, and clash is carefully engineered to bring about an ultimate victory. As a monster hunter's reputation grows, his enemies begin to study him as he studies them. Thus, the monster is often ready for the hunter when they come face to face. Because of this, his chosen enemy receives a +2 initiative bonus in any combat in which the monster hunter is the subject of its attack. This penalty applies only to the monster hunter's chosen prey. All other combatants attack normally. As mentioned earlier, monster hunters tend to carry more equipment with them than they need. Due to this tendency, all characters created with this kit must maintain an encumbrance load of no less than "moderate." Thus, a monster hunter with a Strength score of 15 must carry at least eighty six pounds worth of equipment with him. Obviously, the Dungeon Master should waive this requirement at appropriate times. If the character is going to attend an elegant reception at the house of a nobleman, he should clearly not arrive with a loaded backpack thrown over his shoulder. Of course, the horse that he rode to the party on might well have a saddlebag or two thrown over it, and he may have at least one silver dagger or enchanted amulet hidden somewhere on him person - just to be on the safe side, of course.
Another hindrance to the monster hunter is the inevitable, albeit occasional, lack of favored enemies to hunt and kill. Sometimes a vampire hunter cannot find a single vampire to track and kill, especially if the quest at hand does not involve a bloodsucker.
The skills and mindset required to hold mastery over the pursuit of a particular creature must be constantly honed, updated, and perfected and like a musician, a monster hunter who does not practice routinely gets rusty in a hurry.
Therefore, a monster hunter who fails to actively engage in tracking and killing his chosen prey for more than a week at a time temporarily loses some of the benefits of the kit, reducing all kit-based bonuses to +1. Luckily, once the monster hunter is back on the trail of his chosen nemesis, his skills sharpen within 1d20 hours of active pursuit. Note that finding and studying (daily) a book containing any information about the hunter's quarry constitutes the use of the kit skills, regardless of whether there is an active hunt in progress.
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Monster Hunter

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