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HIT DICE 1 500

FIGHTING 1a 500
DIVINE 2 500
Unrestricted Armor to Broad Armor for 1 Custom Power.
Trade Turn Undead for 2 Custom Powers.

HUNTSMAN OF NARGUND
Prime Requisite: WIS
Requirements: DEX 9, WIS 9
Hit Dice: 1d6
Maximum Level: 13

SOME FLAVOR FOR HUNSTMAN OF NARGUND.


NOT LAWFUL. WORSHIP OF THE NATURAL ORDER AND SURVIVAL OF THE FITTEST.

They advance in attack throws and saving throws by two points every four levels of
experience (i.e. the same progression as clerics). At first level, huntsmen hit an
unarmored foe (AC 0) with an attack throw of 10+. They may fight with spears,
polearms, bows, and crossbows. They may fight with a weapon and shield or a two
handed weapon, but may not fight with a weapon in each hand. They may wear Chain
Mail or lighter armor. They can use any magical items permitted to clerics.

At first level animals of the natural order recognize the huntsman as an Alpha
Predator (as Beast Friendship). They also benefit from Animal Reflexes (as Combat
Reflexes).

Also at 1st level every huntsman acquires a totem animal, which physically
represents the huntsman�s relationship with his sacred powers. The Totem Animals
table, below, lists the benefits and abilities of several sample totems. The Judge
may create additional totems at his discretion. The totem animal should be a
natural predator appropriate to the character�s ability scores and terrain
familiarity. For example, a huntsman with high STR might have a bear totem, while
one with high CHA might choose an eagle totem. At a minimum, the huntsman must
possess an ability score of at least 9 in his totem animal�s key ability. Over
time, the huntsman will come to resemble his totem animal. A wolf huntsman might
develop yellow eyes and sharp canines, while a bear huntsman might grow husky and
hirsute.

The totem animal is smarter than a normal animal, with Intelligence equal to � the
huntsman�s Intelligence. It can understand the huntsman�s speech, and the huntsman
can understand his totem animal�s speech, though no one else can without resorting
to speak with animals. So long as the huntsman upholds his religious traditions,
the totem animal will be utterly loyal to the huntsman and will fight for him,
perform services, and obey his commands.

While the totem animal is alive, the huntsman receives the animal�s totem benefit.
The totem benefit is a bonus proficiency related to the totem. For example, a
huntsman with a cobra totem animal has the Combat Reflexes proficiency so long as
he is within 30' of his totem animal.
Because it is partly a creature of the huntsman�s own spirit, the totem animal
always has a number of Hit Dice and maximum hit points equal to � the huntsman�s
own. If a totem animal has fewer Hit Dice than those normally possessed by such an
animal, it will appear as a smaller, younger creature of its type. For example, a
1st level huntsman�s panther totem animal would appear as a panther cub. Such
creatures will do 1 less point of damage with each die (minimum 1). If a totem
animal has greater Hit Dice than usual for its type, it will appear as a bigger,
stronger version of the animal, to a maximum of twice normal size. For example, a
9th level huntsman�s eagle would be a mighty creature with twice the wingspan of a
normal eagle. Large totem animals do +1 damage on each damage die.
The totem animal makes saving throws as a cleric of � the huntsman�s level. If the
totem animal is ever killed, the character must save versus Death or instantly take
damage equal to the totem animal�s maximum total hit points. If a huntsman�s totem
animal is slain, it may not be restored to life or reincarnated. However, a new
totem animal of the same type will appear the next time the huntsman gains a level
of experience.

Except where mentioned above, totem animals have the characteristics of a normal
animal of their type. These are listed on the Totem Animals table for quick
reference. HD are listed for comparison purposes.

Starting at 2nd level, huntsmen may cast divine spells. Huntsmen follow the same
spell progression as a cleric and use the same rules for learning and casting
spells. Their repetoire is the same as a shaman. Like clerics, pilgrims must uphold
the doctrines of their faith and god, and suffer penalties if they violate them.

Like other divine spellcasters, a hunstman gains the ability to do magical


research. At 5th level or higher, the huntsman is able to research spells, scribe
scrolls, and brew potions. At 9th level, he is able to create more powerful magic
items such as weapons, rings, and staffs, and at 11th level, a huntsman may learn
and cast ritual divine spells of great power (6th and 7th level), and craft magical
constructs. These activities are explained in the Campaign chapter of the ACKS
rulebook.

Upon attaining 9th level, a huntsman may establish or build a church outpost in the
borderlands or wilderness. So long as the huntsman is currently in favor with his
god, he may build his church outpost at half the normal price due to divine
intervention. Once a church outpost is established, the huntsman's reputation will
spread and he will attract 5d6x10 0th level soldiers armed with various weapons,
plus another 1d6 huntsmen of 1st-3rd level of the same religion to serve the order.
They are completely loyal (morale +4). While in the huntsman's service, his
followers must be provided food and lodging, but need not be paid wages. The Judge
determines which proportions of followers are archers, infantry, etc. Additional
rules for church outposts are detailed in the Campaigns chapter (see fortified
churches and border forts).

Huntsman of Nargund Proficiency List: Animal Husbandry, Animal Training, Apostasy,


Battle Magic, Berserkergang, Combat Trickery, Command, Diplomacy, Divine Blessing,
Divine Health, Elementalism, Fighting Style, Healing, Laying on Hands, Leadership,
Loremastery, Magical Engineering, Magical Music, Naturalism, Passing Without Trace,
Prestidigitation, Quiet Magic, Sensing Evil, Sensing Power, Theology, Tracking,
Unflappable Casting, Weapon Focus

Totem Animals
Totem Animal Key Ability Totem Benefit Characteristics
Bear STR Berserkergang Move 120', AC3, HD 4, #AT 3, Dmg
1d3/1d3/1d6, bear hug
Wolf CON Ambushing Move 180', AC2, HD 2+2, #AT 1, Dmg 1d6
Panther DEX Skulking Move 210', AC5, HD 4, #AT 3, Dmg
1d4/1d4/1d8
Weasel INT Infravision 30' Move 150', AC2, HD 1+1, #AT 1, Dmg
1d4, drain blood
Python WIS Laying on Hands Move 90', AC3, HD 4, #AT 2, Dmg
1d3/2d6+constriction
Eagle/Hawk CHA Command Move 480' fly, AC1, HD 1, #AT 2, Dmg
1d2/1d2, swoop attack

Spell Progression
Experience Title Level Hit Dice 1 2 3 4 5
0 Scout Catechist 1 1d6 - - - -
-
1,500 Outrider Acolyte 2 2d6 1 - - - -
3,000 Forester Priest 3 3d6 2 - - -
-
6,000 Explorer Curate 4 4d6 2 1 - -
-
12,000 Guide Vicar 5 5d6 2 2 - -
-
24,000 Tracker Rector 6 6d6 2 2 1
1 -
50,000 Pathfinder Prelate 7 7d6 2 2 2
1 1
100,000 Ranger Bishop 8 8d6 3 3 2
2 1
200,000 Warden Patriarch 9 9d6 3 3 3 2
2
300,000 Warden Patriarch, 10th lvl 10 9d6+1* 4 4 4
3 2 2
400,000 Warden Patriarch, 11th lvl 11 9d6+2* 4 4 4
4 3 3
500,000 Warden Patriarch, 12th lvl 12 9d6+3* 5 5 5
4 4 3
600,000 Warden Patriarch, 13th lvl 13 9d6+3* 5 5 5
5 4 3
700,000 Lord Warden Theocrat 14 9d6+3* 5 6 5
5 5 4

Spell List as Shaman

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