Leviathan Hunter

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The leviathan hunter revels in the chase more than most hunters. For him, there is no thrill in pursuing mere beasts, or even monsters of the usual sort. He is an adventurer for whom only the most dangerous prey presents sufficient challenge. He is dedicated to hunting down creatures of the perilous depths. Most folk regard leviathan hunters as reckless or even mad, not understanding that the primal need that drives them is as deep as the ocean itself.


Nearly every leviathan hunter starts out as a ranger, although such a character might have levels of barbarian as well for general toughness and survivability. Many are human, since that race is most prone to thrill-seeking—especially among warrior cultures. Cultures that emphasize bravery or daring feats, such as orcs, also are a breeding ground for such extreme hunters.

Role: DPS

Characteristics: If you want to play Monster Hunter, this is the class for you!

Source: Stormwrack

Game Rule Information

The Leviathan Hunter has the following game statistics.

Abilities: Wisdom to succeeding your will saves in the presence of fearsome monsters, Strength to slay the mighty beasts of the watery depths

Alignment: Any

Hit Die: d10

Starting Gold: N/A

Class Skills

The Leviathan Hunter's class skills are Climb (Str), Craft (any) (Int), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (any) (Wis), Search (Int), Spot (Wis), Swim (Str), and Wilderness Lore (Wis)

Skill Points at 1st Level: (2 + Int modifier) × 4

Skill Points at Each Additional Level: 2 + Int modifier

Class Features

All of the following are class features of the Leviathan Hunter.

Weapon and Armor Proficiency: A Leviathan Hunter is proficient with whatever they were already proficient with prior to taking levels in this class.

Hunter's Insight Ex: You possess significant bits of knowledge regarding the types of creatures you battle. You gain an insight bonus equal to your class level + 5 on all Knowledge checks made to identify an aberration, animal, dragon, or magical beast or its special powers or vulnerabilities. You gain the same bonus on Wilderness Lore checks made to track such creatures.

Trophy Su: You have the ability to wear your enemy and protect yourself from its power. Whenever you slay a Huge or larger aberration, animal, dragon, or magical beast, you can take a body part as a trophy, such as a horn, tooth, or claw. You must have dealt damage to the creature in the encounter that killed it (you can’t just watch the wizard blast it and then claim the trophy), and you must harvest the trophy within 1 minute of the creature’s death. You must then treat the trophy with a mixture of precious oils and magical preservatives costing at least 500 gp. This process takes 24 hours.

When worn, a trophy grants you a +2 competence bonus to AC and on saves against all creatures of that type. For instance, wearing the claw of a red dragon grants you the bonus against the attacks of red dragons (but not other kinds of dragons).

At 5th level, the bonus to AC and saving throws improves to +4.

A trophy works only for the leviathan hunter who created it. Although you can create many trophies, you can benefit from the effects of no more than one trophy per class level. Simultaneously wearing more trophies than this negates the effects of all trophies.

Fell the Leviathan Ex: You learn to place your attacks where they will have the most harmful effect against big creatures. Beginning at 2nd level, you deal an extra 1d6 points of damage with any melee attack made against an aberration, animal, dragon, or magical beast of Huge or greater size. This extra damage increases to 2d6 points at 4th level.

Clever Wrestling Ex: You face many creatures capable of crushing you in their tentacles, claws, or teeth. To better resist such attacks, you gain Clever Wrestling as a bonus feat at 3rd level, even if you would not otherwise qualify for the feat.

Immunity to Fear Ex: You eventually learn to steel your will against the terror that defeats those of less determination. When you reach 5th level, you become immune to fear.