Difference between revisions of "Ghost Hunter (Apath)"

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=== Torch Wielder (Ex) ===
 
=== Torch Wielder (Ex) ===
Fire can harm incorporeal and some supernatural creatures invulnerable to normal weapons, and is often the only such weapon a low-level ghost hunter can afford. Ghost hunters ignore the penalty for using a [http://www.d20pfsrd.com/equipment---final/goods-and-services/hunting-camping-survival-gear#TOC-Torch torch] as an improvised weapon.
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Fire can harm incorporeal and some supernatural creatures invulnerable to normal weapons, and is often the only such weapon a low-level ghost hunter can afford. Ghost hunters ignore the penalty for using a [http://www.d20pfsrd.com/equipment---final/goods-and-services/hunting-camping-survival-gear#TOC-Torch torch] as an improvised weapon. A ghost hunter using a torch or battle aspergillum to sneak attack can chose to deal fire or holy water sneak attack damage.
  
 
=== Disrupt Undead (Sp) ===
 
=== Disrupt Undead (Sp) ===

Revision as of 12:16, 23 October 2014

ApathApath Logo
Unofficial rules compendium

The ghost hunter specializes in finding and destroying ghosts and other incorporeal undead. As they progress, they learn to apply their ghost hunting abilities to other supernatural creatures and finally to all creatures. They are martial arts practitioners of the Way of Force.

Class Information

This is a force armor archetype

Class: Rogue.

Hit Die: d8.

Class Features

A ghost hunter has all class features of the normal rogue , except as follows.

Weapon and Armor Proficiency

Ghost hunters are proficient with all simple weapons, plus the battle aspergillum, flask thrower, sap, sai, and whip. They are not proficient with armor or shields.

Mage Armor (Sp)

A ghost hunter with an Intelligence score of 11 or more can use mage armor as a spell-like ability twice per day, with a caster level equal to his rogue level and personal range. At 4th level, and every 4 levels thereafter, the ghost hunter can use this ability one additional time per day. At 4th level the armor bonus of mage armor and bracers of armor stack when worn by a ghost hunter. These bonuses do not otherwise stack with armor, either normal or force.

This replaces Trapfinding.

Torch Wielder (Ex)

Fire can harm incorporeal and some supernatural creatures invulnerable to normal weapons, and is often the only such weapon a low-level ghost hunter can afford. Ghost hunters ignore the penalty for using a torch as an improvised weapon. A ghost hunter using a torch or battle aspergillum to sneak attack can chose to deal fire or holy water sneak attack damage.

Disrupt Undead (Sp)

At level 3, a ghost hunter with an Intelligence of 10 or more can use disrupt undead at will with a caster level equal to his rogue level. He can use it either as a ranged or melee touch attack. This ability inflicts full damage when used against an incorporeal target and a ghost hunter can sneak attack an incorporeal creature with this ability as if using a ghost touch weapon. This replaces Trap Sense.

At 6th level, a ghost hunter can use disrupt undead in lieu of an attack. He can thus make full attack actions using disrupt undead.

At level 9, disrupt undead gains the ability to damage outsiders.

At level 12, disrupt undead gains medium range (100 ft. + 10 ft./level).

At level 15, disrupt undead gains the ability to damage creatures of the Aberration, Dragon, Fey, Magical Beast, and Monstrous Humanoid types.

At level 18, disrupt undead can damage any type of creature.

Rogue Talents

The ghost hunter has access to the following additional rogue talent.

  • Magetrap: You can disarm magical traps.

The following rogue talents complement the ghost hunter archetype: black market connections, iron guts, major magic, minor magic.

Advanced Talents: The following advanced rogue talents complement the ghost hunter archetype: hard to fool, hunter's surprise, slippery mind, thoughtful reexamining.

Table: Ghost Hunter

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +0 +2 +0 Mage armor, sneak attack +1d6
2nd +1 +0 +3 +0 Evasion, rogue talent
3rd +2 +1 +3 +1 Disrupt undead, sneak attack +2d6
4th +3 +1 +4 +1 Mage armor (stacking), rogue talent, uncanny dodge
5th +3 +1 +4 +1 Sneak attack +3d6
6th +4 +2 +5 +2 Disrupt undead (attack), rogue talent
7th +5 +2 +5 +2 Sneak attack +4d6
8th +6/+1 +2 +6 +2 Improved uncanny dodge, rogue talent
9th +6/+1 +3 +6 +3 Disrupt undead (outsiders), Sneak attack +5d6
10th +7/+2 +3 +7 +3 Advanced talents, rogue talent
11th +8/+3 +3 +7 +3 Sneak attack +6d6
12th +9/+4 +4 +8 +4 Disrupt undead (medium), rogue talent
13th +9/+4 +4 +8 +4 Sneak attack +7d6
14th +10/+5 +4 +9 +4 Rogue talent
15th +11/+6/+1 +5 +9 +5 Disrupt undead (supernatural creatures), sneak attack +8d6
16th +12/+7/+2 +5 +10 +5 Rogue talent
17th +12/+7/+2 +5 +10 +5 Sneak attack +9d6
18th +13/+8/+3 +6 +11 +6 Disrupt undead (any creature), rogue talent
19th +14/+9/+4 +6 +11 +6 Sneak attack +10d6
20th +15/+10/+5 +6 +12 +6 Master strike, rogue talent

Summary of Changed Class Abilities

These abilities of the original class are lost or modified in this archetype:

  • Weapon and Armor Proficiency
  • Trapfinding
  • Trap Sense
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