Lunar Huntsman

The howl of a wolf on the night of a full moon in the countryside is enough to make most people shiver in their beds and maybe make sure their doors are locked; news of a werewolf is enough to make them bolt their doors and windows and hide under the bed, and hope the creature (or worse, pack) passes their house by on the night of the full moon. Lunar Huntsmen, however, look forward to such news, as it gives them a chance to ply their stock in trade.

Lunar Huntsmen are those who have dedicated their lives to hunting down and slaying rogue lycanthropes - those who aren't content with merely killing wildlife, but who have moved on to preying on intelligent beings - or saving those who have been afflicted accidentally or against their will. They work with the full blessing of their goddess; while many lycanthropes worship her, she does not condone the slaying of intelligent races as prey, and shows compassion for victims of their vicious attacks. Many of those saved by a Huntsman join the church and become Huntsmen themselves, to carry on the tradition.

Nearly all Lunar Huntsmen have levels in both cleric and ranger – cleric for spellcasting, and ranger for the ability to hunt down their prey. Some few straight clerics exist, but they can't enter this class until higher levels.

Hit Die: d8.

Requirements

To qualify to become a Lunar Huntsman (LHu), the character must fulfill all of the following criteria.

Base Attack Bonus: +7

Skills: Knowledge (nature) 8 ranks, Stealth 5 ranks, Survival 6 ranks

Feats: Track

Favored Enemy: Shapechanger

Spellcasting: Ability to cast 2nd-level spells from the Moon or Hunt domains.

Special: Must have lost a friend or loved one to a lycanthrope, or had a friend or loved one afflicted with lycanthropy.

Restrictions: If the Lunar Huntsman ever becomes afflicted with lycanthropy, she immediately loses all benefits of this class and cannot advance further unless or until she is cured.

Class Skills

The Lunar Huntsman's class skills are Climb (Str), Concentration (Con), Craft (Int), Heal (Wis), Jump (Str), Knowledge (geography, nature, religion) (Int), Perception (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).

Skill Points Per Level: 4 + Int modifier



Table 1: The Lunar Huntsman
Level Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save
Special Spells Per Day
1st +0 +2 +0 +2 Detect lycanthrope +1 level of existing divine spellcasting class
2nd +1 +3 +0 +3 Silver weapon
3rd +2 +3 +1 +3 1st favored foe
4th +3 +4 +1 +4 Call of the wild +1 level of existing divine spellcasting class
5th +3 +4 +2 +4 See alternate form
6th +4 +5 +2 +5 2nd favored foe
7th +5 +5 +2 +5 Binding form +1 level of existing divine spellcasting class
8th +6 +6 +3 +6 Force change
9th +6 +6 +3 +6 3rd favored foe
10th +7 +7 +4 +7 Draw forth the beast +1 level of existing divine spellcasting class


Class Features

All of the following are class features of the Lunar Huntsman.

Weapon and Armor Proficiency: Lunar Huntsmen gain no additional weapon or armor proficiencies.

Detect Lycanthrope (Su): At will, a Lunar Huntsman can sense the presence of lycanthropes within 60 feet. This requires a full round of concentration; the Huntsman can only sense lycanthropes in their beast form, and only their presence, not their type. This is otherwise identical to a paladin's detect alignment ability.

At 5th level, the Huntsman can sense lycanthropes in their half-beast form.

At 10th level, the Huntsman can sense lycanthropes in their human form and can determine species of those in half- beast form.

Spells Per Day: At the indicated levels, the character gains new spells per day as if she had also gained a level in a divine spellcasting class she belonged to before adding the prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic feats, etc.), except for an increased effective level of spellcasting. If a character had more than one divine spellcasting class before becoming a Lunar Huntsman, she must decide to which class she adds the new level for purposes of determining spells per day.

Silver Weapon (Su): A Lunar Huntsman's weapon is treated as silver for purposes of bypassing a lycanthrope's damage reduction, no matter what material it actually is.

Favored Foe (Ex): At 3rd, 6th, and 9th levels, the Lunar Huntsman can choose one specific type of lycanthrope (werewolf, e.g.) as her favored foe. She gains +2 to attack and damage rolls against that creature, and +4 on skill checks (see the ranger's favored enemy ability for more details). At 6th and 9th levels, the bonuses she gains against previous favored enemies increase.

Call of the Wild (Su): The Lunar Huntsman can excite a change in lycanthropes from human to beast form. This ability is usable once per night as a full-round action; any lycanthropes within 50 feet of the Huntsman must make a Will save (DC 10 + class level + Cha modifier) or change on the spot. If the creature(s) in question have ranks in Concentration, they gain a +1 bonus to the save for every 5 ranks. The DC is also modified by the time of the month: a half moon grants a +0 modifier; for each phase of the moon closer to full (gibbous, waxing gibbous), the DC increases by +2, while for each phase closer to new (waning crescent, crescent), the DC decreases by -2. If the lycanthrope loses control, it cannot change back until it has made a kill or one hour has passed, whichever comes first.

See Alternate Form (Su): A Lunar Huntsman can examine a lycanthrope in its humanoid form and "see" what werecreature the person is. The Huntsman sees a shadowy outline of the lycanthrope's half-beast form superimposed on the target for as long as she concentrates.

This ability can be used once per day per point of the Huntsman's Wisdom bonus, and lasts for as long as she concentrates on it.

Binding Form (Su): By touching a lycanthrope and exerting her will, a Huntsman can bind it into one form for up to one minute per class level. Once the binding has been applied, the Huntsman need not retain contact with the target. It can't change form on its own, but casting any sort of polymorph spell on the target immediately frees it, as will a successful dispel magic (treat the Huntsman's caster level as her class level plus any cleric levels).

Force Change (Su): A Lunar Huntsman can force a lycanthrope to change forms merely by touching it and willing it so. The Huntsman and the lycanthrope must make opposed Will saves; if the lycanthrope has ranks in Concentration, it gains a +1 bonus per 5 ranks. If the Huntsman succeeds, the lycanthrope is forced to change into whichever form she desires (humanoid, beast, or half-beast), and is held there for as long as she remains in contact (up to one round per class level). Each round thereafter, the target and the Huntsman must make opposed Will saves; the target gains a +1 cumulative resistance bonus to the save, however. If the Huntsman loses contact with the lycanthrope at any time, the lycanthrope is freed and can change form as it wishes.

Draw Forth the Beast (Su): The Lunar Huntsman can cure lycanthropy in a subject. There are a number of strictures, however: first, the subject must be afflicted, not a natural (born) lycanthrope; second, the subject must be of sound mind (not charmed or insane) and actively willing to undergo the process.

Assuming the above conditions are met, the Huntsman must draw a circle of power around herself and the subject (no others can assist). She then binds the subject into his humanoid form. The ritual involves drawing the inner beast out, separating it from the humanoid half. The Huntsman and the subject make opposed Will saves each round; the Huntsman must succeed at three saves before she fails three saves (the subject usually voluntarily fails its saves).

If she succeeds, the inner beast is drawn forth as a dire creature of the lycanthrope's type, which immediately attacks the Huntsman in a fight to the death. If she fails (that is, if the subject makes three successful saves), or if the dire creature wins the combat, she cannot cure that subject, though another Huntsman possibly could. If neither side gains three consecutive saves before the binding wears out, or if anyone breaks the circle, the ritual ends and the subject is freed from binding and control, but the Huntsman can try again at a later date.

Attempting a ritual of this nature is very draining on both the subject and the Huntsman. Whether or not the ritual is successful (i.e., the beast is drawn out), the subject suffers 1d6 points of Con damage and is exhausted; the Huntsman suffers lesser effects, but is still fatigued by the effort. Obviously, few Huntsmen choose to fight angry dire creatures while fatigued, and thus this ritual is seldom performed.

This ritual can be performed only once a month, on the night of the full moon, and must be done outdoors under the light of the moon.

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