VAMPIRE HUNTER
AD&D Character Class

 

 

 

 

Created by Matt Haller

matt_supersaiyan@hotmail.com

wiseman@crystal-tokyo.com

 

 

 

 

 

 


*** IMPORTANT NOTE ***

This is the untested version of the class... I have put a lot of

thought into the creation of this class to try to ensure a good

balance of strength, enjoyment, and playablitly. The class should

fit into most campaigns, and some campaigns could probably be

designed around it. This class is best played in certain types of

settings (it was obvoiusly inspired by famous horror movies and the

like) and may not be suitable for every campiagn... althought that is

to be expected.

Should you playtest this, feel free to give me feedback, at either

address above.

REQUIREMENTS

RACE: Human, Half-Elf, Dwarf

ABILITIES: Strength 9, Constitution 12

ALIGNMENT: Lawful, Neutral, or Chaotic Good

DESCRIPTION

The Vampire Hunter is a noble warrior, set to rid the land of

the horrid evil that is the vampire. They usually appear in

towns and cities afflicted by such creatures, and then actively

seek out the offending monster. Some remain stationary, defending

a town for generations, while others travel all around the land,

seeking to see the complete extinction of the vile beasts.

Many Vampire Hunters are decended from a line of great vampire

hunters. Still others have some motivation to draw out the

immense hatred of a vampire's evil. Some have vendetas against

a certain vampire who wronged them.

At any rate, a vampire hunter has trained his/her entire life

in order to be in optimal condition, for the day when they

are destined to confront the evil vampire and permenantly lay

it to rest.

A Vampire Hunter is a formidable warrior, should he be fighting

vampires or otherwise. He must be strong, not only in muscle power,

but in constitution, so that he may stand up to the vampire without

fear. Vampire Hunters recieve a d10 in hit points per level up to

level 10, and an additional 3 hit points for each level thereafter.

Any human, half-elf or dwarf with a minimum strength score of 9 and

a constitution score of 12 may become a vampire hunter. These abilites

are the prime requisites of a vampire hunter. Vampire Hunters with a strength and constitution of 16 or greater gain the 10% bonus on their experience.

Vampire Hunters actively seek out and destroy the evils of the

world, and thus are always good in alighnment. Any vampire

hunter who strays from the ways of goodness loses all abilities

granted to him by his status, and thereafter requires twice the

experience to gain in level. He still obtains a d10 HP and THAC0

bonuses asscoiated with leveling-up, but forefits the addition

of new proficiences and all other powers. Should the hunter see

the error in his ways and return to a good alignment, his powers will slowly return to him as he proves his good nature and dedication to the

righting of evil (exactly how quickly and by what means they return

is up to the DM.) The double-experience requirement, however, will

remain permanent in any case.

Vampire Hunters know of all the things that make vampires' skin crawl, and often have many of the trinkets used in deterring and destroying vampires or other undead readily on hand (holy symbols, holy water, garlic, wooden stakes, silver weapons, mirrors, etc...) A vampire

hunter has the knowledge of how to obtain, create, and/or use these

many items.

VAMPIRE HUNTER EXPERIENCE LEVELS

LEVEL MINIMUM EXPERIENCE HITDICE (D10)

1 0 1

2 2,250 2

3 4,500 3

4 9,500 4

5 19,000 5

6 38,000 6

7 78,000 7

8 160,000 8

9 320,000 9

10 640,000 10

11 950,000 10+3

12 1,250,000 10+6

13 1,550,000 10+9

14 1,850,000 10+12

15 2,150,000 10+15

16 2,450,000 10+18

17 2,750,000 10+21

18 3,050,000 10+24

19 3,350,000 10+27

20 3,650,000 10+30

Half-elves reach a maximum of level 12.

Dwarves reach a maximum of level 14.

Vampire hunters use the saving throw tables of warriors, and gain

extra attacks per round at he same rate warriors do. Their THAC0 and

number of proficiencies also change at the same rate as warriors.

Vampire Hunters hit at -2 when using a non-proficient weapon.

 

WEAPONS AND ARMOR

The vampire hunter is strongly rooted, and thus uses only weapons

and armor that will give him the upmost advantage in his quest.

A vampire hunter may wear any armor up to chainmail, and may use

a shield. His weapon selection, however, is restricted to the

following: Axe, Bow, Crossbow, Javelin, Kinfe or Dagger, any Polearm, Staff, Spear, One-handed Swords, Trident, and Whip.

EXTRA ABILITES

Having prepared their entire lives, Vampire Hunters have mastered

many techniques to aid them in their quests.

DETECT EVIL - Vampire Hunters are constantly on alert for the presence

of the wicked. Whenever any being or deed of evil comes within 60'

of the hunter, there is a 10% base chance the vampire hunter will detect it and know of it's nature. This value increases by 5% each time the hunter raises in level, to a maximum of 50%. If the hunter actively concentrates in a particular direction for one round, the detection is instead an automatic success.

SLAYER POWER - When faced against those who are undead, or are of chaotic evil alignment and either under the influence of or in control of an undead being, the vampire hunter gains +1 to hit and damage versus such monsters.

BLESSING OF WATER - A vampire hunter has recieved instruction from his deity on the blessing of water. Upon making a successful wisdom check,

up to a half-gallon of water may be converted into holy water. This holy water can only be used for the slaying of evil monsters, and loses it's power in 24 hours. The blessed water must be pure and clean, and water previously blessed in this way cannot be converted again.

SILVER WEAPON - Any vampire hunter of at least level 4 who weilds a weapon made of silver in combat gains +1 to hit and damage in addition to other bonuses. Such weapons also count as magical weapons when attacking vampires.

SHUN EVIL - The presence of a vampire hunter causes undead to turn away. A vampire hunter of at least level 6 can turn undead as a level three cleric would. Vampire Hunters of level 6 or greater can also turn vampires on a turning roll of 19 or higher (on a d20.) Neither of these abilites increases in power as the hunter increases in level.

RIGHT OF PASSAGE - Once a vampire hunter reaches level 10, that hunter cannot raise in level again unless he has either previously slain a vampire or slays a vampire. Any experience the hunter gains after reaching the 10th level before the destruction of a vampire is lost, although immediately upon slaying the vampire he resumes gaining experience (including that for slaying the vampire) until his maximum level is reached or the character is retired.

MAN OF RIGHTEOUSNESS - A vampire hunter fights for all that is right. Although his line of work tends to lead him down the violent path, he still knows that upholding a sense of good nature is always a neccessity. A vampire hunter should be helpful and generous whenever possible, though he is not bound by his profession to do so, like a paladin or cleric.