Since I am looking at getting some free time again maybe I thought I'd polish this up and post it from the old boards.
DEVIL HUNTERFrom the well of deepest darkness, by the beacon of crimson light, it is our duty to destroy all demons! To protect the innocent, to preserve happiness...demands the twin swords of courage and justice! -Devil Hunter Yohko
Devil Hunters are nimble warriors, chosen by an ancient compact to hunt devils and demons invading the mortal world, the power has a tendency to run in family lines, but sometimes a line dies out or a new person is chosen to be a devil hunter, founding their own line if they are sucsessful.
MAKING A DEVIL HUNTER This is supposed to be a CG version of the paladin, but in many ways it plays more like a ranger or swordsage.
Abilities: Charisma, charisma, charisma. It drives all the class abilities, and as such is the most important stat. Con is always important, and Dex is key to many skills, and replaces strength.
Races: Most devil hunters are human, but sometimes Elans and Assimar also hear the call to this sacred duty, and some Catfolk tribes have one as a questing guardian. Members of this class are ussualy following a family tradition, but the chaotic whims can strike any chaotic good person regardless of race.
Alignment: Must be Chaotic Good.
Starting Gold: 4d4x10 (100gp)
Starting Age: Young
Class SkillsThe class name's class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy(Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Heal(Wis), Intimidate (Cha), Jump (Str), Knowledge (Psionics, The Planes, Religion, and History) (Int), Martial Lore (Int), Profession (Wis), Psicraft(Int), Ride (Dex), Search (Int), Sense Motive (Wis), Swim (Str), and Tumble(Dex).
Skills Per Day at 1st Level : (4 + int)x4
Skills Per Day at Each Additional Level : 4 + int
Hit Dice: d8
BAB Fort Ref Will Manuvers Readied Stances Power-Points Powers-Know Max-Power-Level Abilities
1 +1 +0 +2 +2 4 2 1 - - - Aura of Good/Chaos, Divine Finesse, Lousy Destiny
2 +2 +0 +3 +3 4 2 1 - - - Divine Agility
3 +3 +1 +3 +3 5 2 1 0 - - Evasion, Smite Evil 1/day
4 +4 +1 +4 +4 5 3 1 0 1 1 Fast Movement(+5)
5 +5 +1 +4 +4 5 3 2 1 2 1 Turn Undead (Su)
6 +6 +2 +5 +5 6 3 2 2 2 1 Aura of Divine Favor (Basic)
7 +7 +2 +5 +5 6 3 2 4 2 1 Spiritual Weapon, Smite Evil 2/day
8 +8 +2 +6 +6 7 3 2 7 3 2 Fast Movement(+10)
9 +9 +3 +6 +6 7 3 2 11 3 2 Cat's Grace
10 +10 +3 +7 +7 7 4 2 14 3 2 Aura of Divine Favor (Aid Allies)
11 +11 +3 +7 +7 7 4 3 18 3 2 Improved Evasion, Smite Evil 3/day
12 +12 +4 +8 +8 8 4 3 23 4 3 Fast Movement(+15)
13 +13 +4 +8 +8 8 4 3 29 4 3 Divine Weapon
14 +14 +4 +9 +9 8 5 3 36 4 3 Divine Grace
15 +15 +5 +9 +9 9 5 4 44 4 3 Aura of Divine Favor (Affect Enemies), Smite Evil 4/day
16 +16 +5 +10 +10 9 5 4 53 5 4 Fast Movement(+20)
17 +17 +5 +10 +10 9 6 4 63 5 4 Holy Weapon
18 +18 +6 +11 +11 10 6 4 74 5 4 Mettle
19 +19 +6 +11 +11 10 6 4 86 5 4 Smite Evil 5/day
20 +20 +6 +12 +12 11 7 5 99 6 5 Fast Movement(+25)
Class FeaturesWeapon and Armor Proficiencies: The class name is proficient with Light Armor, and simple and martial weapons, Bastard Swords, Whips, and Bolas, but not with shields.
Lousy Destiny (Su): The path of a Devil Hunter is fraught with peril. Since it tends to run in family lines there are plenty of devils and other evil outsiders who harbor a grudge against the Devil Hunter and many others will take the opportunity to stop a new line of devil hunters before it forms. To mitigate that effect the forces of good provide the Devil Hunter with potent supernatural abilities. If the Devil Hunter ceases to be chaotic good they can no longer advance in this class, and if they cease to be good they lose all supernatural abilities granted by the class.
All evil creatures gain a +2 profane bonus to attacks on a Devil Hunter, however if they are
threatened by the Devil Hunter take a sacred penalty equal to the Devil Hunter's charisma bonus on all attack rolls to attack anyone else.
Maneuvers: The Devil hunter gains a small set of maneuvers from the Desert Wind, Devoted Spirit, Shadow Hand, and Setting Sun disciplines. Upon reaching 4'th level and every four initiator levels after that you may swap one of your known maneuvers for a new one. See Crusader, Swordsage, or Warblade for details. For purposes of feat prerequisites levels in this class count as Swordsage levels (Extra Readied Maneuver, Adaptive Style, Scribe Martial Script, etc.). Note that initiator levels go up even if advancing another class.
You can recover your expended maneuvers by expending your psionic focus as a swift action.
Aura of Good/Chaos (Ex): The power of a Devil Hunter’s aura of good/chaos (see the detect good spell) is equal to her Devil Hunter level.
Manifesting: The devil hunter gains the ability to manifest a small number of powers from the Psychic Warrior List. Her Devil Hunter Level - 2 is her manifester level.
The manifesting attribute is Charisma.
Turn Undead (Su): As
Paladin; When a Devil Hunter reaches 5th level, she gains the supernatural ability to turn undead. She may use this ability a number of times per day equal to 3 + her Charisma modifier. She turns undead as a cleric of three levels lower would.
Divine Finesse (Ex): You may choose to substitute Dexterity for Strength for the purposes of the to hit roll and damage. For purposes of prerequisites this counts as the feat Weapon Finesse.
Divine Agility (Ex): When wearing light or no armor the Devil Hunter gains their charisma bonus as an armor bonus. This does not stack with the bonus from Swordsage, Monk or Ninja. She loses this bonus when she wears any armor heavier than light, when she carries a shield, or when she carries a medium or heavy load.
Evasion (Ex): As the
rogue class feature. She loses this bonus when she wears any armor heavier than light, when she carries a shield, or when she carries a medium or heavy load.
Smite Evil (Su): As Paladin
Fast Movement (Ex): At 4'th level and every 4 levels thereafter the Devil Hunter gains a 5ft bonus to their movement speed(s). This is not an enhancement bonus and as such stacks with magical enhancements to her base speed. She loses this bonus when she wears any armor heavier than light, when she carries a shield, or when she carries a medium or heavy load.
Aura of Divine Favor (Su): Devil Hunters often seem supernaturally lucky, this is due to subtle interference by the gods. Devil Hunters get their Charisma Bonus as a sacred bonus to all strength and dexterity based skill and ability checks.
At 10'th level your luck extends to your allies, each round you may expend 2 power points all allies in a 5ft radius per Devil Hunter level gain your charisma bonus on all strength and dexterity checks. This is a free action.
At 15'th level you may expend 4 power points per round as a free action to give all enemies within the radius an equal sacred penalty.
Spiritual Weapon (Su): Any melee weapon wielded by the Devil Hunter counts as magical and ghost touch. At 10'th level this also applied to ranged weapons.
Cat's Grace (Ex): The Devil Hunter has uncanny grace and luck and therefore always lands on her feet and takes no falling damage. She loses these bonuses when she is immobilized or helpless, when she wears any armor heavier than light, when she carries a shield, or when she carries a medium or heavy load.
Improved Evasion (Ex): As Improved Evasion for rogue.
Divine Weapon (Su): Any melee weapon wielded by the Devil Hunter counts as good alinged, and has the merciful enhancement againts non-evil creatures. As usual with the merciful enhancement it can be suppressed. At 16'th level this also applies to ranged weapons.
Divine Grace (Su): As Paladin.
Holy Weapon (Su): Any melee weapon wielded by the Devil Hunter now counts as if it had the Holy enhancement and counts as chaos aligned. At 20'th level this also applies to ranged weapons.
Mettle (Ex): A Devil Hunter can resist magical and unusual attacks with great willpower of fortitude. If she makes a successful will or fortitude save against an attack that normally would have a lesser effect on a successful save (such as a spell with a saving throw entry of Will half or Fortitude partial), she instead completely negates the effect.
PLAYING A DEVIL HUNTERDevil Hunters are chosen wariors of good, their own Opinion of the situation maters little, by fate and hapestance they will find themselves the target of fiendish plots and supernatural disasters, which causes most Devil hunters to revel and enjoy the free time between encounters, confident that their abilities will see them through.
Religion: Selune is a popular deity among Devil Hunters, ans so is perhaps surprisingly Sharesss, and a fair number worship Eilistraee.
Other Classes: Devil Hunters tend to get along with most good people, but their care-free nature annoys the more straightlaced paladins.
Combat: Devil Hunters are agile and nimble wariors rushing in and drawing the attention of the enemy away from their companions, using their speed and abilities to hit hard and then duck away before the enemy can retaliate in full force, exploitign the openings generated by their clumsy attacks to punish them in the name of Love and Justice!
Advancement: Devil Hunters have been chosen by Fate or Destiny to live in interesting times, their holy power growing as they fight the legions of hell and the abyss, strengthening their latent psychic potential and enabeling wonderous feats of physical prowess.
DEVIL HUNTERS IN THE WORLDHistory is nothing more than the documentation of a struggle between two forces. On the dark side lie the Minions of Evil, Devils if you will, the task of impeding their progress has been left to our family, the Devil Hunters.-Hinata Mano, 107'th generation Devil Hunter
How they are viewed in the world.
Daily Life: There is no such thing as a typical day for a Devil Hunter since every day there is a new plot to kill them or destroy the world that they must thwart.
Notables: One of the most notable lines of Devil hunters is the Mano line, and the latest members of that line Yohko Mano and Ayako Mano have a rivalry going that has carved a bloody path through the legions of hell.
Organizations: Most holy orders are filled with stuffy and staid paladins, the chaos that inevitably follows a Devil Hunter is most unwelcome but they would not turn away from the fight agaisnt evil.
NPC ReactionMost good NPCs revere Devil Hunters for their role in stopping evil outsiders, however cultist and summoners tend to be less enthused about the Devil Hunters.
DEVIL HUNTERS IN THE GAMEDevil Hunters can appear in any setting, but they are most common where the fight between good and evil hangs in the balance.
Adaptation: There is not much setting specific to the class, in worlds without psionic powers the powers coudl be replaced by paladin spells with charisma as the castign stat.
Encounters: Typicaly an NPC Devil Hunter is encountered in the middle of some fiendish plot to invade the material plane, conquer the world, summon chutulu, steal candy from a baby, or any other nefarious plot that the Devil Hunter will need the PC's help to defeat, alternatly Devil Hunters can show up in the darkest hours when all seems lost like the cavelery and help the party save themselves.