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The Dark Druid Circle

8/8/2021

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I know some of you will wonder about me posting this article and am I done with my Paladin Oaths project for Greyhawk. The answer is no; I am not done. The next installment of a new Greyhawk Paladin oath will be along shortly.
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Art by Dusan Markovic on DeviantArt
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Art by Brom
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Huntsman 2nd edition class

1/10/2021

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Art by Adrian Prado
​The Huntsman Class 2E
Ability Requirements:      Strength 12
                                        Wisdom 12
Prime Requisite:              Strength   
Allowed Races:                Human, Half-Elf, Half-Orc
A Huntsmen is a fighter that is specialized in finding prey. A Huntsman usually works as a bounty hunter finding criminals, or hunting monsters that are terrorizing communities. A Huntsman has excellent hunting skills and usually specializes in intelligent and big game hunting. Many Huntsman also plies their trade as bounty hunters as they are as adept at tracking prey in urban environments as they are in nature. 
 
A Huntsman, like Rangers, is adept at life in the wilderness and tracking but are not attuned to nature like a Ranger and gain no spells. Huntsmen are also not guardians of good vs. evil and are not compelled to take up arms against evil creatures outside of their alignment motivations. Their stock in trade is fighting and ambushing their prey.
 
A Huntsman must have a score of no less than 12 in both Strength and Wisdom. A Huntsman who has a Strength of 16 or higher and a Wisdom of 16 or higher receives a bonus of 10% to experience points earned. A Huntsman can be of any alignment but gravitate toward chaotic ones. 
 
Warrior Group: Huntsmen are considered part of the warrior group and receive the following guidelines.
  • 1d10 Hit Points per level until 9th, then +3 Hit Points from level 10th to 20th.
  • Huntsman's Saving Throw progression is the same as a warrior.
  • Huntsmen gain multiple attacks like a warrior.
Tracking: Huntsmen are skilled woodsmen and trackers. Even if the optional proficiency rules are not used, the Huntsman has the tracking proficiency. If the proficiency is used, the Huntsmen knows tracking without expending any points. 
  • The Huntsmen’s tracking improves at +1 for every three levels the Huntsmen earns. Unlike Rangers, Huntsmen do not halve their chance to track when in a non-natural or urban setting.
Weapons and Armor: A Huntsman can use any kind of weapon or wear armor, but several of their special abilities are usable only when he is wearing studded leather or lighter armor. 
Move Silently and Hide in Shadows: If wearing studded leather, elven chain, or light armor, the Huntsmen can move silently and hide in shadows. These skills are altered by the race of the character as per the chart below.
Ambush: While tracking down a target is one of the Huntsmen’s primary abilities, they prefer to take their prey unaware whenever possible. 
  • Provided there is ample cover for a Huntsman to lay in wait for their prey, determined by the DM, and the Huntsman makes a successful Hide in Shadows check, the Huntsman can perform a normal attack at +4 to hit and damage before combat starts. This attack can be melee or missile. A Huntsman can only use this ability when they are by themselves or in the company of other Huntsmen.
  • When in a group of non-Huntsmen, like a Huntsman's hunting party, the Huntsman can direct the others on how to remain hidden and undetectable. If the Huntsman makes a successful Hide in Shadows check, his group's chance of surprising others increases from 1-3 to 1-5.
Attracting a Hunting Party: At 10th level, a Huntsman attracts 2d6 followers to his hunting party. These followers will be like-minded humans and demi-humans who share the Huntsman’s passion for the outdoors and the hunting of prey. They are attracted by the thrill of the hunt and the wealth that can be earned by hunting monsters and collecting bounties.
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Art by John Morrow
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Art by Astor Alexander
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