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Mortal Hunter

(Book of Vile Darkness variant, p. 64)

Mortal hunters are fiends who specialize in killing mortals.

Requirements

Base Attack Bonus: +5

Alignment: Any evil

Skills: Move Silently 3 ranks , Speak Language (common) 0 ranks , Wilderness Lore 5 ranks

Feats: Alertness , Mortalbane , Track

To qualify to become a mortal hunter, a character must fulfill all the following criteria.

Type: Any outsider


Hit die

d10

Skill points

4 + Int

Class Features

All the following are class features of the mortal hunter prestige class.

Weapon and Armor Proficiency: Mortal hunters are proficient with no weapons, armor, or shields.

Spells: A mortal hunter gains the ability to cast a small number of arcane spells. To cast a spell, the mortal hunter must have a Charisma score of at least 10 + the spell's level, so a mortal hunter with a Charisma of 10 or lower cannot cast these spells. Mortal hunter bonus spells are based on Charisma, and saving throws against these spells have a DC of 10 + spell level + Cha modifier. When Table 5—10 shows 0 spells of a given level, such as 0 1st-level spells at 1st level, the mortal hunter gets only bonus spells. A mortal hunter without a bonus spell for that level cannot yet cast a spell of that level. The mortal hunter's spell list appears below; it has access to any spell on the list and need not prepare those spells ahead of time, just as a sorcerer. A mortal hunter casts spells just as a sorcerer does.

Mortal Hunting (Ex): A mortal hunter gains a bonus against mortals due to its extensive study of them and train- ing in the proper combat techniques. The mortal hunter gains a +1 bonus on attack and damage rolls against mortals and the same bonus on Bluff, Listen, Sense Motive, Spot, and Wilderness Lore checks when using these skills against mortals. The damage bonus applies to ranged weapons only against targets within 30 feet (the mortal hunter cannot strike with deadly accuracy beyond that range). The bonus does not apply to damage against creatures that are immune to critical hits. At 3rd, 6th, and 9th level, the mortal hunter's bonus associated with mortals goes up by +1. This bonus stacks with a ranger's favored enemy bonus.

Mortal Skin (Su): By magically grafting bits of mortal flesh to its own body, a mortal hunter gains the ability at 1st level to transform (as the polymorph self spell) into any humanoid mortal form. At 5th level, a mortal hunter can polymorph into any mortal form except that of a dragon. At 8th level, any mortal form can be adopted. If the flesh used is from the exact individual being imitated, the duration is permanent. If the flesh is from a being of the same type as the form adopted, the duration is 1 hour. If the flesh is not the same type as the form adopted, the duration is 10 minutes. In all cases, the mortal hunter can dismiss the ability as a standard action. Otherwise, this ability works as the polymorph self spell, and the mortal hunter can call upon it once per day.

Detect Mortals (Su): A 2nd-level mortal hunter can use detect mortals at will. This ability duplicates the effect of detect undead cast by a 15th-level caster, except that mortals are detected.

Boost Spell-Like Ability: At 2nd level, a mortal hunter gains this feat as a bonus feat.

Smite Mortals (Su): Once per day, a mortal hunter of 4th level or higher may attempt to smite mortals with one normal melee attack. It adds its Wisdom modifier (if positive) to its attack roll and deals 2 extra points of damage per class level; for example, an 8th-level mortal hunter armed with a longsword would deal 1d8+16 points of damage, plus 3 points of damage for its mortal hunting ability, plus any additional bonuses for high Strength or magical effects. If the mortal hunter accidentally smites a creature that is not a mortal, the smite has no effect but is still used up for that day.

Spurn Mortal Magic (Su): A 5th-level mortal hunter applies its Wisdom modifier (if positive) as an additional bonus on all saving throws against spells and spell-like abilities used by mortals. Will saving throws thus add double the normal Wisdom modifier.

Claws of the Overfiend (Ex): At 7th level, the damage dealt by all of the mortal hunter's natural attacks increases by one step. Use the table in the Size Increases section in the introduction of the Monster Manual to determine the proper die increase. For example, a bite that deals 1d6+2 points of damage now deals 1d8+2 points of damage.

Mortalbane Shout (Su): An 8th-level mortal hunter can, once per day, give a shout that stuns for 1 round all mortals within 50 feet who fail a Fortitude save (DC 10 + Charisma bonus + class levels).

Slay Mortal (Su): A 10th-level mortal hunter can attempt to slay a mortal with its touch once per day. If the mortal hunter succeeds at a melee touch attack, the mortal must make a Fortitude saving throw (DC 10 + class level + mortal hunter's Cha modifier) or die instantly.

Advancement

Level BAB Fort Ref Will Special
1st +1 +2 +0 +0 Mortal hunting +1, mortal skin (any humanoid)
2nd +2 +3 +0 +0 Detect mortals,
3rd +3 +3 +1 +1 Mortal hunting +2
4th +3 +4 +1 +1 Smite mortals
5th +5 +4 +1 +1 Spurn mortal magic, mortal skin (any nondragon)
6th +6 +5 +2 +2 Mortal hunting +3
7th +7 +5 +2 +2 Claws of the overfiend
8th +8 +6 +2 +2 Mortalbane shout
9th +9 +6 +3 +3 Mortal hunting +4
10th +10 +7 +3 +3 Slay mortal, mortal skin (any)

Class skills

Skill name Key ability Trained only Armor check penalty
Bluff CHA no no
Climb STR no yes
Concentration CON no no
Disguise CHA no no
Hide DEX no yes
Intuit Direction Wis yes no
Jump STR no yes
Knowledge (arcana) INT yes no
Knowledge (religion) INT yes no
Knowledge (the planes) INT yes no
Listen WIS no no
Move Silently DEX no yes
Search INT no no
Sense Motive WIS no no
Spot WIS no no
Wilderness Lore Wis no no

Spells for Mortal Hunter