Divine HunterPaladin Archetype |
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![]() Fortitude High |
![]() Will High |
![]() Reflex Low |
![]() Base Attack Bonus High |
![]() HP per level 6/ Level |
![]() HP 10 |
![]() Max level of Spells 4 |
![]() Caster ability Charisma |
![]() Caster type Memorizing Spells |
Class Initial Features |
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Class Skills |
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Divine Hunter is a sub-class in Pathfinder: Wrath of the Righteous. Divine Hunters can both participate in battle and aid companions by healing them. They focus on spells that are effective against evil.
"Most paladins rush into battle, meeting evil toe-to-toe. The divine hunter prefers to engage evil from afar, striking down her foes before they can threaten her allies."
Divine Hunter Information
- Base: Paladin
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Alignment restriction: Lawful good. It is possible to become a Fallen Paladin if your alignment shifts far enough. Fallen paladins lose all paladin spells and class features and cannot gain more paladin levels until the alignment changes back.
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Class skills: Knowledge (Arcana), Knowledge (World), Lore (Nature), Lore (Religion), Persuasion.
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Proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).
Divine Hunter Progression
Divine Hunter Abilities
Weapon and Armor Proficiency
Divine Hunters are proficient with all simple and martial weapons, with all light and medium armor, and with shields (except tower shields).
Shared Precision
At 3nd level, when a divine hunter hits a creature with a ranged attack, she grants her allies within 10 feet of her the benefit of the Precise Shot feat against that target until the start of her next turn. Her allies must remain within 10 feet of her, and must be able both to see and hear the divine hunter to gain this benefit. This ability replaces aura of courage.
Lay On Hands
Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action.
Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage.
Channel Positive Energy
When a paladin reaches 4th level, she gains the supernatural ability to channel positive energy like a cleric. Using this ability consumes two uses of her lay on hands ability. This energy can be used to cause or heal damage, depending on the creatures targeted. A paladin channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. Channeling positive energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the paladin. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two paladin levels beyond 1st (2d6 at 4th, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the paladin's level + the paladin's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. This is a standard action that does not provoke an attack of opportunity.
Divine Hunter Bond
Upon reaching 5th level, a divine hunter forms a bond with her ranged weapon. As a standard action, she can call upon the aid of a celestial spirit for 1 minute per paladin level.
At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5.
Alternatively, they can be used to add any of the following weapon properties: axiomatic, brilliant energy, disruption, flaming, flaming burst, holy, keen, and speed. Adding these properties consumes an amount of bonus equal to the property's cost. These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack.
A paladin can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level.
Distant Mercy
At 6th level, a divine hunter can expend two uses of her lay on hand abilities to use her lay on hands ability on a target within 5 feet per paladin level.
A paladin can heal wounds of others by touch. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action.
Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage.
Aura of Clear Sight
At 8th level, a divine hunter is immune to blindness (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against blindness effects.
Hunter's Blessing
At 11th level, a divine hunter can expend a use of her smite evil ability as a swift action to grant herself and all allies within 10 feet the Deadly Aim, Precise Shot, and Improved Precise Shot feats, even if they lack the prerequisites. The effects last for 1 minute. Evil creatures gain no benefit from this ability. This ability replaces aura of justice.
Righteous Hunter
At 14th level, a divine hunter’s ranged weapons are treated as good-aligned for the purposes of overcoming damage reduction. Any ranged attacks made by an ally within 10 feet of her are likewise treated as good-aligned for the purposes of overcoming damage reduction.This ability functions only while the divine hunter is conscious. This ability replaces aura of righteousness.
Alchemist ♦ Aldori Swordlord ♦ Arcane Trickster ♦ Arcanist ♦ Assassin ♦ Barbarian ♦ Bard ♦ Bloodrager ♦ Cavalier ♦ Cleric ♦ Dragon Disciple ♦ Druid ♦ Duelist ♦ Eldritch Knight ♦ Fighter ♦ Hellknight ♦ Hellknight Signifer ♦ Hunter ♦ Inquisitor ♦ Kineticist ♦ Loremaster ♦ Magus ♦ Monk ♦ Mystic Theurge ♦ Oracle ♦ Paladin ♦ Ranger ♦ Rogue ♦ Shaman ♦ Skald ♦ Slayer ♦ Sorcerer ♦ Stalwart Defender ♦ Student of War ♦ Warpriest ♦ Winter Witch ♦ Witch ♦ Wizard |
All of these abilities are for Hunters, not Divine Hunter the Paladin subclass.
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