Timothy Lemaster (Order #8182167)

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Timothy LeMaster (order #8182167)

THE DEMON HUNTER

BY: JASON VEY


EDITOR: Tim Burns
FRONT COVER: Peter Bradley INTERIOR ART: Peter Bradley, J.R. Flemming, Sarah “Dreamie” Walker, Jason Walton
SPECIAL THANKS TO Special thanks to Ross Thompson for outstanding suggestions and copy-editing, to Jason Alexander,
for hooking me up in the first place, to Tim Stetzer for support and pointing out firearms errors, and to Robert Warren and
Sonya Kirk for Latin translations, and to Juliette Gouirand-Vey for putting up with my crap every single day.

PLAYTESTERS:Ross Thompson, Juliette Gouirand-Vey, Ken Pittaway, Marya Pittaway, Bob Coligure, George Lurve, “Big”
Tom Smith, Michael DeKlavon, Robert Warren, Michael Vogel, Eric Kiefer, Bill Charleroy, Tim Cooper, Taejas Kudva. This
book is dedicated to the fans of Castles & Crusades, who kept the old-school spirit alive when there wasn’t a lot of “new”
going on in the old-school community, and to fans of pulp fiction everywhere.

1818 North Taylor, #143, Little Rock, AR, 72207


email: troll@trolllord.com
website: www.trolllord.com or
www.castlesandcrusades.com

©2015 Troll Lord Games. All Rights Reserved. Castles & Crusades® is a Registered Trademark pending) of Troll Lord Games. All Rights
Reserved. C&C, Castle Keeper, SIEGE engine TM,Troll Lord Games, and the Castles & Crusades, SIEGE engine TM, and Troll Lord Games
logos are Trademarks of Troll Lord Games. All Rights Reserved.

Printed in the United States of America

Timothy LeMaster (order #8182167)


THE DEMON HUNTER
A HALLOWEEN CHARACTER CLASS FOR been wronged by evil and actively seek out occult knowledge
to elevate themselves above normal humanity.
AMAZING ADVENTURES
Demon hunters tend towards lawful and good in alignment,
By Jason Vey

T
but can be found in all shades and stripes. The very nature
he Master Vampire Lucius held Marie by of their work can slowly degrade and corrupt their humanity,
the throat, licking his lips, his fangs gleaming until some become as bad as the monsters they fight, and
wickedly in the moonlight. Marie whimpered and these are deadly adversaries indeed.
struggled, but only slightly; she was confused, All attributes are vital to these paragons of light. Dexterity
dazed, under the vampire’s thrall. If this went aids in their defense and ability to wield ranged weaponry.
bad, another innocent would join a line of bodies Strength allows them to stand toe-to-toe with evil beings, while
that was already far too long. Constitution allows them to suck up damage. Intelligence is
Angela glared at Lucius, her crossbow raised. Taking the a vital ability for these warriors as well, as it represents their
shot was risky, she knew; if she missed or if the vampire was storehouse of occult knowledge, while Wisdom represents
too fast (which he most certainly was), Marie would make a their ability to perceive threats and Charisma comes in handy
handy human shield. She attempted another strategy instead. when talking your way out of being caught with a dead body.

“What’s the matter?” she said. “Afraid to face me without


cowering behind an innocent girl?”
DEMON HUNTER ABILITIES
Sense the Darkness: The demon hunter can sense the presence
“Afraid?” The vampire laughed. “Little girl, I’ve walked this of supernatural evil. This ability works similarly to the zero-
earth for hundreds of years, since your seven-times great level Wisdom spell Detect Chaos, Evil, Good, Law (Amazing
grandparents weren’t even glimmers in the eyes of their Adventures p. 111) but is always active and works only against
own grandparents. You and your little cabal of hunters are supernatural evil—that is, creatures such as undead, lycanthropes,
nothing to me!” demons and the like. Evil humans, unless possessed, do not
register using this ability. Whenever the Demon Hunter comes
“Fine,” Angela said, and threw the crossbow to the ground. within 60 feet of a supernatural evil creature, a Wisdom check
“Prove it, then. Let the girl go and let’s do this.” is allowed (CL=12 – creature’s hit dice; more powerful creatures
Again, the vampire laughed. “Fool!” he said. “Always so are easier to sense than weaker ones).
arrogant, your kind. Now you have no way of saving this child.” At the GM’s option, this ability may function against
incredibly corrupt humans—serial killers, dark cultists and
He bent to sink his teeth into Marie’s neck. Marie’s eyes
the like. In a campaign using sorcery with the Corruption
closed in anticipation of the ecstasy of the vampire’s kiss. As
and Sanity mechanics found in the Amazing Adventures
soon as his gaze fell to her jugular, Angela made her move.
Companion (p. 58-60), any Occultist, NPC or PC who has
“Wrong!” she said, producing a razor-sharp silvered throwing become evil through Corruption would register to this ability.
blade from her sleeve, which had been blessed by the Pope SUPERNATURAL SENSES: The Demon hunter’s senses are
himself, and hurled it at the vampire’s head. The attack worked attuned to the presence of danger or threats of all kinds,
as she planned; the vampire was caught off guard and fell back, mundane and magical. She gains a +2 to any search or
throwing Marie to the side. He caught the blade mid-air and perception-based check, including those to resist surprise. In
howled as the blessed silver burned into his palm. addition, she always gets a roll to avoid surprise, no matter
Angela drew her favorite weapon, a dagger carved from solid what the circumstances. At fifth level, she gains the ability of
teak wood, and attacked. twilight vision (Amazing Adventures, p. 180). At tenth level,
she gains blindsight; she cannot be subject to blindness and
Every generation has those destined few who stand alone or with gains the equivalent of Darkvision, though this presents as a
a small and trusted cabal against the forces of darkness. They supernatural sense of the location of opponents, rather than
are the bane of vampires, werewolves, demons and the other an actual ability to see in the darkness. Even if her eyes are
minions of Hell and the Deeper Dark. These are the Chosen damaged or covered, this blindsight still functions. Against
Ones…the Demon Hunters. Whether by choice or by fate, they supernaturally invisible opponents, she can attempt a Wisdom
are gifted with supernatural abilities to battle the forces of evil, check (with the usual +2) to sense the opponent’s location.
and trained to use these gifts to become a weapon of good. OCCULT KNOWLEDGE: The Demon hunter gains a bonus
In some cases they stand alone, a single individual in each Knowledge skill in Occultism. If the campaign in question
generation chosen by the mysterious powers above to possess is not using Knowledge skills (Amazing Adventures p. 64),
these powers, which are only passed along upon the death the Demon hunter gains one as a Class ability. This ability
of the current Chosen. In others, they are one of several allows her to add +3 to any roll related to occult knowledge,
members of a secret, select cabal, trained from childhood to including knowing details about the demons or other
embrace their destiny. In still others they are those who have supernaturals she is facing.

2 AMAZING ADVENTURES

Timothy LeMaster (order #8182167)


Demon Hunter
PROTECTION FROM EVIL: The demon hunter has a The exact nature by which this ability works may vary by
permanent aura of protection from evil creatures. This aura game; in some worlds the Demon hunter may have a bag
wards against attacks and makes supernaturally evil creatures of tricks that just happens to always have what she needs. In
uncomfortable. This has the result of adding a +2 bonus to others, she may just have a mystic aura that allows her attacks
AC and +2 to all saving throws against supernatural creatures. to damage evil creatures regardless of their supernatural
It does not prevent bodily contact, however, so the Demon defenses. This ability may, at the GM’s option, be used with
hunter can still be attacked with natural weapons. an Unarmed Attack, but should never be applicable with
firearms or modern weapons; only melee weapons or archaic
On the down side, this also means that any supernatural ranged weapons are subject to this ability.
creature who sees the demon hunter knows exactly what they
are, though the demon hunter can attempt a Charisma check AURA OF COURAGE: Beginning at 6th level, the demon
(CL=observing creature’s hit dice) to suppress the aura if she hunter becomes immune to fear, and grants all allies within
wishes to keep her identity a secret. ten feet a +4 bonus to fear saves due to the very inspiring
nature of her presence.
UNARMED ATTACKS: Demon hunters are trained to use their
bodies as weapons, so that they are never defenseless. These EXTRA ATTACK: At 8th level, the Demon hunter can make
men and women gain attacks and improve in the amount of a second attack in melee combat. At 15th level, she gains a
unarmed combat damage they deal as indicated on the table. third attack. Only melee weapons or unarmed attacks can be
They can choose whether their attacks deal real damage, used for this ability.
subdual damage, or a combination of the two, dividing
SMITE EVIL: The Demon hunter, at 10th level, can attempt
damage however they like.
to smite evil once per day with a normal melee attack. This
FAVORED WEAPON: Every Demon hunter has her favorite allows her to add her Charisma modifier (if positive) to the
weapon, be it a special wooden stake elaborately carved from attack roll, and adds a bonus to damage equal to the Demon
ash, a staff gifted to her by an African shaman, or a hammer hunter’s level. The ability may be used once per day, and
reputed to contain a bit of metal from Mjolnir itself. At 3rd only activates with a successful attack. Thus, if the Demon
level, the character selects a single melee or archaic ranged hunter attempts to smite evil and fails to hit her target, she has
weapon from her arsenal—a specific weapon, not a weapon not yet used her attempt for the day.
type—and designates it as her favored weapon. She can, if
she chooses, concoct a history as to why the weapon is her PRIME ATTRIBUTE: Strength
favorite, what is special about it. The weapon may not be a HIT DIE: d12
firearm—for Demon hunters, the Old Ways are always best.
WEAPONS ALLOWED: All melee weapons, archaic
With this weapon, she gains +1 to hit and damage. At Fifth level ranged weapons
this bonus increases to +2 to hit and damage. At tenth level, her ABILITIES: Sense the Darkness, Supernatural Senses,
bonus increases to +3. At twelfth level, she may either increase Occult Knowledge, Protection from Evil, Unarmed Attacks,
this bonus to +4, or choose a second weapon with which to
Favored Weapon, Know the Weakness, Aura of Courage,
specialize, gaining +2 to hit and damage with that weapon.
Extra Attack, Smite Evil
The demon hunter may choose her unarmed attack as a favored Unarmed
Level HD B tH EPP
weapon if she chooses. If this is the case, she does not gain the Combat
half-bonus to similar weapons, for obvious reasons, but starts at 1 d12 +0 1d4 0
+2 to hit and damage rather than +1 and increases from there.
2 d12 +1 1d4 2,501
These bonuses apply only to a specific weapon in the hunter’s 3 d12 +2 1d4 5,501
arsenal. Thus, if the hunter’s favored weapon is a longsword
4 d12 +3 1d6 11,001
in her arsenal, the bonuses only apply to that sword. With
weapons of the same type (longswords that aren’t her 5 d12 +4 1d6 22,001
favored, named sword), she still gains bonuses, but these are 6 d12 +5 1d6 45,001
half her favored bonus. Thus, if she has +4 with her favorite 7 d12 +6 1d8 90,001
longsword, she gains +2 with other longswords.
8 d12 +7 1d8 190,001
If the Demon hunter ever loses or breaks this weapon, it will 9 d12 +8 1d8 380,001
take her 1d4 weeks to bond with a new weapon, which must 10 d12 +9 1d10 700,001
be of the same type as her original.
11 +6 +10 1d10 1,000,001
KNOW THE WEAKNESS: Beginning at 3rd level, if a creature 12 +6 +11 1d10 1,300,000
has a specific weakness, the Demon hunter can access it. For
+1 +6/lvl +1/lvl 1d12* +300,000/lvl
example, if a demon would normally only be affected by
magic, the Demon hunter has the ability to damage it either
with a magical weapon or just by nature of her attacks.

A SIEGE ENGINE GAME FOR THE PULP ERA 3

Timothy LeMaster (order #8182167)


Amazing Adventures

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4 AMAZING ADVENTURES

Timothy LeMaster (order #8182167)

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