Dark Knight/Devil Hunter

No matter where their power comes from, these mercenaries utilize unorthodox tactics and flexibility alongside an overwhelming power from within that drives them to new heights. Often called Devil Hunters, they work for variable prices on odd jobs, always working to grow stronger. Though they specialize in combating demons, devils, and other outsiders, a Devil Hunter is no stranger to fighting anything else that may stand in their way.

A Dark Knight Archetype by Elynwyn

Original Link

## Weapon and Armor Proficiency

Devil hunters are proficient with all simple and martial weapons and with the Leather Jacket, Armored Jacket, and Armored Jacket (Sleeveless) but not shields. (The jackets may be found here.)

This modifies the Dark Knight’s standard armour proficiencies.

## Class Skills

The Devil Hunter loses Spellcraft (Int) and Knowledge (Religion) (Int) as class skills but gains Acrobatics (Dex) and Knowledge (Planes) (Int).

This modifies the Dark Knight’s standard class skills.

## Limit Breaks (Su)

At 1st level, the devil hunter receives the Limit Breaks(Triple S) and (Unnatural Reflexes) These replace the Limit Breaks (Dark Force) and (Living Dead).

*Triple S (Su):* This Limit Break grants a +2 bonus to all attack and damage rolls made by the devil hunter for a duration of 1 round + 1 round per four dark knight levels after 1st. Furthermore, she can perform a combo finisher without needing to perform style techniques once per round for the duration of this limit break. This bonus increases by 2 per four dark knight levels after 1st. This limit break requires only a swift action.

*Unnatural Reflexes (Su):* This limit break grants the devil hunter the benefits of evasion (as per the thief class feature) and a +2 dodge bonus to AC plus an additional +2 per every four dark knight levels after first. This limit break requires only a swift action.

## AC Bonus (Ex)

When unarmored, or wearing only a leather jacket, armoured jacket or armoured jacket (Sleeveless), and unencumbered, the devil hunter adds her Charisma bonus (if any) to her AC and her CMD. In addition, a devil hunter gains a +1 bonus to AC and CMD at 5th level. This bonus increases by 1 for every five devil hunter levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level). This bonus reflects the devil hunter’s intense training in unarmored combat. These bonuses to AC apply even against touch attacks or when the devil hunter is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears armor other than a Leather Jacket, Armored Jacket, or Armored Jacket (Sleeveless), when she carries a shield, or when she carries a medium or heavy load.

When wearing a Leather Jacket, Armored Jacket, or Armored Jacket (Sleeveless), the devil hunter adds half her Charisma bonus instead.

This ability replaces Grit Stance.

## Style Techniques (Ex)

At 1st level, a devil hunter can utilize these techniques to enable combo finishers (see below). Style techniques are special attacks which can be used in place of an attack during an attack action, full-attack action, or charge action. In addition, the devil hunter may use a normal ranged attack to keep a combo from falling off for up to two rounds in a row. This does not count as fulfilling a style technique for the purposes of a combo finisher, and only allows the devil hunter to keep from losing progress on their combo.

*Swap (Ex):* A devil hunter who uses this technique suffers a -2 penalty on the attack roll but deals normal weapon damage and may sheathe and draw a weapon as a free action without provoking attacks of opportunity after the attack is resolved. This technique may be used with either a manufactured ranged or melee weapon.

*Quick Strike (Ex):* A devil hunter who uses this technique deals normal weapon damage. This technique may be used with either a manufactured ranged or melee weapon.

*Forceful Swing (Ex):* A devil hunter who uses this technique suffers a -2 penalty on the attack roll, but deals normal weapon damage and has a chance to push an enemy back. As a free action after dealing damage with this technique, the devil hunter may attempt a bull rush combat maneuver without provoking attacks of opportunity. This technique must be used with a manufactured melee weapon.

*Set Up Smash (Ex):* A devil hunter who uses this technique suffers a -2 penalty on the attack roll, but deals normal weapon damage and has a chance to leave a foe reeling. As a free action after dealing damage with this technique, the devil hunter may attempt a CMB check vs the target’s CMD, if successful the target is flatfooted against the devil hunter’s next attack unless they possess uncanny dodge. This technique must be used with a manufactured melee weapon.

*Overhead Slam (Ex):* A devil hunter who uses this deals normal weapon damage. This technique must be used with a manufactured melee weapon.

*Clean Shot (Ex):* A devil hunter who uses this technique suffers a -2 penalty on the attack roll, but deals normal weapon damage plus 1d6 points of damage that is not multiplied on a critical hit. This technique must be used with a manufactured ranged weapon.

This ability replaces Darkside.

## Combo Finishers (Ex)

Also at 1st level and every odd level thereafter, a devil hunter gains a combo finisher which allows him to put the style techniques into good use by starting and finishing combos. Each combo finisher requires a certain amount of style techniques in order that must hit and be completed before the end of her next turn of the last successive hit or the devil hunter must start over. Any style techniques used in part to fulfill a combo finisher may be used on any number of creatures. Some combo finishers may require the devil hunter to spend style in order to execute them, this is notated in the text of the combo finisher. In addition, once the devil hunter is able to use a combo finisher, she must activate it before the end of her next turn or it's lost.

The devil hunter may activate a combo finisher as a swift action, unless indicated otherwise on the ability. If the combo finisher requires an attack roll, it replaces a melee or ranged attack as indicated by the finisher from her next attack made before the end of her next round. All combo finishers with an attack component are made at the highest base attack bonus. Any combo finisher that adds extra weapon damage dice are not multiplied on a critical hit, but are added to the total. The DC for any save mentioned by a combo finisher is 10 + half of the dark knight’s level + her Charisma modifier.

* *Stinger (Ex):* (Requires Overhead Slam > Quick Strike > Forceful Swing) This combo finisher allows the devil hunter to charge forward in a 15 foot long line, without provoking attacks of opportunity, dealing normal weapon damage as piercing damage to all enemies within. A Reflex save can half this damage. This combo finisher requires a melee weapon.
* *High Time (Ex):* (Requires Swap > Forceful Swing > Set Up Smash) This combo finisher allows the devil hunter to make a single attack, dealing normal weapon damage. If it hits, the devil hunter may make a trip attempt as a free action without provoking attacks of opportunity or being tripped in return. This combo finisher requires a melee weapon.
* *Helm Breaker (Ex):* (Requires Overhead Slam > Swap > Set Up Smash) This combo finisher allows the devil hunter to leap up and make a single melee attack, dealing normal weapon damage. If it hits, the target must make a Fortitude save or have their AC be reduced by -2 plus 1 for every 3 dark knight levels after first. This combo finisher requires a melee weapon.
* *Quick Drive (Su):* (Requires Quick Strike > Swap > Set Up Smash) This combo finisher allows the devil hunter to charge their weapon with energy and unleash it in a 30 foot long line attack. Enemies within take normal weapon damage and may make a Reflex save for half damage. This combo finisher requires a melee weapon.
* *Overdrive (Su):* (Requires Clean Shot > Swap > Set Up Smash  > Forceful Swing) This combo finisher allows the devil hunter to charge their weapon with energy and unleash it in a 30 foot long line and 10 foot wide line attack. Enemies within take double weapon damage and may make a Reflex save for half damage. This combo finisher requires a melee weapon.
* *Ebony Shot (Su)* (Requires Forceful Swing > Swap > Quick Strike > Clean Shot) This combo finisher allows the devil hunter to make a single ranged attack that deals double weapon damage. If it hits, the target must make a Fortitude save or be staggered for 1d4 rounds. This combo finisher requires a ranged weapon.
* *Charged Shot (Su):* (Requires Clean Shot > Quick Strike > Clean Shot) This combo finisher allows the devil hunter to charge their ranged weapon with energy and make a single attack. This attack deals normal weapon damage + 1d6 points of damage + an additional 1d6 points of damage per three dark knight levels after first. This combo finisher requires a ranged weapon.
* *Cascade (Su):* (Requires Swap > Forceful Swing > Swap > Clean Shot) This combo finisher allows the devil hunter to fire a burst of energy from their ranged weapon, dealing double weapon damage to all enemies in a 30 foot long line. Enemies within may make a Reflex save for half damage. This combo finisher requires a ranged weapon.
* *Crystal (Su):* (Requires Swap > Overhead Slam > Forceful Swing) This combo finisher allows the devil hunter to charge their melee weapon with a burst of ice. She deals normal weapon damage + 1d6 points of ice damage + an additional 1d6 points of ice damage per three dark knight levels after first to all enemies in a 15 foot cone. Enemies within may make a reflex save for half damage. This combo finisher requires a melee weapon.
* *Long Barrel (Su):* (Requires Overhead Slam > Quick Strike > Forceful Swing) This combo finisher allows the devil hunter to make a single melee attack against an enemy within 15 feet that deals normal weapon damage + 1d6 points of lightning damage + an additional 1d6 points of lightning damage per three dark knight levels after first. This combo finisher requires a melee weapon.
* *Rapid Slash (Ex):* (Requires Quick Strike > Overhead Slam > Set Up Smash > Forceful Swing)  As a full round action, this combo finisher allows the devil hunter to make a 15 foot dash in any direction, making a single melee attack against a number of enemies along that path equal to her Charisma modifier. These attacks deal normal weapon damage. This combo finisher requires a melee weapon.
* *Void Slash (Su):* (Requires Swap > Forceful Swing > Quick Strike > Set Up Smash) This combo finisher allows the devil hunter to make a single melee attack that deals double weapon damage. If it hits, the target must make a Fortitude save or be slowed for 1d4 rounds. This combo finisher requires a melee weapon.
* *Judgement Cut (Ex):* (Requires Quick Strike > Quick Strike > Set Up Smash > Overhead Slam) This combo finisher allows the devil hunter to deal double weapon damage to all enemies in a 10 foot radius burst  anywhere within 30 feet of the devil hunter. Enemies within may make a Reflex save for half damage. This combo finisher requires a melee weapon.
* *Perfect Slice (Ex):* (Requires Swap > Quick Strike > Overhead Slam > Set Up Smash  > Forceful Swing) This combo finisher allows the devil hunter to deal normal weapon damage to all enemies in three 10 foot radius bursts anywhere within 30 feet of the devil hunter. Enemies within may make a Reflex save for half damage, with multiple reflex saves required for enemies caught within multiple bursts. This combo finisher requires a melee weapon.
* *Dragon Breaker(Ex):*  (Requires Forceful Swing > Swap > Overhead Slam > Set Up Smash) This combo finisher allows the devil hunter to make a single melee attack, dealing double weapon damage. If it hits, the target must make a Fortitude save or be staggered for 1d4 rounds. This combo finisher requires a melee weapon.
* *Buster (Ex):*  (Requires Overhead Slam > Overhead Slam > Set Up Smash)  This combo finisher allows the devil hunter to make a single melee attack, dealing normal weapon damage. If it hits, the devil hunter may attempt a grapple check as a free action without provoking attacks of opportunity as long as she has a free hand. If the grapple check is successful, instead of initiating a grapple as normal, the devil hunter may choose to deal 1d6 points of bludgeoning damage + an additional 1d6 points of bludgeoning damage per three dark knight levels after the first. This combo finisher requires a melee weapon.
* *Judgement (Su):* (Requires Swap > Quick Strike > Set Up Smash > Forceful Swing > Swap > Clean Shot > Swap and 5 Style Points) This combo finisher allows the devil hunter to make a single devastating strike. As a full round action, she makes a single melee attack that deals quintuple weapon damage. If it hits, the target must make a Fortitude save or be staggered for a number of rounds equal to the devil hunter’s charisma modifier. This combo finisher requires a melee weapon.
* *Judgement Cut End (Su):* (Requires Quick Strike > Quick Strike > Swap > Clean Shot > Swap > Forceful Swing > Set Up Smash and 5 Style Points) This combo finisher allows the devil hunter to strike nearly everywhere in an instant. As a full round action, the devil hunter may make a single melee attack that deals triple weapon damage against every enemy within a 30 foot radius of her, roll once and apply the result to the AC of all targets within the radius. This combo finisher requires a melee weapon.
* *Hell on Earth (Su):* (Requires Overhead Slam > Forceful Swing > Swap > Quick Strike > Swap > Forceful Swing > Overhead Slam and 5 Style Points) This combo finisher allows the devil hunter to gather a massive amount of energy and strike it into the ground. As a full round action, she deals quadruple weapon damage to all enemies in a 30 foot burst centered on her, enemies may make a reflex save for half damage. This combo finisher requires a melee weapon.
* *Deep Stinger (Su):* (Requires Clean Shot > Quick Strike  > Swap > Overhead Smash > Set Up Smash > Swap > Forceful Swing and 5 Style Points) As a full round action, this combo finisher allows the devil hunter to move in a 60 foot line and make one up to 90 degree turn during it. Enemies caught in this line take quadruple weapon damage and may make a reflex save for half damage. This combo finisher requires a melee weapon.
* *Maximum Bet (Su):* (Requires Swap > Quick Strike > Clean Shot > Swap > Overhead Slam > Set Up Smash > Forceful Swing and 5 Style Points) As a full round action, this combo finisher allows the devil hunter to unleash a wave of energy in a 60 foot long, 10 foot wide line attack that deals quadruple weapon damage to enemies within it. Enemies caught within this line may make a reflex save for half damage. This combo finisher requires a melee weapon.
* *Showdown (Su):* (Requires Overhead Slam > Quick Strike > Set Up Smash > Forceful Swing > Swap > Clean Shot  > Swap and 5 Style Points) As a full round action, the devil hunter makes a single melee attack that deals quintuple weapon damage. If it hits, the target must make a Will save or be confused for a number of rounds equal to the devil hunter’s Charisma modifier. This combo finisher requires a melee weapon.
* *Jackpot (Su):* (Requires Overhead Slam > Set Up Smash > Forceful Swing > Quick Strike > Swap > Clean Shot > Clean Shot and 5 Style Points) As a full round action, the devil hunter makes a single shot from her ranged weapon that deals quadruple weapon damage to all enemies in a 30 foot cone. Enemies within may make a reflex save for half damage. This combo finisher requires a ranged weapon.

This ability replaces Harm Touch and Defile.

## Style Gauge (Ex)

At 2nd level, at the start of each day, a devil hunter’s Style Gauge begins empty. During combat, every devil hunter builds Style Points in the following two ways. This gauge can hold a maximum of 5 style points at a time. When out of combat, the devil hunter’s style gauge depletes at a rate of 1 per 1 minute.

*Landing a Combo Finisher:* Each time the devil hunter hits an enemy with a combo finisher, she gains 1 style point. A Devil Hunter may only gain a maximum of one style point per combo finisher used, even if it hits multiple targets.

*Killing Blow with a Weapon:* When the devil hunter reduces a creature to 0 or fewer hit points with a weapon attack while in combat, she gains 1 style point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the devil hunter’s character level to 0 or fewer hit points doesn’t gain any style points.

In addition, the devil hunter gains benefits depending on the amount of style points in her style gauge as follows:

* 1+ points: The devil hunter gains a +1 dodge bonus to AC, plus an additional +1 dodge bonus to AC every 6 dark knight levels.
* 3+ points: The devil hunter gains a +1 insight bonus on Reflex Saves, plus an additional +1 at 10th level.

This ability replaces Dark Blessing.

## First into the Fray (Su)

Also at 2nd level, the devil hunter adds her Charisma modifier (If positive) to any initiative checks she makes.

This ability modifies First into Battle.

## Hunter Talents (Ex)

As a devil hunter gains experience, she learns a number of talents that aid him and confound her foes. Starting at 2nd level, the devil hunter gains one hunter talent. She gains an additional hunter talent for every 2 levels of devil hunter attained after 2nd level. Unless specified otherwise, a devil hunter cannot select an individual talent more than once. The devil hunter may take the Extra Abyssal Arts feat in order to take an additional hunter talent.

The list of Hunter Talents may be found: Here

This ability replaces Abyssal Arts.

## Stylish Fighter (Ex)

At 3rd level, the devil hunter adds half her dark knight level to all acrobatics checks. In addition, the devil hunter is always treated as if she had a running start for the purposes of jumping.

This ability replaces Shared Offense.

## Devil Trigger (Su)

At 4th level, the devil hunter is able to tap into an inner reserve of energy in order to drastically change her form and combat prowess. A devil hunter can enter devil trigger for a number of rounds per day equal to 4 + her Constitution modifier. For each level after 4th she possesses, the devil hunter can enter devil trigger for 2 additional rounds per day. Temporary increases to Constitution, such as that gained from dwarf’s endurance, do not increase the total number of rounds that a devil hunter can enter devil trigger per day. A devil hunter can enter devil trigger as a free action. The total number of rounds of devil trigger per day is renewed after resting for 8 hours, although these hours need not be consecutive. A devil hunter may take the extra rage feat to gain additional rounds of devil trigger.

While in devil trigger, the devil hunter gains the Outsider (Native) type, a +2 bonus on all attack rolls, a +2 bonus on all damage rolls, fast healing 1, and +2 enhancement bonus to natural armor. She also gains 2 temporary hit points per hit die. These temporary hit points are lost first when a character takes damage, disappear when devil trigger ends, and are not replenished if the devil hunter enters devil trigger again within 1 minute of her previous devil trigger. While in devil trigger, the devil hunter counts as their original type and Outsider (Native), whichever is least beneficial to the effect.

A devil hunter can end her devil trigger as a free action, and is fatigued for 1 minute after a devil trigger ends. This fatigue cannot be reduced or mitigated in any way and applies even to normally fatigue-immune characters, but can be cured as normal. A devil hunter can’t enter a new devil trigger while fatigued or exhausted, but can otherwise enter a devil trigger multiple times per day. If a devil hunter falls unconscious, her devil trigger immediately ends. Devil trigger does not stack with rage, frenzy or defensive stance.

This ability replaces Spells and MP Pool. Devil hunters do not gain any spells or spellcasting ability, do not have a caster level, and cannot use spell trigger and spell completion magic items as if they possessed the dark knight spell list.

## Aerial Combatant (Ex)

At 5th level the devil hunter may roll an Acrobatics check to jump as part of a melee attack action, moving no more than half your land speed before performing the attack action. This movement is not subtracted from your total movement per round and does not provoke attacks of opportunity. This attack deals an additional 1d6 + 1d6 per 5 levels (for a maximum of 4d6 at 20th level) points of damage that is not multiplied on a critical hit.

This ability replaces Soul Eater.

## Fearless Daredevil (Ex)

At 9th level the devil hunter gains immunity to the shaken and frightened conditions, but not panicked.

This ability replaces Last Resort.

## Absolute Power (Su)

At 11th level a devil hunter’s bonus on attack rolls, damage rolls, and natural armor bonus while in devil trigger increases to +3. The devil hunter’s fast healing does not increase. Also, the amount of temporary hit points gained when entering devil trigger increases to 3 per Hit Die.

This ability replaces Aura of Cowardice.

## Resilient Soul (Su)

At 13th level, the devil hunter gains DR5/- that stacks with any existing DR that the devil hunter may possess.

This ability replaces Aura of Despair.

## Aerial Rave (Ex)

At 15th level when the devil hunter hits a flying creature with a melee attack while using her aerial combatant feature, she may make a trip attempt as a swift action that does not provoke attacks of opportunity and does not trip her in return if she fails. If the trip attempt succeeds, the creature immediately falls at a rate of up to 100 feet per round until it hits the ground. Upon impact, it falls prone and takes falling damage as if it had fallen half the distance it fell. A falling creature is considered entangled until it hits the ground, but it can attempt a Fly check at the start of its turn to stop falling before it hits the ground (DC = 15 + the devil hunter’s level); otherwise, it is unable to move (other than falling) but can act normally.

This ability replaces Shadow Wall.

## Tireless Devil Trigger (Ex)

At 17th level and higher, a devil hunter no longer becomes fatigued at the end of her devil trigger. If she enters devil trigger again within 1 minute of ending devil trigger, she doesn’t gain any temporary hit points from her devil trigger.

This ability replaces Aura of Quietus.

## EX Provocation (Ex)

At 19th level the devil hunter may, as a full round action, perform an EX Provocation. For every round the devil hunter performs an EX Provocation, she gains two style points for her style gauge and may make an intimidate check to demoralize all enemies within 30 feet of her.

This ability replaces Aura of Rage.

## Sin Devil Trigger (Su)

At 20th level, the devil hunter unlocks a new form of devil trigger. Whenever she could normally enter devil trigger, the devil hunter may choose to enter sin devil trigger instead by spending three rounds of devil trigger per round. While in sin devil trigger, all devil trigger bonuses are doubled and she may execute a single combo finisher per round without needing to fulfill the techniques or spend the style points needed. In addition, the devil hunter may apply talents that modify devil trigger to sin devil trigger as normal, but their bonuses are not doubled.

This ability replaces Dark Champion.