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Huntsmen and Huntresses of the Creatures of Grimm___

Character Class arranged and hombrewed by odysseus, Weapon creation by Lemmy

I am a Huntsman, Ruby, because there is

nothing else in this world I would rather be.


~Professor Oobleck
Elite guardians trained in the art of war, Huntsmen and
Huntresses are charged with the tremendous
responsibility of upholding humanities frail existence
against the Creatures of Grimm. Although no two
warriors are the same, all Huntsmen and Huntresses are
known to use Aura; an innate form of energy that
allows them to perform super human feats not capable of
normal human beings. Aura is typically used in tandem
with the hunters unique fighting style and is further
accentuated by the use of dust; a unique substance that
further enhances aura by adding elemental properties
such as ice, fire, or force. However, the one defining trait
that sets apart two huntsmen from each other is their
Semblance; a personal manifestation of Aura that is
unique and special

combination of some melee based implement combined


with a fire arm function. However, some of them
specialize in using dust to produce spell-like effects.
Naturally, a severe drawback to specializing in a single
weapon is the inability to fight without it provided that
the hunter is separated from their weapon of choice
Lastly, all hunters have a Semblance power that is
unique to their character. Studious individuals might use
runes while bolder personalities gain temporary strength
buffs. Whatever it might be, a Hunters Semblance is
truly the differentiating mark of who they are as an
individual and as a professional warrior.

Play Style:__________________________
With an ever increasing fan base and developing story,
RWBY is a web series made by Rooster Teeth that
tells the story of four young girls as they learn to become
full-fledged huntresses. I highly recommend watching a
few episodes before you consider making a character to
get a feel of playstyle. Fortunately, the web series is
fairly short totaling to a mere couple hours of watch
time.
Playstyle is similar to that of the Fighter and the Monk
but with some considerable exceptions. Hunters utilize
Aura much in the same way that the Monk class uses
Ki however it is a hunters Aura that powers their
abilities and allows them to take damage. They also
borrow many of the stats from the Fighter class and use
it to their full advantage to deal punishing blows.
However, Hunters do not benefit from a large hit die like
Fighters do making them vulnerable to attacks when
their Aura runs out; Hunters also are not as resistant to
Will, Fortitude, or Reflex based saves like Monks are
making them susceptible to a plethora of spell based
threats.
Nearly all hunters are proficient with a single, trick
weapon made by their own design, granting them unique
combat options. Typically, these weapons are a

Team RWBY, as depicted by Rooster Teeth.

I created this document to help guide the character


creation process in a format that is similar to the
Pathfinder Core Rulebook. Naturally, I encourage you to
make changes and tinker with this project of mine; my
only hope is that you enjoy playing as your favorite
RWBY characters or perhaps make a unique Huntsmen
or Huntress
Hit Die: d6

Class Skills:_________________________
Diplomacy, Heal, Knowledge (Arcana, Dungeoneering,
Geography, History, Nobillity, Religion), Sense Motive,
Linguistics, Survival
Skills Per Level: 2+Int Modifier

Character Features:__________________

Weapon and Armor Proficiency: Most huntresses and


huntsman are proficient with a single weapon, choosing
to specialize and master a craft of their own design. You
may choose to have proficiency with all martial weapons
are choose a single RWBY based weapon to become
proficient in. Please refer to the RWBY: Weapons
table for a list of unique trick weapons!
Huntsmen and huntresses have been known to wear a
wide range of armor, from simple leathers all the way to
pseudo-plate armor. For this reason, Hunters are
proficient in using all forms of armor. However, it is up
to the DM to regulate if a particular Hunter is incapable
of wearing a certain type of armor. An obvious example
is Ruby Rose dashing all over the battle field in Full
Plate Armor
AC Bonus (Ex): When unarmored and unencumbered,
the huntress adds her Wisdom bonus (if any) to her
AC and CMD. In addition, the huntress gains a +1 bonus
to AC and CMD at 4th level. This bonus increases by 1
for every four character levels thereafter, up to a
maximum of +5 at 20th level. These bonuses
to AC apply even against touch attacks or when the
huntress is flat-footed. She loses these bonuses when he
is immobilized or helpless, when she wears any armor,
when she carries a shield, or when she carries a medium
or heavy load.
Swift Hunter(Ex): Huntsman and Huntresses naturally
pursue preyand in some cases run from it. A huntress
gains + 5 feet to her land speed at level 3. She gains an
additional +5 movement speed at 6th, 9th, 12th, 15th, and
18th levels. This bonus is halved if the hunter is wearing
light armor and lost if wearing medium or heavy armor.

Aura (Ex): Every huntsman and huntress has access to


an internal energy called Aura. In the show, Aura is
used to power the hunters natural abilities and as a
reserve for how much damage they can take. A huntress
has (Character level + preferred modifier) points of aura
at level 1. The huntress gains +2 to their total aura pool
at levels 3, 5, 7, 9, 11, 13, 15, 17, and 19. (i.e.: A level 5
huntress with a +4 preferred modifier has 5 points of
aura granted by her level, an additional 4 points granted
by her preferred modifier, and +4 due to her the
increased aura pool for a total of 13 points of Aura. At
level 13 she has 13 points from her level, +4 due to her
modifier, and +12 from her modifier for a total of 29
points of Aura).
Absorb Damage: Sometimes you get hit; thats just part
of a hunters job. In the show, several hunters have
received impossible amounts of damage but still manage
to get up and fight. This is due to their use of Aura to
absorb damage. Starting at level 1, a huntress may spend
a single point of aura to negate 5 base damage plus their
Constitution modifier per point. As the huntress gains
experience she learns how to better utilize her aura and
can ignore additional damage equal to their Constitution
modifier at levels 3, 5, 7, 9, 11, 13, 15, 17, and 19. (i.e:
A level 5 huntress with a +2 Constitution modifier can
spend a point of aura to absorb 5 base damage + 6 due to
her Constitution modifier for a total of 11 points of
negated damage. At level 13 the huntress can spend a
point of aura to absorb 5 base damage +14 due to her
Constitution modifier for a total of 19 points of negated
damage.)

Hated Enemy(Ex): Huntsman and Huntresses wage


eternal war against the Creatures of Grimm. At level 1
the Hunter gains a +1 bonus on Bluff, Knowledge,
Perception, Sense Motive, and Survival checks against
all creatures with evil alignment. At every 5th level
(levels 5, 10, 15, and 20) the Hunter increases this bonus
by +1. For example, a level 15 huntress has a +3 bonus
on skill checks made against evil aligned creatures.
Note: Due to the expanding nature of the show, it is
recommended that the GM clarifies exactly which
monster types can be affected by this bonus. For proper
balance, the suggested monster types affected by this
ability are evil aligned Animals and Magical Beasts.
However, I would encourage the GM to allow this bonus
to affect other monster types for interesting game play.

Lie Ren using his Aura to deflect a crushing bite.

Increasing Acrobatics Checks: Hunters and huntresses


have mastered their use of aura to grant them inhuman
abilities such as jumping to great heights or running on
walls. By spending a point of aura the hunter gains a
base bonus equal to their Dexterity modifier to a single
acrobatics check. This bonus increases by +1 at levels 3,

5, 7, 9, 11, 13, 15, 17, and 19. (i.e: A huntress with a +2


Dexterity modifier can spend a point of aura to increase
a single acrobatics check by +2 due to the Dexterity
modifier plus an additional +2 upon reaching level 5 for
a total of + 4 to a single Acrobatics Check. At level 13
the huntress can spend a point of aura to increase a
single Acrobatics Check by +8.)
Increasing CMB/CMD: Gaining an upper hand through
unorthodox means is an essential part of being a hunter.
Spending a point of aura increases the CMB/CMD of the
huntress equal to their Strength modifier for a single
round. This bonus increases by +1 at levels 3, 5, 7, 9, 11,
13, 15, 17, and 19. (i.e: A huntress with a +3 Strength
modifier can spend a point of aura to increase their
CMB/CMD by +3 due to the Strength modifier plus an
additional +2 upon reaching level 5 for a total of + 5 to
CMB/CMD for one round. At level 13 the huntress can
spend a point of aura to increase their CMB/CMD by
+9.)
Jumping and Falling: Huntsman and Huntresses are
skilled at using their aura to boost them to extraordinary
heights or save them from bone jarring falls. At level 1
the huntress may spend a point to jump up to 5 ft and to
ignore fall damage from 10 ft. This bonus increases by 5
ft at levels 3, 5, 7, 9, 11, 13, 15, 17, and 19. The hunter
or huntress is not immune to attacks of opportunity
while jumping in this manner and can be knocked out of
the air if struck(up to the DMs discretion) and suffers
half of the fall damage upon crashing on the ground.
Semblance (Ex): Every huntsman and huntress has a
unique ability called Semblance which is the personal
manifestation of their Aura. Some Semblances control
magnetism while others give the hunter a strength boost.
Certain conditions may have to be met in order to use
Semblance but Aura is always consumed in the process.
Refer to the RWBY: Semblance section for a detailed
list of Semblance powers.
Master Hunter (Ex): The hunter becomes a true
professional of the trade and is an expert at
exterminating The Creatures of Grimm. As a standard
action, the Hunter may activate all of their 5th tier
Semblance powers at once without spending any aura at
level 20 once a week.

she grows stronger, Ruby is capable of using more


powerful variants of her semblance power at the expense
of more aura. Activating her semblance powers leaves
behind a trailing wind of red rose petals.
Red like Roses I (1 Aura): Ruby can double her current
movement speed. Doing so makes her immune to attacks
of opportunity while moving. This ability lasts for 1
round and is available at level 1.
Hit and Run I (1 Aura): Ruby can make strikes and
move at the same time allowing her to change targets.
She can make as many strikes as she is capable but
suffers the usual attack penalties for making multiple
attacks; she can only move within her current movement
speed. This ability lasts for 1 round and is available at
level 1.
Scythe Storm I (1 Aura): Ruby gains an extra attack with
no penalties to her hit checks however she does not add
her Strength modifier to this strike. This ability lasts for
one round and is available at level 1.

Ruby Rose launches herself using her Semblance, Speed.

Red like Roses II (2 Aura): Like Red like Roses I


except Ruby moves even faster making her harder to
track. She is treated as having the effects of the spell
Blur. This ability lasts for one round and is available
at level 4.

Semblance Powers List:_______________

Hit and Run II (2 Aura): Like Hit and Run I except


Ruby can hit multiple targets with greater accuracy.
Upon using Hit and Run II she gains a +1 to all hit
checks made. This ability lasts for 1 round. This ability
is available at level 4.

Semblance, Speed (Ex): Rubys semblance power is


agility; by activating this innate power she is capable of
achieving Mach speeds that enhance her attacks and
provide her with extra mobility on the battle field. As

Scythe Storm II (2 Aura): Like Scythe Storm I except


Ruby can deal extra strikes for longer durations of time.
This ability lasts for 2 rounds. This ability is available at
level 4.

Red like Roses III (3 Aura): Like Red like Roses II


except Ruby can move at lightning speeds for a longer
duration of time. This ability lasts for 2 rounds and is
available at level 8.
Hit and Run III (3 Aura): Like Hit and Run II except
Ruby can hit multiple targets for a longer duration of
time. This ability lasts for 2 rounds and is available at
level 8.
Scythe Storm III (3 Aura): Like Scythe Storm II
except Ruby can deal two extra strikes. She can perform
an additional 2 attacks with no penalty to her strikes
however she does not add her strength modifier to either.
This ability lasts for 2 rounds and is available at level 8.
Red Like Roses IV (4 Aura): Like Red like Roses III
except Ruby moves at blindingly fast speeds making her
even harder to track. She is treated as having the effects
of the spell Displacement. This ability lasts for 2
rounds and is available at level 13.
Hit and Run IV (4 Aura): Like Hit and Run III except
Ruby can hit multiple targets with even greater accuracy.
Upon using Hit and Run IV she gains a +2 to all hit
checks made. This ability lasts for 2 rounds and is
available at level 13.

a multitude of disc shaped runes in a given space


surrounding her up to a radius of 60ft +10ft per level.
The youngest of the Schnee family, she is extremely
adept at using these runes in ways that make her a
terrifying spell sword. As she grows stronger, Weiss is
capable of using more powerful variants of her
semblance power at the expense of more aura.
Activating her semblance power infuses her blade with
glowing bright light...
Glyph Savant I: Weiss has an unnatural knack for
summoning her glyphs; as a free action she can procure
a single glyph without expending any Aura once per
turn. Her glyphs behave similarly to the spell Floating
Disk but can point in any direction, has a longer range,
and does not last as long. A single point of Aura is
expended for every additional glyph she procures that
turn. This ability is available at level 1and lasts for 1
round.
Glyph Charge I (1 Aura): Weiss can propel herself
naturally from one glyph to the next with ease; doing so
is treated as the full round action Charge. Weiss is also
capable of launching herself in any direction at half her
movement speed as a movement action. Doing so
expends a single point of Aura every time she launches
herself from a glyph, destroying the glyph in the process.
This ability is available at level 1.

Scythe Storm IV (4 Aura): Like Scythe Storm III


except Ruby can deal extra strikes for longer durations
of time. This ability lasts for 3 rounds and is available at
level 13.
Red Like Roses V (5 Aura): Like Red like Roses IV
except Ruby can move at lightning speeds for even
longer durations of time. This ability lasts for 3 rounds
and is available at level 19.
Hit and Run V (5 Aura): Like Hit and Run IV except
Ruby can hit multiple targets for even longer durations
of time. This ability lasts for 3 rounds and is available at
level 19.
Scythe Storm V (5 Aura): Like Scythe Storm IV
except Ruby can deal 3 extra strikes. She can perform an
additional 3 attacks with no penalty to her strikes
however she does not add her strength modifier to any of
them. This ability lasts for 3 rounds and is available at
level 19.
Semblance, Glyphs (Ex): Weisss semblance power is
glyphs; activating this innate power allows her to project

Weiss Schnee manifesting her Aura as a magical rune or Glyph.

Glyph Spell Casting I (1 Aura): Weiss can infuse her


glyphs with Dust to perform certain spell-like abilities.
Listed below are a few spells that she can cast provided
that she has the appropriate type of dust prepared in her
rapiers cylinder. Casting a spell in this manner is always
a full round action and consumes a single point of Aura
along with the appropriate type of dust. For example,
Weiss can only cast Stone Shield if she has prepared
Myrtenaster with at least one charge of Purple Dust.
Weiss can only cast a number of spells following the
Spells per Day Table of a Wizard found on page 72 of

the Pathfinder Core Rulebook. This ability is available at


level 1. See Myrtenaster (Weapon) for further details
on casting.

Cyan Dust: Bears Endurance, Bulls Strength, Cats Grace,


Death from Below, Endure Elements, Gird Ally, Glitter Dust,
Resist Energy

Red Dust: Manipulate Fire I, Burning Hands, Flare Burst

Purple Dust: Manipulate Earth II, Create Pit

Blue Dust: Manipulate Ice I, Snow Ball, Magic Missile

Electric Dust: Manipulate Electricity


Thundercloud, Defensive Shock

Cyan Dust: Mage Armor, True Strike, Grease, Magic Weapon,


Mirror Strike, Light
Purple Dust: Manipulate Earth I, Stone Shield, Stumble Gap,
Detect Metal

II,

Aggressive

Green Dust : Manipulate Air II, Gust of Wind, Shatter, Sonic


Scream, Tremor Blast

Green Dust: Manipulate Air I, Ear Piercing Scream

Glyph Savant III: Like Glyph Savant II however


Weiss is now capable of maintaining her glyphs for
longer durations. Her glyphs remain until they are
perform a Glyph Charge or until their duration is up.
This ability is available at level 8and lasts for 2 rounds.

Glyph Savant II: Like Glyph Savant I however Weiss


is now capable of casting more glyphs with ease. Upon
using this ability she can cast 2 glyphs without
expending any Aura as a free action. This ability is
available at level 4and lasts for 1 round.

Glyph Charge III (3 Aura): Like Glyph Charge II


however Weiss is now capable of getting past the thick
hides of monsters and heavily armed foes. She gains
armor penetration equal to her Dexterity Modifier. This
ability is available at level 8.

Glyph Charge II (2 Aura): Like Glyph Charge I


however Weiss is now capable of rebounding off of two
glyphs instead of just one; both strikes are treated as
Charge. This ability is available at level 4.

Glyph Spell Casting III (3 Aura): Like Glyph Spell


Casting II except Weiss has improved upon her Dust
casting techniques. This ability is available at level 8.

Electric Dust: Manipulate Electricity I, Shocking Grasp,

Red Dust: Manipulate Fire III, Explosive Runes, Fireball, Fire


Fall, Fire Trail, Fire Trap, Firestream, Flame Arrow, Fire
Shield, Wall of Fire
Blue Dust : Manipulate Ice III, Creeping Ice, Ice Spears, Ice
Storm, Sleet Storm, Wall of Ice
Cyan Dust: Ablative Barrier, Protection from Energy,
Heroism, Stone Skin
Purple Dust: Manipulate Earth III, Spiked Pit, Stone Shape

Weiss Schnee preparing to dash into a foe using Glyph Charge.

Glyph Spell Casting II (2 Aura): Like Glyph Spell


Casting I except Weiss has found new ways to use and
improve her casting using Dust. This ability is available
at level 4.
Red Dust: Manipulate Fire II, Burning Arc, Fiery Shuriken,
Scorching Ray
Blue Dust: Manipulate Ice II, Frigid Touch, Frost Fall, Ice
Slick

Electric Dust: Manipulate Electricity III, Ball Lightning,


Lightning Bolt, Lightning Sheet, Aggressive Thunder Cloud
Greater
Green Dust: Manipulate Air III, Air Geyser, Cloak of Winds,
Hurricane Blast, River of Wind, Wind Wall, Shout

Glyph Savant IV: Like Glyph Savant II however


Weiss is now capable of casting a trio of glyphs with
minimal effort. Upon using this ability she can cast 3
glyphs without expending any Aura as a free action. This
ability is available at level 13 and lasts for 2 rounds.
Glyph Charge IV (4 Aura): Like Glyph Charge III
however Weiss is now capable of rebounding off of
three glyphs instead of just two; all three of these strikes

are treated as Charge. This ability is available at level


13.

Yellow Dust: Manipulate Electricity V, Storm Bolts


Green Dust: Manipulate Air V, Scouring Winds

Glyph Spell Casting IV (4 Aura): Like Glyph Spell


Casting II except Weiss has matured and refined her
Dust casting prowess. This ability is available at level
13.
Red Dust: Manipulate Fire IV, Chains of Fire Fire Snake
Blue Dust: Manipulate Ice IV, Cold Ice Strike, Cone of Cold,
Freezing Sphere, Icy Prison
Cyan Dust: Bears Endurance Mass, Bulls Strength Mass, Cats
Grace Mass, Stone Skin Communal, Heroism Greater
Purple Dust: Manipulate Earth IV, Hungry Pit, Hungry Earth,
Move Earth, Wall of Iron, Wall of Stone
Electric Dust: Manipulate Electricity IV, Chains of Lightning,
Lightning Arc
Green Dust: Manipulate Air IV, Sonic Thrust, Wall of Sound

Glyph Savant V: Like Glyph Savant IV however


Weiss is now capable of maintaining her glyphs for
longer durations. Her glyphs remain until they are used
to perform a Glyph Charge or until their duration is
up. This ability is available at level 19 and lasts for 3
rounds.

Semblance, Shadows (Ex): Blake can form a semi-solid


shadow clone of herself to set up attacks or escape from
potentially deadly blows. She is capable of projecting a
clone 10ft away from herself and can extend this range
an extra 5 ft every odd level. Unlike the other Hunters,
Blakes relatively simple Semblance is bolstered by her
incredible skill set. Originally a prized member of the
White Fang, Blakes natural acrobatic aptitude makes
her an especially dangerous combatant when combined
with her semblance powers. Leaving behind an empty
copy of herself, she glows with a dark, purple hue...
Shadow Clone Formation I (1 Aura): Blakes signature
move; the Shadow Clone. As a free action Blake can
make a semi-solid clone of her self to evade attacks or
set up devastating blows. When attacked, Blake may
activate this ability to take a five foot step to any
adjacent square where she is currently standing, leaving
the clone behind. Doing so gives her the Displacement
spell effect for just that one attack. On her turn, she may
activate this ability as a free action to project a clone.
This ability is available at level 1 with the clones lasting
for 1 round.

Glyph Charge V (5 Aura): Like Glyph Charge IV


however Weiss is now capable of landing her strikes at
critical locations. Depending on the DMs discretion, the
target must beat a fortitude save that is equivalent to
(Weisss character level + 5 + Dexterity Modifier).
Failing to do so applies a condition like Shaken or
Paralyzed depending on where the strike was placed.
This ability is available at level 19.
Glyph Spell Casting V (5 Aura): Like Glyph Spell
Casting V except Weiss has mastered and truly made
her Dust casting technique her very own. This ability is
available at level 19.
Red Dust: Manipulate Fire V, Fire Brand, Incendiary Cloud,
Meteor Swarm, Wall of Lava
Blue Dust: Manipulate Ice V, Ice Body, Icy Prison Mass,
Polar Ray
Cyan Dust: Binding, Dominate Monster, Hold Monster Mass,
Iron Binding, Protection from Spells, Reverse Gravity(inside
Rune Area only)
Purple Dust: Manipulate Earth V, Wall of Lava, Imprisonment

Blake Belladonna taking a five-foot step to evade Torchwicks attack; her


Shadow Clone takes the hit in the process.

Infuse Shadow Clones I (1 Aura): Blake can infuse a


single clone with an elemental type provided that she has
the appropriate dust type to do so. Upon using Shadow
Clone Formation she can form the below Shadow
Clones. This ability is available at level 1 and lasts for as
long as the clones do.
Fire Clone: A clone made of exploding fire. Deals 1d6 +1 fire
damage to whoever struck it. Doing so causes the clone to
disappear. Consumes one charge of red dust.
Ice Clone: A clone made of flimsy ice. Traps the first weapon
that strikes it. Beating a strength check equal to (Hunter level

+ 1 + Hunter Constitution Modifier) breaks the weapon free


from the ice. Consumes one charge of blue dust.

target to become prone. Striking the clone causes it to


disappear. Consumes one charge of red dust.

Earth Clone: A clone made of compact dirt. Completely blocks


attacks although it is arguable that strikes that destroy the
clone in one fell swoop apply damage to Blake. HP:15.
Consumes one charge of purple dust.

Ice Clone: A clone made of flimsy ice. Traps the first weapon
that strikes it. Beating a strength check equal to (Hunter level
+ 3 + Hunter Constitution Modifier) Consumes one charge of
blue dust.
Earth Clone: A clone made of compact dirt. Completely blocks
attacks although it is arguable that strikes that destroy the
clone in one fell swoop apply damage to Blake. HP:25.
Consumes one charge of purple dust.
Force Clone: A clone made of pure force. It knocks back
enemies that strike it by 15 ft. Consumes one charge of cyan
dust.
Electric Dust: A clone made of pure electricity. Weapons
made of metal that strike the clone apply the Shaken
condition to the wielder and deals 1d4+2 shock damage.
Striking the clone causes it to disappear. Consumes one
charge of yellow dust.

Blake Belladonna taking cover from behind an Earth Shadow Clone.

Force Clone: A clone made of pure force. It knocks back


enemies that strike it by 10 ft. Consumes one charge of cyan
dust.
Electric Dust: A clone made of pure electricity. Weapons
made of metal that strike the clone apply the Shaken
condition to the wielder. Doing so causes the clone to
disappear.

Tricks of the Trade II (1I Aura): Blake continues to learn


the arts of those who operate in the shadows. She can
choose to learn either Bleeding Attack, Fast Stealth,
or Deadly Weapons, as if she were following the
Ninja Core Class found in Pathfinder Advanced Combat
on page 13. She can use this ability by spending 2 points
of aura. This ability is available at level 4 and lasts for 1
round.

Tricks of the Trade I (1 Aura): Blake immerses herself in


the shadows along with all of the tools of a clandestine
life. She can use Sneak Attack as if she were following
the Ninja Core Class found in Pathfinder Advanced
Combat on page 13. She can use this ability by spending
2 points of aura. This ability is available at level 1 and
lasts for 1 round.

Shadow Clone Formation III (3 Aura): Like Shadow


Clone Formation III except Blake has learned to project
another clone making her extremely hard to hit. Subjects
the attacker to two consecutive 50% chances at missing
before allowing a hit check. For example, an opponent
that attempts to strike Blake after using this ability must
flip a coin twice and call it both times before attempting
an attack roll. This abillity is available at level 8 and
lasts for 1 round.

Shadow Clone Formation II (2 Aura): Like Shadow


Clone Formation I except Blake has learned to distance
herself further from her clone when evading attacks. She
can now take another five-foot step when evading
attacks Available at level 4 and lasts for one round.

Infuse Shadow Clones III (3 Aura): Like Infuse


Shadow Clones III however Blake is now capable of
spending more Aura to enhance her clones. This ability
is available at level 8 and lasts for as long as the clones
do.

Infuse Shadow Clones II (2 Aura): Like Infuse Shadow


Clones I however Blake is now capable of spending
more Aura to enhance her clones. This ability is
available at level 4 and lasts for as long as the clones do.

Fire Clone: A clone made of exploding fire. Deals 2d6 + 2 fire


damage to whoever struck it. Those struck by the clone must
beat a fortitude or reflex save equal to (Hunter level + 3 +
Hunter Constitution Modifier). Failing the save causes the
target to become prone. Striking the clone causes it to
disappear. Consumes one charge of red dust.

Fire Clone: A clone made of exploding fire. Deals 1d6 +1 fire


damage to whoever struck it. Those struck by the clone must
beat a fortitude or reflex save equal to (Hunter level + 2 +
Hunter Constitution Modifier). Failing the save causes the

Ice Clone: A clone made of flimsy ice. Traps the first weapon
that strikes it. Beating a strength check equal to (Hunter level

+ 5 + Hunter Constitution Modifier) Consumes one charge of


blue dust.

target to become prone. Striking the clone causes it to


disappear. Consumes one charge of red dust.

Earth Clone: A clone made of compact dirt. Completely blocks


attacks although it is arguable that strikes that destroy the
clone in one fell swoop apply damage to Blake. HP:35.
Consumes one charge of purple dust.

Ice Clone: A clone made of flimsy ice. Traps the first weapon
that strikes it. Beating a strength check equal to (Hunter level
+ 7 + Hunter Constitution Modifier) Consumes one charge of
blue dust.

Force Clone: A clone made of pure force. It knocks back


enemies that strike it by 20 ft. Consumes one charge of cyan
dust.

Earth Clone: A clone made of compact dirt. Completely blocks


attacks although it is arguable that strikes that destroy the
clone in one fell swoop apply damage to Blake. HP:45.
Consumes one charge of purple dust.

Electric Dust: A clone made of pure electricity. Weapons


made of metal that strike the clone apply the Shaken and
Staggered condition to the wielder and deals 1d4+3 shock
damage. Striking the clone causes it to disappear. Consumes
one charge of yellow dust.

Tricks of the Trade III: Blake gains situational


awareness and applies it on the battlefield. She gains
Improved Uncanny Dodge, as if she were following
the Ninja Core Class found in Pathfinder Advanced
Combat on page 13. This ability is innate and does not
consume aura. This ability is available at level 8.
Shadow Clone Formation IV (4 Aura): Like Shadow
Clone Formation III except Blake has learned to
distance herself even further from her clones when
evading attacks. She can now take a total of 3
consecutive five-foot steps when evading attacks.
Available at level 13 and lasts for one round.

Blake Belladonna using her Shadow Clone offensively to bait an attack of


opportunity, followed by a riposte.

Infuse Shadow Clones IV (4 Aura): Like Infuse


Shadow Clones III however Blake is now capable of
spending more Aura to enhance her clones. This ability
is available at level 13 and lasts for as long as the clones
do.
Fire Clone: A clone made of exploding fire. Deals 3d6 fire
damage to whoever struck it. Those struck by the clone must
beat a fortitude or reflex save equal to (Hunter level + 4 +
Hunter Constitution Modifier). Failing the save causes the

Force Clone: A clone made of pure force. It knocks back


enemies that strike it by 25 ft. Consumes one charge of cyan
dust.
Electric Dust: A clone made of pure electricity. Weapons
made of metal that strike the clone apply the Shaken and
Staggered condition to the wielder and deals 1d4 shock
damage. Striking the clone causes it to disappear. Consumes
one charge of yellow dust.

Tricks of the Trade IV (4 Aura): Blake continues to learn


the arts of an effective operative. She learns
Assasinate as if she were following the Ninja Core
Class found in Pathfinder Advanced Combat on page 13.
She can use this ability by spending 4 points of aura.
This ability is available at level 13.
Shadow Clone Formation V (5 Aura): Like Shadow
Clone Formation III except Blake has mastered shadow
clone projection making her nearly impossible to hit.
Subjects the attacker to three consecutive 50% chances
at missing before allowing a hit check. For example, an
opponent that attempts to strike Blake after using this
ability must flip a coin three times and call it each time
before attempting an attack roll. This ability is available
at level 19 and lasts for 1 round.
Infuse Shadow Clones V (5 Aura): Like Infuse Shadow
Clones IV however Blake is now capable of spending
more Aura to enhance her clones. This ability is
available at level 19 and lasts for as long as the clones
do.
Fire Clone: A clone made of exploding fire. Deals 4d6 fire
damage to whoever struck it. Those struck by the clone must
beat a fortitude or reflex save equal to (Hunter level + 4 +
Hunter Constitution Modifier). Failing the save causes the
target to become prone. Striking the clone causes it to
disappear. Consumes one charge of red dust.
Ice Clone: A clone made of flimsy ice. Traps the first weapon
that strikes it. Beating a strength check equal to (Hunter level
+ 9 + Hunter Constitution Modifier) Consumes one charge of
blue dust.

Earth Clone: A clone made of compact dirt. Completely blocks


attacks although it is arguable that strikes that destroy the
clone in one fell swoop apply damage to Blake. HP:55.
Consumes one charge of purple dust.

slammed into hard objects in this manner suffer damage


at the DMs discretion as well. This ability is available at
level 1 and lasts for 1 round.

Force Clone: A clone made of pure force. It knocks back


enemies that strike it by 30 ft. Consumes one charge of cyan
dust.

Enraged I (1 Aura): Yang is filled with absolute fury.


She gains damage reduction equivalent to her current
level + her charisma modifier. This is a free action, is
available at level 1 and lasts for 1 round.

Electric Dust: A clone made of pure electricity. Weapons


made of metal that strike the clone apply the Shaken and
Staggered, and Stunned condition to the wielder and
deals 1d4 shock damage. Striking the clone causes it to
disappear. Consumes one charge of yellow dust.

Damage Conversion II (2 Aura): Like Damage


Conversion I except Yang can now tap into her well of
strength for a longer duration of time. This ability lasts
for 3 rounds and is available at level 4.

Tricks of the Trade V (5 Aura): Blake has mastered the


ways of a shadow warrior. She learns Hidden Master
as if she were following the Scout, Rogue, Ninja Core
Class found in Pathfinder Advanced Combat on page 13.
She can use the chosen ability by spending 5 points of
aura. Unlike most Tier 5 semblance powers, this ability
is available at level 20.

Improved Strikes II (2 Aura): Like Improved Strikes I


except Yang can infuse her fists with more Aura. Doing
so allows her to send 200lbs + 10lbs per character level
flying up to a distance of 15 ft. Enemies struck in this
manner must beat a reflex save of (10+ 2 Aura + Yangs
Strength Modifier) in order to not fall prone. This ability
is available at level 4 and lasts for 1 round.

Semblance, Damage Conversion (Ex): Yang can


bolster her massive blows even further by using her
Semblance to convert the damage she receives into
devastating strikes. Unlike other Hunters, Yang
purposely chooses to face threats head on and adds the
points of damage she takes onto followed up attacks. A
brawler if anything, she prefers to let her fists do the
talking as she sends legions of enemies flying with her
fists. Empowering herself with rage, her hair radiates an
intense golden glow...

Enraged II (2 Aura): Like Enraged I except Yang has


learned to extend the duration of her wrath. This ability
is a free action, available at level 8 and lasts for 3
rounds.

Damage Conversion I (1 Aura): During a single


encounter, Yang naturally stores the damage that she
receives and can summon it with Aura to bolster her
attacks. For a limited time, she can inflict back up to
10% of the total hit points that she has lost and add it to
her damage for every successful hit check she makes.
This ability lasts for 1 round and is available at level 1.
For example, if Yang loses 10 hp at the beginning of the
encounter she can deal up to an extra 1 point of damage
for each successful attack made for 1 round. Upon losing
100 hp near the end of the round she can deal up to 10
extra damage for each successful attack made for one
round.
Improved Strikes I (1 Aura): Yang can infuse her fists
with Aura to create battle options and knock foes
around. She can send objects (or people) that are
160lbs + 10lbs per character level flying up to a distance
of 10 ft. Enemies struck in this manner must beat a
reflex save of (10+ 1 Aura + Yangs Strength Modifier)
in order to not fall prone. It is arguable that enemies

Damage Conversion III (3 Aura): Like Damage


Conversion II except Yang can now access deeper
portions of the damage she has received and inflict it
back upon her foes. For a limited time, she can inflict
back up to 20% of the total hit points that she has lost
and add it to her damage for every successful hit check
she makes.
Improved Strikes III (3 Aura): Like Improved Strikes
II except Yang can extend the duration of the Aura that
she infused into her fists. This ability is available at level
8 and lasts for 2 rounds.
Enraged III (3 Aura): Like Enraged II except Yang
has learned to become better focused while enraged. She
gains +5 to both her reflex and will saves while enraged.
This ability is a free action, available at level 8 and lasts
for 3 rounds.
Damage Conversion IV (4 Aura): Like Damage
Conversion III except Yang can now tap into her well
of strength for an even longer duration of time. This
ability lasts for 5 rounds and is available at level 13.
Improved Strikes IV (4 Aura): Like Improved Strikes
3 except Yang can infuse her fists with even more
Aura. Doing so allows her to send 240lbs + 10lbs per

character level flying up to a distance of 20 ft. Enemies


struck in this manner must beat a reflex save of (10+ 4
Aura + Yangs Strength Modifier) in order to not fall
prone. This ability is available at level 13 and lasts for 2
rounds.

At level 7 Ruby can use a single command point to


coordinate attacks between two comrades, granting them
a bonus of + 5 each to CMB/CMD. This allows the
commanded players to re-arrange their turn orders at the
DMs discretion.

Enraged IV (4 Aura): Like Enraged III except Yang


has learned to further extend the duration of her wrath.
This ability is a free action, is available at level 13 and
lasts for 5 rounds.

Upon Ruby reaching level 10 these bonus increases to


+10.

Damage Conversion V (5 Aura): Like Damage


Conversion IV except Yang can now access even
deeper portions of the damage she has received and
inflict it back upon her foes. For a limited time, she can
inflict back up to 30% of the total hit points that she has
lost and add it to her damage for every successful hit
check she makes.
Improved Strikes V (5 Aura): Like Improved Strikes
IV except Yang can extend the duration of the Aura
that she infused into her fists. This ability is available at
level 19 and lasts for 4 rounds.
Enraged V (5 Aura): Like Enraged V except Yang has
superior control of her actions while enraged. She gains
a +10 to both her reflex saves and will saves.
This ability is a free action, is available at level 19 and
lasts for 5 rounds.

At level 13 Ruby can use a single command point to


coordinate attacks between three comrades, granting
them a bonus of + 10 each to CMB/CMD. This allows
the commanded players to re-arrange their turn orders at
the DMs discretion.
Upon Ruby reaching level 16 these bonus increases to
+15.
Zwei, the Pembroke Welsh Corgi (Familiar): At level
1(and at the DMs discretion), Ruby obtains her pet dog
Zweii as a familiar, granting her a +3 on Charisma based
checks so long as she is holding him. Zwei has a
cheerful and loving personality and behaves exactly as
any normal Corgi would (the only exception perhaps is
if he were to be shot out of a coffee mug cannon; refer to
RWBY episode No Brakes). This means that he has a
heightened sense of smell and hearing like most dogs do.
Lastly, Zwei and Ruby can communicate and understand
each other as though she had the Speak with Master
ability even if Ruby does not meet the necessary
requirements.

RWBY Based Feats List:______________


Below are a list of feats that I have made for fun;
some of these feats provide a cute puppy to certain
players while others offer strategic advantages. It is
recommended that you talk to your DM before you
select any of these feats.
Commander (Ft): Ruby and Juan are natural leaders
who utilize the full advantages offered by their teams to
take down foes that are seemingly impossible to beat.
Attainable at level 4, they gain a pool of command
points equal to their Wisdom modifier. Like Aura, they
regain these points after resting for 8 hours. Issuing a
command consumes points from this pool and is used to
coordinate unique attacks with team players.
Ruby can spend a command point as a standard action to
request a comrade to perform an action on their turn. If
the comrade follows through with her request, they gain
a +5 to CMB/CMD .

A perfectly good dog getting shot out of a coffee mug cannonI gotta reevaluate my life

RWBY Based Spells List:______________


I have designed some spells to fill gaps that the
Pathfinder Core Rulebook does not cover to help better
build RWBY into a d20 system. Personally, I think
manipulation of the elements should have always been a
spell but heytalk to your DM for permission to use
these spells before you consider using them in a
campaign.

Manipulate (Fire, Ice, Earth, Electricity, or Air) Tier I:


A 1st level spell that allows the caster to manipulate 10
cubic feet of the designated element with ease for rounds
equivalent to their spell caster level. Examples include
filling a door way with fire or earth or perhaps projecting
electricity out to 10 feet to shock an enemy. How these
elements are manipulated is up to the DM however logic
and reason should apply as far as natural sciences go.
Manipulate (Fire, Ice, Earth, Electricity, or Air) Tier II:
Like Manipulate (Fire, Ice, Earth, Electricity, or Air)
Tier I however it is a 2nd level spell that allows the
caster to manipulate 40 cubic feet of the designated
element with ease for rounds equivalent to their spell
caster level. Examples include filling a hallway with
wind or encasing a large person in ice.
Manipulate (Fire, Ice, Earth, Electricity, or Air) Tier III:
Like Manipulate (Fire, Ice, Earth, Electricity, or Air)
Tier I however it is a level 4th level spell that allows the
caster to manipulate 120 cubic feet of the designated
element with ease for rounds equivalent to their spell
caster level. Examples include disabling large
mechanical devices or creating a minor slurry of snow.
Manipulate (Fire, Ice, Earth, Electricity, or Air) Tier IV:
Like Manipulate (Fire, Ice, Earth, Electricity, or Air)
Tier I however it is a 6th level spell that allows the
caster to manipulate 240 cubic feet of the designated
element with ease for rounds equivalent to their spell
caster level. Examples include instantly setting an entire
floor of a building on fire or creating a large gust of
wind to fuel said fire.

A fully integrated weapon; it is capable of changing


forms as a free action.
Scythe/Sniper Rifle form: Crescent Roses most
expanded form. A giant scythe with jagged edges of
complex machinery along the back of the blade and
handle. Deals 1d8 damage and is treated as a weapon
with reach and trip when used for melee purposes.
Critical hits deal x3 damage when used as a scythe with
a crit-range of 18-20.
Integrated into the staff of the scythe is a sniper rifle
that is capable of shooting targets 300ft away dealing
1d12 damage. Critical hits deal x4 damage and crits on a
natural 20. A single magazine contains 10 rounds of
ammunition. Refer to the Pathfinder Firearms rules for
further clarification on how guns work. Due to the
scythes massive recoil, Ruby must bury the blade into
the ground in order to shoot accurately; she takes a -10
penalty to hit checks while using the sniper function
otherwise. The act of burying the blade or removing it is
a free action and can be done anytime. The recoil of the
scythe can be used to propel Ruby over large distances at
incredible speeds. Doing so consumes 5 rounds of
ammunition and adds 30ft to Rubys movement speed,
making her immune to attacks of opportunity when
passing enemies. When propelled, Ruby deals additional
lethal damage to the targets she strikes equal to her
Dexterity modifier. Ruby is considered to be no longer
propelled when her turn ends.

Manipulate (Fire, Ice, Earth, Electricity, or Air) Tier IV:


Like Manipulate (Fire, Ice, Earth, Electricity, or Air)
Tier I however it is a 6th level spell that allows the
caster to manipulate 600 cubic feet of the designated
element with ease for rounds equivalent to their spell
caster level. Examples include forming a minor ice
golem or making concentrated lightning.

Exotic RWBY Weapons List:__________

Crescent Roses 3 forms. Top: Scythe/Sniper Rifle form. Middle: Rifle


form. Bottom: Storage form.

RWBY is filled with all sorts of amazing and deadly


weapons; its certainly part of what makes the show so
great! Many of these weapons can be considered to be
Overpowered so I did my best to tone them down to fit
into 3.5 mechanic. Regardless, talk to your DM before
you bring these weapons into your next game.

Rifle Mode: A semi compact form, the weapon assumes


the shape of an obtuse, elongated rectangle made of
metal and moving parts. Capable of firing rounds that
deal 1d6 damage, deals x2 Critical damage upon rolling
a natural 20.

Crescent Rose (Weapon): A massive and fearsome


looking weapon that combines the functions of
scythe and sniper rifle.

Storage Mode: The weapon folds into a compact,


rectangular box that is thin and easy to carry.

Myrtenaster (Weapon): An elegant blade made


with fine craftsman ship; attached to the hilt is a
revolver cylinder with a rainbow of dust capsules
inside.

considered to be a free action. See Semblance, Glyphs


(Ex) for further information on how casting spells while
using dust and aura works.

Gambol Shroud (Weapon): A collapsible katana


that fits into an unusually thick sheath, its many
forms suggests that the wielder must be a skilled
swordsman
Consisting of the sheath and the collapsible katana, this
weapon can be swiftly changed to any of its forms as a
free action.

Rooster Teeth conceptual designs of Myrtenaster.

A medium sized rapier that deals 1d6 damage, deals x2


critical damage, and has a crit-range of 18-20. This
rapier breaks at the hilt to allow access to take out the
old cylinder with a new one, doing so is considered to be
a free action. Taking out the old cylinder and loading it
with new dust takes a full round to load a single slot with
one charge of dust. The cylinder can hold 6 charges
worth of dust; expending the dust infused with Aura
allows the wielder to cast spell like effects as a full
round action. Cycling the cylinder to the desired dust
containing chamber is considered to be a free action. See
Semblance, Glyphs (Ex) for further information on how
casting spells while using dust and aura works.

Myrtenaster unhinged, revealing a 6 chambered cylinder containing a


rainbow assortment of dust.

The cylinder can hold 6 charges worth of dust;


expending the dust infused with Aura allows the wielder
to cast spell like effects as a full round action. Cycling
the cylinder to the desired dust containing chamber is

Gambol Shrouds four forms. Left: The Kama/Pistol form. Top: Katana
form. Middle: Sheathed/Odachi form. Bottom: Cleaver Form

Kama/Pistol form: The collapsible katana can be


changed into a kama that is designed to slash foes within
close range and possibly shoot targets at slightly further
distances. When used for melee purposes, the kama
deals 1d4 slash damage and can be tied to long wrist
wrappings to act as a kusarigami; deals x2 critical
damage and crits on a natural 19-20. The handle contains
a magazine that can contain either 17 rounds of standard
munitions or 10 charges of dust. Using standard
munitions deals 1d6 penetration damage and can deal x4
critical damage on a natural 20. See Semblance,
Shadows (Ex) for a detailed description concerning dust
usage. Refer to the Pathfinder Firearms rules for further
clarification on how guns work.
Katana form: The katana fully assembled and out of its
sheath, it can be wielded with one hand but is incapable
of firing the pistol; however it can expend dust. Deals
1d6 slashing damage, does X2 critical damage and crits
on a natural 18-20.
Cleaver form: The sheath of this weapon doubles as a
single handed cleaver. Light in weight compared to the
odachi form, it deals 1d6 blunt damage, does X3 critical
damage and crits on a natural 20.

Sheathed/Odachi form: The entire weapon joined as one,


it is not capable of firing the pistol nor being wielded by
two hands, however it can expend dust. Deals 1d10 blunt
damage, does X3 critical damage, and crits on a natural
18-20.

Ember Celica (Weapon): A pair of bracelets that


extend into gauntlets, they hide a pair of miniature
shotguns that pack a punch!
A simple pair of bracelets that can be worn on the wrist,
they transform into a pair of gauntlets as a free action
Bracelet form: Simple, yellow bracelets that appear to be
no more than a bold fashion statement.
Gauntlet/Shotgun form: When expanded, the bracelets
become gauntlets that cover the entire fore arm. These
gauntlets offer a +2 AC shield bonus while blocking and
can be used to parry reasonable attacks at the discretion
of the DM.
Each gauntlet contains a concealed shotgun with the
covers hiding a belt that can contain 12 shells. The
shotgun can be activated while making an unarmed
strike to add kinetic force to each punch, doing so
consumes a single shell of munitions. Adds additional
1d6 points of fire damage, does not crit.This damage is
reduced to 1d4 if aimed at targets further than 5 ft away
up to a range of 20 ft.

Notes:______________________________
I did my best to balance the characters while making
them fun. At leastI hope they are funand not
completely broken regardless I made sure that there
were some limits put into place so these characters
would not be completely abused! A lot of the innate aura
abilities share the same pool of resources with their
semblances. This is to encourage players to use their
abilities with discretion. With that said, if you feel that a
player is killing your NPCs/Monsters too efficiently be
sure to remind them with a will save based attack or
waiting until they have used up all of their aura. These
characters have a lot of burst but are especially
vulnerable when their aura is depleted.
Some of you may ask why I decided to homebrew Ruby
for a game like DnD and Pathfinder, especially if these
table tops were not meant to support overpowered anime
types. I did it because I enjoy creating characters and
playing a game in a way that is not meant to be played. I
personally think that traditional DnD is awfully boring
but have always loved the mechanic. Therefore, I
decided to try my hand at making some home brew for
one of my favorite shows!
I think that the RWBY characters are unique in many
aspects that separate them from most anime. They do
display the overpowered clich that is associated with
most Japanese animation but their Aura and Semblance
powers makes them interesting. And many people have
inquired about RWBY characters and have asked for
help on building them for campaigns and personal
projects. So here ya go!
If you are displeased with this proposed character class
then feel free to modify it, tweak it, radically improve it,
whatever! Use this document to your advantage. I hope
you had fun with my little homebrew project! Let me
know if you have any questions and I will do my best to
contact you back. Please let me know if you didnt like
my build instead of flaming me online, I bruise like a
banana!!!!

Ember Celica in Gauntlet Form. The barrel of the shotgun is clearly


seen above the fist along with the belt containing 12 shells.

Level

Base Attack
Bonus

Fortitude
Save

Reflex
Save

Will
Save

Special

Aura,
Semblance I,
AC Bonus,
Hated Enemy
Bonus Feat
Aura,
Swift Hunter
Semblance II
Aura,
Hated Enemy

1st

2nd

3rd

4th

5th

6th

6/1

Swift Hunter

7th

7/2

Aura

8th

8/3

Semblance III

9th

9/4

Aura,
Swift Hunter

10th

10/5

Bonus Feat,
Hated Enemy

11th

11/6/1

Aura

12th

12/7/2

Swift Hunter

13th

13/8/3

Aura,
Semblance IV

14th

14/9/4

Bonus Feat
Aura,
Swift Hunter,
Hated Enemy

15th

15/10/5

16th

16/11/6/1

10

Bonus Feat

17th

17/12/7/2

10

Aura

18th

18/13/8/3

11

Swift Hunter

19th

19/14/9/4

11

20th

20/15/10/5

12

Aura,
Semblance V
Hated Enemy,
Master Hunter

Pathfinder is owned by Paizo Publishing, and RWBY is owned by Rooster Teeth Productions. I do not claim any right or ownership to
any of Pathfinder or RWBY related content. I do claim that I used their neat mechanic and conceptual ideas to build a really neat
character! If you have an issue please do not sue me into oblivion and contact me instead at odysseusthesonofwrath@gmail.com.

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