The Demon-Hunter career is Copyright 1996 by John B. Brown, Jr., Patrick Capossere, and Michael Paxson. This material may only be used in a GM's home campaign. Any comments or suggestions are welcome. Send to:



  • Arcane Language - Demonic
  • Demon Lore
  • Disarm
  • Dodge Blow
  • Secret Language - Battle Tongue
  • Sense Chaos
  • Specialist Weapon - Flail
  • Specialist Weapon - Parrying Weapon
  • Specialist Weapon - Two-Handed Weapon
  • Strike to Injure
  • Strike Mighty Blow
  • Full Plate Armor
  • Hand Weapon
  • Two-Handed Flail
  • Two-Handed Sword

Career Entries: Witch-Hunter

Career Exits: Templar, Initiate (or Cleric if character has previously been an Inititiate)


These warriors have taken their crusade against Chaos to an extreme. These former Witch-Hunters are obsessed with destroying Chaos in all its forms but are especially interested in destroying the most diabolic creations Chaos has to offer - the Demons. They will willingly go anyplace to find their prey; even to the very Chaos Wastes where these Demons reign supreme.

As these warriors are so extreme in their views, characters must be of Lawful or Good alignment to become a Demon-Hunter.

Sense Chaos - This skill is unique to Demon-Hunters. A character with this skill who remains totally inactive for a whole game turn (one minute) will be made aware of the presence and rough direction of any source of Chaos within 48 yards. The character's concentration must be absolute; speaking, moving, fighting or attempting anything at all will make this skill unuseable. The gamemaster should make a secret test against the character's intelligence when the character concentrates in such a manner.

Rituals - The Demon-Hunter must spend the listed experience points to learn the corresponding ritual. The duration times of these rituals are all one hour except for the Zone of Demonic Nullification which lasts for two hours. No magic points are necessary to perform the rituals but they can only be done once per day.