Fax Celestis
2006-08-17, 03:52 AM
The Hunters of the Stag are an animist sect who worship Horjin, the Tiger-God of the Hunt.
Abilities: Charisma is your best ability, considering it dictates your class skills. Dexterity is good as well, since it dictates your archery prowess. Strength or Constitution is a good final choice as well, if only for the inherent bonuses they'll give you.
Races: Most Hunters of the Stag are human, though elves have also been known to become Hunters. Most other races don't show the dedication necessary.
Alignment: Hunters of the Stag tend towards neutrality. They must also be good.
Hit Die: d8
Starting Gold: 2d4x10 gp.
Starting Age: As fighter (PH 109).
Class Features
Weapon and Armor Proficiency: Hunters of the Stag are proficient with all simple weapons and all bows. They are also proficient with light and medium armor, but not with shields.
Class Skills (6 + Int modifier per level, x4 at 1st level): Climb, Concentration, Craft, Heal, Hide, Knowledge (Nature), Listen, Move Silently, Profession, Ride, Spot, Survival
Nine Traditions of Sagittarius:
Hunters of the Stag must follows this code of conduct at all times, or they lose all of their totem abilities until they atone for their sins.
1. Hospitality
Everyone, regardless of race, creed, or nationality, shall be provided hospice.
2. The Sacred Hunt
You have been granted a Sacred Hunt and a Quarry. It is your purpose to pursue them without relenting.
3. Peace
We are more than animals, and armed conflict is the way of beasts. Do not fight without honor or reason.
4. Artistry
Art is what separates man from beast. The pursuit of the arts, in any form, should take precedence in your life.
5. Commune
Show others the respect you wish to receive yourself.
6. Domain
The earth is sacred land. Treat it as such, and punish those who don't.
7. Destruction
Should the earth, the arts, or nature ever be threatened, it is your responsibility to protect them with your life.
8. Station
Show respect to those of higher station than you, but only respect they deserve.
9. Mission
It is your duty as a Hunter to cull the weak and promote evolution as best you can--even at the risk of making a species extinct.
Sacred Hunt: Hunters of the Stag all have a quest given to them by Horjin. Sometimes this quest doesn't make sense to the Hunter, but they are expected to follow it anyway. The DM should choose a Sacred Hunt for the Hunter at character creation and tell the player what it is (but not necessarily understandably: gods communicate cryptically). Treat this as a geas/quest spell that is permanent and cannot be dispelled.
Quarry: Similar to the Sacred Hunt, Hunters of the Stag set a personal goal for themselves. This should be chosen at character creation by the player and should never change (unless the goal is accomplished, in which case the character should choose a new one). Treat this as a lesser geas spell that is permanent and cannot be dispelled.
Weapon of Choice: Hunters of the Stag focus on a particular weapon throughout their training. As such, they may select any one weapon (simple, martial, or exotic) at 1st level and gain the required proficiencies for that weapon. They also acquire the Weapon Focus feat for the appropriate weapon.
Totem: At 2nd level, a Hunter of the Stag bonds with a nature spirit, chosen from the following list. This choice dictates their totem abilities.
Track: At 3rd level, a Hunter of the Stag gains the Track feat.
Endurance: At 4th level, a Hunter of the Stag gains the Endurance feat.
Woodland Stride: At 7th level, a Hunter of the Stag may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.
Swift Track: At 8th level, a Hunter of the Stag can move at his normal speed while following tracks without taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.
Improved Weapon of Choice: At 10th level, a Hunter's prowess with their chosen weapon increases. They receive the Weapon Specialization and Greater Weapon Focus feats for the appropriate weapon, even if they don't qualify for the feats.
Greater Weapon of Choice: At 15th level, a Hunter's prowess with their chosen weapon increases further. They receive the Greater Weapon Specialization feat, even if they don't qualify for the feat. In addition, they receive the Crushing Strike feat if their weapon is a melee bludgeoning weapon; the Driving Attack feat if their weapon is a melee piercing weapon; the Slashing Flurry feat if their weapon is a melee slashing weapon; or the Penetrating Shot feat if their weapon is a ranged weapon. They do not need to qualify for these feats in order to obtain them.
Supreme Weapon of Choice: At 20th level, a Hunter's prowess with their chosen weapon increases to legendary levels. They receive the Weapon Supremacy feat for their chosen weapon, even if they don't qualify for the feat.
Religion
All Hunters of the Stag worship Horjin, the Tiger-God of the Hunt.
Hunter of the Stag Progression
{table]
Level BAB Fort Ref Will Special Effective Totem Rank
1st +0 +2 +0 +2 Nine Traditions of Sagittarius, Sacred Hunt, Quarry, Weapon of Choice 1
2nd +1 +3 +0 +3 Totem 2
3rd +2 +3 +1 +3 Track 3
4th +3 +4 +1 +4 Endurance 4
5th +3 +4 +1 +4 - 5
6th +4 +5 +2 +5 - 6
7th +5 +5 +2 +5 Woodland Stride 7
8th +6/+1 +6 +2 +6 Swift Tracker 8
9th +6/+1 +6 +3 +6 - 9
10th +7/+2 +7 +3 +7 Improved Weapon of Choice 10
11th +8/+3 +7 +3 +7 - 11
12th +9/+4 +8 +4 +8 - 12
13th +9/+4 +8 +4 +8 - 13
14th +10/+5 +9 +4 +9 - 14
15th +11/+6/+1 +9 +5 +9 Greater Weapon of Choice 15
16th +12/+7/+2 +10 +5 +10 - 16
17th +12/+7/+2 +10 +5 +10 - 17
18th +13/+8/+3 +11 +6 +11 - 18
19th +14/+9/+4 +11 +6 +11 - 19
20th +15/+10/+5 +12 +6 +12 Supreme Weapon of Choice 20[/table]
Totems
Ape
ETR 2: The Hunter treats Balance as a class skill.
ETR 4: The Hunter gains a 20' climb speed.
ETR 8: The Hunter's gains two natural claw attacks. These deal 1d6 slashing damage (1d4 for a small creature, 1d8 for a large one) plus strength bonus.
ETR 12: The Hunter gains +2 Strength.
ETR 16: The Hunter gains the ability to rend with his claw attacks. If he hits with both of them in one attack, he automatically deals an extra 2d6 slashing damage plus two times his strength bonus.
ETR 20: The Hunter gains +2 Constitution.
Axdivijink Igesto
ETR 2: The Hunter treats Spellcraft as a class skill.
ETR 5: The Hunter gains the Dodge feat.
ETR 10: The Hunter gains telepathy out to thirty feet.
ETR 15: The Hunter gains Spell Resistance equal to ten plus his Hit Dice.
ETR 20: The Hunter is considered constantly under the effects of a tongues spell.
Badger
ETR 2: The Hunter treats Intimidate as a class skill.
ETR 4: The Hunter gains the ability to enter a rage. During this rage, he gains +4 Strength, +4 Constitution, and takes a -2 penalty to AC. This rage lasts for a number of rounds equal to his Charisma modifier and is fatigued when it ends. He can use this ability twice per day.
ETR 8: The Hunter gains a burrow speed of 10'.
ETR 12: The Hunter gains +2 Dexterity.
ETR 16: The Hunter's ability to rage improves. During this improved rage, he gains +8 Strength, +8 Constitution, but still takes a -2 penalty to AC. This rage lasts for a number of rounds equal to his Charisma modifier. He can use this ability once per day. This ability doesn't overwrite or overrule his preceding rage abilities; it is instead in addition to them.
ETR 20: The Hunter gains +2 Constitution.
Basilisk
ETR 2: The Hunter treats Intimidate as a class skill.
ETR 5: The Hunter gains a stunning gaze attack usable once every six rounds. This can be performed as a swift action, and can affect only one opponent. An opponent attacked by this gaze attack must make a Fortitude save versus a DC equal to 10 + 1/2 ETR + Charisma modifier or be stunned for one round.
ETR 10: The Hunter gains +2 Strength. In addition, his gaze attack can be used once every five rounds.
ETR 15: The Hunter gains +2 Constitution. In addition, his gaze attack can be used once every four rounds.
ETR 20: The Hunter gains a petrifying gaze in addition to his stunning one. Usable once every five rounds, this ability causes a single opponent to suffer a Fortitude save versus a DC equal to 10 + ETR + Charisma modifier or be turned to stone as per the flesh to stone spell.
Bat
ETR 2: The Hunter can speak Auran.
ETR 3: The Hunter gains a +4 bonus to Listen.
ETR 6: The Hunter gains a +4 bonus to Spot.
ETR 9: The Hunter gains +2 Dexterity.
ETR 12: The Hunter gains blindsense out to 30'.
ETR 15: The Hunter grows bat wings and gains the ability to fly at 40' with good maneuverability.
ETR 18: The Hunter gains the ability to cast vampiric touch once every five rounds (caster level 5th).
Bear
ETR 2: The Hunter treats Intimidate as a class skill.
ETR 4: The Hunter gains the Scent ability.
ETR 8: The Hunter gains +2 Strength.
ETR 12: The Hunter gains a 10' increase to his land speed.
ETR 16: The Hunter gains +2 Constitution.
ETR 20: The Hunter gains +2 Strength.
Blink Dog
ETR 2: The Hunter gains a +1 bonus to will saves.
ETR 4: The Hunter gains the Run feat as a bonus feat.
ETR 8: The Hunter gains low-light vision and darkvision out to 30'. If the Hunter already has darkvision, it improves its range by 30' instead.
ETR 12: The Hunter gains the ability to use blink as a spell-like ability, as the spell, three times per day.
ETR 16: The Hunter gains the ability to use dimension door as a spell-like ability, as the spell, once every 1d4 rounds.
ETR 20: The Hunter's blink and dimension door spell-like abilities become like second nature and are usable as free actions. The Hunter can even act immediately after using his dimension door ability.
Bulette
ETR 2: The Hunter treats Knowledge (Dungeoneering) as a class skill.
ETR 5: The Hunter gains a burrow speed of 10', and gains a +2 bonus to natural armor class.
ETR 10: The Hunter's bonus to natural armor class increases to +3. In addition, he gains +2 Strength.
ETR 15: The Hunter's bonus to natural armor class increases to +4. In addition, he gains +2 Constitution.
ETR 20: The Hunters bonus to armor class increases to +6. He receives an additional +2 Strength and +2 Constitution.
Cat
ETR 2: The Hunter treats Search as a class skill.
ETR 3: The Hunter gains two natural claw attacks. These are retractable claws that extend from the tips of the Hunter's fingers. These claws deal 1d6 slashing damage plus strength bonus (1d4 for small creatures, 1d8 for large), and like all natural weapons do not provoke attacks of opportunity.
ETR 6: The Hunter receives a +3 bonus to hide, listen, and move silently checks.
ETR 9: The Hunter receives low-light vision and darkvision out to 30'. If the Hunter already has darkvision, increase its range by 30' instead.
ETR 12: The Hunter receives the scent ability.
ETR 15: The Hunter's natural claw attacks improve. They now deal 1d10 damage, plus strength bonus (1d8 for small creatures, 1d12 for large). In addition, the Hunter receives a bite attack, which deals 1d12 piercing damage, plus 1/2 strength bonus (1d10 for small creatures, 2d8 for large).
ETR 18: The Hunter's bonuses to hide, listen, and move silently improve to +9.
Cheetah
ETR 2: The Hunter gains a 5' bonus to his land speed.
ETR 4: The Hunter's bonus to his land speed increases to 10'. He also gains the benefits of the Run feat.
ETR 8: The Hunter gains the ability to move at ten times his normal speed during a charge once per hour.
ETR 12: The Hunter gains the Cometary Collision feat even if he doesn't qualify for it.
ETR 15: The Hunter gains +2 Dexterity.
ETR 20: The Hunter's bonus to his land speed increases to 20'.
Chimera
ETR 2: The Hunter treats Knowledge (Arcana) as a class skill.
ETR 5: The Hunter's carrying capacity is calculated as if the Hunter's Strength were 2 points higher than it actually was.
ETR 10: The Hunter gains a breath weapon. This breath weapon deals 3d8 points of damage and has a DC 10 + 1/2 ETR + Cha modifier Reflex save for half damage. This breath weapon is a 20' cone of fire, 20' cone of gas, 20' cone of cold, 40' line of acid, or 40' line of lightning. It is also usable once every five rounds.
ETR 15: The Hunter gains +2 Strength.
ETR 20: The Hunter gains chimera-like wings. These wings give him a fly speed of 50' with poor maneuverability.
Crocodile
ETR 2: The Hunter treats Swim as a class skill.
ETR 4: The Hunter gains the ability to hold his breath for a number of rounds equal to 4 x his Constitution modifier before he risks drowning.
ETR 8: The Hunter gains a 15' swim speed.
ETR 12: The Hunter's swim speed increases to 30', and he gains +2 Strength.
ETR 16: The Hunter gains +2 Constitution.
ETR 20: The Hunter's swim speed increases to 45' and he gains +2 Strength.
Displacer Beast
ETR 2: The Hunter receives a +2 bonus to resist ranged magical attacks that specifically target him.
ETR 4: The Hunter gains darkvision out to 30'. If the Hunter already has darkvision, it improves by 30' instead.
ETR 8: The Hunter's darkvision improves to 60'. In addition, he gains the ability to use displacement as a spell-like ability (CL=ETR) three times per day.
ETR 12: The Hunter grows two tentacles out of his back. These tentacles deal 1d6 damage plus 1/2 strength modifier and have a reach of 10 feet.
ETR 16: The Hunter's resistance to ranged magical attacks increases to +5.
ETR 20: The Hunter is considered constantly under the displacement spell. He can suppress this ability at will for a number of rounds equal to his Charisma modifier.
Frost Worm
ETR 2: The Hunter can speak Aquan.
ETR 5: The Hunter gains the ability to release a piercing trill that forces his opponents to stand motionless. All creatures within 50' of the Hunter must make a Will save versus DC 10 + ETR + Charisma modifier or be stunned for 1d4 rounds. Once a creature has resisted or broken the effect, the trill cannot affect it again for 24 hours. This ability is usable once every five rounds.
ETR 10: The Hunter gains a burrow speed of 10 feet.
ETR 15: The Hunter can release a breath weapon. This is a 30' cone of cold that deals 1d6 points of damage per two points of ETR (Reflex DC 10 + ETR + Cha modifier for half). Opponents paralyzed by the Hunter's trill get no saving throw.
ETR 20: The Hunter becomes immune to cold.
Griffon
ETR 2: The Hunter can speak Auran.
ETR 4: The Hunter gains darkvision out to 60'. If he already has darkvision, it instead increases his range by 60'.
ETR 8: The Hunter grows a pair of eagle-like wings. These grant him a fly speed of 40' with average maneuverability.
ETR 12: The Hunter gains the ability to perform a full-attack after diving.
ETR 16: The Hunter receives +2 Dexterity.
ETR 20: The Hunter increases his fly speed to 80'.
Hawk
ETR 2: The Hunter receives a +2 bonus to spot checks.
ETR 3: The Hunter gains low-light vision.
ETR 6: The Hunter gains the Weapon Finesse feat.
ETR 9: The Hunter receives +2 Dexterity.
ETR 12: The Hunter's bonus to spot checks increases to +4.
ETR 15: The Hunter receives +2 Dexterity.
ETR 18: The Hunter grows a pair of hawk-like wings. These give him a fly speed of 60' and average maneuverability.
Horse
ETR 2: The Hunter's weight limits are treated as if his strength were 2 points higher.
ETR 4: The Hunter gains the Die Hard feat.
ETR 8: The Hunter gains the Run feat.
ETR 12: The Hunter gains the Cometary Collision Feat.
ETR 16: The Hunter gains the scent ability.
ETR 20: The Hunter gains +4 Strength.
Hydra
ETR 2: The Hunter receives a +2 bonus to spot checks.
ETR 5: The Hunter gains a swim speed of 20'.
ETR 10: The Hunter gains darkvision to 60' and low-light vision.
ETR 15: The Hunter gains the scent ability.
ETR 20: The Hunter regenerates lost hit points at an increased rate, regaining 15 hit points an hour.
Kraken
ETR 2: The Hunter gains a swim speed of 10'.
ETR 5: The Hunter gains the ability to move backwards while underwater at a speed of 140'. This is usable once every 5 rounds.
ETR 10: The Hunter gains +2 Strength, and his swim speed increases to 20'.
ETR 15: The Hunter gains the ability to release a cloud of ink. He can emit a cloud of jet-black ink in an 80-foot spread once per minute as a free action. The cloud provides total concealment, which the Hunter can use to escape a fight that is going badly. Creatures within the cloud are considered to be in darkness.
ETR 20: The Hunter gains the ability to breathe underwater at will, as if he were constantly under the effects of a breathe water spell.
Lion
ETR 2: The Hunter treats Balance as a class skill.
ETR 4: The Hunter gains low-light vision and the scent ability.
ETR 8: The Hunter gains +2 Strength.
ETR 12: The Hunter gains the ability to perform a full-attack after a charge. This ability is usable once every five rounds.
ETR 15: The Hunter gains +2 Strength.
ETR 20: The Hunter's ability to full-attack after a charge becomes usable once every three rounds.
Manticore
ETR 2: The Hunter gains low-light vision.
ETR 4: The Hunter gains darkvision to 60' and the scent ability. If he already has darkvision, add 60' to its distance instead.
ETR 8: The Hunter gains the ability to shoot 2 spikes out of the palm of his hand. He can use this ability once every five rounds. These spikes have a range of 100 feet, and deal 1d8 damage plus 1/2 strength modifier. This is a standard action. Each spike’s attack roll is rolled individually.
ETR 12: The Hunter's spike shooting ability increases to 3 spikes, and the range increases to 120 feet.
ETR 16: The Hunter's spike shooting ability increases to 4 spikes and the range increases to 150 feet.
ETR 20: The Hunter's spike shooting ability increases to 6 spikes and the range increases to 180 feet.
Owlbear
ETR 2: The Hunter treats Search as a class skill.
ETR 4: The Hunter gains the Alertness feat and the scent ability.
ETR 8: The Hunter gains +2 Strength.
ETR 12: The Hunter gains +2 Constitution.
ETR 16: The Hunter gains +2 Strength.
ETR 20: The Hunter gains +2 Constitution.
Pegasus
ETR 2: The Hunter treats Diplomacy as a class skill.
ETR 4: The Hunter gains the ability to detect evil as the spell, at will. (CL 5th)
ETR 8: The Hunter gains the ability to detect good as the spell, at will. (CL 5th)
ETR 12: The Hunter's carrying capacity is calculated as if his Strength were 2 points higher.
ETR 16: The Hunter grows a pair of wings. These wings give him a fly speed of 60' with poor maneuverability.
ETR 20: The Hunter's ability to fly improves. He can now fly at a fly speed of 120' with average maneuverability.
Phase Spider
ETR 2: The Hunter receives a +2 bonus to initiative checks.
ETR 4: The Hunter's base land speed increases by 10'.
ETR 8: The Hunter gains a climb speed of 20'.
ETR 12: The Hunter's natural attacks become coated with a potent poison. This deals 1d4 constitution damage as both primary and secondary damage, and has a save DC equal to 10 + 1/2 ETR + Cha modifier.
ETR 16: The Hunter gains the ability to shift to the Ethereal Plane from the Material Plane as a free action, and shift back again as a move action (or during a move action). The ability is otherwise identical with ethereal jaunt (caster level 15th).
ETR 20: The Hunter's bonus to initiative checks increases to +6.
Purple Worm
ETR 2: The Hunter gains Tremorsense to 10'.
ETR 5: The Hunter gains a burrow speed of 20' and a swim speed of 10'.
ETR 10: The Hunter's Tremorsense improves to 50'.
ETR 15: The Hunter's natural attacks become coated in potent venom. This has a Fortitude save of DC 10 + 1/2 ETR + Cha modifier, and deals an initial damage of 1d4 Str and a secondary damage of 1d6 Str.
ETR 20: The Hunter gains a +4 to Strength.
Rat
ETR 2: The Hunter treats Search as a class skill.
ETR 3: The Hunter treats Balance as a class skill.
ETR 6: The Hunter treats Swim as a class skill.
ETR 9: The Hunter gains low-light vision and the scent ability.
ETR 12: The Hunter gains +2 Dexterity.
ETR 15: The Hunter gains a +4 bonus to Hide and Move Silently.
ETR 18: The Hunter gains +2 Dexterity.
Remorhaz
ETR 2: The Hunter is immune to the effects of low temperatures, as if he were constantly under the effects of an endure elements spell.
ETR 5: The Hunter gains a +2 bonus to his natural armor class.
ETR 10: The Hunter gains a burrow speed of 20'.
ETR 15: The Hunter radiates heat from his body. Any creature striking him with a melee weapon (except a reach weapon) or natural attack takes 1d6 points of fire damage for each 4 points of ETR the Hunter has.
ETR 20: The Hunter's bonus to his natural armor class increases to +6.
Rhinoceros
ETR 2: The Hunter treats Intimidate as a class skill.
ETR 4: The Hunter gains low-light vision.
ETR 8: The Hunter gains +2 Strength.
ETR 12: The Hunter's charges deal 1.5 times their normal damage.
ETR 16: The Hunter gains +2 Strength.
ETR 20: The Hunter's charges deal 2 times their normal damage.
Rust Monster
ETR 2: The Hunter treats Appraise as a class skill.
ETR 4: The Hunter gains the darkvision out to 30' and the scent ability. If he already has darkvision, increase its range by 30' instead.
ETR 8: The Hunter gains a +2 bonus to his natural armor class.
ETR 12: The Hunter gains the ability to rust with his touch. A Hunter that makes a successful touch attack causes the target metal to corrode, falling to pieces and becoming useless immediately. The touch can destroy up to a 10-foot cube of metal instantly. Magic armor and weapons, and other magic items made of metal, must succeed on a DC 10 + 1/2 ETR + Cha modifier Reflex save or be dissolved.
A metal weapon that deals damage to a Hunter corrodes immediately. Wooden, stone, and other nonmetallic weapons are unaffected. Unfortunately, this means that a Hunter cannot use metal equipment or items.
ETR 16: The Hunter's bonus to his natural armor class improves to +6.
ETR 20: The Hunter's bonus to his natural armor class improves to +10.
Sea Cat
ETR 2: The Hunter can hold his breath for 4 x Con modifier rounds before risking drowning.
ETR 4: The Hunter gains two natural claw attacks. These claws deal 1d6 + Str modifier damage.
ETR 8: The Hunter gains the ability to rend when he hits with both of his claw attacks. This deals an additional 2d6 damage plus double the Hunter's Str modifier.
ETR 12: The Hunter gains a swim speed of 40'.
ETR 16: The Hunter gains +2 Strength and can hold his breath for 5 x Con modifier rounds before risking drowning.
ETR 20: The Hunter gains +2 Constitution and can hold his breath for 6 x Con modifier rounds before risking drowning.
Shark
ETR 2: The Hunter treats Intimidate as a class skill.
ETR 4: The Hunter gains the scent ability.
ETR 8: The Hunter gains a swim speed of 30'.
ETR 12: The Hunter gains blindsense out to 30'.
ETR 16: The Hunter gains the scent ability effective out to 180'.
ETR 20: The Hunter's swim speed improves to 60'.
Shocker Lizard
ETR 2: The Hunter treats Jump as a class skill.
ETR 4: The Hunter gains the ability to deliver a shock of electricity to an opponent. By succeeding on a melee touch attack, the Hunter can deal 1d8 points of non-lethal electrical damage to living opponents (Reflex DC 10 + ETR + Cha modifier for half) per two points of ETR. This ability can be used once every five rounds.
ETR 8: The Hunter gains the ability to deliver a lethal shock of electricity to an opponent. By succeeding on a melee touch attack, the Hunter can deal 1d8 points of lethal electrical damage to living opponents (Reflex DC 10 + 1/2 ETR + Cha modifier for half) per two points of ETR. This ability can be used once every five rounds.
ETR 12: The Hunter gains the ability to sense any electrical discharge within 100'.
ETR 16: The Hunter gains a climb speed of 20'.
ETR 20: The Hunter gains a swim speed of 20'.
Snake
ETR 2: The Hunter can use poisons without the risk of poisoning himself.
ETR 4: The Hunter treats Balance as a class ability.
ETR 8: The Hunter gains the scent ability.
ETR 12: The Hunter's natural attacks become coated in poison. This poison does 1d4 points of Constitution damage as both primary and secondary damage, and has a Fortitude save DC of 10 + 1/2 ETR + Cha modifier.
ETR 16: The Hunter gains a climb speed of 20'.
ETR 20: The Hunter gains a swim speed of 20'.
Tiger
ETR 2: The Hunter treats Balance as a class skill.
ETR 4: The Hunter gains low-light vision and the scent ability.
ETR 8: The Hunter gains +2 Dexterity.
ETR 12: The Hunter gains the ability to perform a full-attack after a charge. This ability is usable once every five rounds.
ETR 16: The Hunter gains +2 Dexterity.
ETR 20: The Hunter's ability to full-attack after a charge becomes usable once every three rounds.
Treant
ETR 2: The Hunter treats Sense Motive as a class skill.
ETR 4: The Hunter gains +2 Strength.
ETR 8: Whenever a Hunter deals damage to an object, he deals double damage.
ETR 12: The Hunter gains Damage Reduction 10/slashing.
ETR 16: The Hunter gains the ability to cast liveoak once per day (CL = ETR).
ETR 20: The Hunter gains a +4 bonus to his natural armor class.
Unicorn
ETR 2: The Hunter treats Jump as a class skill.
ETR 4: The Hunter can cast detect evil at will. (CL 5th)
ETR 8: The Hunter can cast cure light wounds (CL 5th) three times a day, cure moderate wounds (CL 5th) once a day, and neutralize poison (CL 8th) once a day.
ETR 12: The Hunter is continuously surrounded by a magic circle against evil.
ETR 16: The Hunter gains +2 Charisma.
ETR 20: The Hunter gains +2 Strength.
Winter Wolf
ETR 2: The Hunter gains the scent ability.
ETR 4: The Hunter gains darkvision out to 60' and the scent ability.
ETR 8: The Hunter gains the ability to breathe a cone of frost. This is a 15-foot cone and is usable once every 5 rounds. It deals 1d6 cold damage per two points of ETR, and has a Reflex save DC of 10 + ETR + Cha modifier for half damage.
ETR 12: The Hunter gains the Improved Trip feat.
ETR 16: The Hunter gains a +3 bonus to Listen, Spot, Hide, and Move Silently.
ETR 20: The Hunter gains Cold Resist 20.
Horjin
Horjin, Tiger-God of the Hunt
Domains: Animal, Celerity, Competition, Trickery
Horjin (hoar-jinn) is a gigantic tiger. He concerns himself with the protection of nature and the proliferation of harmony between nature and the intelligent races. He resides in a sub plane of the Beastlands, the Island of Naudia'Diva, eternally hunting big game.
History/Relationships: Horjin began his life as a regular tiger, but was blessed with intelligence and godhood for his prowess after he brought a deity's avatar to a stalemate. Horjin has little interaction with other gods.
Dogma: The Nine Traditions of Sagittarius are to be followed at all times. Your Sacred Hunt and your Quarry precede everything: follow them with all your heart. Do not fight when your time comes: you have served the earth in your time.
Clergy: There are very few priests of Horjin, though those that exist are zealous in their beliefs. They tend to be leaders to the Hunters, though a few travel the lands as recruiters of a sort. There are three leaders within the church: the First, the High Priest, and the Aurajinrale.
The First is the best Hunters among the Hunters, and epitomizes each of the Nine Traditions of Sagittarius. Most First have hunted the majority of the creatures over the land, or at least dueled with them. Few are intellectual or patient enough to go beyond rudimentary magic, but this--like all rules--has exceptions.
The High Priest is the spiritual leader of the Hunters, arbiter in most disputes, and caretaker of the Temple. He is well-versed in Horjinic scripture and magic, and is accepted as the living embodiment of Sagittarius, the first Hunter of the Stag.
The Aurajinrale is a genetic descendant of Torat, the first Aurajinrale, and is usually female. Aurajinralek all have visions and act as the High Priest's assistant in most religious ceremonies.
Abilities: Charisma is your best ability, considering it dictates your class skills. Dexterity is good as well, since it dictates your archery prowess. Strength or Constitution is a good final choice as well, if only for the inherent bonuses they'll give you.
Races: Most Hunters of the Stag are human, though elves have also been known to become Hunters. Most other races don't show the dedication necessary.
Alignment: Hunters of the Stag tend towards neutrality. They must also be good.
Hit Die: d8
Starting Gold: 2d4x10 gp.
Starting Age: As fighter (PH 109).
Class Features
Weapon and Armor Proficiency: Hunters of the Stag are proficient with all simple weapons and all bows. They are also proficient with light and medium armor, but not with shields.
Class Skills (6 + Int modifier per level, x4 at 1st level): Climb, Concentration, Craft, Heal, Hide, Knowledge (Nature), Listen, Move Silently, Profession, Ride, Spot, Survival
Nine Traditions of Sagittarius:
Hunters of the Stag must follows this code of conduct at all times, or they lose all of their totem abilities until they atone for their sins.
1. Hospitality
Everyone, regardless of race, creed, or nationality, shall be provided hospice.
2. The Sacred Hunt
You have been granted a Sacred Hunt and a Quarry. It is your purpose to pursue them without relenting.
3. Peace
We are more than animals, and armed conflict is the way of beasts. Do not fight without honor or reason.
4. Artistry
Art is what separates man from beast. The pursuit of the arts, in any form, should take precedence in your life.
5. Commune
Show others the respect you wish to receive yourself.
6. Domain
The earth is sacred land. Treat it as such, and punish those who don't.
7. Destruction
Should the earth, the arts, or nature ever be threatened, it is your responsibility to protect them with your life.
8. Station
Show respect to those of higher station than you, but only respect they deserve.
9. Mission
It is your duty as a Hunter to cull the weak and promote evolution as best you can--even at the risk of making a species extinct.
Sacred Hunt: Hunters of the Stag all have a quest given to them by Horjin. Sometimes this quest doesn't make sense to the Hunter, but they are expected to follow it anyway. The DM should choose a Sacred Hunt for the Hunter at character creation and tell the player what it is (but not necessarily understandably: gods communicate cryptically). Treat this as a geas/quest spell that is permanent and cannot be dispelled.
Quarry: Similar to the Sacred Hunt, Hunters of the Stag set a personal goal for themselves. This should be chosen at character creation by the player and should never change (unless the goal is accomplished, in which case the character should choose a new one). Treat this as a lesser geas spell that is permanent and cannot be dispelled.
Weapon of Choice: Hunters of the Stag focus on a particular weapon throughout their training. As such, they may select any one weapon (simple, martial, or exotic) at 1st level and gain the required proficiencies for that weapon. They also acquire the Weapon Focus feat for the appropriate weapon.
Totem: At 2nd level, a Hunter of the Stag bonds with a nature spirit, chosen from the following list. This choice dictates their totem abilities.
Track: At 3rd level, a Hunter of the Stag gains the Track feat.
Endurance: At 4th level, a Hunter of the Stag gains the Endurance feat.
Woodland Stride: At 7th level, a Hunter of the Stag may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.
Swift Track: At 8th level, a Hunter of the Stag can move at his normal speed while following tracks without taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.
Improved Weapon of Choice: At 10th level, a Hunter's prowess with their chosen weapon increases. They receive the Weapon Specialization and Greater Weapon Focus feats for the appropriate weapon, even if they don't qualify for the feats.
Greater Weapon of Choice: At 15th level, a Hunter's prowess with their chosen weapon increases further. They receive the Greater Weapon Specialization feat, even if they don't qualify for the feat. In addition, they receive the Crushing Strike feat if their weapon is a melee bludgeoning weapon; the Driving Attack feat if their weapon is a melee piercing weapon; the Slashing Flurry feat if their weapon is a melee slashing weapon; or the Penetrating Shot feat if their weapon is a ranged weapon. They do not need to qualify for these feats in order to obtain them.
Supreme Weapon of Choice: At 20th level, a Hunter's prowess with their chosen weapon increases to legendary levels. They receive the Weapon Supremacy feat for their chosen weapon, even if they don't qualify for the feat.
Religion
All Hunters of the Stag worship Horjin, the Tiger-God of the Hunt.
Hunter of the Stag Progression
{table]
Level BAB Fort Ref Will Special Effective Totem Rank
1st +0 +2 +0 +2 Nine Traditions of Sagittarius, Sacred Hunt, Quarry, Weapon of Choice 1
2nd +1 +3 +0 +3 Totem 2
3rd +2 +3 +1 +3 Track 3
4th +3 +4 +1 +4 Endurance 4
5th +3 +4 +1 +4 - 5
6th +4 +5 +2 +5 - 6
7th +5 +5 +2 +5 Woodland Stride 7
8th +6/+1 +6 +2 +6 Swift Tracker 8
9th +6/+1 +6 +3 +6 - 9
10th +7/+2 +7 +3 +7 Improved Weapon of Choice 10
11th +8/+3 +7 +3 +7 - 11
12th +9/+4 +8 +4 +8 - 12
13th +9/+4 +8 +4 +8 - 13
14th +10/+5 +9 +4 +9 - 14
15th +11/+6/+1 +9 +5 +9 Greater Weapon of Choice 15
16th +12/+7/+2 +10 +5 +10 - 16
17th +12/+7/+2 +10 +5 +10 - 17
18th +13/+8/+3 +11 +6 +11 - 18
19th +14/+9/+4 +11 +6 +11 - 19
20th +15/+10/+5 +12 +6 +12 Supreme Weapon of Choice 20[/table]
Totems
Ape
ETR 2: The Hunter treats Balance as a class skill.
ETR 4: The Hunter gains a 20' climb speed.
ETR 8: The Hunter's gains two natural claw attacks. These deal 1d6 slashing damage (1d4 for a small creature, 1d8 for a large one) plus strength bonus.
ETR 12: The Hunter gains +2 Strength.
ETR 16: The Hunter gains the ability to rend with his claw attacks. If he hits with both of them in one attack, he automatically deals an extra 2d6 slashing damage plus two times his strength bonus.
ETR 20: The Hunter gains +2 Constitution.
Axdivijink Igesto
ETR 2: The Hunter treats Spellcraft as a class skill.
ETR 5: The Hunter gains the Dodge feat.
ETR 10: The Hunter gains telepathy out to thirty feet.
ETR 15: The Hunter gains Spell Resistance equal to ten plus his Hit Dice.
ETR 20: The Hunter is considered constantly under the effects of a tongues spell.
Badger
ETR 2: The Hunter treats Intimidate as a class skill.
ETR 4: The Hunter gains the ability to enter a rage. During this rage, he gains +4 Strength, +4 Constitution, and takes a -2 penalty to AC. This rage lasts for a number of rounds equal to his Charisma modifier and is fatigued when it ends. He can use this ability twice per day.
ETR 8: The Hunter gains a burrow speed of 10'.
ETR 12: The Hunter gains +2 Dexterity.
ETR 16: The Hunter's ability to rage improves. During this improved rage, he gains +8 Strength, +8 Constitution, but still takes a -2 penalty to AC. This rage lasts for a number of rounds equal to his Charisma modifier. He can use this ability once per day. This ability doesn't overwrite or overrule his preceding rage abilities; it is instead in addition to them.
ETR 20: The Hunter gains +2 Constitution.
Basilisk
ETR 2: The Hunter treats Intimidate as a class skill.
ETR 5: The Hunter gains a stunning gaze attack usable once every six rounds. This can be performed as a swift action, and can affect only one opponent. An opponent attacked by this gaze attack must make a Fortitude save versus a DC equal to 10 + 1/2 ETR + Charisma modifier or be stunned for one round.
ETR 10: The Hunter gains +2 Strength. In addition, his gaze attack can be used once every five rounds.
ETR 15: The Hunter gains +2 Constitution. In addition, his gaze attack can be used once every four rounds.
ETR 20: The Hunter gains a petrifying gaze in addition to his stunning one. Usable once every five rounds, this ability causes a single opponent to suffer a Fortitude save versus a DC equal to 10 + ETR + Charisma modifier or be turned to stone as per the flesh to stone spell.
Bat
ETR 2: The Hunter can speak Auran.
ETR 3: The Hunter gains a +4 bonus to Listen.
ETR 6: The Hunter gains a +4 bonus to Spot.
ETR 9: The Hunter gains +2 Dexterity.
ETR 12: The Hunter gains blindsense out to 30'.
ETR 15: The Hunter grows bat wings and gains the ability to fly at 40' with good maneuverability.
ETR 18: The Hunter gains the ability to cast vampiric touch once every five rounds (caster level 5th).
Bear
ETR 2: The Hunter treats Intimidate as a class skill.
ETR 4: The Hunter gains the Scent ability.
ETR 8: The Hunter gains +2 Strength.
ETR 12: The Hunter gains a 10' increase to his land speed.
ETR 16: The Hunter gains +2 Constitution.
ETR 20: The Hunter gains +2 Strength.
Blink Dog
ETR 2: The Hunter gains a +1 bonus to will saves.
ETR 4: The Hunter gains the Run feat as a bonus feat.
ETR 8: The Hunter gains low-light vision and darkvision out to 30'. If the Hunter already has darkvision, it improves its range by 30' instead.
ETR 12: The Hunter gains the ability to use blink as a spell-like ability, as the spell, three times per day.
ETR 16: The Hunter gains the ability to use dimension door as a spell-like ability, as the spell, once every 1d4 rounds.
ETR 20: The Hunter's blink and dimension door spell-like abilities become like second nature and are usable as free actions. The Hunter can even act immediately after using his dimension door ability.
Bulette
ETR 2: The Hunter treats Knowledge (Dungeoneering) as a class skill.
ETR 5: The Hunter gains a burrow speed of 10', and gains a +2 bonus to natural armor class.
ETR 10: The Hunter's bonus to natural armor class increases to +3. In addition, he gains +2 Strength.
ETR 15: The Hunter's bonus to natural armor class increases to +4. In addition, he gains +2 Constitution.
ETR 20: The Hunters bonus to armor class increases to +6. He receives an additional +2 Strength and +2 Constitution.
Cat
ETR 2: The Hunter treats Search as a class skill.
ETR 3: The Hunter gains two natural claw attacks. These are retractable claws that extend from the tips of the Hunter's fingers. These claws deal 1d6 slashing damage plus strength bonus (1d4 for small creatures, 1d8 for large), and like all natural weapons do not provoke attacks of opportunity.
ETR 6: The Hunter receives a +3 bonus to hide, listen, and move silently checks.
ETR 9: The Hunter receives low-light vision and darkvision out to 30'. If the Hunter already has darkvision, increase its range by 30' instead.
ETR 12: The Hunter receives the scent ability.
ETR 15: The Hunter's natural claw attacks improve. They now deal 1d10 damage, plus strength bonus (1d8 for small creatures, 1d12 for large). In addition, the Hunter receives a bite attack, which deals 1d12 piercing damage, plus 1/2 strength bonus (1d10 for small creatures, 2d8 for large).
ETR 18: The Hunter's bonuses to hide, listen, and move silently improve to +9.
Cheetah
ETR 2: The Hunter gains a 5' bonus to his land speed.
ETR 4: The Hunter's bonus to his land speed increases to 10'. He also gains the benefits of the Run feat.
ETR 8: The Hunter gains the ability to move at ten times his normal speed during a charge once per hour.
ETR 12: The Hunter gains the Cometary Collision feat even if he doesn't qualify for it.
ETR 15: The Hunter gains +2 Dexterity.
ETR 20: The Hunter's bonus to his land speed increases to 20'.
Chimera
ETR 2: The Hunter treats Knowledge (Arcana) as a class skill.
ETR 5: The Hunter's carrying capacity is calculated as if the Hunter's Strength were 2 points higher than it actually was.
ETR 10: The Hunter gains a breath weapon. This breath weapon deals 3d8 points of damage and has a DC 10 + 1/2 ETR + Cha modifier Reflex save for half damage. This breath weapon is a 20' cone of fire, 20' cone of gas, 20' cone of cold, 40' line of acid, or 40' line of lightning. It is also usable once every five rounds.
ETR 15: The Hunter gains +2 Strength.
ETR 20: The Hunter gains chimera-like wings. These wings give him a fly speed of 50' with poor maneuverability.
Crocodile
ETR 2: The Hunter treats Swim as a class skill.
ETR 4: The Hunter gains the ability to hold his breath for a number of rounds equal to 4 x his Constitution modifier before he risks drowning.
ETR 8: The Hunter gains a 15' swim speed.
ETR 12: The Hunter's swim speed increases to 30', and he gains +2 Strength.
ETR 16: The Hunter gains +2 Constitution.
ETR 20: The Hunter's swim speed increases to 45' and he gains +2 Strength.
Displacer Beast
ETR 2: The Hunter receives a +2 bonus to resist ranged magical attacks that specifically target him.
ETR 4: The Hunter gains darkvision out to 30'. If the Hunter already has darkvision, it improves by 30' instead.
ETR 8: The Hunter's darkvision improves to 60'. In addition, he gains the ability to use displacement as a spell-like ability (CL=ETR) three times per day.
ETR 12: The Hunter grows two tentacles out of his back. These tentacles deal 1d6 damage plus 1/2 strength modifier and have a reach of 10 feet.
ETR 16: The Hunter's resistance to ranged magical attacks increases to +5.
ETR 20: The Hunter is considered constantly under the displacement spell. He can suppress this ability at will for a number of rounds equal to his Charisma modifier.
Frost Worm
ETR 2: The Hunter can speak Aquan.
ETR 5: The Hunter gains the ability to release a piercing trill that forces his opponents to stand motionless. All creatures within 50' of the Hunter must make a Will save versus DC 10 + ETR + Charisma modifier or be stunned for 1d4 rounds. Once a creature has resisted or broken the effect, the trill cannot affect it again for 24 hours. This ability is usable once every five rounds.
ETR 10: The Hunter gains a burrow speed of 10 feet.
ETR 15: The Hunter can release a breath weapon. This is a 30' cone of cold that deals 1d6 points of damage per two points of ETR (Reflex DC 10 + ETR + Cha modifier for half). Opponents paralyzed by the Hunter's trill get no saving throw.
ETR 20: The Hunter becomes immune to cold.
Griffon
ETR 2: The Hunter can speak Auran.
ETR 4: The Hunter gains darkvision out to 60'. If he already has darkvision, it instead increases his range by 60'.
ETR 8: The Hunter grows a pair of eagle-like wings. These grant him a fly speed of 40' with average maneuverability.
ETR 12: The Hunter gains the ability to perform a full-attack after diving.
ETR 16: The Hunter receives +2 Dexterity.
ETR 20: The Hunter increases his fly speed to 80'.
Hawk
ETR 2: The Hunter receives a +2 bonus to spot checks.
ETR 3: The Hunter gains low-light vision.
ETR 6: The Hunter gains the Weapon Finesse feat.
ETR 9: The Hunter receives +2 Dexterity.
ETR 12: The Hunter's bonus to spot checks increases to +4.
ETR 15: The Hunter receives +2 Dexterity.
ETR 18: The Hunter grows a pair of hawk-like wings. These give him a fly speed of 60' and average maneuverability.
Horse
ETR 2: The Hunter's weight limits are treated as if his strength were 2 points higher.
ETR 4: The Hunter gains the Die Hard feat.
ETR 8: The Hunter gains the Run feat.
ETR 12: The Hunter gains the Cometary Collision Feat.
ETR 16: The Hunter gains the scent ability.
ETR 20: The Hunter gains +4 Strength.
Hydra
ETR 2: The Hunter receives a +2 bonus to spot checks.
ETR 5: The Hunter gains a swim speed of 20'.
ETR 10: The Hunter gains darkvision to 60' and low-light vision.
ETR 15: The Hunter gains the scent ability.
ETR 20: The Hunter regenerates lost hit points at an increased rate, regaining 15 hit points an hour.
Kraken
ETR 2: The Hunter gains a swim speed of 10'.
ETR 5: The Hunter gains the ability to move backwards while underwater at a speed of 140'. This is usable once every 5 rounds.
ETR 10: The Hunter gains +2 Strength, and his swim speed increases to 20'.
ETR 15: The Hunter gains the ability to release a cloud of ink. He can emit a cloud of jet-black ink in an 80-foot spread once per minute as a free action. The cloud provides total concealment, which the Hunter can use to escape a fight that is going badly. Creatures within the cloud are considered to be in darkness.
ETR 20: The Hunter gains the ability to breathe underwater at will, as if he were constantly under the effects of a breathe water spell.
Lion
ETR 2: The Hunter treats Balance as a class skill.
ETR 4: The Hunter gains low-light vision and the scent ability.
ETR 8: The Hunter gains +2 Strength.
ETR 12: The Hunter gains the ability to perform a full-attack after a charge. This ability is usable once every five rounds.
ETR 15: The Hunter gains +2 Strength.
ETR 20: The Hunter's ability to full-attack after a charge becomes usable once every three rounds.
Manticore
ETR 2: The Hunter gains low-light vision.
ETR 4: The Hunter gains darkvision to 60' and the scent ability. If he already has darkvision, add 60' to its distance instead.
ETR 8: The Hunter gains the ability to shoot 2 spikes out of the palm of his hand. He can use this ability once every five rounds. These spikes have a range of 100 feet, and deal 1d8 damage plus 1/2 strength modifier. This is a standard action. Each spike’s attack roll is rolled individually.
ETR 12: The Hunter's spike shooting ability increases to 3 spikes, and the range increases to 120 feet.
ETR 16: The Hunter's spike shooting ability increases to 4 spikes and the range increases to 150 feet.
ETR 20: The Hunter's spike shooting ability increases to 6 spikes and the range increases to 180 feet.
Owlbear
ETR 2: The Hunter treats Search as a class skill.
ETR 4: The Hunter gains the Alertness feat and the scent ability.
ETR 8: The Hunter gains +2 Strength.
ETR 12: The Hunter gains +2 Constitution.
ETR 16: The Hunter gains +2 Strength.
ETR 20: The Hunter gains +2 Constitution.
Pegasus
ETR 2: The Hunter treats Diplomacy as a class skill.
ETR 4: The Hunter gains the ability to detect evil as the spell, at will. (CL 5th)
ETR 8: The Hunter gains the ability to detect good as the spell, at will. (CL 5th)
ETR 12: The Hunter's carrying capacity is calculated as if his Strength were 2 points higher.
ETR 16: The Hunter grows a pair of wings. These wings give him a fly speed of 60' with poor maneuverability.
ETR 20: The Hunter's ability to fly improves. He can now fly at a fly speed of 120' with average maneuverability.
Phase Spider
ETR 2: The Hunter receives a +2 bonus to initiative checks.
ETR 4: The Hunter's base land speed increases by 10'.
ETR 8: The Hunter gains a climb speed of 20'.
ETR 12: The Hunter's natural attacks become coated with a potent poison. This deals 1d4 constitution damage as both primary and secondary damage, and has a save DC equal to 10 + 1/2 ETR + Cha modifier.
ETR 16: The Hunter gains the ability to shift to the Ethereal Plane from the Material Plane as a free action, and shift back again as a move action (or during a move action). The ability is otherwise identical with ethereal jaunt (caster level 15th).
ETR 20: The Hunter's bonus to initiative checks increases to +6.
Purple Worm
ETR 2: The Hunter gains Tremorsense to 10'.
ETR 5: The Hunter gains a burrow speed of 20' and a swim speed of 10'.
ETR 10: The Hunter's Tremorsense improves to 50'.
ETR 15: The Hunter's natural attacks become coated in potent venom. This has a Fortitude save of DC 10 + 1/2 ETR + Cha modifier, and deals an initial damage of 1d4 Str and a secondary damage of 1d6 Str.
ETR 20: The Hunter gains a +4 to Strength.
Rat
ETR 2: The Hunter treats Search as a class skill.
ETR 3: The Hunter treats Balance as a class skill.
ETR 6: The Hunter treats Swim as a class skill.
ETR 9: The Hunter gains low-light vision and the scent ability.
ETR 12: The Hunter gains +2 Dexterity.
ETR 15: The Hunter gains a +4 bonus to Hide and Move Silently.
ETR 18: The Hunter gains +2 Dexterity.
Remorhaz
ETR 2: The Hunter is immune to the effects of low temperatures, as if he were constantly under the effects of an endure elements spell.
ETR 5: The Hunter gains a +2 bonus to his natural armor class.
ETR 10: The Hunter gains a burrow speed of 20'.
ETR 15: The Hunter radiates heat from his body. Any creature striking him with a melee weapon (except a reach weapon) or natural attack takes 1d6 points of fire damage for each 4 points of ETR the Hunter has.
ETR 20: The Hunter's bonus to his natural armor class increases to +6.
Rhinoceros
ETR 2: The Hunter treats Intimidate as a class skill.
ETR 4: The Hunter gains low-light vision.
ETR 8: The Hunter gains +2 Strength.
ETR 12: The Hunter's charges deal 1.5 times their normal damage.
ETR 16: The Hunter gains +2 Strength.
ETR 20: The Hunter's charges deal 2 times their normal damage.
Rust Monster
ETR 2: The Hunter treats Appraise as a class skill.
ETR 4: The Hunter gains the darkvision out to 30' and the scent ability. If he already has darkvision, increase its range by 30' instead.
ETR 8: The Hunter gains a +2 bonus to his natural armor class.
ETR 12: The Hunter gains the ability to rust with his touch. A Hunter that makes a successful touch attack causes the target metal to corrode, falling to pieces and becoming useless immediately. The touch can destroy up to a 10-foot cube of metal instantly. Magic armor and weapons, and other magic items made of metal, must succeed on a DC 10 + 1/2 ETR + Cha modifier Reflex save or be dissolved.
A metal weapon that deals damage to a Hunter corrodes immediately. Wooden, stone, and other nonmetallic weapons are unaffected. Unfortunately, this means that a Hunter cannot use metal equipment or items.
ETR 16: The Hunter's bonus to his natural armor class improves to +6.
ETR 20: The Hunter's bonus to his natural armor class improves to +10.
Sea Cat
ETR 2: The Hunter can hold his breath for 4 x Con modifier rounds before risking drowning.
ETR 4: The Hunter gains two natural claw attacks. These claws deal 1d6 + Str modifier damage.
ETR 8: The Hunter gains the ability to rend when he hits with both of his claw attacks. This deals an additional 2d6 damage plus double the Hunter's Str modifier.
ETR 12: The Hunter gains a swim speed of 40'.
ETR 16: The Hunter gains +2 Strength and can hold his breath for 5 x Con modifier rounds before risking drowning.
ETR 20: The Hunter gains +2 Constitution and can hold his breath for 6 x Con modifier rounds before risking drowning.
Shark
ETR 2: The Hunter treats Intimidate as a class skill.
ETR 4: The Hunter gains the scent ability.
ETR 8: The Hunter gains a swim speed of 30'.
ETR 12: The Hunter gains blindsense out to 30'.
ETR 16: The Hunter gains the scent ability effective out to 180'.
ETR 20: The Hunter's swim speed improves to 60'.
Shocker Lizard
ETR 2: The Hunter treats Jump as a class skill.
ETR 4: The Hunter gains the ability to deliver a shock of electricity to an opponent. By succeeding on a melee touch attack, the Hunter can deal 1d8 points of non-lethal electrical damage to living opponents (Reflex DC 10 + ETR + Cha modifier for half) per two points of ETR. This ability can be used once every five rounds.
ETR 8: The Hunter gains the ability to deliver a lethal shock of electricity to an opponent. By succeeding on a melee touch attack, the Hunter can deal 1d8 points of lethal electrical damage to living opponents (Reflex DC 10 + 1/2 ETR + Cha modifier for half) per two points of ETR. This ability can be used once every five rounds.
ETR 12: The Hunter gains the ability to sense any electrical discharge within 100'.
ETR 16: The Hunter gains a climb speed of 20'.
ETR 20: The Hunter gains a swim speed of 20'.
Snake
ETR 2: The Hunter can use poisons without the risk of poisoning himself.
ETR 4: The Hunter treats Balance as a class ability.
ETR 8: The Hunter gains the scent ability.
ETR 12: The Hunter's natural attacks become coated in poison. This poison does 1d4 points of Constitution damage as both primary and secondary damage, and has a Fortitude save DC of 10 + 1/2 ETR + Cha modifier.
ETR 16: The Hunter gains a climb speed of 20'.
ETR 20: The Hunter gains a swim speed of 20'.
Tiger
ETR 2: The Hunter treats Balance as a class skill.
ETR 4: The Hunter gains low-light vision and the scent ability.
ETR 8: The Hunter gains +2 Dexterity.
ETR 12: The Hunter gains the ability to perform a full-attack after a charge. This ability is usable once every five rounds.
ETR 16: The Hunter gains +2 Dexterity.
ETR 20: The Hunter's ability to full-attack after a charge becomes usable once every three rounds.
Treant
ETR 2: The Hunter treats Sense Motive as a class skill.
ETR 4: The Hunter gains +2 Strength.
ETR 8: Whenever a Hunter deals damage to an object, he deals double damage.
ETR 12: The Hunter gains Damage Reduction 10/slashing.
ETR 16: The Hunter gains the ability to cast liveoak once per day (CL = ETR).
ETR 20: The Hunter gains a +4 bonus to his natural armor class.
Unicorn
ETR 2: The Hunter treats Jump as a class skill.
ETR 4: The Hunter can cast detect evil at will. (CL 5th)
ETR 8: The Hunter can cast cure light wounds (CL 5th) three times a day, cure moderate wounds (CL 5th) once a day, and neutralize poison (CL 8th) once a day.
ETR 12: The Hunter is continuously surrounded by a magic circle against evil.
ETR 16: The Hunter gains +2 Charisma.
ETR 20: The Hunter gains +2 Strength.
Winter Wolf
ETR 2: The Hunter gains the scent ability.
ETR 4: The Hunter gains darkvision out to 60' and the scent ability.
ETR 8: The Hunter gains the ability to breathe a cone of frost. This is a 15-foot cone and is usable once every 5 rounds. It deals 1d6 cold damage per two points of ETR, and has a Reflex save DC of 10 + ETR + Cha modifier for half damage.
ETR 12: The Hunter gains the Improved Trip feat.
ETR 16: The Hunter gains a +3 bonus to Listen, Spot, Hide, and Move Silently.
ETR 20: The Hunter gains Cold Resist 20.
Horjin
Horjin, Tiger-God of the Hunt
Domains: Animal, Celerity, Competition, Trickery
Horjin (hoar-jinn) is a gigantic tiger. He concerns himself with the protection of nature and the proliferation of harmony between nature and the intelligent races. He resides in a sub plane of the Beastlands, the Island of Naudia'Diva, eternally hunting big game.
History/Relationships: Horjin began his life as a regular tiger, but was blessed with intelligence and godhood for his prowess after he brought a deity's avatar to a stalemate. Horjin has little interaction with other gods.
Dogma: The Nine Traditions of Sagittarius are to be followed at all times. Your Sacred Hunt and your Quarry precede everything: follow them with all your heart. Do not fight when your time comes: you have served the earth in your time.
Clergy: There are very few priests of Horjin, though those that exist are zealous in their beliefs. They tend to be leaders to the Hunters, though a few travel the lands as recruiters of a sort. There are three leaders within the church: the First, the High Priest, and the Aurajinrale.
The First is the best Hunters among the Hunters, and epitomizes each of the Nine Traditions of Sagittarius. Most First have hunted the majority of the creatures over the land, or at least dueled with them. Few are intellectual or patient enough to go beyond rudimentary magic, but this--like all rules--has exceptions.
The High Priest is the spiritual leader of the Hunters, arbiter in most disputes, and caretaker of the Temple. He is well-versed in Horjinic scripture and magic, and is accepted as the living embodiment of Sagittarius, the first Hunter of the Stag.
The Aurajinrale is a genetic descendant of Torat, the first Aurajinrale, and is usually female. Aurajinralek all have visions and act as the High Priest's assistant in most religious ceremonies.