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View Full Version : [D&D 3.5 Base Class] The Hunter (PEACH)



Derjuin
2012-07-05, 11:33 PM
Hunter

http://fc08.deviantart.net/fs70/f/2010/259/2/6/orc_ranger_by_windmaker-d2ytu33.jpg

Hunters are woodsmen, marksmen and animal tamers, exploring the wilds for fun, profit, and survival. Some Hunters take the protection of the land into their own hands, defending nature from those that would abuse it; others have no qualms against poachers and the like. They make use of ranged weapons to take down their foes from a distance, often letting their animal companion finish off wounded prey and return with it.

Adventures: Hunters adventure to improve their skills, expand their knowledge, or simply to find new, perhaps more efficient, ways of surviving in the wilds. Some do so out of wanderlust, a desire to explore and discover new things.

Characteristics: Hunters are skilled ranged combatants and scouts, making use of their skills to find their prey and slay it, whether it be a beast for its skin, meat and bones; the commander of an enemy army; or an outlaw on the lamb. A hunter's tracking and knowledge come from its skills, while its battle prowess come from its various abilities.

Alignment: Hunters come from all walks of life, including moral backgrounds. There is no shared ideology among hunters, and so their alignments vary as much as anyone else's.

Religion: Some Hunters choose to follow deities of nature, luck, or other ideals or gods that they believe may make their lives a little easier. There may be groups of religious Hunters that worship in tandem, but they are usually drawn together by their religion, not their profession.

Background: Most Hunters have no shared background, some picking up the bow, javelin or throwing knife out of necessity. Some hunters come from tribal, uncivilized or outlier communities, where hunting and gathering may still be a necessity. Others take up hunting as a sport or a challenge, relying only on their wits and their skills to keep them alive in the wilds without resorting to civilization.

Races: Any race that primarily lives in difficult areas, such as forests, mountains or bogs, will tend to have a lot of Hunters among them, such as elves, goliaths, or certain dwarf clans. Other races that tend to set challenges for themselves, such as humans, may become hunters as well.

Other Classes: Hunters relate positively to most classes, though they feel most at home with barbarians, druids, and clerics of nature-related deities or ideologies. They tend not to enjoy the company of wizards, who may seem distant, distracted or even frivolous to the hunter.

Role: The hunter's typical role is as a guide, scout, or ranged combatant. He does not fare as well as the the rogue in scouting dungeons, however, where traps will likely catch him off-guard.

GAME RULE INFORMATION
Hunters have the following game statistics.
Abilities: Hunters rely on dexterity and constitution to perform in combat, and use intelligence and wisdom to make the most out of their skills - particularly in tracking, identifying opponents and communing with the natural world.
Alignment: Any.
Hit Die: d8
Starting Age: As barbarian.
Starting Gold: As ranger.

Class Skills
The Hunter's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).

Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier

HUNTER
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+2|
+2|
+0|Track, Wild Empathy, Steady Shot

2nd|
+2|
+3|
+3|
+0|Animal Companion, Invoke Ferocity, Accuracy

3rd|
+3|
+3|
+3|
+1|Force Shot

4th|
+4|
+4|
+4|
+1|Mend Companion, Focus Fire

5th|
+5|
+4|
+4|
+1|Kill Command, Hunter's Mark

6th|
+6/+1|
+5|
+5|
+2|Concussive Shot

7th|
+7/+2|
+5|
+5|
+2|Ferocious Inspiration

8th|
+8/+3|
+6|
+6|
+2|Feign Death

9th|
+9/+4|
+6|
+6|
+3|Scatter Shot, Wild Intimidation

10th|
+10/+5|
+7|
+7|
+3|Master's Call

11th|
+11/+6/+1|
+7|
+7|
+3|Killing Streak, Hide in Plain Sight

12th|
+12/+7/+2|
+8|
+8|
+4|Multishot

13th|
+13/+8/+3|
+8|
+8|
+4|Bestial Wrath

14th|
+14/+9/+4|
+9|
+9|
+4|Kindred Spirits

15th|
+15/+10/+5|
+9|
+9|
+5|Dazzling Shot

16th|
+16/+11/+6/+1|
+10|
+10|
+5|Steady Aim

17th|
+17/+12/+7/+2|
+10|
+10|
+5|The Beast Within

18th|
+18/+13/+8/+3|
+11|
+11|
+6|Kill Shot

19th|
+19/+14/+9/+4|
+11|
+11|
+6|Camouflage

20th|
+20/+15/+10/+5|
+12|
+12|
+6|Beast Mastery[/table]

Class Features
All of the following are class features of the Hunter.

Weapon and Armor Proficiencies: Hunters are proficient with all simple weapons and the shortbow, longbow, composite shortbow, composite longbow, trident, throwing axe, light hammer, net, and hand crossbow. They are proficient with light and medium armors, but not shields.

Track
A hunter gains Track as a bonus feat.

Wild Empathy (Ex)
A hunter can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The hunter rolls 1d20 and adds his hunter level and his Wisdom modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the hunter and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

The hunter can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.

Steady Shot (Ex)
At first level, the hunter learns to take aim at his prey and fire a single, well-aimed shot. As a swift action, the hunter may make a single ranged attack. This attack does not incur range increment penalties, up to their normal maximum (5 increments for throwing weapons, 10 for other ranged weapons). If this attack is made while hiding, you only take a -10 penalty when attempting to hide yourself after taking a shot.

In addition, the hunter gains the Point Blank Shot feat as a bonus feat.

Animal Companion (Ex)
At 2nd level, a hunter gains an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures may be added to the hunter’s list of options: manta ray, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the hunter on his adventures as appropriate for its kind.

This ability functions like the druid ability of the same name. A hunter may select from the alternative lists of animal companions just as a druid can. Like a druid, a hunter cannot select an alternative animal if the choice would reduce his effective druid level below 1st. An animal companion under the control of a hunter gains different abilities than a druid's animal companion, as listed below the hunter's class abilities.

Invoke Ferocity (Ex)
As long as the hunter is alive, his animal companion gains a bonus to damage with all of its attacks equal to the hunter's dexterity modifier, if it is positive.

Accuracy (Ex)
At 2nd level, the hunter gains the Precise Shot feat as a bonus feat. In addition, he may add his Dexterity modifier to his damage with all ranged attacks instead of his Strength modifier.

Force Shot (Su)
Beginning at 3rd level, a hunter gains the ability to transform a single shot into pure energy. As a standard action, the hunter may make a single ranged attack that resolves as a ranged touch attack. This attack inflicts force damage if it hits, and thus automatically overcomes damage reduction and suffers no miss chance versus incorporeal foes, but does no damage against creatures immune to force effects. Bonus damage (such as from Culling the Herd or sneak attack) does not apply to Force Shot. Objects struck by Force Shot do not suffer damage.

Mend Companion (Su)
Beginning at 4th level, a hunter can mend the wounds of his animal companion with a touch. Each day he can heal a total number of hit points of damage equal to his hunter level × his Wisdom bonus. Using mend companion is a standard action.

Focus Fire (Ex)
Beginning at 4th level, the hunter and his animal companion can synchronize their attacks against a single foe, increasing the damage they inflict to it. In any round in which the hunter's animal companion strikes a foe already hit by the hunter, it deals 1d6 bonus points of damage, plus an additional 1d6 for every 4 levels above 4th the Hunter has (up to a maximum of 5d6 at level 20), on its first attack and in the next round, the creature is considered to be flanked by both the hunter and his animal companion (granting both a +2 bonus to attack rolls and damage, and allowing sneak attacks).

Kill Command (Ex)
Beginning at 5th level, the hunter learns how to command his companion to attempt to finish off a wounded or otherwise incapacitated foe. Using Kill Command is a standard action, and can only be used if the hunter's animal companion is within melee range of a foe. The animal companion immediately attempts a coup de grace as a standard action against a helpless foe, or a single attack against any other foe. It automatically hits when instructed to attack in this way and inflicts an additional 2 damage per hunter level its master has. Because of the effort involved in making such an attack, Kill Command can only be used once every 5 rounds.

Hunter's Mark (Su)
Beginning at 5th level, a hunter can place a magical symbol upon his prey, enabling him to see through any disguises or hiding spots it might try to make use of. As a swift action, the hunter can cast a symbol on a single creature that he can see. This symbol lasts for 1 minute and can be seen only by the hunter. While marked, the hunter knows the general direction to the creature, and knows if it is affected by any magic that hides it or changes its appearance. A creature normally immune to critical hits instead has only 50% fortification against the hunter's attacks for the duration of the Mark. Hunter's Mark can only be placed on one creature at a time.

Concussive Shot (Ex)
By shifting his aim slightly, a hunter of 6th level or higher can make a single ranged attack as a swift action that temporarily dazes and sets his prey off-balance. A creature struck by this attack must make a DC 10 + (1/2 the hunter's level + his Dexterity modifier) or be dazed for 1 round. Regardless of whether the creature saves or not, its movement is also slowed by half (rounded down) for 3 rounds. Once used, the hunter must wait 5 rounds before attempting this attack again. Creatures immune to critical hits are immune to the dazing effect of this attack.

Ferocious Inspiration (Ex)
As long as the hunter's animal companion is alive, he draws some inspiration from its ferocity, making his strikes more effective. He gains a bonus to damage with all ranged attacks made equal to his animal companion's Dexterity modifier, if it is positive.

In addition, if both the hunter and animal companion score a critical hit in the same round, the next round they each get an extra attack at full attack bonus if they make a full attack action. This extra attack stacks with Haste and the Speed enchant.

Feign Death (Ex)
Beginning at 8th level, a hunter can, as a swift action, attempt to act as if he has been slain. The hunter rolls a Bluff check with a bonus equal to his Dexterity modifier. All creatures further away than 30 feet initially believe the feign, and all creatures within 30 feet at the time of the check oppose it with a Sense Motive check. If the hunter's Bluff check wins, all creatures within 30 feet of him believe him dead.

Any creature that inspects the hunter's body is entitled to a second Sense Motive check; any spell, ability or skill to check to see if he is still alive immediately foils the feign. Each time the hunter uses Feign Death after the first in the same encounter, all creatures that witnessed the first feign death get a stacking +5 circumstance bonus to their Sense Motive checks.

Scatter Shot (Ex)
At 9th level, the hunter learns how to disorient a foe with a confusing display of marksmanship. The attack requires precision, and as such can only be made against foes within 30 feet. As a swift action, the hunter can make a single attack against a foe. If the attack connects, the creature is stunned for 1d3 rounds. Once stunned by a Scatter Shot, enemies will be more wary of the hunter's attacks for a few moments. The hunter must wait 1d4+3 rounds before enemies become susceptible to a Scatter Shot again.

Wild Intimidation (Ex)
Beginning at 9th level, a hunter can attempt to demoralize or frighten an animal. This ability functions just like an Intimidate check to demoralize a person. The hunter rolls 1d20 and adds his hunter level and his Wisdom modifier to determine the wild intimidation check result, opposed by the animal's modified level check (1d20 + Hit Dice + target’s Wisdom bonus + target’s modifiers on saves against fear). If successful, the animal becomes panicked for 1 round and shaken for 1d4 rounds afterwards.

Master's Call (Su)
A hunter and his animal companion are difficult to separate, and even harder to control. Beginning at 10th level, a hunter can give a special command as a swift action to his companion to free both of them from bonds. For 1d4 rounds afterwards, both the animal companion and the hunter gain the effects of a [i]Freedom of Movement (http://www.d20srd.org/srd/spells/freedomOfMovement.htm) spell. Once the effect ends, a hunter must wait 5 rounds before using Master's Call again.

Killing Streak (Ex)
Beginning at 11th level, whenever the hunter's animal companion successfully slays a creature by forcing a save with a coup de grace through the Kill Command ability, its next attack made through Kill Command automatically threatens a critical hit if it is not a coup de grace.

Hide in Plain Sight (Ex)
While in any sort of terrain, a hunter of 11th level or higher can use the Hide skill even while being observed. While in natural terrain, he gains a bonus to his Hide checks equal to his Wisdom modifier, if it is positive.

Multishot (Su)
At 12th level, a hunter can take aim and unleash a volley of attacks at nearby creatures within 30 feet of himself. As a full round action, the hunter aims and makes a ranged attack that splits the ammunition into one additional unit for every 3 hunter levels he has (up to 9 extra attacks at level 18). Each attack hits a single foe, and no two attacks can hit the same foe. Bonus damage (such as from Culling the Herd or precision-based damage) applies to each attack only once.

Bestial Wrath (Ex)
At 13th level, a hunter can unleash the fury of the wilds within his companion, sending it into an unstoppable murderous rampage. The animal companion gains the following bonuses for 5 rounds:

Increases in size by two categories
+10 bonus to Strength
+6 bonus to Dexterity
+10 bonus to Constitution
+30' movement speed
One additional attack per attack action or full attack action
Resistance to fire, cold, acid, and electricity equal to 10 + the hunter's level
Immunity to mind-affecting effects and effects that require a Fortitude save


Once the rage wears off, the animal companion becomes exhausted and cannot enter a rage (Bestial Wrath or otherwise) for 1 minute.

Kindred Spirits (Ex)
When within 30 feet of his animal companion, a hunter of 14th level or higher can communicate with creatures of the same kind as his animal companion, and both he and his animal companion gain a +15' bonus to all modes of movement speed. Creatures of the same type as the animal companion regard the hunter as friendly, even if they are unfriendly or hostile towards the hunter's other allies, unless the hunter attacks the creatures.

Dazzling Shot (Ex)
By striking a foe at just the right spot, a hunter of 15th level or higher can confuse the victim and weaken its defenses before his allies' onslaught. Whenever the hunter uses Concussive Shot or Scatter Shot on a creature, his allies gain a +3 bonus to hit and damage and automatically bypass miss chances against that creature for 1 round.

Steady Aim (Ex)
Beginning at 16th level, whenever the hunter uses Steady Shot, the next Force Shot, Concussive Shot, Scatter Shot, or full attack action he uses within 1 round ignores all penalties from range increments up to their normal maximum (5 increments for thrown weapons, 10 for other ranged weapons).

The Beast Within (Ex)
Upon attaining level 17, a hunter enters a similar frenzy when his companion becomes enraged by Bestial Wrath. While enraged, he gains a +4 bonus to strength, a +4 bonus to constitution, and a +4 resistance to Will saves. While frenzied, the bonus damage from his Ferocious Inspiration and Invoke Ferocity is doubled. This frenzy lasts for 5 rounds.

Kill Shot (Ex)
Now able to make deadly shots with accuracy, a hunter of 18th level or higher can study his victims to make a powerful attack shortly after. The hunter must spend three rounds studying a foe he can see in order to make a kill shot. Studying a foe requires a standard action be dedicated to watching and analyzing its movements and how its body works. If the attack hits, the victim must make a DC 10 + (1/2 the hunter's level + his Wisdom modifier) or be slain instantly or paralyzed (the hunter's choice). The hunter has up to 3 rounds after studying his foe to make the kill shot; if he does not, his time spent studying is wasted and he must study the foe for another 3 rounds. If the victim fails its save against the death effect, it dies. If the victim fails its save against the paralysis effect, it is rendered helpless for 1d6+1 rounds.

In addition, the hunter can make coup de grace attacks from up to 30 feet away with a ranged weapon as a standard action. The action still provokes attacks of opportunity.

Camouflage (Su)
Beginning at 19th level, whenever the hunter and/or his animal companion manages to stay hidden using the Hide skill for at least 3 rounds, they gain the effects of a Superior Invisibility spell (Spell Compendium, p125) for a number of rounds equal to the hunter's Wisdom modifier. Once the spell effect ends, they must remain hidden for another 3 rounds to gain the effect again.

Beast Mastery (Ex)
Upon attaining level 20, the Hunter finally gains complete mastery over the various kinds of beasts. His effective druid level for determining the abilities of his animal companion is always equal to his hunter level, even if the creature has an effective druid level adjustment. For example, if a level 20 Hunter were to adopt a Dire Tiger animal companion, his effective druid level for determining what abilities the Dire Tiger has would be 20, not 5 (as it would be for a Druid of the same level).

In addition, he can recruit creatures from other animal companion or special mount lists to be his animal companion. This includes lists such as the Magical Beast Companion epic feat and the Paladin's special mount list.

THE HUNTER'S ANIMAL COMPANION
{table=head]Class Level|Bonus HD|Natural Armor Adj.|Str/Dex Adj.|Bonus Tricks|Special

2nd|
+0|
+0|
+0|
1|Link, Spirit Bond

3rd-5th|
+2|
+2|
+1|
2|Evasion

6th-8th|
+4|
+4|
+2|
3|Culling the Herd

9th-11th|
+6|
+6|
+3|
4|Call of the Wild

12th-14th|
+8|
+8|
+4|
5|Utter Devotion

15th-17th|
+10|
+10|
+5|
6|Improved Evasion

18th-20th|
+12|
+12|
+6|
7|Heart of the Phoenix[/table]

Class Level
The character’s hunter level. The hunter’s class levels stack with levels of any other classes that are entitled to an animal companion for the purpose of determining the companion’s abilities and the alternative lists available to the character.

Bonus HD
Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Remember that extra Hit Dice improve the animal companion’s base attack and base save bonuses. An animal companion’s base attack bonus is the same as that of a druid of a level equal to the animal’s HD. An animal companion has good Fortitude and Reflex saves (treat it as a character whose level equals the animal’s HD). An animal companion gains additional skill points and feats for bonus HD as normal for advancing a monster’s Hit Dice.

Natural Armor Adj.
The number noted here is an improvement to the animal companion’s existing natural armor bonus.

Str/Dex Adj.
Add this value to the animal companion’s Strength and Dexterity scores.

Bonus Tricks
The value given in this column is the total number of "bonus" tricks that the animal knows in addition to any that the hunter might choose to teach it (see the Handle Animal skill). These bonus tricks don’t require any training time or Handle Animal checks, and they don’t count against the normal limit of tricks known by the animal. The hunter selects these bonus tricks, and once selected, they can’t be changed.

Link (Ex)
A hunter can handle his animal companion as a free action, or push it as a move action, even if he doesn’t have any ranks in the Handle Animal skill. The hunter gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

Spirit Bond (Su)
The spirits of a Hunter and its animal companion are bonded closely, so much so that the vitality of one can revitalize the other. As long as either the hunter or his animal companion have more than 1 hit point left, each gains Fast Healing 1. If the hunter or the animal companion dies, this ability ceases to function until they are resurrected.

Evasion (Ex)
If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.

Culling the Herd (Ex)
Whenever the animal companion scores a critical hit, the Hunter's next attack deals +1 damage per Hunter level he has, up to +20.

Call of the Wild (Ex)
Whenever the Hunter successfully panics an animal with Wild Intimidation, all hostile creatures within 30 feet of the animal companion take a -2 penalty to saves, attack, damage, and AC for 1 minute. This is a mind-affecting effect and a fear effect.

Utter Devotion (Ex)
The animal companion gains immunity to Enchantment spells and effects.

Improved Evasion (Ex)
When subjected to an attack that normally allows a Reflex saving throw for half damage, an animal companion takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.

Heart of the Phoenix (Su)
Once per week, if the animal companion dies, its body surges back to life as if by a True Resurrection (http://www.d20srd.org/srd/spells/trueResurrection.htm) spell. Returning to life takes the animal companion a standard action to complete.

Person_Man
2012-07-06, 12:46 PM
Looks like a fairly good Tier 4ish class. Full BAB, good Skills, Animal Companion, and some moderately useful nature themed abilities.

I've been tinkering with my own Ranger/Scout homebrew class for a while, so it's a subject I care a lot about. Here are a few things you may wish to consider:

Beast Heart Adept (cache:http://www.wizards.com/default.asp?x=dnd/ex/20070209a&page=4): Since a lot of the Hunter's class abilities revolve around her Animal Companion, you might want to consider using some or all of of the Adept's class abilities, which are somewhat potent and fun.
MAD: The Hunter requires high Dex (ranged attacks, Invoke Ferocity, Concussive Shot, etc) and Wis (Wild Empathy, Mend Companion, Wild Intimidation, etc), and non-dumped Str and Con. This is generally considered a mechanical weakness. You could either give them pure Dex based abilities, or give them pure Wis based abilities and Zen Archery as a Bonus Feat option.
Standard Actions: All of your special ranged attacks are Standard Actions. In general, this will be a horrible nerf to ranged builds, which can generally make 2-6ish attacks per round. So you should either make them attack actions, or Swift Actions that apply to the next attack or until the end your turn, or you could just make the Standard Action attacks more powerful (comparable to spells, maneuvers, vestiges, and powers).
If you're going to have a lot of ranged weapon abilities, then the class should include ranged weapon Bonus Feats (Point Blank Shot, Precise Shot, etc). Otherwise, those Feats are essentially Feat taxes (mandatory and required for it to work correctly) on the character.
Hunter's Mark: You may wish to limit this in some way. In general, harmful effects allow a Saving Throw. And as written, the Hunter can Mark an enemy every round as a Swift Action. Thus, the Hunter will Mark a new creature every round (or if there are only a few targets, she will renew the Mark every round so that the duration doesn't run out), which is an annoying bit book keeping. You may wish to consider limiting it to one creature at any given time, allowing a Will Save, but granting it more potent effects. (Or a list of different effects/powers against your Mark, which the player gains more of and can choose from as they gain levels). Since the class is called the Hunter, you could easily build the entire class around the Hunter's Mark concept.


I hope that this assists you in some way.

Derjuin
2012-07-06, 01:17 PM
Looks like a fairly good Tier 4ish class. Full BAB, good Skills, Animal Companion, and some moderately useful nature themed abilities.

I've been tinkering with my own Ranger/Scout homebrew class for a while, so it's a subject I care a lot about. Here are a few things you may wish to consider:

Beast Heart Adept (cache:http://www.wizards.com/default.asp?x=dnd/ex/20070209a&page=4): Since a lot of the Hunter's class abilities revolve around her Animal Companion, you might want to consider using some or all of of the Adept's class abilities, which are somewhat potent and fun.



Thanks for looking it over! I'd actually forgotten about the Beast Heart Adept, so I'll look through it and see if I can fold some of its abilities into the Hunter's.




MAD: The Hunter requires high Dex (ranged attacks, Invoke Ferocity, Concussive Shot, etc) and Wis (Wild Empathy, Mend Companion, Wild Intimidation, etc), and non-dumped Str and Con. This is generally considered a mechanical weakness. You could either give them pure Dex based abilities, or give them pure Wis based abilities and Zen Archery as a Bonus Feat option.



This is a good point; I think I'll give it Dexterity to damage in addition to Strength, as well as shifting some of the Wisdom-based DCs (such as Kill shot and Concussive Shot) to Dex-based. I'd originally intended it to be mostly reliant on just Dexterity and Wisdom.




Standard Actions: All of your special ranged attacks are Standard Actions. In general, this will be a horrible nerf to ranged builds, which can generally make 2-6ish attacks per round. So you should either make them attack actions, or Swift Actions that apply to the next attack or until the end your turn, or you could just make the Standard Action attacks more powerful (comparable to spells, maneuvers, vestiges, and powers).
If you're going to have a lot of ranged weapon abilities, then the class should include ranged weapon Bonus Feats (Point Blank Shot, Precise Shot, etc). Otherwise, those Feats are essentially Feat taxes (mandatory and required for it to work correctly) on the character.



The decision behind standard actions was to limit the special moves to one-per-round, but silly me forgot swift actions are once-per-round as well. I'll be editing them to be swifts instead. Ranged weapon bonus feats will be included too, after seeing how necessary they are.




Hunter's Mark: You may wish to limit this in some way. In general, harmful effects allow a Saving Throw. And as written, the Hunter can Mark an enemy every round as a Swift Action. Thus, the Hunter will Mark a new creature every round (or if there are only a few targets, she will renew the Mark every round so that the duration doesn't run out), which is an annoying bit book keeping. You may wish to consider limiting it to one creature at any given time, allowing a Will Save, but granting it more potent effects. (Or a list of different effects/powers against your Mark, which the player gains more of and can choose from as they gain levels). Since the class is called the Hunter, you could easily build the entire class around the Hunter's Mark concept.


I hope that this assists you in some way.

Ach, Hunter's Mark is supposed to only be able to be used on one target at a time. That will be fixed, though I'll consider adding a save and making it more powerful.

Thanks for reviewing it!