LordErebus12
2012-07-08, 06:13 PM
Note: Treat this class as a monstrous humanoid racial class.
http://i.imgur.com/27TX1.jpg
Predators are bipedal monstrous humanoids, physically distinguishable from humans by their greater height and faces, which resemble that of "a mutated crab". While generally uniform, the Predators' physical appearances can include a number of subtle variations.
Facially, the species has arthropod-like mandibles on their faces and long, hair-like appendages on their heads that are set into their ridged skulls. Predators' foreheads range in degree of steepness and shallowness. They can have a greater or lesser number of fangs, which can at times be piranha-like on the upper jaw.
The species' amphibian-like skin can range from light to dark coloration, be mottled or clear, and be dry or wet-looking and clammy. Their heads and waists can also vary in size, they can have broad or more narrow shoulders, can be more or less muscular in physique. They also have sharp clawed hands and feet.
The species' blood is bio-luminescent phosphorus green in color (DC 15 to spot) and can be seen easier in the dark (DC 10 to spot).
Preferred Ability Scores: Str (Damage, Lift Capacity), Wis (Will, Abilities, AC), Con (Fort, Health)
Alignment: Usually Neutral
Hit Dice: 1d10
Skills: Acrobatics (Dex), Appraise (Int), Athletics (Str), Craft (Weapons and armor) (Int), Disable Device (Dex), Escape Artist (Dex), Intimidate (Cha), Knowledge (dungeoneering, engineering, nature & religion) (Int), Perception (Wis), Sense Motive (Wis), Survival (Wis) and Stealth (Dex).
Skill Ranks per Level: 4 + Int modifier.
Table: The Predator
Level
Attack Bonus
Fort
Ref
Will
Special
AC Bonus
Challenge Damage
1
+1
+2
+0
+2
1st Master of Terrain, Unarmed Strike, Challenge
0
1d8
2
+2
+3
+0
+3
Live In Comfort
0
1d8
3
+3
+3
+1
+3
Improved Tracking, 2nd MoT
0
1d8
4
+4
+4
+1
+4
Turret, Hunter's Aim
1
2d6
5
+5
+4
+1
+4
Prey (Animal), Trapfinding
1
2d6
6
+6/+1
+5
+2
+5
Hunter's Weapon, Ignore Fall 20 ft.
1
2d6
7
+7/+2
+5
+2
+5
Woodland Stride
1
2d6
8
+8/+3
+6
+2
+6
3rd MoT, Ignore Fall 30 ft.
2
2d8
9
+9/+4
+6
+3
+6
Evasion, High Jump
2
2d8
10
+10/+5
+7
+3
+7
Prey (Humanoids), Ignore Fall 40 ft.
2
2d8
11
+11/+6/+1
+7
+3
+7
Wisdom of the Spirits
2
2d8
12
+12/+7/+2
+8
+4
+8
Camouflage, Ignore Fall 50 ft.
3
3d6
13
+13/+8/+3
+8
+4
+8
Elite Hunter's Weapons, 4th MoT
3
3d6
14
+14/+9/+4
+9
+4
+9
Honorable Stand, Ignore Fall 60 ft.
3
3d6
15
+15/+10/+5
+9
+5
+9
Prey (Aberrations)
3
3d6
16
+16/+11/+6/+1
+10
+5
+10
Demanding Challenge, Ignore Fall 70 ft.
4
3d8
17
+17/+12/+7/+2
+10
+5
+10
Hide In Plain Sight
4
3d8
18
+18/+13/+8/+3
+11
+6
+11
5th MoT, Ignore Fall 80 ft.
4
3d8
19
+19/+14/+9/+4
+11
+6
+11
Tactical Nuke
4
3d8
20
+20/+15/+10/+5
+12
+6
+12
Prey (Outsider), Ignore Fall 90 ft.
5
4d8
Class Features
The following are the class features of the Predator.
Weapon and Armor Proficiency: Yautja are proficient with all simple and martial weapons plus Chakrams, Wristblades and Firearms. The Yautja is also proficient with light and medium armor but not shields.
Predators often wear armor (especially if its ceremonial armor), despite the fact it restricts their movements and they lose their extra AC bonus. However, When in preparation for a challenge, they always strip off armor, regaining the AC Bonus for the coming challenge.
1st - AC Bonus (Ex): When unarmored and unencumbered, the predator adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a predator gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four levels thereafter, up to a maximum of +5 at 20th level.
These bonuses to AC apply even against touch attacks or when the predator is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
1st - Unarmed Strike: At 1st level, a Predator gains Improved Unarmed Strike as a bonus feat. A Predator's attacks may be with fist, elbows, knees, and feet. This means that a Predator may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a Predator striking unarmed. A Predator may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.
Usually a Predator's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling. A Predator's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
1st - Master of Terrain (Ex): At 1st level, a Predator selects his first favored terrain from the ranger's list. He gains another one at 3rd level, and then every five levels thereafter (for a maximum of five favored terrains at 18th level).
1st - Challenge (Ex): Predator can challenge a foe to unarmed combat. As a swift action, the Predator chooses one target within sight to challenge, plus any time it takes to remove armor and weapons. The Predator's unarmed attacks deal increased damage, as shown on the table, when made against the target of his challenge.
Challenging a foe requires much of the Predator's concentration. The Predator takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge. The challenge remains in effect until the target is dead or unconscious, or until the combat ends. The Predator can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level.
2nd - Live in Comfort (Ex): At 2nd level, a Predator is truly at home within his favored terrains. He knows all the signs of the wilderness. He rarely gets lost. He can easily live off the land in comfort, and can provide for companions. The Predator can take 10 on any Survival check involving any of his favored terrains, even when in immediate danger and distracted. If the Predator is not in immediate danger and distracted, he can take 20 even if the check has a penalty for failure.
3rd - Improved Tracking (Ex): A Predator adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks. When he tracks, he can also attempt a Knowledge (nature) check at DC 15. On a success, the Predator can discern the type and condition of any animals or magical beasts he tracks. By studying their tracks, the Predator is able to identify a rough approximation of their health, maneuverability, and their general behavior as compared to the norm.
4th - Turret (Ex): The Orbiting Predator Ship has deemed you worthy of wielding a turret. you are now equipped with a shoulder-mounted energy firearm (type of damage dealt is randomly chosen; roll a d6 to determine what type: 1=Acid, 2=Cold, 3=Electricity, 4=Fire, 5=Sonic, 6=Force; once chosen the choice cannot be changed until he levels up at least once).
It is capable of sustained rapid fire and charges through solar power. The total maximum charges in the turret is equal to 3 + Wisdom modifier. It can be fired multiple times a round (BAB permitted) while only consuming one charge per round. Force damage ignores Damage Reduction and affects incorporeal creatures as if they were corporeal.
If in direct sunlight, the turret can continue to fire without consuming charges, gaining one charge per 10 minutes. If in indirect sunlight, the turret consumes charges, gaining one charge per hour. If in darkness, you gain no charges and the turret consumes charges.
4th - Hunter's Aim (Ex): At 4th level, a Predator gains a specific understanding of the weaknesses and vulnerabilities of his favored enemies, and his careful study of these enemies reveals the best way to hurt them.
When the Predator makes a firearm attack against a favored enemy, he can target touch AC in the first two range increments of his firearm. This ability stacks with other effects that increase the range increments to target touch AC, adding one range increment to the effect.
5th - Trapfinding: A Predator adds 1/2 her Predator level on Perception skill checks made to locate traps and on Disable Device skill checks (minimum +1). A trapper can use Disable Device to disarm magic traps.
5th - Prey (Ex): A Predator gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures with the Animal type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A Predator may make Knowledge skill checks untrained when attempting to identify these creatures.
At 10th level, he gains this bonus for creatures of the Humanoid type and then every five levels thereafter for another type (15th is Aberration, and 20th level is Outsiders). In addition, at each such interval, the bonus against any one favored enemy (including the one just gained, if so desired) increases by +2.
6th - Ignore Fall (Ex): A predator's toughness reaches a point where it can ignore damage from falling from great heights. When first gaining this ability, he takes damage as if the fall were 20 feet shorter than it actually is. The predator's ability to ignore his fall improves with his predator level until 20th level.
6th - Hunter's Weapon (Ex): Upon completion of various trials and rites, the Predator is given the choice of receiving greater honor among their tribe by focusing in one type of weapon to use.
Now all weapons can gain the returning weapon property with use of a swift action (except Smartdisks, which have the returning property always), while wearing the Predator's Mask.
Once chosen, the choice cannot be chosen unless the predator does through a cleansing ritual before 13th level, one that strips him of his title and association with the weapon but allows him to chose again. This can only be done once and there is a great stigma and overall loss of honor associated with this ritual.
The Predator can select the Smartdisk, the Combistick, the Wristblades. Based on his choice, he receives a bonus feat that does not require prerequisites to be met and a title among the clans.
Smartdisk
Bonus Feat: Close Quarters Thrower
Title: Disk Master
Combistick
Bonus Feat: Quarterstaff Master
Title: Spear Master
Wristblades
Bonus Feat: Double Slice
Title: Brawler
7th - Woodland Stride (Ex): A Predator 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.
Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion, however, still affect him.
9th - Evasion (Ex): A Predator can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the Predator is wearing light armor, medium armor, or no armor. A helpless Predator does not gain the benefit of evasion.
9th - High Jump (Ex): A predator adds his level to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps. In addition, he always counts as having a running start when making jump checks using Acrobatics.
11th - Wisdom of the Spirits (Sp): A Predator forms a bond with the spirits of nature themselves. Each day, as long as he is within one of his favored terrains, the Predator can cast Divination (Pathfinder RPG Core Rulebook 273) as a spell-like ability with a caster level equal to his Predator level. When he is not in one of his favored terrains, This ability functions like augury (Pathfinder RPG Core Rulebook 245) instead.
12th - Camouflage (Ex): A predator can now use the Stealth skill to hide in any of his favored terrains, even if the terrain doesn't grant cover or concealment.
13th - Elite Hunter's Weapon (Ex): Upon completion of many more trials and rites, the Predator is given weapons of even greater honor among their tribe. Once chosen; however, the choice can never be changed, his name and deeds bound to the weapons for all time. Based on his choice, he receives a bonus feat like before and a new title among the clans.
Smartdisk
Bonus Feat: Distance Thrower
Title: Elite Disk Master
Combistick
Bonus Feat: Two-handed Thrower
Title: Elite Spear Master
Wristblades
Bonus Feat: Two Weapon Feint
Title: Elite Brawler
14th - Honorable Stand (Ex): A Predator can make an honorable stand, deciding to fight the target of his challenge to the bitter end, no matter the cost. He can make an honorable stand once per day at 14th level, plus one additional time per day at 20th level.
Declaring an honorable stand is a swift action. While making an honorable stand, the Predator is immune to the shaken, frightened, and panicked conditions. He does not fall unconscious while his hit point total is below 0.
If a Predator making an honorable stand ever retreats from battle against his challenged foe, he loses the ability to make a challenge for 24 hours. Should the Predator fall, the predator will often activate it's self-destruct device (if it has one) but it depends on it's orders.
16th - Demanding Challenge (Ex): Whenever a Predator declares a challenge, his target must pay attention to the threat he poses. As long as the target is within the threatened area of the Predator, it takes a –2 penalty to its AC on attacks made by anyone other than the Predator.
17th - Hide in Plain Sight (Ex): While in any of his favored terrains, a Predator can now use the Stealth skill even while being observed.
19th - Tactical Nuke (Ex): In addition to the normal load-outs that all predators have, this Predator has a second explosive device with him. Similar to the normal self-destruct device, this can be activated with a standard action, its countdown is roughly 2 rounds before it detonates. The device first implodes everything within a 20 ft. radius explosion, disintegrating everything within this blast radius before exploding outwards.
Beyond this disintegration effect, out to 60 ft. radius, the imploded energy exploding outwards (dealing 10d10 fire damage; forcing all creatures and objects to the edge of the effect). Creatures caught in this outer blast may make a reflex save (DC 10 + half Predator's level + Predator's Wisdom modifier) to avoid the push effect and half of the fire damage.
Also, any creature walking through the squares affected by the blast suffers radiation poisoning, taking 1 point of Constitution damage, per round of exposure. This radiation dissipates over the next year. This ability can only be used once per hunt.
20th - Exalted Hunter (Ex): A Predator can always move at full speed while using Survival to follow tracks without penalty. He can, as a standard action, make a single attack against a favored enemy at his full attack bonus. If the attack hits, the target takes damage normally and must make a Fortitude save or die. The DC of this save is equal to 10 + 1/2 the Predator's level + the Predator's Wisdom modifier.
A Predator can choose instead to deal an amount of nonlethal damage equal to the creature's current hit points. A successful save negates this damage. A Predator can use this ability once per day against each favored enemy type he possesses, but not against the same creature more than once in a 24-hour period.
http://i.imgur.com/27TX1.jpg
Predators are bipedal monstrous humanoids, physically distinguishable from humans by their greater height and faces, which resemble that of "a mutated crab". While generally uniform, the Predators' physical appearances can include a number of subtle variations.
Facially, the species has arthropod-like mandibles on their faces and long, hair-like appendages on their heads that are set into their ridged skulls. Predators' foreheads range in degree of steepness and shallowness. They can have a greater or lesser number of fangs, which can at times be piranha-like on the upper jaw.
The species' amphibian-like skin can range from light to dark coloration, be mottled or clear, and be dry or wet-looking and clammy. Their heads and waists can also vary in size, they can have broad or more narrow shoulders, can be more or less muscular in physique. They also have sharp clawed hands and feet.
The species' blood is bio-luminescent phosphorus green in color (DC 15 to spot) and can be seen easier in the dark (DC 10 to spot).
Preferred Ability Scores: Str (Damage, Lift Capacity), Wis (Will, Abilities, AC), Con (Fort, Health)
Alignment: Usually Neutral
Hit Dice: 1d10
Skills: Acrobatics (Dex), Appraise (Int), Athletics (Str), Craft (Weapons and armor) (Int), Disable Device (Dex), Escape Artist (Dex), Intimidate (Cha), Knowledge (dungeoneering, engineering, nature & religion) (Int), Perception (Wis), Sense Motive (Wis), Survival (Wis) and Stealth (Dex).
Skill Ranks per Level: 4 + Int modifier.
Table: The Predator
Level
Attack Bonus
Fort
Ref
Will
Special
AC Bonus
Challenge Damage
1
+1
+2
+0
+2
1st Master of Terrain, Unarmed Strike, Challenge
0
1d8
2
+2
+3
+0
+3
Live In Comfort
0
1d8
3
+3
+3
+1
+3
Improved Tracking, 2nd MoT
0
1d8
4
+4
+4
+1
+4
Turret, Hunter's Aim
1
2d6
5
+5
+4
+1
+4
Prey (Animal), Trapfinding
1
2d6
6
+6/+1
+5
+2
+5
Hunter's Weapon, Ignore Fall 20 ft.
1
2d6
7
+7/+2
+5
+2
+5
Woodland Stride
1
2d6
8
+8/+3
+6
+2
+6
3rd MoT, Ignore Fall 30 ft.
2
2d8
9
+9/+4
+6
+3
+6
Evasion, High Jump
2
2d8
10
+10/+5
+7
+3
+7
Prey (Humanoids), Ignore Fall 40 ft.
2
2d8
11
+11/+6/+1
+7
+3
+7
Wisdom of the Spirits
2
2d8
12
+12/+7/+2
+8
+4
+8
Camouflage, Ignore Fall 50 ft.
3
3d6
13
+13/+8/+3
+8
+4
+8
Elite Hunter's Weapons, 4th MoT
3
3d6
14
+14/+9/+4
+9
+4
+9
Honorable Stand, Ignore Fall 60 ft.
3
3d6
15
+15/+10/+5
+9
+5
+9
Prey (Aberrations)
3
3d6
16
+16/+11/+6/+1
+10
+5
+10
Demanding Challenge, Ignore Fall 70 ft.
4
3d8
17
+17/+12/+7/+2
+10
+5
+10
Hide In Plain Sight
4
3d8
18
+18/+13/+8/+3
+11
+6
+11
5th MoT, Ignore Fall 80 ft.
4
3d8
19
+19/+14/+9/+4
+11
+6
+11
Tactical Nuke
4
3d8
20
+20/+15/+10/+5
+12
+6
+12
Prey (Outsider), Ignore Fall 90 ft.
5
4d8
Class Features
The following are the class features of the Predator.
Weapon and Armor Proficiency: Yautja are proficient with all simple and martial weapons plus Chakrams, Wristblades and Firearms. The Yautja is also proficient with light and medium armor but not shields.
Predators often wear armor (especially if its ceremonial armor), despite the fact it restricts their movements and they lose their extra AC bonus. However, When in preparation for a challenge, they always strip off armor, regaining the AC Bonus for the coming challenge.
1st - AC Bonus (Ex): When unarmored and unencumbered, the predator adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a predator gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four levels thereafter, up to a maximum of +5 at 20th level.
These bonuses to AC apply even against touch attacks or when the predator is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
1st - Unarmed Strike: At 1st level, a Predator gains Improved Unarmed Strike as a bonus feat. A Predator's attacks may be with fist, elbows, knees, and feet. This means that a Predator may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a Predator striking unarmed. A Predator may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.
Usually a Predator's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling. A Predator's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
1st - Master of Terrain (Ex): At 1st level, a Predator selects his first favored terrain from the ranger's list. He gains another one at 3rd level, and then every five levels thereafter (for a maximum of five favored terrains at 18th level).
1st - Challenge (Ex): Predator can challenge a foe to unarmed combat. As a swift action, the Predator chooses one target within sight to challenge, plus any time it takes to remove armor and weapons. The Predator's unarmed attacks deal increased damage, as shown on the table, when made against the target of his challenge.
Challenging a foe requires much of the Predator's concentration. The Predator takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge. The challenge remains in effect until the target is dead or unconscious, or until the combat ends. The Predator can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level.
2nd - Live in Comfort (Ex): At 2nd level, a Predator is truly at home within his favored terrains. He knows all the signs of the wilderness. He rarely gets lost. He can easily live off the land in comfort, and can provide for companions. The Predator can take 10 on any Survival check involving any of his favored terrains, even when in immediate danger and distracted. If the Predator is not in immediate danger and distracted, he can take 20 even if the check has a penalty for failure.
3rd - Improved Tracking (Ex): A Predator adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks. When he tracks, he can also attempt a Knowledge (nature) check at DC 15. On a success, the Predator can discern the type and condition of any animals or magical beasts he tracks. By studying their tracks, the Predator is able to identify a rough approximation of their health, maneuverability, and their general behavior as compared to the norm.
4th - Turret (Ex): The Orbiting Predator Ship has deemed you worthy of wielding a turret. you are now equipped with a shoulder-mounted energy firearm (type of damage dealt is randomly chosen; roll a d6 to determine what type: 1=Acid, 2=Cold, 3=Electricity, 4=Fire, 5=Sonic, 6=Force; once chosen the choice cannot be changed until he levels up at least once).
It is capable of sustained rapid fire and charges through solar power. The total maximum charges in the turret is equal to 3 + Wisdom modifier. It can be fired multiple times a round (BAB permitted) while only consuming one charge per round. Force damage ignores Damage Reduction and affects incorporeal creatures as if they were corporeal.
If in direct sunlight, the turret can continue to fire without consuming charges, gaining one charge per 10 minutes. If in indirect sunlight, the turret consumes charges, gaining one charge per hour. If in darkness, you gain no charges and the turret consumes charges.
4th - Hunter's Aim (Ex): At 4th level, a Predator gains a specific understanding of the weaknesses and vulnerabilities of his favored enemies, and his careful study of these enemies reveals the best way to hurt them.
When the Predator makes a firearm attack against a favored enemy, he can target touch AC in the first two range increments of his firearm. This ability stacks with other effects that increase the range increments to target touch AC, adding one range increment to the effect.
5th - Trapfinding: A Predator adds 1/2 her Predator level on Perception skill checks made to locate traps and on Disable Device skill checks (minimum +1). A trapper can use Disable Device to disarm magic traps.
5th - Prey (Ex): A Predator gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures with the Animal type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A Predator may make Knowledge skill checks untrained when attempting to identify these creatures.
At 10th level, he gains this bonus for creatures of the Humanoid type and then every five levels thereafter for another type (15th is Aberration, and 20th level is Outsiders). In addition, at each such interval, the bonus against any one favored enemy (including the one just gained, if so desired) increases by +2.
6th - Ignore Fall (Ex): A predator's toughness reaches a point where it can ignore damage from falling from great heights. When first gaining this ability, he takes damage as if the fall were 20 feet shorter than it actually is. The predator's ability to ignore his fall improves with his predator level until 20th level.
6th - Hunter's Weapon (Ex): Upon completion of various trials and rites, the Predator is given the choice of receiving greater honor among their tribe by focusing in one type of weapon to use.
Now all weapons can gain the returning weapon property with use of a swift action (except Smartdisks, which have the returning property always), while wearing the Predator's Mask.
Once chosen, the choice cannot be chosen unless the predator does through a cleansing ritual before 13th level, one that strips him of his title and association with the weapon but allows him to chose again. This can only be done once and there is a great stigma and overall loss of honor associated with this ritual.
The Predator can select the Smartdisk, the Combistick, the Wristblades. Based on his choice, he receives a bonus feat that does not require prerequisites to be met and a title among the clans.
Smartdisk
Bonus Feat: Close Quarters Thrower
Title: Disk Master
Combistick
Bonus Feat: Quarterstaff Master
Title: Spear Master
Wristblades
Bonus Feat: Double Slice
Title: Brawler
7th - Woodland Stride (Ex): A Predator 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.
Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion, however, still affect him.
9th - Evasion (Ex): A Predator can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the Predator is wearing light armor, medium armor, or no armor. A helpless Predator does not gain the benefit of evasion.
9th - High Jump (Ex): A predator adds his level to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps. In addition, he always counts as having a running start when making jump checks using Acrobatics.
11th - Wisdom of the Spirits (Sp): A Predator forms a bond with the spirits of nature themselves. Each day, as long as he is within one of his favored terrains, the Predator can cast Divination (Pathfinder RPG Core Rulebook 273) as a spell-like ability with a caster level equal to his Predator level. When he is not in one of his favored terrains, This ability functions like augury (Pathfinder RPG Core Rulebook 245) instead.
12th - Camouflage (Ex): A predator can now use the Stealth skill to hide in any of his favored terrains, even if the terrain doesn't grant cover or concealment.
13th - Elite Hunter's Weapon (Ex): Upon completion of many more trials and rites, the Predator is given weapons of even greater honor among their tribe. Once chosen; however, the choice can never be changed, his name and deeds bound to the weapons for all time. Based on his choice, he receives a bonus feat like before and a new title among the clans.
Smartdisk
Bonus Feat: Distance Thrower
Title: Elite Disk Master
Combistick
Bonus Feat: Two-handed Thrower
Title: Elite Spear Master
Wristblades
Bonus Feat: Two Weapon Feint
Title: Elite Brawler
14th - Honorable Stand (Ex): A Predator can make an honorable stand, deciding to fight the target of his challenge to the bitter end, no matter the cost. He can make an honorable stand once per day at 14th level, plus one additional time per day at 20th level.
Declaring an honorable stand is a swift action. While making an honorable stand, the Predator is immune to the shaken, frightened, and panicked conditions. He does not fall unconscious while his hit point total is below 0.
If a Predator making an honorable stand ever retreats from battle against his challenged foe, he loses the ability to make a challenge for 24 hours. Should the Predator fall, the predator will often activate it's self-destruct device (if it has one) but it depends on it's orders.
16th - Demanding Challenge (Ex): Whenever a Predator declares a challenge, his target must pay attention to the threat he poses. As long as the target is within the threatened area of the Predator, it takes a –2 penalty to its AC on attacks made by anyone other than the Predator.
17th - Hide in Plain Sight (Ex): While in any of his favored terrains, a Predator can now use the Stealth skill even while being observed.
19th - Tactical Nuke (Ex): In addition to the normal load-outs that all predators have, this Predator has a second explosive device with him. Similar to the normal self-destruct device, this can be activated with a standard action, its countdown is roughly 2 rounds before it detonates. The device first implodes everything within a 20 ft. radius explosion, disintegrating everything within this blast radius before exploding outwards.
Beyond this disintegration effect, out to 60 ft. radius, the imploded energy exploding outwards (dealing 10d10 fire damage; forcing all creatures and objects to the edge of the effect). Creatures caught in this outer blast may make a reflex save (DC 10 + half Predator's level + Predator's Wisdom modifier) to avoid the push effect and half of the fire damage.
Also, any creature walking through the squares affected by the blast suffers radiation poisoning, taking 1 point of Constitution damage, per round of exposure. This radiation dissipates over the next year. This ability can only be used once per hunt.
20th - Exalted Hunter (Ex): A Predator can always move at full speed while using Survival to follow tracks without penalty. He can, as a standard action, make a single attack against a favored enemy at his full attack bonus. If the attack hits, the target takes damage normally and must make a Fortitude save or die. The DC of this save is equal to 10 + 1/2 the Predator's level + the Predator's Wisdom modifier.
A Predator can choose instead to deal an amount of nonlethal damage equal to the creature's current hit points. A successful save negates this damage. A Predator can use this ability once per day against each favored enemy type he possesses, but not against the same creature more than once in a 24-hour period.