Admiral Squish
2013-04-12, 01:17 PM
Hunter
Designed for Vespuccia (http://www.giantitp.com/forums/showthread.php?t=269334)
Hit Die: d8
{table=head]Level|BAB|Fort|Ref|Will|Special
1st|+1|+0|+2|+0|Hunter’s Tactics, Tactics +1, Track
2nd|+2|+0|+3|+0|Trapfinding, Uncanny Dodge
3rd|+3|+1|+3|+1|Fast Movement +10, Tactics +2, Trackless Step
4th|+4|+1|+4|+1|Bonus Feat, Swift Tracker
5th|+5|+1|+4|+1|Evasion, Tactics +3
6th|+6|+2|+5|+2|Flawless Stride, Improved Tactics
7th|+7|+2|+5|+2|Tactics +4
8th|+8|+2|+6|+2|Bonus Feat, Camouflage
9th|+9|+3|+6|+3|Improved Uncanny Dodge, Tactics +5
10th|+10|+3|+7|+3|Blindsense 30
11th|+11|+3|+7|+3|Fast Movement +20, Greater Tactics, Tactics +6
12th|+12|+4|+8|+4|Bonus Feat
13th|+13|+4|+8|+4|Tactics +7
14th|+14|+4|+9|+4|Hide in Plain Sight
15th|+15|+5|+9|+5|Improved Evasion, Tactics +8
16th|+16|+5|+10|+5|Bonus Feat, Master Tactics
17th|+17|+5|+10|+5|Tactics +9
18th|+18|+6|+11|+6|Free Movement
19th|+19|+6|+11|+6|Fast Movement +30, Tactics +10
20th|+20|+6|+12|+6|Blindsight 30, Bonus Feat
[/table]
Skill Points: 6+int per level
Class Skills: Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).
Hunter’s Tactics (Ex): At first level, a hunter selects one tactic to pursue. This choice is permanent and cannot be changed once selected. They understand the most basic aspect of their chosen tactics at level 1. At 5th, 10th, and 15th they learn new aspects of their tactics, advancing their understanding.
The benefits of the ranger's chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor.
Sniper
A sniper hunter is a hunter of unparallelled accuracy. A sniper's shots are precise, seeking out the vitals of their targets to devastating effect. One shot, one kill.
Sniper’s shot: At first level, a hunter can take a full-round action that provokes attacks of opportunity to make a single attack with a ranged weapon. The hunter gains a bonus to the attack roll equal to their tactics bonus and adds 1d6 damage per point of tactics bonus. This damage does not apply if the target is immune to critical hits.
Improved Tactics
Aim: As a move action, a hunter can aim. The hunter increases their effective tactics bonus for their next sniper’s shot by one for each move action they spend aiming. If the hunter moves, or the target breaks line of sight after aiming, they lose this bonus. The hunter cannot increase their tactics bonus to exceed their dexterity modifier.
Greater Tactics
Death Attack: If the hunter spends three rounds aiming, if they successfully hit their target, the target must make a fortitude save (DC 10+½ level+dex) or die instantly. The sniper can choose to leave their target paralyzed instead of killing them. This attack does not affect targets immune to critical hits.
Master Tactics
Sudden Death: A hunter becomes a master of death. The hunter must only aim for one round before they can make a death attack.
Skirmisher
A skirmisher is a warrior always on the move. A skirmisher dances and tumbles through the battlefield, slicing with weapons or firing off arrows before disappearing once again.
Skirmish: A skirmisher relies on mobility to deal extra damage and improve her defense. During any round in which they move at least 10 feet, the skirmisher adds their tactics bonus as a dodge bonus to AC and adds 1d6 damage to their next attack per point of tactics bonus. The extra damage applies only to attacks taken during the hunter’s turn.
The extra damage only applies against living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. The hunter must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Hunters can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet. If they gain the skirmish ability from another class, the bonuses stack.
Improved Tactics
Darting Skirmish: For every additional 10 feet you move after 10 feet, you increase your tactics bonus by 1. A hunter cannot increase their tactics bonus to exceed their dexterity modifier.
Greater Tactics
Pouncing Skirmish: The hunter adds the skirmish bonus damage to all attacks made after their movement. The effective tactics increase from additional movement only applies to the first attack after the movement.
Master Tactics
Devastating Skirmish: All attacks made after moving benefit from the tactics increase from extra movement.
Arrow Storm
An arrow storm hunter focuses on speed. They fire dozens of arrows at a time, raining death on their enemies, even blanketing entire areas with a hail of deadly arrows.
Volley: An arrow storm hunter can take a full round action that provokes an attack of opportunity to fire a volley of arrows or bolts. In this attack, you can make one ranged attack, plus a number of ranged attacks equal to your tactics bonus. All attacks in the flurry are made at your full attack bonus, but you take a penalty on all attack rolls equal to twice your tactics bonus. The number of attacks in a volley cannot exceed your dexterity modifier.
Improved Tactics
Skillful Volley: The penalty on your volley attacks becomes equal to your tactics bonus.
Greater Tactics
Arrow Rain: A volley hunter can rain death from above. As a full-round action that provokes attacks of opportunity, the hunter can deal damage equal to (Base damage of a single attack with your ranged weapon X ½ tactics bonus) to all creatures within a 10-foot-radius circle, centered on any intersection within one range increment. Creatures within this radius may make a reflex save (DC 10+½ Level+ Dex mod) for half damage.
Master Tactics
Arrow Storm: A volley hunter’s arrow rain now deals damage equal to (Base damage of a single attack with your ranged weapon X your tactics bonus).
Beast master
A beast master hunter is a master of the animal kingdom. He has forged a bond with an animal companion that serves him loyally in combat, the two working together as a unit to savage their foes.
Pack Strike: A beast master hunter gains an animal companion. Treat this companion as a druid’s, with an effective druid level equal to his hunter level. A beast master hunter adds his tactics bonus to attack and damage rolls when he attacks the same target as his animal companion.
Improved Tactics
Fearsome Beast: A beast master’s animal companion gains a bonus to attack and damage rolls equal to your tactics bonus while attacking the same target as you.
Greater Tactics
Pack Tactics: When your animal companion makes a successful melee attack against a creature you threaten, that creature provokes an attack of opportunity from you. This ability can only grant a single attack of opportunity against any given creature each round.
Master Tactics
Perfect Team: As long as you and your animal companion remain within 30 feet and both make a melee attack, you both add your tactics bonus to attack and damage rolls. This does not stack if you and your pet both attack the same target.
Two-weapon
A two weapon hunter is a dervish of destruction, striking again and again, lashing out with a weapon in each hand. They
Two-Weapon Rend: A two-weapon hunter gains two-weapon fighting as a bonus feat. If you successfully attack the same foe with two different weapons, you can rend the foe’s flesh to deal damage equal to (1d6 x tactics bonus + 1.5x str mod).
Improved Tactics
Frenzied rending: You gain improved two-weapon fighting as a bonus feat. After the second successful attack, all attacks until the end of your turn deal extra damage equal to your tactics bonus.
Greater Tactics
Rushing Frenzy: You gain Greater Two-weapon fighting as a bonus feat. In addition, you can make a full attack at the end of a charge.
Master Tactics
Perfect Synch: You can make as many attacks with your off-hand weapon as with your primary weapon, using the same base attack bonus. You still take the normal penalties for fighting with two weapons.
Rider (Incomplete)
Calvary Warrior: A rider hunter gains an animal companion. Treat this companion as a druid’s, with a level equal to his hunter level. This companion can be any type of creature, but it must be able to carry the hunter in combat. The hunter gains mounted combat as a bonus feat, and can use the defensive benefits of mounted combat a number of times per turn equal to your tactics bonus.
Improved Tactics
Mounted Hunter: A rider hunter gains a bonus to ranged attack and damage rolls equal to their tactics bonus as long as they are mounted and their mount has moved more than 10 feet in the round.
Greater Tactics
Master Tactics
Track (Ex): A hunter gains Track as a bonus feat.
Trap finding (Ex): A hunter can use the Search skill to locate traps with a DC higher than 20, and can use Disable Device to bypass a trap or disarm magic traps. See the rogue class feature.
Uncanny Dodge (Ex): Starting at 2nd level, a hunter cannot be caught flat-footed and reacts to danger before their senses would normally allow them to do so. See the barbarian class feature.
Fast Movement (Ex): Starting at 3rd level, a hunter gains a +10 foot enhancement bonus to her base land speed. At 11th level, this bonus increases to +20 feet, and at 19th level, this bonus increases to +30 feet. See the monk class feature.
Trackless Step (Ex): Beginning at 3rd level, a hunter cannot be tracked in natural surroundings. See the druid class feature.
Bonus Feat At 4th level and every four levels thereafter (8th, 12th, 16th, and 20th level), a hunter gains a bonus feat, which must be selected from the following list: Acrobatic, Agile, Alertness, Athletic, Blind-Fight, Combat Expertise, Crossbow Mastery, Deadly Aim, Dodge, Double Slice, Endurance, Far Shot, Focused Shot, Great Fortitude, Improved Initiative, Improved Precise Shot, Iron Will, Lightning Reflexes, Manyshot, Mobility, Mounted Archery, Mounted Combat, Pinpoint Targeting, Point Blank Shot, Point Blank Master, Precise Shot, Quick Draw, Rapid Reload, Rapid Shot, Ride-by Attack, Shot on the Run, Skill Focus, Spring Attack, Trick Riding, Two-Weapon Defense. They must meet all the prerequisites for the feat.
Swift Tacker (Ex): Beginning at 4th level, a hunter can move at his normal speed while following tracks without taking the normal -5 penalty. They take only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.
Evasion (Ex): When they reaches 5th level, a hunter can avoid even magical and unusual attacks with great agility. If they makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, they instead take no damage. Evasion can be used only if the ranger is wearing light armor, medium armor, or no armor. A helpless ranger does not gain the benefit of evasion.
Flawless Stride (Ex): Starting at 6th level, a hunter can move through any sort of terrain that slows movement (such as undergrowth, rubble, and similar terrain) at their normal speed and without taking damage or suffering any other impairment.
This ability does not let them move more quickly through terrain that requires a Climb or Swim check to navigate, nor can they move more quickly through terrain or undergrowth that has been magically manipulated to impede motion.
A hunter loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.
Camouflage (Ex): Beginning at 8th level, a hunter can use the Hide skill in any sort of natural terrain, even if the terrain does'nt offer cover or concealment. They lose this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.
Improved Uncanny Dodge At 9th level and higher, a hunter can no longer be flanked. This defense denies a rogue the ability to sneak attack the hunter by flanking them, unless the attacker has at least four more rogue levels than the target has barbarian levels.
If a character already has uncanny dodge from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
Blindsense (Ex): At 10th level, a hunter gains the blindsense ability out to 30 feet.
Hide in Plain Sight (Ex): Beginning at 14th level, a hunter can use the Hide skill in natural terrain even while being observed. A hunter loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load
Improved Evasion (Ex): At 16th level, a hunter's evasion improves. This ability works like evasion, except that while the hunter still takes no damage on a successful Reflex saving throw against attacks, they henceforth take only half damage on a failed save. A helpless hunter does not gain the benefit of improved evasion.
Free Movement (Ex): At 18th level and higher, a hunter can slip out of bonds, grapples, and even the effects of confining spells easily. This ability duplicates the effect of a freedom of movement spell, except that it is always active. A hunter loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.
Blind sight (Ex): A 20th-level hunter gains the blindsight ability out to 30 feet. Their senses become so acute that they can maneuver and fight flawlessly even in total darkness. Invisibility, darkness, and most kinds of concealment are irrelevant, though the hunter must have line of effect to a creature or object to discern it.
Designed for Vespuccia (http://www.giantitp.com/forums/showthread.php?t=269334)
Hit Die: d8
{table=head]Level|BAB|Fort|Ref|Will|Special
1st|+1|+0|+2|+0|Hunter’s Tactics, Tactics +1, Track
2nd|+2|+0|+3|+0|Trapfinding, Uncanny Dodge
3rd|+3|+1|+3|+1|Fast Movement +10, Tactics +2, Trackless Step
4th|+4|+1|+4|+1|Bonus Feat, Swift Tracker
5th|+5|+1|+4|+1|Evasion, Tactics +3
6th|+6|+2|+5|+2|Flawless Stride, Improved Tactics
7th|+7|+2|+5|+2|Tactics +4
8th|+8|+2|+6|+2|Bonus Feat, Camouflage
9th|+9|+3|+6|+3|Improved Uncanny Dodge, Tactics +5
10th|+10|+3|+7|+3|Blindsense 30
11th|+11|+3|+7|+3|Fast Movement +20, Greater Tactics, Tactics +6
12th|+12|+4|+8|+4|Bonus Feat
13th|+13|+4|+8|+4|Tactics +7
14th|+14|+4|+9|+4|Hide in Plain Sight
15th|+15|+5|+9|+5|Improved Evasion, Tactics +8
16th|+16|+5|+10|+5|Bonus Feat, Master Tactics
17th|+17|+5|+10|+5|Tactics +9
18th|+18|+6|+11|+6|Free Movement
19th|+19|+6|+11|+6|Fast Movement +30, Tactics +10
20th|+20|+6|+12|+6|Blindsight 30, Bonus Feat
[/table]
Skill Points: 6+int per level
Class Skills: Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).
Hunter’s Tactics (Ex): At first level, a hunter selects one tactic to pursue. This choice is permanent and cannot be changed once selected. They understand the most basic aspect of their chosen tactics at level 1. At 5th, 10th, and 15th they learn new aspects of their tactics, advancing their understanding.
The benefits of the ranger's chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor.
Sniper
A sniper hunter is a hunter of unparallelled accuracy. A sniper's shots are precise, seeking out the vitals of their targets to devastating effect. One shot, one kill.
Sniper’s shot: At first level, a hunter can take a full-round action that provokes attacks of opportunity to make a single attack with a ranged weapon. The hunter gains a bonus to the attack roll equal to their tactics bonus and adds 1d6 damage per point of tactics bonus. This damage does not apply if the target is immune to critical hits.
Improved Tactics
Aim: As a move action, a hunter can aim. The hunter increases their effective tactics bonus for their next sniper’s shot by one for each move action they spend aiming. If the hunter moves, or the target breaks line of sight after aiming, they lose this bonus. The hunter cannot increase their tactics bonus to exceed their dexterity modifier.
Greater Tactics
Death Attack: If the hunter spends three rounds aiming, if they successfully hit their target, the target must make a fortitude save (DC 10+½ level+dex) or die instantly. The sniper can choose to leave their target paralyzed instead of killing them. This attack does not affect targets immune to critical hits.
Master Tactics
Sudden Death: A hunter becomes a master of death. The hunter must only aim for one round before they can make a death attack.
Skirmisher
A skirmisher is a warrior always on the move. A skirmisher dances and tumbles through the battlefield, slicing with weapons or firing off arrows before disappearing once again.
Skirmish: A skirmisher relies on mobility to deal extra damage and improve her defense. During any round in which they move at least 10 feet, the skirmisher adds their tactics bonus as a dodge bonus to AC and adds 1d6 damage to their next attack per point of tactics bonus. The extra damage applies only to attacks taken during the hunter’s turn.
The extra damage only applies against living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. The hunter must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Hunters can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet. If they gain the skirmish ability from another class, the bonuses stack.
Improved Tactics
Darting Skirmish: For every additional 10 feet you move after 10 feet, you increase your tactics bonus by 1. A hunter cannot increase their tactics bonus to exceed their dexterity modifier.
Greater Tactics
Pouncing Skirmish: The hunter adds the skirmish bonus damage to all attacks made after their movement. The effective tactics increase from additional movement only applies to the first attack after the movement.
Master Tactics
Devastating Skirmish: All attacks made after moving benefit from the tactics increase from extra movement.
Arrow Storm
An arrow storm hunter focuses on speed. They fire dozens of arrows at a time, raining death on their enemies, even blanketing entire areas with a hail of deadly arrows.
Volley: An arrow storm hunter can take a full round action that provokes an attack of opportunity to fire a volley of arrows or bolts. In this attack, you can make one ranged attack, plus a number of ranged attacks equal to your tactics bonus. All attacks in the flurry are made at your full attack bonus, but you take a penalty on all attack rolls equal to twice your tactics bonus. The number of attacks in a volley cannot exceed your dexterity modifier.
Improved Tactics
Skillful Volley: The penalty on your volley attacks becomes equal to your tactics bonus.
Greater Tactics
Arrow Rain: A volley hunter can rain death from above. As a full-round action that provokes attacks of opportunity, the hunter can deal damage equal to (Base damage of a single attack with your ranged weapon X ½ tactics bonus) to all creatures within a 10-foot-radius circle, centered on any intersection within one range increment. Creatures within this radius may make a reflex save (DC 10+½ Level+ Dex mod) for half damage.
Master Tactics
Arrow Storm: A volley hunter’s arrow rain now deals damage equal to (Base damage of a single attack with your ranged weapon X your tactics bonus).
Beast master
A beast master hunter is a master of the animal kingdom. He has forged a bond with an animal companion that serves him loyally in combat, the two working together as a unit to savage their foes.
Pack Strike: A beast master hunter gains an animal companion. Treat this companion as a druid’s, with an effective druid level equal to his hunter level. A beast master hunter adds his tactics bonus to attack and damage rolls when he attacks the same target as his animal companion.
Improved Tactics
Fearsome Beast: A beast master’s animal companion gains a bonus to attack and damage rolls equal to your tactics bonus while attacking the same target as you.
Greater Tactics
Pack Tactics: When your animal companion makes a successful melee attack against a creature you threaten, that creature provokes an attack of opportunity from you. This ability can only grant a single attack of opportunity against any given creature each round.
Master Tactics
Perfect Team: As long as you and your animal companion remain within 30 feet and both make a melee attack, you both add your tactics bonus to attack and damage rolls. This does not stack if you and your pet both attack the same target.
Two-weapon
A two weapon hunter is a dervish of destruction, striking again and again, lashing out with a weapon in each hand. They
Two-Weapon Rend: A two-weapon hunter gains two-weapon fighting as a bonus feat. If you successfully attack the same foe with two different weapons, you can rend the foe’s flesh to deal damage equal to (1d6 x tactics bonus + 1.5x str mod).
Improved Tactics
Frenzied rending: You gain improved two-weapon fighting as a bonus feat. After the second successful attack, all attacks until the end of your turn deal extra damage equal to your tactics bonus.
Greater Tactics
Rushing Frenzy: You gain Greater Two-weapon fighting as a bonus feat. In addition, you can make a full attack at the end of a charge.
Master Tactics
Perfect Synch: You can make as many attacks with your off-hand weapon as with your primary weapon, using the same base attack bonus. You still take the normal penalties for fighting with two weapons.
Rider (Incomplete)
Calvary Warrior: A rider hunter gains an animal companion. Treat this companion as a druid’s, with a level equal to his hunter level. This companion can be any type of creature, but it must be able to carry the hunter in combat. The hunter gains mounted combat as a bonus feat, and can use the defensive benefits of mounted combat a number of times per turn equal to your tactics bonus.
Improved Tactics
Mounted Hunter: A rider hunter gains a bonus to ranged attack and damage rolls equal to their tactics bonus as long as they are mounted and their mount has moved more than 10 feet in the round.
Greater Tactics
Master Tactics
Track (Ex): A hunter gains Track as a bonus feat.
Trap finding (Ex): A hunter can use the Search skill to locate traps with a DC higher than 20, and can use Disable Device to bypass a trap or disarm magic traps. See the rogue class feature.
Uncanny Dodge (Ex): Starting at 2nd level, a hunter cannot be caught flat-footed and reacts to danger before their senses would normally allow them to do so. See the barbarian class feature.
Fast Movement (Ex): Starting at 3rd level, a hunter gains a +10 foot enhancement bonus to her base land speed. At 11th level, this bonus increases to +20 feet, and at 19th level, this bonus increases to +30 feet. See the monk class feature.
Trackless Step (Ex): Beginning at 3rd level, a hunter cannot be tracked in natural surroundings. See the druid class feature.
Bonus Feat At 4th level and every four levels thereafter (8th, 12th, 16th, and 20th level), a hunter gains a bonus feat, which must be selected from the following list: Acrobatic, Agile, Alertness, Athletic, Blind-Fight, Combat Expertise, Crossbow Mastery, Deadly Aim, Dodge, Double Slice, Endurance, Far Shot, Focused Shot, Great Fortitude, Improved Initiative, Improved Precise Shot, Iron Will, Lightning Reflexes, Manyshot, Mobility, Mounted Archery, Mounted Combat, Pinpoint Targeting, Point Blank Shot, Point Blank Master, Precise Shot, Quick Draw, Rapid Reload, Rapid Shot, Ride-by Attack, Shot on the Run, Skill Focus, Spring Attack, Trick Riding, Two-Weapon Defense. They must meet all the prerequisites for the feat.
Swift Tacker (Ex): Beginning at 4th level, a hunter can move at his normal speed while following tracks without taking the normal -5 penalty. They take only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.
Evasion (Ex): When they reaches 5th level, a hunter can avoid even magical and unusual attacks with great agility. If they makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, they instead take no damage. Evasion can be used only if the ranger is wearing light armor, medium armor, or no armor. A helpless ranger does not gain the benefit of evasion.
Flawless Stride (Ex): Starting at 6th level, a hunter can move through any sort of terrain that slows movement (such as undergrowth, rubble, and similar terrain) at their normal speed and without taking damage or suffering any other impairment.
This ability does not let them move more quickly through terrain that requires a Climb or Swim check to navigate, nor can they move more quickly through terrain or undergrowth that has been magically manipulated to impede motion.
A hunter loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.
Camouflage (Ex): Beginning at 8th level, a hunter can use the Hide skill in any sort of natural terrain, even if the terrain does'nt offer cover or concealment. They lose this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.
Improved Uncanny Dodge At 9th level and higher, a hunter can no longer be flanked. This defense denies a rogue the ability to sneak attack the hunter by flanking them, unless the attacker has at least four more rogue levels than the target has barbarian levels.
If a character already has uncanny dodge from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
Blindsense (Ex): At 10th level, a hunter gains the blindsense ability out to 30 feet.
Hide in Plain Sight (Ex): Beginning at 14th level, a hunter can use the Hide skill in natural terrain even while being observed. A hunter loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load
Improved Evasion (Ex): At 16th level, a hunter's evasion improves. This ability works like evasion, except that while the hunter still takes no damage on a successful Reflex saving throw against attacks, they henceforth take only half damage on a failed save. A helpless hunter does not gain the benefit of improved evasion.
Free Movement (Ex): At 18th level and higher, a hunter can slip out of bonds, grapples, and even the effects of confining spells easily. This ability duplicates the effect of a freedom of movement spell, except that it is always active. A hunter loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.
Blind sight (Ex): A 20th-level hunter gains the blindsight ability out to 30 feet. Their senses become so acute that they can maneuver and fight flawlessly even in total darkness. Invisibility, darkness, and most kinds of concealment are irrelevant, though the hunter must have line of effect to a creature or object to discern it.