artimus261
2017-04-29, 10:41 AM
The Hunter
http://paizo.com/image/content/PathfinderPlayerCompanion/PZO9427-Hunter.jpg
"Troll's dead, heres the head. Found the last man you hired too, dead, fool only had a crossbow. Now, about my fee..." The words of Icclasion, a hunter.
The hunter is a humble name for the ruthless hunter of beasts it refers to. These individuals are well learned in all manner of beasts and monstrosities. Taken in by hunters as children this profession is passed on to those who have the potential, trained from the moment they can hold a sword. The hunter does not have the destructive potential of a barbarian, the single-minded combat training of a fighter, or even the full wilderness training of a ranger. What the hunter does provide is the unfailing knowledge of his prey, able to ignore their defenses, strike their weak points, and even aid his allies in doing so. He has also been instructed in a small gathering of spells, taught how to use them in combat with little more than a simple hand gesture. The hunter is no true warrior, expert, or mage. But he has learned what he needed to in all areas to bring them together with stunning capability.
Role: The hunter brings much to a party. His dark knowledge allows him to aid his allies in various methods against their opponent, increasing their damage, boosting their defenses, or simply giving them insight how to better strike the beast. Beyond this the hunter is an expert tracker much like a ranger and can keep the party on the trail of their quarry. He also possesses many unique tools passed down through the hunter profession, giving him unique advantages against all forms of creatures, provided he knows his prey's identity. His selection of spells also allows him to produce various effects in combat to help keep the momentum of the battle in his favor.
Alignment: Any. While the profession of a hunter seems righteous there have been many a hunter who have simply left a village for dead because they were not offered a high enough price for their liking and have no true tendency towards good or evil. Though some hunter’s may not always be true to their word they are a methodical sort, always engaging every situation tactically and carefully and thus tend towards the lawful alignment.
Hit Die: d8
Starting Gold: As ranger
Class Skills
The Hunter's class skills (and the key ability for each skill) are Climb(Str), Concentration(Con), Craft(Int), Disable Device(Int), Escape Artist(Dex), Gather Information(Cha), Heal(Wis), Hide(Dex), Jump(Str), Knowledge[all](Int), Listen(Wis), Move Silently(Wis), Ride(Dex), Search(Int), Sense Motive(Wis), Sleight of Hand(Dex), Spellcraft(Int), Spot(Wis), Survival(Wis), Swim(Str), and Use Rope(Dex).
Skill Ranks at 1st Level: 4 x (6 + Int modifier)
Skill Ranks at Each Additional Level: (6 + Int modifier)
HUNTER
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st
+1
+2
+2
+0
School of Training, Track, Bonus Feat, Dark Knowledge(tactics)
2nd
+2
+3
+3
+0
Improved Training, Bonus Feat
3rd
+3
+3
+3
+1
Honed Senses
4th
+4
+4
+4
+1
Meticulous Focus, Spells
5th
+5
+4
+4
+1
Dark Knowledge(puissance), Hone Senses(low-light vision)
6th
+6/+1
+5
+5
+2
Bonus Feat, Life of a Hunter
7th
+7/+2
+5
+5
+2
Advanced Training, Simple Gestures(1st)
8th
+8/+3
+6
+6
+2
Dark Knowledge(foe), Swift Tracking
9th
+9/+4
+6
+6
+3
Steady Resolve, Armed Defense +1
10th
+10/+5
+7
+7
+3
Ignore Natural Armor 1/day, Simple Gestures(2nd), Bonus Feat, Hone Senses(darkvision)
11th
+11/+6/+1
+7
+7
+3
Dark Knowledge(dread secret), Cunning Anticipation
12th
+12/+7/+2
+8
+8
+4
Greater Training, Life of a Hunter
13th
+13/+8/+3
+8
+8
+4
Simple Gestures(3rd), Opportunist
14th
+14/+9/+4
+9
+9
+4
Dark Knowledge(foreknowledge)
15th
+15/+10/+5
+9
+9
+5
Hone Senses(Scent)
16th
+16/+11/+6/+1
+10
+10
+5
Simple Gestures(4th)
17th
+17/+12/+7/+2
+10
+10
+5
Master Training
18th
+18/+13/+8/+3
+11
+11
+6
Life of a Hunter
19th
+19/+14/+9/+4
+11
+11
+6
Living Bestiary, Armed Defense +2
20th
+20/+15/+10/+5
+12
+12
+6
Legendary Training, Hone Senses(blindsense), Ignore Natural Armor 2/day
Class Features
All of the following are class features of the Hunter.
Weapon and Armor Proficiencies: The hunter is proficient with the dagger, punching dagger, morningstar, light and heavy mace, light and heavy crossbow, handaxe, kukri, shortsword, longsword, scimitar, hand crossbow, light and heavy repeating crossbow, and the net. He is proficient with light armor but not with any shields. Additionally the somatic components for the hunter’s spells are quite simple and do not incur any arcane failure chance as long as he wears only light armor.
Hunter’s Tools: The hunter has learned enough about the anatomies of creatures that he has been able to develop particular alchemical items that assist him in hunting his marks. To produce these items the Hunter makes a special Craft check that follows all the normal rules of the Craft skill. However the bonus he gains is derived from his level as opposed to a skill. A hunter’s tools check is 1d20 + the hunter’s class level + the hunter’s Intelligence modifier. However this check can gain synergy benefits. A hunter who has 5 ranks in Craft(alchemy) gains a +2 bonus on this check to make potions and receives an additional +2 bonus on his Fortitude saves against them. A hunter who has 5 ranks in Craft(poisonmaking) also gains a +2 bonus on this check to make oils and the oils last for 5 additional rounds. A hunter who has 5 ranks in Craft(trapmaking) gains a +2 bonus on this check to make bombs and the DCs of the bombs gain a +2 bonus. The hunter, while not forbidden from teaching others the methods of their potions, tend to guard the secrets to their potions and oils fiercely. However a hunter can attempt to show others how to make such items. A character with no hunter levels attempting to make these items must use one of three Craft skills: Craft(alchemy) to make potions, Craft(poisonmaking) to make oils, and Craft(trapmaking) to make bombs. However the craft DCs for such characters are 5 points higher and the character must spend a skill point to learn the formula for a single item of their choice from this list. The time it takes for a character to make these items is determined as if he were making progress by the week for each Craft check, though each check only requires 3 hours of work.
-----Hunter Oils: The oils the hunter can make are all specifically designed for various types of creatures he hunts. The hunter can carry any number of these oils in vials but after application they only remain effective for 1 minute. Applying an oil to a weapon is a standard action that provokes an attack of opportunity. The effects of oils applied to a weapon stack with any enchantment the weapon may have, though a hunter cannot apply a poison and an oil to the same weapon, the two compounds ruining each other entirely. By beating the Craft DC by 5 or more when making an oil it lasts for an additional 5 rounds after being applied to a weapon and the DC for effects the oil has gains a +2 bonus. These oils qualify as poisons for the purpose of feats and qualifies the hunter as having poison use. However oils are not prevented by poison immunity and creatures with bonuses against poisons do not apply them to their Fortitude saves against the hunter’s oils.
-----Hunter’s Potions: The tradition of the hunters has always been to advance their abilities beyond the normal human limits to aid in their fight against the inhuman. To that end they have developed potions over the years to assist them in various ways. These potions are powerful tools and can achieve amazing effects despite their powerful stench and horrible taste. However these potions also come at a potential cost. The potions themselves strain the body of those who imbibe them and can even prove lethal to the frail. Anyone who drinks a hunter’s potion must succeed on a DC 25 Fortitude save or take 3d6 points of Constitution damage. Thankfully the hunter has been exposed to these potions so much through his training that he has developed a remarkable resistance to the negative effects of them. A hunter receives an inherent +6 bonus on his Fortitude saves made against hunter potions and even on a failed save takes only one half of the damage(rounded down) he would normally take to his Constitution. A character must imbibe the entire vial of the solution before needing to make their Fortitude save and before gaining the effects of the potion, a sip or drop has no effect. By beating the Craft DC by 5 or more when making a potion the potion gains a mildly protective side effect and bestows a +1 bonus to all of the hunter’s saves for the duration.
-----Hunter’s Bombs: The primary tool of the hunter’s lethal ambushes are their bombs. These tools allow them to inflict wounds to multiple foes without announcing their presence or revealing their location, the perfect tool for the start of a hunt. The DC for the hunter’s bombs is increased by 1 point for every 5 points his craft check exceeds the craft DC of the bomb.
School of Training: The hunters are divided up among the land into three schools of training. Each focus on different methods of combat. The School of the Cat focuses on precision, speed, and surprise. The School of the Griffin seeks to improve the hunter's magical and physical offensive ability as well as methods to hit an enemy hard and fast. The School of the Snapping Turtle focuses on the hunter’s defense but contends with the other schools with their ability to strike in the blink of an eye when given the slightest opening. A hunter selects his school at 1st level and cannot change it afterwards. The benefits for this decision are listed below and advance as the hunter levels.
School of the Cat: The hunter gains Tumble as a class skill and begins adding his Intelligence modifier to his Reflex saving throws, Tumble checks, and Initiative checks in addition to his Dexterity modifier.
School of the Griffin: The hunter gains proficiency with medium armor, have the armor check penalties for medium armor reduced by 2 points, ignore the speed penalties, and does not incur the arcane failure chance medium armors normally incur. Additionally whenever the hunter casts an abjuration spell on himself from the hunter class, he gains an amount of temporary hit points equal to the spell’s level x his Intelligence modifier. These hit points last for 1 minute.
School of the Snapping Turtle: The hunter gains proficiency with medium and heavy armor and do not incur any arcane failure chance for wearing medium or heavy armor. He gains Combat Reflexes as a bonus feat and can use his Intelligence modifier in place of his Dexterity modifier to determine the effects of Combat Reflexes.
Track: A hunter gains Track as a bonus feat.
Bonus Feats: At 1st level, a hunter may select either Quick Draw or Rapid Reload as a bonus feat. At 2nd level, he may select either Improved Initiative or Dodge as a bonus feat. At 6th level, he may select either Blind-fight or Eschew Materials as a bonus feat. At 10th level, he may select either Dash or Lightning Reflexes as a bonus feat.
Dark Knowledge: Three times per day, a hunter can draw upon his expansive knowledge of monsters, granting his allies benefits against the creatures they face. Doing this counts as a move action.
A hunter unlocks new dark knowledge abilities as his level increases and can also call upon his dark knowledge more often, gaining one additional daily use for every three hunter levels (4/day at 3rd level, 5/day at 6th level, and so forth).
Using dark knowledge requires a Knowledge check of a type appropriate to the creature faced. A Knowledge(arcana) check reveals secrets of constructs, magical beasts and dragons; Knowledge(dungeoneering) pertains to aberrations and oozes; Knowledge(local) applies to humanoids; Knowledge(nature) encompasses animals, fey, giants, monstrous humanoids, plants and vermin; Knowledge(religion) covers undead, and Knowledge (the planes) applies to outsiders and elementals. The DC of the check is 15. Most of the hunter’s dark knowledge abilities increase in effectiveness if he succeeds on his Knowledge check by 10 or more. Dark knowledge can only be used once against any given creature.
The hunter’s dark knowledge can affect a single creature or all creatures of the same race, depending on the effect used. A target creature must be within 60 feet, and the hunter must be aware of the creature’s presence, although he need not have a line of sight to it. The effects of dark knowledge last for 1 minute, unless stated otherwise.
-----Tactics: The hunter knows the general combat behaviors of creatures of that race, granting his allies a +1 bonus to attack rolls made against them. For example, a hunter confronted by carrion crawlers who succeeded on his Knowledge(dungeoneering) check would grant his allies the attack bonus against all the carrion crawlers they fought in that encounter. If the hunter succeeds on his Knowledge check by 10 or more, then this bonus increases to +2. If the hunter succeeds on his Knowledge check by 20 or more, then this bonus increases to +3.
-----Puissance: Starting at 5th level, the hunter can use his dark knowledge to help his allies fight off the corrupting influence of other creatures. Allies within 60 feet of the hunter gain a +1 bonus on saving throws against the affected creature’s abilities. If the hunter succeeds on his Knowledge check by 10 or more, this bonus increases to +2. If the hunter succeeds on his Knowledge check by 20 or more, this bonus increases to +3.
-----Foe: Starting at 8th level, a hunter can direct his allies to attack vital spots of his enemies. On a successful Knowledge check, he grants them a bonus to weapon damage rolls made against the target creatures equal to 1d6 points of damage. If the hunter succeeds on his Knowledge check by 10 or more, then this bonus increases to 2d6. If the hunter succeeds on his Knowledge check by 20 or more, then this bonus increases to 3d6.
-----Dread Secret: By speaking aloud a dread secret of the target creature, a hunter of 11th level or higher can dazzle a target creature for 1 round. Unlike other dark knowledge, this ability can be used only against a single creature. If the hunter succeeds on his Knowledge check by 10 or more, then the target is dazed for 1 round. If the hunter succeeds on his Knowledge check by 20 or more, then the target is stunned for 1 round (if the target is immune to being stunned but not immune to being dazed, such as most undead, then the hunter can choose to daze the target instead of stunning it).
-----Foreknowledge: Starting at 14th level, a hunter can better prepare his allies for the attacks of the affected creature, making it harder for the creature to land blows and successfully deal damage. Allies within 30 feet of the hunter gain a +1 insight bonus to Armor Class that applies to attacks by the affected creature only. If the hunter succeeds on his Knowledge check by 10 or more, this bonus increases to +2. If the hunter succeeds on his Knowledge check by 20 or more, this bonus increases to +3.
Improved Training: At 2nd level the hunter’s training and ability within his school improves.
School of the Cat: The hunter gains a +1d6 sneak attack and advances to +2d6 at 10th level and +3d6 at 20th level.
School of the Griffin: The hunter gains Cleave as a bonus feat, even if he does not meet the prerequisites, adds his Intelligence modifier to weapon damage rolls made during a charge attack, and no longer takes the -2 penalty to his armor class for charging.
School of the Snapping Turtle: The hunter gains Uncanny Dodge as long as he wears heavy armor and gains Combat Expertise as a bonus feat. Additionally all attacks of opportunity made by the hunter gain a bonus equal to his Intelligence modifier to the damage rolls.
Honed Senses(Ex): Beginning at 3rd level the hunter becomes able to sharpen talents of detection and tracking, able to pick up on the slightest details. The hunter can now make a Concentration check as a swift action to gain a bonus to his Listen, Search and Spot checks as well as his Survival checks made to follow tracks. Additionally the hunter gains the trapfinding ability while his senses are honed.The higher the hunter’s check the higher the bonus he gains. The hunter also gains various sensory abilities as he advances his senses. Beginning at 5th level the hunter gains low-light vision while honing his senses. At 10th level the hunter gains darkvision out to 60ft as long as he has gained at least a +3 bonus with hone senses. At 15th level the hunter gains the scent trait as long as he achieves a +5 or higher bonus when honing his senses. Finally at 20th level the hunter gains blindsense out to 15ft when honing his senses as long as he has achieved a +7 bonus or better. If the hunter is distracted or enters combat he cannot keep his senses honed and loses the bonus to his skills. Below are the DCs and the bonuses for this ability. The hunter cannot hone his senses while he fatigued or exhausted. Whenever the hunter his honed his senses he receives a -4 penalty to his saves against any sound-based or light-based effects.
DC_____Bonus
10_____+1
20_____+3
30_____+5
40_____+7
50_____+9
Meticulous Focus(Ex): Beginning at 4th level the hunter's mind has become sharpened and accurate. The hunter now adds his Intelligence modifier to all Concentration, Listen, Spot, and Survival checks in addition to the normally applied ability modifier.
Spells: Beginning at 4th level, a hunter gains the ability to cast a small number of arcane spells which are drawn from the hunter spell list below.
He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must (see below). To cast a spell, a hunter must have an Intelligence score equal to at least 10 + the spell level (Int 11 for 1st-level spells, Int 12 for 2nd-level spells, and so forth). The Difficulty Class for a saving throw against a hunter’s spell is 10 + the spell level + the hunter’s Intelligence modifier.
Like other spellcasters, a hunter can cast only a certain number of spells of each spell level per day. His base daily spell allotment is listed below above his spell list. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table 1–1: Ability Modifiers and Bonus Spells, page 8).
Unlike a wizard or a cleric, a hunter need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level.
Through 3rd level, a hunter has no caster level. At 4th level and higher, his caster level is one-half his hunter level.
Privatized Spells: A hunter has honed his magic to a concise and tactical point but has lost some of it’s versatility in doing so. The hunter’s beneficial spells that have a range of touch are personal spells for him, only able to imbue himself with his protective wards and defenses.
Life of a Hunter(Ex): At 6th level hunter’s way of life is a harsh one, the man never being finished with his work and spending most of his time not hunting preparing for the next job that might come his way. However this rigorous devotion to his craft does not come without it’s benefits. At 6th level the hunter gains a +2 bonus to either his Strength, Dexterity, Constitution, or Intelligence scores. He gains this ability again at 12th and 18th levels though he cannot choose an ability score more than once with this ability.
Advanced Training Beginning at 7th level the hunter’s mastery of his school has improved.
School of the Cat: The hunter gains Spring Attack as a bonus feat and Skirmish as a scout with +1d6/+1 AC.
School of the Griffin: The hunter gains the Pounce ability, able to deliver a full-attack at the end of his charge, and his caster level is now equal to his Hunter class level.
School of the Snapping Turtle: The hunter gains Improved Uncanny Dodge as long as he is in heavy armor and now gains attacks of opportunity against creatures that miss him in melee combat.
Simple Gestures(Ex): Beginning at 7th level the hunter has learned how to harness his magic more readily, better to cast in the face of danger, and has developed simplified components for them. The hunter begins to be able to cast his spells without provoking attacks of opportunity as he gains levels. At 7th level the hunter’s 1st level spells no longer provoke attacks, at 10th the hunter’s 2nd level spells no longer provoke, at 13th the hunter’s 3rd level spells no longer provoke, and finally at 16th the hunter’s 4th level spells no longer provoke. Additionally the hunter gains the benefit of Sudden Quicken Spell once per day though it can only be applied on a spell that’s level is equal to or less than the hunter’s Intelligence modifier.
Swift Tracking(Ex): Beginning at 8th level, a hunter 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.
Steady Resolve(Ex): Beginning at 9th level the hunter has learned to steady his mind in the face of frightening or persuasive influences. The hunter is now immune to all fear and charm effects.
Armed Defense(Ex): Beginning at 9th level the hunter has mastered the techniques to block blows with a single blade in the heat of combat. The hunter gains a +1 shield bonus to his AC as long as he wields a light or one-handed weapon in one hand. This shield bonus increases to +2 at 19th level. This bonus is unaffected by what the hunter does with his off-hand.
Ignore Natural Armor(Ex): Beginning at 10th level the hunter is able to drive an attack deep into his target, completely ignoring it's tough hide. The hunter can make an attack that ignores the natural armor of his target a few times each day. However he must have at least 10 ranks in the knowledge skill to which that creature would belong or has selected them as a favored prey. The hunter can perform this once per day at 10th level and twice per day at 20th.
Cunning Anticipation(Ex): Beginning at 11th level when the hunter lies in wait for his strike he is able to ensure a severe blow to his prey. Whenever the hunter readies an attack he may choose to move up to 10ft before or after he performs the attack. However this movement cannot be performed if it would provoke an attack of opportunity. Additionally the hunter gains a bonus on all weapon damage rolls equal to his Intelligence modifier when making a readied attack or attacking a flat-footed opponent. Finally the hunter gains a bonus on attack rolls made to confirm critical hits equal to his Intelligence modifier.
A hunter that possesses the Mobility feat can perform this movement even if it would provoke attacks of opportunity.
A hunter that possesses the Spring Attack feat can choose to move up to 5ft before and after a readied attack.
Greater Training Beginning at 12th level the hunter has nearly mastered his schools teachings.
School of the Cat: The hunter gains evasion as long as he wears light or no armor, gains woodland stride as a ranger, and gains a +10ft bonus to his landspeed.
School of the Griffin: The hunter gains Great Cleave as a bonus feat, even if he does not meet the prerequisites, and gains a bonus on the damage rolls of spells equal to his Intelligence modifier. Additionally he may move up to 10ft before making Cleave attacks. This movement does not count against the hunter’s movement speed in a round but does provoke attacks of opportunity as normal.
School of the Snapping Turtle: Whenever the hunter fights defensively, uses total defense, or uses Combat Expertise and takes up to at least a -4 penalty to his attack rolls the hunter gains an insight bonus to his AC equal to his Intelligence modifier. Additionally he can now move to the side of an opponent attempting to charge, overrun, or bull rush him as an immediate action, allowing their movement to continue past him and provoke an attack of opportunity. Creatures charging him miss the hunter with their first attack as it continues to target the square he previously occupied and the opponent moves into the square with the momentum of his missed attack.
Opportunist(Ex): Beginning at 13th level a hunter is able to take advantage of even a momentary lapse in a creature’s attention. Once per round, the hunter can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the hunter’s attack of opportunity for that round. Even a hunter with the Combat Reflexes feat can’t use the opportunist ability more than once per round.
Master Training: At 17th level the hunter has become a master of his school of training.
School of the Cat: The hunter gains a bonus on all attack rolls equal to his Intelligence modifier. Additionally the hunter gains Sudden Strike +3d6.
School of the Griffin: The hunter can now cast a single standard action hunter spell once per round in the place of an attack. The casting of this spell does not interrupt the order of events of his turn. For instance he could cast a spell as a cleave attack during a full attack action and then continue with his full attack afterwards.
School of the Snapping Turtle: The hunter gains an attack of opportunity against creatures that attack him with a melee attack with reach and may move up to 10ft towards them before making this attack of opportunity if this movement would cause the hunter to threaten it. Additionally hunter adds his Intelligence modifier to weapon attack rolls made for attacks of opportunity.
Living Bestiary(Ex): Beginning at 19th level the hunter is able to determine a creature’s type by the merest sight or sound and is able to determine its abilities in seconds. Whenever the hunter sees a creature or hears a sound it makes he is able to determine it’s type without a single check and gains a +5 bonus on all Knowledge checks when made in relation to a creature. Additionally any creature he succeeds on making a DC 20 Knowledge check against, including ones made for Dark Knowledge, allows the hunter to know all energy resistances, immunities, or weaknesses it may have; if it possesses Damage Reduction and what it is pierced by; and any forms of perception it may have such as scent, darkvision, blindsense, etc. This does not reveal any of the above traits if they are possessed by a creature from the effects of a spell or spell-like ability.
Legendary Training:Finally at 20th level the hunter has advanced his schools training to new heights, beyond what others had foreseen.
School of the Cat: Whenever the hunter successfully deals his Sudden Strike damage the attack automatically threatens a critical hit. Additionally he applies his Intelligence modifier to his damage rolls when he confirms a critical hit.
School of the Griffin: The hunter is now able to cast any single abjuration hunter spell he knows as an immediate action after casting another spell. However casting the spell in this way imposes a -10 penalty to his caster level for the spell. The hunter also gains a +1 bonus on melee attack and damage rolls during his round after each successful attack. This bonus stacks and lasts until the end of their round.
School of the Snapping Turtle: Whenever the hunter successfully strikes an opponent with an attack of opportunity he can make a second attack of opportunity, albeit with a -5 penalty on the attack roll.
Spell List
1st: Battering Ram(SpCmp), Burning Hands, Lesser Deflect(PHBII), Distract Assailant(SpCmp), Resist Energy, Swift Slow*
2nd: Charm Person, Deflect(PHBII), Hunter’s Eye(PHBII), Ironthunder Horn(SpCmp), Protection from Energy, Scorch(SpCmp)
3rd: Atonement, Contingent Energy Resistance(SpCmp), Fireburst(SpCmp), Forcewave(SpCmp), Suggestion, Slow
4th: Blast of Flame(SpCmp), Charm Monster, Energy Aegis(PHBII), Power Word Daze*, Rejection(SpCmp), Stoneskin
*: Listed below
SpCmp: Spell Compendium
PHBII: Player's Handbook II
Power Word Daze
Enchantment(Compulsion)[Mind-Affecting]
Level: Htr 4, Sorc/Wiz 4
Components: V
Casting Time: 1 standard action
Range: Close (25ft + 5ft/2 levels)
Target: One living creature with 150 hp or less
Duration: See Text
Saving Throw: None
Spell Resistance: Yes
You speak a word of power that seems to render its target unable to act.
You utter a single word of power that instantly causes one creature of your choice to become dazed, whether the creature can hear the word or not.
The duration of the spell depends on the target’s current hit point total, as shown below. Any creature that currently has 151 or more hit points is unaffected by power word daze.
HP______________Duration
50 or less______1d2+1 rounds
51-100__________1d2 rounds
101-150_________1 round
Slow, Swift
Transmutation
Level: Htr 1, Brd 2, Wiz/Sor 2
Components: S
Casting Time: 1 swift action
Range: Close (25ft + 5ft/2 levels)
Target: One creature
Duration: 1d4 rounds
Saving Throw: Will negates
Spell Resistance: Yes
This spell functions like slow (PHB pg280.), except as noted above. This spell counters and dispels any haste effect on the target.
Spells Per Day
_________________________Spell Level_______________________
Level__________1st____________2nd__________3rd____ ______4th
1st_____________-______________-_____________-____________-
2nd_____________-______________-_____________-____________-
3rd_____________-______________-_____________-____________-
4th_____________1______________-_____________-____________-
5th_____________1______________-_____________-____________-
6th_____________1______________-_____________-____________-
7th_____________1______________-_____________-____________-
8th_____________1______________1_____________-___________-
9th_____________1______________1_____________-___________-
10th____________2______________1_____________-___________-
11th____________2______________1_____________1____ _______-
12th____________2______________1_____________1____ _______-
13th____________2______________2_____________1____ _______-
14th____________2______________2_____________2____ _______1
15th____________3______________2_____________2____ _______1
16th____________3______________2_____________2____ _______1
17th____________3______________3_____________2____ _______2
18th____________3______________3_____________3____ _______2
19th____________3______________3_____________3____ _______3
20th____________4______________4_____________4____ _______4
Oils
Silvershine:
A weapon covered in silvershine is treated as being silver for the purpose of overcoming damage reduction. Additionally the weapon's threat range increases by 1. This stacks with all other benefits that increase a weapon's threat range but is applied after all other effects.
Irontouch:
A weapon covered in irontouch is treated as being coldiron for the purpose of overcoming damage reduction. Additionally the weapon gains a +2 bonus attack rolls made to confirm threatened critical strikes.
Eversheen:
A weapon covered in eversheen is treated as being adamantine for the purpose of overcoming damage reduction. Additionally the weapon gains a +2 bonus on damage rolls.
Spellreaver:
A weapon covered in spellreaver is treated as being magic for the purpose of overcoming damage reduction. Additionally any creature struck by it takes a -1 penalty to their caster level and on saves against spells. This penalty is cumulative and lasts for 5 minutes.
Wraithwhisper:
A weapon covered in wraithwhisper is able to strike incorporeal and ethereal creatures with ease. Additionally any incorporeal or ethereal are become material and corporeal for 1 round.
Sear:
A weapon covered in sear inflicts +1d6 points of acid damage on it's target. Additionally it deals 1 point of damage to any worn armor and imposes a -1 penalty on a creature's natural armor with each strike. The penalty is removed after resting for 8 hours.
Blazen:
A weapon covered in blazen oil becomes hot to the touch and inflicts +1d6 points of fire damage with each strike. Additionally creatures that are particularly dry, furred, or weakened by fire, a mummy, a gnoll, or a troll for example; catch flame and continue to take 1d6 points of fire damage each round.
Shiver:
A weapon covered in shiver oil becomes freezing to the touch and inflicts +1d6 points of cold damage with each strike. Additionally creatures that are particularly fluid or weakened by cold, an ooze, a fire elemental, cold-blooded reptiles, and plant creatures for example; has it's landspeed reduced by 10ft and takes a -2 penalty to AC and on Reflex saves for 1 minute.
Crimsonflow:
A weapon covered in crimsonflow causes wounds to stop closing. Each strike causes the target to begin bleeding for 1 damage each round until it receives a DC 15 Heal check or any form of magical healing. Additionally any fast healing or regeneration that a target has is neutralized until the bleeding is stopped.
Alignius:
The alignius oil is a tricky concoction able to align a weapon as the hunter sees fit to overcome damage reduction. The oil must be made for a specific alignment at the time of crafting. Additionally a weapon covered in alignius oil inflicts 1 point of force damage on all attacks.
Equidem: DC 15, 30gp
This oil was developed by hunters to draw out their prey, helping them shorten the time it takes to find them. Unlike the hunter’s other oils this is not applied to his weapon. It is in fact placed in an area in the hopes of drawing out the creature that smells it. Equidem is made for specific kinds of beasts, like trolls instead of giant-type creatures, and if the hunter knows the exact kind of creature he wishes to lure he can attempt to make the oil more concise, for example making an oil that might lure a cave troll over a standard troll. The oil lasts for 8 hours and with it’s powerful and light scent it can be smelled out to 10 miles downwind, 2 and a half miles upwind, or out to a 5 mile radius on still days.
Bumble:
This oil hinders the coordination of living creatures, imposing a -4 penalty to the creature’s Dexterity checks and Dexterity-based skill checks. Additionally this hampers creatures that have different modes of travel, causing the maneuverability of fly speeds to be reduced by two steps and fly speeds and swim speeds are reduced by half.
Impervious:
A weapon coated in this oil is immune to damage for it’s duration.
Hunter Bombs
Ostium: DC 25, 55gp
This grenade bursts with a toxic thick black and harsh smelling smoke the hinders sight, smell, and even the bodies ability to heal. The smoke bursts in a 10ft radius and grants cover to those within the smoke from those outside of it’s area and grants cover to those outside of it’s area from those within. Creatures caught in the blast must succeed on a DC 15 Fortitude save or take 1 point of Constitution damage. One minute later they must attempt the same saving throw or take 1 additional point of Constitution damage. A creature who takes at least 1 point of Constitution damage from this smoke loses the benefits of it’s fast healing until it restores this Constitution loss. Additionally any creature caught in the area or within scent distance of the area loses it’s scent ability as long as they remain within 10ft of the smoke and for 1 minute after. The smoke is thick but light and dissipates after 5 rounds. A strong wind blows it away in a single round.
Spinum: DC 20, 35gp
This grenade was made to help piece thick hides of creatures and even assist in tracking the beasts when they flee, a blood trail leading the hunter right back to their lairs. It is also an excellent follow up tool for the hunter’s grenades that block his sight of his prey. A spinum grenade inflicts 3d6 points of damage in a small 10ft radius with a burst of metal shards. The damage is dealt in such a way that it is treated as slashing, piercing, and bludgeoning damage. A DC 15 Reflex save halves this damage. Any creature that takes 10 or more damage from this grenade also receives a bleeding wound, bleeding for 1 point of damage each round afterwards. This bleeding persists until the target receives a DC 15 Heal check or at least 1 point of magical healing. Fast healing likewise closes the wounds.
Sanctus: DC 25, 70gp
This useful tool was developed by a hunter in need of something to help him keep the undead away from their victims before they could reach them, the tool also turning out to heal the living with it’s power. Upon it’s use the sanctus grenade exudes a flash of powerful positive light out to a 15ft radius, dealing 2d4 points of damage to undead and healing 2d4 points of damage to the living within the area. Undead caught in the area also must succeed on a DC 15 Fortitude save or flee the area for 1 round as if they were turned by a good-aligned cleric. Additionally the area gains the benefits of the magic circle against evil spell cast by a 10th level caster for 5 rounds.
Fumus: DC 15, 20gp
This is a grenade the hunter’s developed to allow them to swiftly and tactically slay an entire platoon of creatures without the great risk of open combat. The grenade emanates the effects of a fog cloud spell out to a 15ft radius around it. However this smoke bursts forth from it’s source with such force that creatures within the area often have the smoke aggressively invade their lungs. Any creature within the area of the fog when it begins must make a DC 15 Fortitude save or become dazed for 1 round. The fog only remains in the area for 1 minute.
Lubricus: DC 20, 30gp
This grenade was something the hunter’s developed to help them apply their talents with flame to a target with more certainty and to hinder the creatures prior. The lubricus grenade bursts in a 15ft radius, covering everything in the area in a highly flammable oil. Any creature in the area can attempt a DC 15 Reflex save to avoid being doused in the oil but must possess evasion or improved evasion to avoid it. Moving through a square covered in the oil requires a creature to move at half speed or risk falling. A creature moving at full speed must succeed on a DC 15 Reflex save or a DC 20 Balance check or fall prone in the square they moved into. A charging or running creature receives no saving throw or check and simply falls prone in the first oiled square they move into. Additionally any open fire sets the oil ablaze, the initial burst of flame dealing 2d6 points of fire damage to all creature in the area and continues to burn for 1 minute. Any creature doused in the oil receives an additional 1d6 points of damage initially and remains on fire even if they leave the area, burning for an additional 1d6 points of damage each round for 1 minute unless they succeed on putting out the fire(a DC 15 Reflex save, though dropping to the ground to put it out grants an additional +4 bonus).
Mico: DC 20, 35gp
The hunter’s developed this device to blind seeing creatures and even confuse creatures that relied on sound. A mico grenade erupts in a huge flash of light and sound. Any creatures within 60ft of the grenade must succeed on a DC 15 Reflex save or be blinded for 1d4+1 rounds and must succeed on a DC 15 Fortitude save or be deafened for 1d4+1 minutes. Additionally this audible assault hampers with some creatures ability to feel around their environment. Any creature that has blindsense or blindsight due to it’s ability to acutely hear it’s surroundings loses the benefit of this ability for 5 rounds and receives no save against this effect.
Minuere: DC 25, 65gp
This small unassuming device exudes a pale gray mist after being thrown. It exudes the mist out to a 15ft radius and all who are within the area must succeed on a DC 15 Fortitude save. Anyone who fails this save becomes fatigued and must succeed on an additional DC 15 Fortitude save 1 minute later or fall unconscious for 1d4+1 minutes. This is not a magical effect and ignores elves and dragons natural immunity to sleep.
Hunter Potions
Vitalus: DC 25, 100gp
This potion was developed to allow the hunter’s blows to inflict deeper wounds and also heal his own, albeit slowly. The hunter gains a +4 bonus to his Strength and fast healing 1 for 5 minutes after drinking the vitalus potion.
Celeritus: DC 25, 70gp
This potion has aided many hunters in saving their own lives as well as aiding them in keeping up with their fleeing prey. The hunter gains a +4 bonus to his Dexterity and a +15ft bonus to his landspeed for 1 hour.
Ennasia: DC 15, 35gp
This potion was made to allow the hunter to withstand grievous injuries and remain on his feet. The hunter gains a +6 bonus to his Constitution score and gains the benefit of the Diehard feat for 1 hour.
Solusia: DC 25, 75gp
The solusia potion was developed by a hunter who was forced to slay an entire village that had been slaughtered and arisen as ghosts and other undead. The hunter becomes immune to possession and become immune to ability damage to his Intelligence, Wisdom, and Charisma scores from magical or supernatural sources. Additionally he is able to see ethereal creatures and gains a +4 bonus on saves against gaining negative levels and on the saves made to remove negative levels he possesses. The effects of the potion last for 4 hours.
Purificus: DC 20, 60gp
The hunters developed this brew to help them prevent the nasty effects of poison and disease until they could be treated properly. In the end it also helps purge some of the ill effects of such ailments as well. A hunter who drinks this potion feels a burning sensation in their body that signifies that they have indeed been poisoned or are carrying a disease. After drinking the potion the hunter need not make any additional saving throws against poisons or diseases for the next 24 hours and the incubation periods of any diseases the hunter possesses is delayed for that time. The potion also heals 2 points of ability damage to each ability score that was damaged by poison or disease, though taking additional doses of this potion while it’s duration is still active does not heal any further ability damage. This potion is effective against natural and magical or supernatural poisons and diseases. If the hunter is under the effects of this potion when he becomes afflicted with a poison or disease he immediately feels the burning sensation in his wound signifying disease or poison and need not make the initial save against it until the duration of the potion is finished.
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SURVIVAL NEW USE
Forage for Crafting Materials
While survival is normally used primarily for providing food and water for a party or providing insight into the land, this use allows a cunning user to potentially lower the costs he would spend while crafting. Foraging for Crafting Materials can provide anything from wood, metal ore, and other naturally occurring materials that one might use in their craft. Making a check to forage for crafting materials requires 2 hours, whether that time is spent simply cutting wood or searching for a vein of ore makes no difference. The DC however is determined by the area a character is in and what material he is looking to harvest. For instance harvesting wood in a forest would not require much, most likely only being a DC 10. However a character attempting the same in a desert might not find any at all, raising the check to a DC 30 or even DC 50, the character might be lucky enough to find a broken down carriage or the like. Regardless a character who succeeds on this check can reduce the costs of an item he is making using those materials down to ⅙ the normal cost instead of ⅓. In the end the DM determines the DCs of these checks.
For DMs: A character out foraging for materials runs the risk of running into creatures on his journey. For every hour there is a 10% chance the character encounters a creature.
http://paizo.com/image/content/PathfinderPlayerCompanion/PZO9427-Hunter.jpg
"Troll's dead, heres the head. Found the last man you hired too, dead, fool only had a crossbow. Now, about my fee..." The words of Icclasion, a hunter.
The hunter is a humble name for the ruthless hunter of beasts it refers to. These individuals are well learned in all manner of beasts and monstrosities. Taken in by hunters as children this profession is passed on to those who have the potential, trained from the moment they can hold a sword. The hunter does not have the destructive potential of a barbarian, the single-minded combat training of a fighter, or even the full wilderness training of a ranger. What the hunter does provide is the unfailing knowledge of his prey, able to ignore their defenses, strike their weak points, and even aid his allies in doing so. He has also been instructed in a small gathering of spells, taught how to use them in combat with little more than a simple hand gesture. The hunter is no true warrior, expert, or mage. But he has learned what he needed to in all areas to bring them together with stunning capability.
Role: The hunter brings much to a party. His dark knowledge allows him to aid his allies in various methods against their opponent, increasing their damage, boosting their defenses, or simply giving them insight how to better strike the beast. Beyond this the hunter is an expert tracker much like a ranger and can keep the party on the trail of their quarry. He also possesses many unique tools passed down through the hunter profession, giving him unique advantages against all forms of creatures, provided he knows his prey's identity. His selection of spells also allows him to produce various effects in combat to help keep the momentum of the battle in his favor.
Alignment: Any. While the profession of a hunter seems righteous there have been many a hunter who have simply left a village for dead because they were not offered a high enough price for their liking and have no true tendency towards good or evil. Though some hunter’s may not always be true to their word they are a methodical sort, always engaging every situation tactically and carefully and thus tend towards the lawful alignment.
Hit Die: d8
Starting Gold: As ranger
Class Skills
The Hunter's class skills (and the key ability for each skill) are Climb(Str), Concentration(Con), Craft(Int), Disable Device(Int), Escape Artist(Dex), Gather Information(Cha), Heal(Wis), Hide(Dex), Jump(Str), Knowledge[all](Int), Listen(Wis), Move Silently(Wis), Ride(Dex), Search(Int), Sense Motive(Wis), Sleight of Hand(Dex), Spellcraft(Int), Spot(Wis), Survival(Wis), Swim(Str), and Use Rope(Dex).
Skill Ranks at 1st Level: 4 x (6 + Int modifier)
Skill Ranks at Each Additional Level: (6 + Int modifier)
HUNTER
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st
+1
+2
+2
+0
School of Training, Track, Bonus Feat, Dark Knowledge(tactics)
2nd
+2
+3
+3
+0
Improved Training, Bonus Feat
3rd
+3
+3
+3
+1
Honed Senses
4th
+4
+4
+4
+1
Meticulous Focus, Spells
5th
+5
+4
+4
+1
Dark Knowledge(puissance), Hone Senses(low-light vision)
6th
+6/+1
+5
+5
+2
Bonus Feat, Life of a Hunter
7th
+7/+2
+5
+5
+2
Advanced Training, Simple Gestures(1st)
8th
+8/+3
+6
+6
+2
Dark Knowledge(foe), Swift Tracking
9th
+9/+4
+6
+6
+3
Steady Resolve, Armed Defense +1
10th
+10/+5
+7
+7
+3
Ignore Natural Armor 1/day, Simple Gestures(2nd), Bonus Feat, Hone Senses(darkvision)
11th
+11/+6/+1
+7
+7
+3
Dark Knowledge(dread secret), Cunning Anticipation
12th
+12/+7/+2
+8
+8
+4
Greater Training, Life of a Hunter
13th
+13/+8/+3
+8
+8
+4
Simple Gestures(3rd), Opportunist
14th
+14/+9/+4
+9
+9
+4
Dark Knowledge(foreknowledge)
15th
+15/+10/+5
+9
+9
+5
Hone Senses(Scent)
16th
+16/+11/+6/+1
+10
+10
+5
Simple Gestures(4th)
17th
+17/+12/+7/+2
+10
+10
+5
Master Training
18th
+18/+13/+8/+3
+11
+11
+6
Life of a Hunter
19th
+19/+14/+9/+4
+11
+11
+6
Living Bestiary, Armed Defense +2
20th
+20/+15/+10/+5
+12
+12
+6
Legendary Training, Hone Senses(blindsense), Ignore Natural Armor 2/day
Class Features
All of the following are class features of the Hunter.
Weapon and Armor Proficiencies: The hunter is proficient with the dagger, punching dagger, morningstar, light and heavy mace, light and heavy crossbow, handaxe, kukri, shortsword, longsword, scimitar, hand crossbow, light and heavy repeating crossbow, and the net. He is proficient with light armor but not with any shields. Additionally the somatic components for the hunter’s spells are quite simple and do not incur any arcane failure chance as long as he wears only light armor.
Hunter’s Tools: The hunter has learned enough about the anatomies of creatures that he has been able to develop particular alchemical items that assist him in hunting his marks. To produce these items the Hunter makes a special Craft check that follows all the normal rules of the Craft skill. However the bonus he gains is derived from his level as opposed to a skill. A hunter’s tools check is 1d20 + the hunter’s class level + the hunter’s Intelligence modifier. However this check can gain synergy benefits. A hunter who has 5 ranks in Craft(alchemy) gains a +2 bonus on this check to make potions and receives an additional +2 bonus on his Fortitude saves against them. A hunter who has 5 ranks in Craft(poisonmaking) also gains a +2 bonus on this check to make oils and the oils last for 5 additional rounds. A hunter who has 5 ranks in Craft(trapmaking) gains a +2 bonus on this check to make bombs and the DCs of the bombs gain a +2 bonus. The hunter, while not forbidden from teaching others the methods of their potions, tend to guard the secrets to their potions and oils fiercely. However a hunter can attempt to show others how to make such items. A character with no hunter levels attempting to make these items must use one of three Craft skills: Craft(alchemy) to make potions, Craft(poisonmaking) to make oils, and Craft(trapmaking) to make bombs. However the craft DCs for such characters are 5 points higher and the character must spend a skill point to learn the formula for a single item of their choice from this list. The time it takes for a character to make these items is determined as if he were making progress by the week for each Craft check, though each check only requires 3 hours of work.
-----Hunter Oils: The oils the hunter can make are all specifically designed for various types of creatures he hunts. The hunter can carry any number of these oils in vials but after application they only remain effective for 1 minute. Applying an oil to a weapon is a standard action that provokes an attack of opportunity. The effects of oils applied to a weapon stack with any enchantment the weapon may have, though a hunter cannot apply a poison and an oil to the same weapon, the two compounds ruining each other entirely. By beating the Craft DC by 5 or more when making an oil it lasts for an additional 5 rounds after being applied to a weapon and the DC for effects the oil has gains a +2 bonus. These oils qualify as poisons for the purpose of feats and qualifies the hunter as having poison use. However oils are not prevented by poison immunity and creatures with bonuses against poisons do not apply them to their Fortitude saves against the hunter’s oils.
-----Hunter’s Potions: The tradition of the hunters has always been to advance their abilities beyond the normal human limits to aid in their fight against the inhuman. To that end they have developed potions over the years to assist them in various ways. These potions are powerful tools and can achieve amazing effects despite their powerful stench and horrible taste. However these potions also come at a potential cost. The potions themselves strain the body of those who imbibe them and can even prove lethal to the frail. Anyone who drinks a hunter’s potion must succeed on a DC 25 Fortitude save or take 3d6 points of Constitution damage. Thankfully the hunter has been exposed to these potions so much through his training that he has developed a remarkable resistance to the negative effects of them. A hunter receives an inherent +6 bonus on his Fortitude saves made against hunter potions and even on a failed save takes only one half of the damage(rounded down) he would normally take to his Constitution. A character must imbibe the entire vial of the solution before needing to make their Fortitude save and before gaining the effects of the potion, a sip or drop has no effect. By beating the Craft DC by 5 or more when making a potion the potion gains a mildly protective side effect and bestows a +1 bonus to all of the hunter’s saves for the duration.
-----Hunter’s Bombs: The primary tool of the hunter’s lethal ambushes are their bombs. These tools allow them to inflict wounds to multiple foes without announcing their presence or revealing their location, the perfect tool for the start of a hunt. The DC for the hunter’s bombs is increased by 1 point for every 5 points his craft check exceeds the craft DC of the bomb.
School of Training: The hunters are divided up among the land into three schools of training. Each focus on different methods of combat. The School of the Cat focuses on precision, speed, and surprise. The School of the Griffin seeks to improve the hunter's magical and physical offensive ability as well as methods to hit an enemy hard and fast. The School of the Snapping Turtle focuses on the hunter’s defense but contends with the other schools with their ability to strike in the blink of an eye when given the slightest opening. A hunter selects his school at 1st level and cannot change it afterwards. The benefits for this decision are listed below and advance as the hunter levels.
School of the Cat: The hunter gains Tumble as a class skill and begins adding his Intelligence modifier to his Reflex saving throws, Tumble checks, and Initiative checks in addition to his Dexterity modifier.
School of the Griffin: The hunter gains proficiency with medium armor, have the armor check penalties for medium armor reduced by 2 points, ignore the speed penalties, and does not incur the arcane failure chance medium armors normally incur. Additionally whenever the hunter casts an abjuration spell on himself from the hunter class, he gains an amount of temporary hit points equal to the spell’s level x his Intelligence modifier. These hit points last for 1 minute.
School of the Snapping Turtle: The hunter gains proficiency with medium and heavy armor and do not incur any arcane failure chance for wearing medium or heavy armor. He gains Combat Reflexes as a bonus feat and can use his Intelligence modifier in place of his Dexterity modifier to determine the effects of Combat Reflexes.
Track: A hunter gains Track as a bonus feat.
Bonus Feats: At 1st level, a hunter may select either Quick Draw or Rapid Reload as a bonus feat. At 2nd level, he may select either Improved Initiative or Dodge as a bonus feat. At 6th level, he may select either Blind-fight or Eschew Materials as a bonus feat. At 10th level, he may select either Dash or Lightning Reflexes as a bonus feat.
Dark Knowledge: Three times per day, a hunter can draw upon his expansive knowledge of monsters, granting his allies benefits against the creatures they face. Doing this counts as a move action.
A hunter unlocks new dark knowledge abilities as his level increases and can also call upon his dark knowledge more often, gaining one additional daily use for every three hunter levels (4/day at 3rd level, 5/day at 6th level, and so forth).
Using dark knowledge requires a Knowledge check of a type appropriate to the creature faced. A Knowledge(arcana) check reveals secrets of constructs, magical beasts and dragons; Knowledge(dungeoneering) pertains to aberrations and oozes; Knowledge(local) applies to humanoids; Knowledge(nature) encompasses animals, fey, giants, monstrous humanoids, plants and vermin; Knowledge(religion) covers undead, and Knowledge (the planes) applies to outsiders and elementals. The DC of the check is 15. Most of the hunter’s dark knowledge abilities increase in effectiveness if he succeeds on his Knowledge check by 10 or more. Dark knowledge can only be used once against any given creature.
The hunter’s dark knowledge can affect a single creature or all creatures of the same race, depending on the effect used. A target creature must be within 60 feet, and the hunter must be aware of the creature’s presence, although he need not have a line of sight to it. The effects of dark knowledge last for 1 minute, unless stated otherwise.
-----Tactics: The hunter knows the general combat behaviors of creatures of that race, granting his allies a +1 bonus to attack rolls made against them. For example, a hunter confronted by carrion crawlers who succeeded on his Knowledge(dungeoneering) check would grant his allies the attack bonus against all the carrion crawlers they fought in that encounter. If the hunter succeeds on his Knowledge check by 10 or more, then this bonus increases to +2. If the hunter succeeds on his Knowledge check by 20 or more, then this bonus increases to +3.
-----Puissance: Starting at 5th level, the hunter can use his dark knowledge to help his allies fight off the corrupting influence of other creatures. Allies within 60 feet of the hunter gain a +1 bonus on saving throws against the affected creature’s abilities. If the hunter succeeds on his Knowledge check by 10 or more, this bonus increases to +2. If the hunter succeeds on his Knowledge check by 20 or more, this bonus increases to +3.
-----Foe: Starting at 8th level, a hunter can direct his allies to attack vital spots of his enemies. On a successful Knowledge check, he grants them a bonus to weapon damage rolls made against the target creatures equal to 1d6 points of damage. If the hunter succeeds on his Knowledge check by 10 or more, then this bonus increases to 2d6. If the hunter succeeds on his Knowledge check by 20 or more, then this bonus increases to 3d6.
-----Dread Secret: By speaking aloud a dread secret of the target creature, a hunter of 11th level or higher can dazzle a target creature for 1 round. Unlike other dark knowledge, this ability can be used only against a single creature. If the hunter succeeds on his Knowledge check by 10 or more, then the target is dazed for 1 round. If the hunter succeeds on his Knowledge check by 20 or more, then the target is stunned for 1 round (if the target is immune to being stunned but not immune to being dazed, such as most undead, then the hunter can choose to daze the target instead of stunning it).
-----Foreknowledge: Starting at 14th level, a hunter can better prepare his allies for the attacks of the affected creature, making it harder for the creature to land blows and successfully deal damage. Allies within 30 feet of the hunter gain a +1 insight bonus to Armor Class that applies to attacks by the affected creature only. If the hunter succeeds on his Knowledge check by 10 or more, this bonus increases to +2. If the hunter succeeds on his Knowledge check by 20 or more, this bonus increases to +3.
Improved Training: At 2nd level the hunter’s training and ability within his school improves.
School of the Cat: The hunter gains a +1d6 sneak attack and advances to +2d6 at 10th level and +3d6 at 20th level.
School of the Griffin: The hunter gains Cleave as a bonus feat, even if he does not meet the prerequisites, adds his Intelligence modifier to weapon damage rolls made during a charge attack, and no longer takes the -2 penalty to his armor class for charging.
School of the Snapping Turtle: The hunter gains Uncanny Dodge as long as he wears heavy armor and gains Combat Expertise as a bonus feat. Additionally all attacks of opportunity made by the hunter gain a bonus equal to his Intelligence modifier to the damage rolls.
Honed Senses(Ex): Beginning at 3rd level the hunter becomes able to sharpen talents of detection and tracking, able to pick up on the slightest details. The hunter can now make a Concentration check as a swift action to gain a bonus to his Listen, Search and Spot checks as well as his Survival checks made to follow tracks. Additionally the hunter gains the trapfinding ability while his senses are honed.The higher the hunter’s check the higher the bonus he gains. The hunter also gains various sensory abilities as he advances his senses. Beginning at 5th level the hunter gains low-light vision while honing his senses. At 10th level the hunter gains darkvision out to 60ft as long as he has gained at least a +3 bonus with hone senses. At 15th level the hunter gains the scent trait as long as he achieves a +5 or higher bonus when honing his senses. Finally at 20th level the hunter gains blindsense out to 15ft when honing his senses as long as he has achieved a +7 bonus or better. If the hunter is distracted or enters combat he cannot keep his senses honed and loses the bonus to his skills. Below are the DCs and the bonuses for this ability. The hunter cannot hone his senses while he fatigued or exhausted. Whenever the hunter his honed his senses he receives a -4 penalty to his saves against any sound-based or light-based effects.
DC_____Bonus
10_____+1
20_____+3
30_____+5
40_____+7
50_____+9
Meticulous Focus(Ex): Beginning at 4th level the hunter's mind has become sharpened and accurate. The hunter now adds his Intelligence modifier to all Concentration, Listen, Spot, and Survival checks in addition to the normally applied ability modifier.
Spells: Beginning at 4th level, a hunter gains the ability to cast a small number of arcane spells which are drawn from the hunter spell list below.
He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must (see below). To cast a spell, a hunter must have an Intelligence score equal to at least 10 + the spell level (Int 11 for 1st-level spells, Int 12 for 2nd-level spells, and so forth). The Difficulty Class for a saving throw against a hunter’s spell is 10 + the spell level + the hunter’s Intelligence modifier.
Like other spellcasters, a hunter can cast only a certain number of spells of each spell level per day. His base daily spell allotment is listed below above his spell list. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table 1–1: Ability Modifiers and Bonus Spells, page 8).
Unlike a wizard or a cleric, a hunter need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level.
Through 3rd level, a hunter has no caster level. At 4th level and higher, his caster level is one-half his hunter level.
Privatized Spells: A hunter has honed his magic to a concise and tactical point but has lost some of it’s versatility in doing so. The hunter’s beneficial spells that have a range of touch are personal spells for him, only able to imbue himself with his protective wards and defenses.
Life of a Hunter(Ex): At 6th level hunter’s way of life is a harsh one, the man never being finished with his work and spending most of his time not hunting preparing for the next job that might come his way. However this rigorous devotion to his craft does not come without it’s benefits. At 6th level the hunter gains a +2 bonus to either his Strength, Dexterity, Constitution, or Intelligence scores. He gains this ability again at 12th and 18th levels though he cannot choose an ability score more than once with this ability.
Advanced Training Beginning at 7th level the hunter’s mastery of his school has improved.
School of the Cat: The hunter gains Spring Attack as a bonus feat and Skirmish as a scout with +1d6/+1 AC.
School of the Griffin: The hunter gains the Pounce ability, able to deliver a full-attack at the end of his charge, and his caster level is now equal to his Hunter class level.
School of the Snapping Turtle: The hunter gains Improved Uncanny Dodge as long as he is in heavy armor and now gains attacks of opportunity against creatures that miss him in melee combat.
Simple Gestures(Ex): Beginning at 7th level the hunter has learned how to harness his magic more readily, better to cast in the face of danger, and has developed simplified components for them. The hunter begins to be able to cast his spells without provoking attacks of opportunity as he gains levels. At 7th level the hunter’s 1st level spells no longer provoke attacks, at 10th the hunter’s 2nd level spells no longer provoke, at 13th the hunter’s 3rd level spells no longer provoke, and finally at 16th the hunter’s 4th level spells no longer provoke. Additionally the hunter gains the benefit of Sudden Quicken Spell once per day though it can only be applied on a spell that’s level is equal to or less than the hunter’s Intelligence modifier.
Swift Tracking(Ex): Beginning at 8th level, a hunter 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.
Steady Resolve(Ex): Beginning at 9th level the hunter has learned to steady his mind in the face of frightening or persuasive influences. The hunter is now immune to all fear and charm effects.
Armed Defense(Ex): Beginning at 9th level the hunter has mastered the techniques to block blows with a single blade in the heat of combat. The hunter gains a +1 shield bonus to his AC as long as he wields a light or one-handed weapon in one hand. This shield bonus increases to +2 at 19th level. This bonus is unaffected by what the hunter does with his off-hand.
Ignore Natural Armor(Ex): Beginning at 10th level the hunter is able to drive an attack deep into his target, completely ignoring it's tough hide. The hunter can make an attack that ignores the natural armor of his target a few times each day. However he must have at least 10 ranks in the knowledge skill to which that creature would belong or has selected them as a favored prey. The hunter can perform this once per day at 10th level and twice per day at 20th.
Cunning Anticipation(Ex): Beginning at 11th level when the hunter lies in wait for his strike he is able to ensure a severe blow to his prey. Whenever the hunter readies an attack he may choose to move up to 10ft before or after he performs the attack. However this movement cannot be performed if it would provoke an attack of opportunity. Additionally the hunter gains a bonus on all weapon damage rolls equal to his Intelligence modifier when making a readied attack or attacking a flat-footed opponent. Finally the hunter gains a bonus on attack rolls made to confirm critical hits equal to his Intelligence modifier.
A hunter that possesses the Mobility feat can perform this movement even if it would provoke attacks of opportunity.
A hunter that possesses the Spring Attack feat can choose to move up to 5ft before and after a readied attack.
Greater Training Beginning at 12th level the hunter has nearly mastered his schools teachings.
School of the Cat: The hunter gains evasion as long as he wears light or no armor, gains woodland stride as a ranger, and gains a +10ft bonus to his landspeed.
School of the Griffin: The hunter gains Great Cleave as a bonus feat, even if he does not meet the prerequisites, and gains a bonus on the damage rolls of spells equal to his Intelligence modifier. Additionally he may move up to 10ft before making Cleave attacks. This movement does not count against the hunter’s movement speed in a round but does provoke attacks of opportunity as normal.
School of the Snapping Turtle: Whenever the hunter fights defensively, uses total defense, or uses Combat Expertise and takes up to at least a -4 penalty to his attack rolls the hunter gains an insight bonus to his AC equal to his Intelligence modifier. Additionally he can now move to the side of an opponent attempting to charge, overrun, or bull rush him as an immediate action, allowing their movement to continue past him and provoke an attack of opportunity. Creatures charging him miss the hunter with their first attack as it continues to target the square he previously occupied and the opponent moves into the square with the momentum of his missed attack.
Opportunist(Ex): Beginning at 13th level a hunter is able to take advantage of even a momentary lapse in a creature’s attention. Once per round, the hunter can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the hunter’s attack of opportunity for that round. Even a hunter with the Combat Reflexes feat can’t use the opportunist ability more than once per round.
Master Training: At 17th level the hunter has become a master of his school of training.
School of the Cat: The hunter gains a bonus on all attack rolls equal to his Intelligence modifier. Additionally the hunter gains Sudden Strike +3d6.
School of the Griffin: The hunter can now cast a single standard action hunter spell once per round in the place of an attack. The casting of this spell does not interrupt the order of events of his turn. For instance he could cast a spell as a cleave attack during a full attack action and then continue with his full attack afterwards.
School of the Snapping Turtle: The hunter gains an attack of opportunity against creatures that attack him with a melee attack with reach and may move up to 10ft towards them before making this attack of opportunity if this movement would cause the hunter to threaten it. Additionally hunter adds his Intelligence modifier to weapon attack rolls made for attacks of opportunity.
Living Bestiary(Ex): Beginning at 19th level the hunter is able to determine a creature’s type by the merest sight or sound and is able to determine its abilities in seconds. Whenever the hunter sees a creature or hears a sound it makes he is able to determine it’s type without a single check and gains a +5 bonus on all Knowledge checks when made in relation to a creature. Additionally any creature he succeeds on making a DC 20 Knowledge check against, including ones made for Dark Knowledge, allows the hunter to know all energy resistances, immunities, or weaknesses it may have; if it possesses Damage Reduction and what it is pierced by; and any forms of perception it may have such as scent, darkvision, blindsense, etc. This does not reveal any of the above traits if they are possessed by a creature from the effects of a spell or spell-like ability.
Legendary Training:Finally at 20th level the hunter has advanced his schools training to new heights, beyond what others had foreseen.
School of the Cat: Whenever the hunter successfully deals his Sudden Strike damage the attack automatically threatens a critical hit. Additionally he applies his Intelligence modifier to his damage rolls when he confirms a critical hit.
School of the Griffin: The hunter is now able to cast any single abjuration hunter spell he knows as an immediate action after casting another spell. However casting the spell in this way imposes a -10 penalty to his caster level for the spell. The hunter also gains a +1 bonus on melee attack and damage rolls during his round after each successful attack. This bonus stacks and lasts until the end of their round.
School of the Snapping Turtle: Whenever the hunter successfully strikes an opponent with an attack of opportunity he can make a second attack of opportunity, albeit with a -5 penalty on the attack roll.
Spell List
1st: Battering Ram(SpCmp), Burning Hands, Lesser Deflect(PHBII), Distract Assailant(SpCmp), Resist Energy, Swift Slow*
2nd: Charm Person, Deflect(PHBII), Hunter’s Eye(PHBII), Ironthunder Horn(SpCmp), Protection from Energy, Scorch(SpCmp)
3rd: Atonement, Contingent Energy Resistance(SpCmp), Fireburst(SpCmp), Forcewave(SpCmp), Suggestion, Slow
4th: Blast of Flame(SpCmp), Charm Monster, Energy Aegis(PHBII), Power Word Daze*, Rejection(SpCmp), Stoneskin
*: Listed below
SpCmp: Spell Compendium
PHBII: Player's Handbook II
Power Word Daze
Enchantment(Compulsion)[Mind-Affecting]
Level: Htr 4, Sorc/Wiz 4
Components: V
Casting Time: 1 standard action
Range: Close (25ft + 5ft/2 levels)
Target: One living creature with 150 hp or less
Duration: See Text
Saving Throw: None
Spell Resistance: Yes
You speak a word of power that seems to render its target unable to act.
You utter a single word of power that instantly causes one creature of your choice to become dazed, whether the creature can hear the word or not.
The duration of the spell depends on the target’s current hit point total, as shown below. Any creature that currently has 151 or more hit points is unaffected by power word daze.
HP______________Duration
50 or less______1d2+1 rounds
51-100__________1d2 rounds
101-150_________1 round
Slow, Swift
Transmutation
Level: Htr 1, Brd 2, Wiz/Sor 2
Components: S
Casting Time: 1 swift action
Range: Close (25ft + 5ft/2 levels)
Target: One creature
Duration: 1d4 rounds
Saving Throw: Will negates
Spell Resistance: Yes
This spell functions like slow (PHB pg280.), except as noted above. This spell counters and dispels any haste effect on the target.
Spells Per Day
_________________________Spell Level_______________________
Level__________1st____________2nd__________3rd____ ______4th
1st_____________-______________-_____________-____________-
2nd_____________-______________-_____________-____________-
3rd_____________-______________-_____________-____________-
4th_____________1______________-_____________-____________-
5th_____________1______________-_____________-____________-
6th_____________1______________-_____________-____________-
7th_____________1______________-_____________-____________-
8th_____________1______________1_____________-___________-
9th_____________1______________1_____________-___________-
10th____________2______________1_____________-___________-
11th____________2______________1_____________1____ _______-
12th____________2______________1_____________1____ _______-
13th____________2______________2_____________1____ _______-
14th____________2______________2_____________2____ _______1
15th____________3______________2_____________2____ _______1
16th____________3______________2_____________2____ _______1
17th____________3______________3_____________2____ _______2
18th____________3______________3_____________3____ _______2
19th____________3______________3_____________3____ _______3
20th____________4______________4_____________4____ _______4
Oils
Silvershine:
A weapon covered in silvershine is treated as being silver for the purpose of overcoming damage reduction. Additionally the weapon's threat range increases by 1. This stacks with all other benefits that increase a weapon's threat range but is applied after all other effects.
Irontouch:
A weapon covered in irontouch is treated as being coldiron for the purpose of overcoming damage reduction. Additionally the weapon gains a +2 bonus attack rolls made to confirm threatened critical strikes.
Eversheen:
A weapon covered in eversheen is treated as being adamantine for the purpose of overcoming damage reduction. Additionally the weapon gains a +2 bonus on damage rolls.
Spellreaver:
A weapon covered in spellreaver is treated as being magic for the purpose of overcoming damage reduction. Additionally any creature struck by it takes a -1 penalty to their caster level and on saves against spells. This penalty is cumulative and lasts for 5 minutes.
Wraithwhisper:
A weapon covered in wraithwhisper is able to strike incorporeal and ethereal creatures with ease. Additionally any incorporeal or ethereal are become material and corporeal for 1 round.
Sear:
A weapon covered in sear inflicts +1d6 points of acid damage on it's target. Additionally it deals 1 point of damage to any worn armor and imposes a -1 penalty on a creature's natural armor with each strike. The penalty is removed after resting for 8 hours.
Blazen:
A weapon covered in blazen oil becomes hot to the touch and inflicts +1d6 points of fire damage with each strike. Additionally creatures that are particularly dry, furred, or weakened by fire, a mummy, a gnoll, or a troll for example; catch flame and continue to take 1d6 points of fire damage each round.
Shiver:
A weapon covered in shiver oil becomes freezing to the touch and inflicts +1d6 points of cold damage with each strike. Additionally creatures that are particularly fluid or weakened by cold, an ooze, a fire elemental, cold-blooded reptiles, and plant creatures for example; has it's landspeed reduced by 10ft and takes a -2 penalty to AC and on Reflex saves for 1 minute.
Crimsonflow:
A weapon covered in crimsonflow causes wounds to stop closing. Each strike causes the target to begin bleeding for 1 damage each round until it receives a DC 15 Heal check or any form of magical healing. Additionally any fast healing or regeneration that a target has is neutralized until the bleeding is stopped.
Alignius:
The alignius oil is a tricky concoction able to align a weapon as the hunter sees fit to overcome damage reduction. The oil must be made for a specific alignment at the time of crafting. Additionally a weapon covered in alignius oil inflicts 1 point of force damage on all attacks.
Equidem: DC 15, 30gp
This oil was developed by hunters to draw out their prey, helping them shorten the time it takes to find them. Unlike the hunter’s other oils this is not applied to his weapon. It is in fact placed in an area in the hopes of drawing out the creature that smells it. Equidem is made for specific kinds of beasts, like trolls instead of giant-type creatures, and if the hunter knows the exact kind of creature he wishes to lure he can attempt to make the oil more concise, for example making an oil that might lure a cave troll over a standard troll. The oil lasts for 8 hours and with it’s powerful and light scent it can be smelled out to 10 miles downwind, 2 and a half miles upwind, or out to a 5 mile radius on still days.
Bumble:
This oil hinders the coordination of living creatures, imposing a -4 penalty to the creature’s Dexterity checks and Dexterity-based skill checks. Additionally this hampers creatures that have different modes of travel, causing the maneuverability of fly speeds to be reduced by two steps and fly speeds and swim speeds are reduced by half.
Impervious:
A weapon coated in this oil is immune to damage for it’s duration.
Hunter Bombs
Ostium: DC 25, 55gp
This grenade bursts with a toxic thick black and harsh smelling smoke the hinders sight, smell, and even the bodies ability to heal. The smoke bursts in a 10ft radius and grants cover to those within the smoke from those outside of it’s area and grants cover to those outside of it’s area from those within. Creatures caught in the blast must succeed on a DC 15 Fortitude save or take 1 point of Constitution damage. One minute later they must attempt the same saving throw or take 1 additional point of Constitution damage. A creature who takes at least 1 point of Constitution damage from this smoke loses the benefits of it’s fast healing until it restores this Constitution loss. Additionally any creature caught in the area or within scent distance of the area loses it’s scent ability as long as they remain within 10ft of the smoke and for 1 minute after. The smoke is thick but light and dissipates after 5 rounds. A strong wind blows it away in a single round.
Spinum: DC 20, 35gp
This grenade was made to help piece thick hides of creatures and even assist in tracking the beasts when they flee, a blood trail leading the hunter right back to their lairs. It is also an excellent follow up tool for the hunter’s grenades that block his sight of his prey. A spinum grenade inflicts 3d6 points of damage in a small 10ft radius with a burst of metal shards. The damage is dealt in such a way that it is treated as slashing, piercing, and bludgeoning damage. A DC 15 Reflex save halves this damage. Any creature that takes 10 or more damage from this grenade also receives a bleeding wound, bleeding for 1 point of damage each round afterwards. This bleeding persists until the target receives a DC 15 Heal check or at least 1 point of magical healing. Fast healing likewise closes the wounds.
Sanctus: DC 25, 70gp
This useful tool was developed by a hunter in need of something to help him keep the undead away from their victims before they could reach them, the tool also turning out to heal the living with it’s power. Upon it’s use the sanctus grenade exudes a flash of powerful positive light out to a 15ft radius, dealing 2d4 points of damage to undead and healing 2d4 points of damage to the living within the area. Undead caught in the area also must succeed on a DC 15 Fortitude save or flee the area for 1 round as if they were turned by a good-aligned cleric. Additionally the area gains the benefits of the magic circle against evil spell cast by a 10th level caster for 5 rounds.
Fumus: DC 15, 20gp
This is a grenade the hunter’s developed to allow them to swiftly and tactically slay an entire platoon of creatures without the great risk of open combat. The grenade emanates the effects of a fog cloud spell out to a 15ft radius around it. However this smoke bursts forth from it’s source with such force that creatures within the area often have the smoke aggressively invade their lungs. Any creature within the area of the fog when it begins must make a DC 15 Fortitude save or become dazed for 1 round. The fog only remains in the area for 1 minute.
Lubricus: DC 20, 30gp
This grenade was something the hunter’s developed to help them apply their talents with flame to a target with more certainty and to hinder the creatures prior. The lubricus grenade bursts in a 15ft radius, covering everything in the area in a highly flammable oil. Any creature in the area can attempt a DC 15 Reflex save to avoid being doused in the oil but must possess evasion or improved evasion to avoid it. Moving through a square covered in the oil requires a creature to move at half speed or risk falling. A creature moving at full speed must succeed on a DC 15 Reflex save or a DC 20 Balance check or fall prone in the square they moved into. A charging or running creature receives no saving throw or check and simply falls prone in the first oiled square they move into. Additionally any open fire sets the oil ablaze, the initial burst of flame dealing 2d6 points of fire damage to all creature in the area and continues to burn for 1 minute. Any creature doused in the oil receives an additional 1d6 points of damage initially and remains on fire even if they leave the area, burning for an additional 1d6 points of damage each round for 1 minute unless they succeed on putting out the fire(a DC 15 Reflex save, though dropping to the ground to put it out grants an additional +4 bonus).
Mico: DC 20, 35gp
The hunter’s developed this device to blind seeing creatures and even confuse creatures that relied on sound. A mico grenade erupts in a huge flash of light and sound. Any creatures within 60ft of the grenade must succeed on a DC 15 Reflex save or be blinded for 1d4+1 rounds and must succeed on a DC 15 Fortitude save or be deafened for 1d4+1 minutes. Additionally this audible assault hampers with some creatures ability to feel around their environment. Any creature that has blindsense or blindsight due to it’s ability to acutely hear it’s surroundings loses the benefit of this ability for 5 rounds and receives no save against this effect.
Minuere: DC 25, 65gp
This small unassuming device exudes a pale gray mist after being thrown. It exudes the mist out to a 15ft radius and all who are within the area must succeed on a DC 15 Fortitude save. Anyone who fails this save becomes fatigued and must succeed on an additional DC 15 Fortitude save 1 minute later or fall unconscious for 1d4+1 minutes. This is not a magical effect and ignores elves and dragons natural immunity to sleep.
Hunter Potions
Vitalus: DC 25, 100gp
This potion was developed to allow the hunter’s blows to inflict deeper wounds and also heal his own, albeit slowly. The hunter gains a +4 bonus to his Strength and fast healing 1 for 5 minutes after drinking the vitalus potion.
Celeritus: DC 25, 70gp
This potion has aided many hunters in saving their own lives as well as aiding them in keeping up with their fleeing prey. The hunter gains a +4 bonus to his Dexterity and a +15ft bonus to his landspeed for 1 hour.
Ennasia: DC 15, 35gp
This potion was made to allow the hunter to withstand grievous injuries and remain on his feet. The hunter gains a +6 bonus to his Constitution score and gains the benefit of the Diehard feat for 1 hour.
Solusia: DC 25, 75gp
The solusia potion was developed by a hunter who was forced to slay an entire village that had been slaughtered and arisen as ghosts and other undead. The hunter becomes immune to possession and become immune to ability damage to his Intelligence, Wisdom, and Charisma scores from magical or supernatural sources. Additionally he is able to see ethereal creatures and gains a +4 bonus on saves against gaining negative levels and on the saves made to remove negative levels he possesses. The effects of the potion last for 4 hours.
Purificus: DC 20, 60gp
The hunters developed this brew to help them prevent the nasty effects of poison and disease until they could be treated properly. In the end it also helps purge some of the ill effects of such ailments as well. A hunter who drinks this potion feels a burning sensation in their body that signifies that they have indeed been poisoned or are carrying a disease. After drinking the potion the hunter need not make any additional saving throws against poisons or diseases for the next 24 hours and the incubation periods of any diseases the hunter possesses is delayed for that time. The potion also heals 2 points of ability damage to each ability score that was damaged by poison or disease, though taking additional doses of this potion while it’s duration is still active does not heal any further ability damage. This potion is effective against natural and magical or supernatural poisons and diseases. If the hunter is under the effects of this potion when he becomes afflicted with a poison or disease he immediately feels the burning sensation in his wound signifying disease or poison and need not make the initial save against it until the duration of the potion is finished.
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SURVIVAL NEW USE
Forage for Crafting Materials
While survival is normally used primarily for providing food and water for a party or providing insight into the land, this use allows a cunning user to potentially lower the costs he would spend while crafting. Foraging for Crafting Materials can provide anything from wood, metal ore, and other naturally occurring materials that one might use in their craft. Making a check to forage for crafting materials requires 2 hours, whether that time is spent simply cutting wood or searching for a vein of ore makes no difference. The DC however is determined by the area a character is in and what material he is looking to harvest. For instance harvesting wood in a forest would not require much, most likely only being a DC 10. However a character attempting the same in a desert might not find any at all, raising the check to a DC 30 or even DC 50, the character might be lucky enough to find a broken down carriage or the like. Regardless a character who succeeds on this check can reduce the costs of an item he is making using those materials down to ⅙ the normal cost instead of ⅓. In the end the DM determines the DCs of these checks.
For DMs: A character out foraging for materials runs the risk of running into creatures on his journey. For every hour there is a 10% chance the character encounters a creature.