Baron Corm
2007-12-09, 01:39 AM
A hunter would not be without his quarry. Hunters exist solely to hunt their prey. They train endlessly to defeat their chosen foes, and as a result have extraordinary fighting ability, willpower, reflexes, and fortitude even when not faced with their favored enemies. However, when called upon to stalk one of these favored enemies, a hunter excels far and beyond any others who would attempt the same.
Hunters generally aren't born with a hatred of their favored foes. A member of that species likely did something to the hunter in the past. However, it is possible to have a hunter who hunts simply for the money, and because no one else is as good as him at what he does.
Hunters are commonly called on as assassins or mercenaries. To a hunter, his prey is simply a thing to be stalked and killed (or subdued). Hunters of evil, for example, don't necessarily wield holy power or even have to have a good alignment. When a demon possesses one of their loved ones, a hunter will have no problem killing that loved one. Destruction of their prey is the hunter's number one priority, always.
Hunter
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+2|
+2|Stalk +1/0, prey, track
2nd|
+2|
+3|
+3|
+3|Hunt +1
3rd|
+3|
+3|
+3|
+3|Stalk +2/1, hunting partner
4th|
+4|
+4|
+4|
+4|Hunt +2
5th|
+5|
+4|
+4|
+4|Stalk +3/1, special ability
6th|
+6/+1|
+5|
+5|
+5|Hunt +3
7th|
+7/+2|
+5|
+5|
+5|Stalk +4/2
8th|
+8/+3|
+6|
+6|
+6|Hunt +4, improved hunting partner
9th|
+9/+4|
+6|
+6|
+6|Stalk +5/2
10th|
+10/+5|
+7|
+7|
+7|Hunt +5, special ability
11th|
+11/+6/+1|
+7|
+7|
+7|Stalk +6/3
12th|
+12/+7/+2|
+8|
+8|
+8|Hunt +6
13th|
+13/+8/+3|
+8|
+8|
+8|Stalk +7/3, greater hunting partner
14th|
+14/+9/+4|
+9|
+9|
+9|Hunt +7
15th|
+15/+10/+5|
+9|
+9|
+9|Stalk +8/4, special ability
16th|
+16/+11/+6/+1|
+10|
+10|
+10|Hunt +8
17th|
+17/+12/+7/+2|
+10|
+10|
+10|Stalk +9/4
18th|
+18/+13/+8/+3|
+11|
+11|
+11|Hunt +9, superior hunting partner
19th|
+19/+14/+9/+4|
+11|
+11|
+11|Stalk +10/5
20th|
+20/+15/+10/+5|
+12|
+12|
+12|Hunt +10, special ability[/table]
Alignment: Any nongood
Hit Die: d10
Class Skills: Jump, Climb, Concentration, Swim, Knowledge (geography), Survival, Spot, Listen, Search, Hide, Move Silently, Bluff, Intimidate, Sense Motive, Gather Information
Skill Points at 1st Level: (6 + Int modifier) × 4.
Skill Points at Each Additional Level: 6 + Int modifier.
Weapon and Armor Proficiencies
Hunters are proficient with all simple and martial weapons. They are proficient with light and medium armors. They are proficient with shields, but not tower shields.
Stalk (Ex)
At level 1 and increasing every other level, hunters receive a +1 insight bonus on skill checks against their prey (see below). They receive half this bonus on attack rolls, armor class, and saving throws against their prey.
Prey
Each hunter chooses a single category of prey. They receive their stalk bonus against every creature who falls into that category and may receive an additional bonus depending on which category is chosen. The prey categories are as follows:
Natural: Animals, magical beasts, fey, vermin, plants; add Knowledge (nature) as a class skill
Humanoid: Humanoids, monstrous humanoids, giants; add Knowledge (local) as a class skill
Alien: Oozes, constructs, aberrations; add Knowledge (dungeoneering) as a class skill
Evil: Any creature which is "always evil"
Good: Any creature which is "always good"
Chaotic: Any creature which is "always chaotic"
Lawful: Any creature which is "always lawful"
Elemental: Elementals, undead (or deathless, etc.), outsiders; add Knowledge (the planes) and Knowledge (religion) as class skills
Magical: Any creature with racial spells or spell-like abilities; add Spellcraft and Knowledge (arcana) as class skills
Track (Su)
Hunters receive the Track feat as a bonus feat. In addition, they are able to identify a member of one of their prey categories by smell alone, even if that creature normally doesn't have a scent (as the scent ability). This also allows them to track a creature in their prey category by scent. Negating the ability of the hunter to smell would negate this ability, but the prey cannot mask his scent with perfumes, shapeshifting, or anything else.
Hunt (Ex)
At level 2 and increasing every other level afterward, hunters receive a +1 bonus on damage rolls against their prey.
Hunting Partner
At level 3, the hunter receives a companion. This companion is typically used to flush out the enemy while the hunter waits to ambush, help the hunter to gain flanking bonuses, or simply to aid in intimidating the hunter's quarry.
The hunter may choose any creature as his hunting partner that has an Intelligence score of 1 or 2 and a challenge rating of 1 or less. If the hunter is able to relate to mindless creatures through feats or other venues, he may choose a creature without an Intelligence score. Regardless of the creature's intelligence, the hunter has an empathetic link with it. The hunting partner receives half of the bonuses from the hunter's stalk and hunt abilities.
The hunter may obtain alternate hunting partners in a similar fashion to a druid or paladin; consult your DM.
Special Ability
At level 5 and every five levels after, the hunter may select a special ability from the following list:
Skilled Hunting (Ex)
The hunter can critical hit any creature who is his prey, even if that creature is not normally subject to critical hits.
Tireless Stalking (Ex)
The hunter is immune to fatigue and cannot have his movement speed reduced by anything mundane, such as terrain features or caltrops. He can still have his movement speed reduced by magical effects, and this does not allow the hunter to, for example, climb or swim faster.
Tenacious Stalking (Ex)
When tracking his prey, the hunter cannot have his Survival DC increased by any factors.
Intuitive Stalking (Ex)
The hunter's ability to detect his prey by smell improves to the equivalent of blindsense. In addition, the hunter now has the equivalent of the (standard) scent ability against any creature.
Primal Scaring (Ex)
The hunter's prey does not receive its Wisdom bonus to its modified level check when the hunter uses the Intimidate skill against it.
Vicious Hunting (Ex)
The hunter's hunt ability deals 1d2 damage at every interval instead of 1. This is retroactive. Taking this ability a second or third time increases the die size to d4 and d6, respectively.
This ability also allows the hunter to deal half his previous amount of hunt damage to any creature. For example, someone who had a hunt die size of d4 would deal 1d2 damage per two intervals to any creature.
Skilled Stalking (Ex)
The hunter may use the hide skill against his prey even while being observed. In addition, the hunter's armor check penalty in all armors is reduced by 3 (minimum 0), but only for the Hide and Move Silently skills.
Witch Hunting (Su)
The hunter receives spell resistance equal to (10 + 1.5 x class level) against his prey. This only functions as long as the hunter has on his person a special item, similar to a cleric's holy symbol, which he receives upon taking this ability. He also now receives his Stalk bonus to saving throws against any saving throw, even if not originating from his prey, as long as it is from a spell or spell-like ability.
If taken a second time, the spell resistance from Witch Hunting applies to even supernatural abilities. The hunter's prey makes a HD check instead of a caster level check when using supernatural abilities against him.
Improved Hunting Partner
At level 8, the hunter's hunting partner receives enough HD to bring it up to CR 5. It receives +2 natural armor and +1 Strength and Dexterity.
Greater Hunting Partner
At level 13, the hunter's hunting partner receives enough HD to bring it up to CR 7. It receives +4 natural armor and +2 Strength and Dexterity (cumulative with previous bonuses).
Superior Hunting Partner
At level 18, the hunter's hunting partner receives enough HD to bring it up to CR 10. It receives +6 natural armor and +3 Strength and Dexterity (cumulative with previous bonuses).
Ex-Hunters
A hunter who becomes of a good alignment can no longer advance in the hunter class but retains all class features.
Hunters generally aren't born with a hatred of their favored foes. A member of that species likely did something to the hunter in the past. However, it is possible to have a hunter who hunts simply for the money, and because no one else is as good as him at what he does.
Hunters are commonly called on as assassins or mercenaries. To a hunter, his prey is simply a thing to be stalked and killed (or subdued). Hunters of evil, for example, don't necessarily wield holy power or even have to have a good alignment. When a demon possesses one of their loved ones, a hunter will have no problem killing that loved one. Destruction of their prey is the hunter's number one priority, always.
Hunter
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+2|
+2|Stalk +1/0, prey, track
2nd|
+2|
+3|
+3|
+3|Hunt +1
3rd|
+3|
+3|
+3|
+3|Stalk +2/1, hunting partner
4th|
+4|
+4|
+4|
+4|Hunt +2
5th|
+5|
+4|
+4|
+4|Stalk +3/1, special ability
6th|
+6/+1|
+5|
+5|
+5|Hunt +3
7th|
+7/+2|
+5|
+5|
+5|Stalk +4/2
8th|
+8/+3|
+6|
+6|
+6|Hunt +4, improved hunting partner
9th|
+9/+4|
+6|
+6|
+6|Stalk +5/2
10th|
+10/+5|
+7|
+7|
+7|Hunt +5, special ability
11th|
+11/+6/+1|
+7|
+7|
+7|Stalk +6/3
12th|
+12/+7/+2|
+8|
+8|
+8|Hunt +6
13th|
+13/+8/+3|
+8|
+8|
+8|Stalk +7/3, greater hunting partner
14th|
+14/+9/+4|
+9|
+9|
+9|Hunt +7
15th|
+15/+10/+5|
+9|
+9|
+9|Stalk +8/4, special ability
16th|
+16/+11/+6/+1|
+10|
+10|
+10|Hunt +8
17th|
+17/+12/+7/+2|
+10|
+10|
+10|Stalk +9/4
18th|
+18/+13/+8/+3|
+11|
+11|
+11|Hunt +9, superior hunting partner
19th|
+19/+14/+9/+4|
+11|
+11|
+11|Stalk +10/5
20th|
+20/+15/+10/+5|
+12|
+12|
+12|Hunt +10, special ability[/table]
Alignment: Any nongood
Hit Die: d10
Class Skills: Jump, Climb, Concentration, Swim, Knowledge (geography), Survival, Spot, Listen, Search, Hide, Move Silently, Bluff, Intimidate, Sense Motive, Gather Information
Skill Points at 1st Level: (6 + Int modifier) × 4.
Skill Points at Each Additional Level: 6 + Int modifier.
Weapon and Armor Proficiencies
Hunters are proficient with all simple and martial weapons. They are proficient with light and medium armors. They are proficient with shields, but not tower shields.
Stalk (Ex)
At level 1 and increasing every other level, hunters receive a +1 insight bonus on skill checks against their prey (see below). They receive half this bonus on attack rolls, armor class, and saving throws against their prey.
Prey
Each hunter chooses a single category of prey. They receive their stalk bonus against every creature who falls into that category and may receive an additional bonus depending on which category is chosen. The prey categories are as follows:
Natural: Animals, magical beasts, fey, vermin, plants; add Knowledge (nature) as a class skill
Humanoid: Humanoids, monstrous humanoids, giants; add Knowledge (local) as a class skill
Alien: Oozes, constructs, aberrations; add Knowledge (dungeoneering) as a class skill
Evil: Any creature which is "always evil"
Good: Any creature which is "always good"
Chaotic: Any creature which is "always chaotic"
Lawful: Any creature which is "always lawful"
Elemental: Elementals, undead (or deathless, etc.), outsiders; add Knowledge (the planes) and Knowledge (religion) as class skills
Magical: Any creature with racial spells or spell-like abilities; add Spellcraft and Knowledge (arcana) as class skills
Track (Su)
Hunters receive the Track feat as a bonus feat. In addition, they are able to identify a member of one of their prey categories by smell alone, even if that creature normally doesn't have a scent (as the scent ability). This also allows them to track a creature in their prey category by scent. Negating the ability of the hunter to smell would negate this ability, but the prey cannot mask his scent with perfumes, shapeshifting, or anything else.
Hunt (Ex)
At level 2 and increasing every other level afterward, hunters receive a +1 bonus on damage rolls against their prey.
Hunting Partner
At level 3, the hunter receives a companion. This companion is typically used to flush out the enemy while the hunter waits to ambush, help the hunter to gain flanking bonuses, or simply to aid in intimidating the hunter's quarry.
The hunter may choose any creature as his hunting partner that has an Intelligence score of 1 or 2 and a challenge rating of 1 or less. If the hunter is able to relate to mindless creatures through feats or other venues, he may choose a creature without an Intelligence score. Regardless of the creature's intelligence, the hunter has an empathetic link with it. The hunting partner receives half of the bonuses from the hunter's stalk and hunt abilities.
The hunter may obtain alternate hunting partners in a similar fashion to a druid or paladin; consult your DM.
Special Ability
At level 5 and every five levels after, the hunter may select a special ability from the following list:
Skilled Hunting (Ex)
The hunter can critical hit any creature who is his prey, even if that creature is not normally subject to critical hits.
Tireless Stalking (Ex)
The hunter is immune to fatigue and cannot have his movement speed reduced by anything mundane, such as terrain features or caltrops. He can still have his movement speed reduced by magical effects, and this does not allow the hunter to, for example, climb or swim faster.
Tenacious Stalking (Ex)
When tracking his prey, the hunter cannot have his Survival DC increased by any factors.
Intuitive Stalking (Ex)
The hunter's ability to detect his prey by smell improves to the equivalent of blindsense. In addition, the hunter now has the equivalent of the (standard) scent ability against any creature.
Primal Scaring (Ex)
The hunter's prey does not receive its Wisdom bonus to its modified level check when the hunter uses the Intimidate skill against it.
Vicious Hunting (Ex)
The hunter's hunt ability deals 1d2 damage at every interval instead of 1. This is retroactive. Taking this ability a second or third time increases the die size to d4 and d6, respectively.
This ability also allows the hunter to deal half his previous amount of hunt damage to any creature. For example, someone who had a hunt die size of d4 would deal 1d2 damage per two intervals to any creature.
Skilled Stalking (Ex)
The hunter may use the hide skill against his prey even while being observed. In addition, the hunter's armor check penalty in all armors is reduced by 3 (minimum 0), but only for the Hide and Move Silently skills.
Witch Hunting (Su)
The hunter receives spell resistance equal to (10 + 1.5 x class level) against his prey. This only functions as long as the hunter has on his person a special item, similar to a cleric's holy symbol, which he receives upon taking this ability. He also now receives his Stalk bonus to saving throws against any saving throw, even if not originating from his prey, as long as it is from a spell or spell-like ability.
If taken a second time, the spell resistance from Witch Hunting applies to even supernatural abilities. The hunter's prey makes a HD check instead of a caster level check when using supernatural abilities against him.
Improved Hunting Partner
At level 8, the hunter's hunting partner receives enough HD to bring it up to CR 5. It receives +2 natural armor and +1 Strength and Dexterity.
Greater Hunting Partner
At level 13, the hunter's hunting partner receives enough HD to bring it up to CR 7. It receives +4 natural armor and +2 Strength and Dexterity (cumulative with previous bonuses).
Superior Hunting Partner
At level 18, the hunter's hunting partner receives enough HD to bring it up to CR 10. It receives +6 natural armor and +3 Strength and Dexterity (cumulative with previous bonuses).
Ex-Hunters
A hunter who becomes of a good alignment can no longer advance in the hunter class but retains all class features.