View Full Version : [PrC] The Huntsman (PEACH)

2008-03-19, 12:56 PM
Another PrC. This one is much less polished. Opinions welcome, as are proposed fixes.

The Huntsman

“Ride on, my gallant huntsmen! When must I come again?
For ye shall never want for a fox to run all over the glen,
And when your need is greatest, just call upon my name,
And I shall come, and ye shall have the best of sport and game.”

-- “Black Fox” by Heather Dale

Hit Die: d8.


Base Attack Bonus: +5.

Feats: Improved Initiative, Self-Sufficient, Track, Weapon Focus (Any Bow).

Skills: +4 Hide, +4 Knowledge (Nature), +4 Move Silently, +4 Spot, +8 Survival.

Special: Must apply for membership at a Huntsman's lodge.

Class Abilities:

Level BAB Fort Ref Will Sepcial Spells
1st 2nd 3rd 4th
1 1 2 2 0 Hunting Animal, Able Woodsman +1, Spells 0 - - -
2 2 3 3 0 1st Favoured Enemy, Lightning Reflexes 1 - - -
3 3 3 3 1 Nature Sense, Wild Empathy 2 0 - -
4 4 4 4 1 Able Woodsman +2, Bonus Feat 3 1 - -
5 5 4 4 1 Animal Mastery, Blind Fight 3 2 0 -
6 6 5 5 2 Keen Senses, Improved Precise Shot 3 3 1 -
7 7 5 5 2 2nd Favoured Enemy, Bonus Feat 3 3 2 0
8 8 6 6 2 Able Woodsman +3, Combat Reflexes 3 3 3 1
9 9 6 6 3 Scent, Threatening Bowyer 3 3 3 2
10 10 7 7 3 Awakened Hunting Animal, Rapid Tracking 3 3 3 3

The huntsman’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).

Skills: 6 + Int modifier

Weapon and Armour Proficiencies: The Huntsman is proficient with all simple weapons, with the throwing axe, the handaxe, the battleaxe, the trident, the greataxe, the greatclub, the scythe, the longbow, the shortbow, and the greatbow.

Hunting Animal: The Huntsman gains an Animal companion, as per the Druid ability. If the huntsman already has an Animal companion from some other source, the abilities stack for determining the abilities of the Animal Companion.

Able Woodsman: The Huntsman gains an insight bonus to all rolls made to do with tracking and survival in a natural environment. This bonus is +1 at first level, and increases as the Huntsman gains experience.

Spells: Beginning at 1st level, a Huntsmen gains the ability to cast a number of divine spells. To cast a spell, a Huntsman must have a wisdom score of at least 10+ the spell's level, so a huntsman with a wisdom of 10 or lower cannot cast these spells. Huntsman bonus spells are based on Wisdom, and saving throws against these spells have a DC of 10 + spell level + the huntsman's Wisdom bonus. When the huntsman gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level.

The Huntsman's spellcasting abilities stack with those of any ranger levels he has, and the spells are drawn from the same list.

Favoured Enemy: As per the ranger ability of the same name.

Lightning Reflexes: The huntsman's reflexes are finely honed to a razor's edge. He gains the benefits of the Lightning Reflexes.

Nature Sense: As per the Druid Ability.

Wild Empathy: As per the Druid Ability.

Bonus Feat: The Huntsman may select bonus feats from the Fighter Bonus Feat list.

Animal Mastery: The Huntsman's command of his hunting companion grows. The Huntsman gains +2 to his effective Druid level for determining the abilities of is Animal Companion.

Blind-Fighting: The Huntsman gains the benefit of the Blind-Fighting feat.

Combat Reflexes: The Huntsman's honed his reflexes further. He gains the ability of the Combat Reflexes feat.

Scent: The Huntsman gains the Scent ability.

Threatening Bowyer: The Huntsman gains the ability to threaten any creature within thirty feat hen wielding the bow in which he has focused in.

Awakened Hunting Animal: The bond between the Huntsman and his Animal is so strong that the two seem to share one mind. The Animal Companion Awakens, and joins the Huntsman as an equal.

Rapid Tracking: The Huntsman's tracking ability takes half as much time as normal.