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Thread: Hunter- incarnium/tome of battle
- Join Date
- Nov 2015
Hunter- incarnium/tome of battle
Alignment Any. Hit Die d8. Class Skills The hunterís class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (acrana) (Int), (Int), Knowledge (history), Knowledge (nature), Knowledge (the planes), (Int), Listen (Wis), Martial Lore (Int), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Speak Language (None), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex). Skill Points at 1st Level (6 + Int modifier) ◊4. Skill Points at Each Additional Level 6 + Int modifier.
01)_+1_____________+2_____+2____+0_Wild Empathy, Natural Weapons
04)_+4_____________+4_____+4____+1_Bonus feat: Endurance
08)_+8/+3__________+6_____+6____+2_Chakra Bind (totem, crown, feet, hands)
09)_+9/+4__________+6_____+6____+3_Improved Uncanny Dodge
14)_+14/+9/+4______+9_____+9____+4_Chakra Binds (arms, brow, shoulders)
16)_+16/+11/+6/+1__+10____+10___+5_Totem chakra bind (double bind)
18)_+18/+13/+8/+3__+11____+11___+6_Chakra Binds (throat, waist)
Weapon and Armor Proficiency
A Hunter is proficient with all simple weapons. Hunters are proficient with light armor and shields (except tower shields).
Bonus feat: at 4th lvl you gain Endurance as a bonus feat
Maneuvers: You begin your career with knowledge of one martial maneuver. The disciplines available to you are Dark Fang, Setting Sun, Shadow Hand, Stone Dragon, and Tiger Claw.
Once you know a maneuver, you must ready it before you can use it (see Maneuvers Readied, below). A maneuver usable by hunter is considered an extraordinary ability unless otherwise noted in its description. Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one.
You learn additional maneuvers at higher levels, as shown on Table 1-1. You must meet a maneuver's prerequisite to learn it. See Table 3-1, page 39 of the Tome of Battle, to determine the highest-level maneuvers you can learn.
Upon reaching 4th level, and at every even-numbered Hunter level after that (6th, 8th,10th, and so on), you can choose to learn a new maneuver in place of one you already know. In effect, you lose the old maneuver in exchange for the new one. You can choose a new maneuver of any level you like, as long as you obverse your restriction on the highest-level maneuvers you know; you need need not replace the old maneuver with a maneuver of the same level. For example, upon reaching 10th level, you could trade in a single 1st-, 2nd-, 3rd- or 4th-level maneuver for a maneuver of 5th level or lower, as long as you meet the prerequisite of the new maneuver. You can swap only a single manuever at any given level.
Maneuvers Readied: You ready the one maneuver you know at 1st level, but as you advance in level and learn more maneuvers, you must choose which maneuvers to ready. You ready your maneuvers by meditating for 5 minutes. The maneuvers you choose remain readied until you decide to exercise again and change them. You need not sleep or rest for any long period of time to ready your maneuvers; any time you spend 5 minutes in meditation, you can change your readied maneuvers.
You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter (until you recover them, as described below).
You can recover some expended maneuvers by making a martial lore check as a Full round action, this does not provoke attack of opportunity. You may recover a number of maneuvers whose total level is less than or equals your martial lore result - 10. For example, if your martial lore result is 17, you may recover one 7th-level maneuver, one 3rd-level maneuver and one 4th-level maneuver, or any other combination of maneuvers whose total level is less than or equals 7.
Stances Known: You begin play with knowledge of one 1st-level stance from any discipline open to Hunter. At 5th, 10th, and 16th level, you can choose additional stances. Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you are currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description.
Unlike with maneuvers, you cannot learn a new stance at higher levels in place of one you already know.
Wild Empathy: As the Druid class ability, see page 35 of the Playerís Handbook. You gain a +4 bonus on wild empathy checks made to influence the reactions of magical beasts of the same kind as the beast associated with the soulmeld bound to your totem chakra. Thus, if you have a basilisk mask bound to your totem chakra, you gain the bonus on the checks made to influence basilisks.
Natural Weaons: you may treat any natural weapons you have from your race or soulmelds as a manufactured weapon for attacking multiple times in a round for feats, maneuvers or just for having high enough base attack bonus.
Uncanny Dodge: Staring at 2nd level, a Hunter cannot be caught flat-footed and reacts to danger before her sense would normally allow her to do so. You retain your Dexterity bonus to AC (if any) even if you are caught flat-footed or struck by an invisible attacker. However, you still lose your Dexterity bonus to AC if you immobilized.
If you already have uncanny dodge from a different class you automatically gain improved uncanny dodge (see below) instead.
Improved Uncanny Dodge: at 9th level and higher, you can no longer be flanked; you can react to opponents on opposite sides of you as easily as you can react to a single attacker. See the barbarian class feature (PH 26) for more information.
Meldshaping: Beginning at 4th level, a Hunter gains a limited ability shape soulmelds, which are drawn from the totemist soulmeld list. You know can shape any soulmeld from this list.
The Difficulty Class for a saving throw against a Hunter soulmeld is 10 + number of points of essentia invested in the soulmeld + your Constitution modifier. Your Meldshaper level is equal to one half your Hunter level.
A Hunter can shape only a certain number of soulmelds per day. Your daily allotment is given above on the table. The maximum number of soulmelds that you can shaped simultaneously is equal to Constitution score minus 10 or the number of soulmelds on the table above, which ever is lower. At 4th level, you can shape one soulmeld at a time (assuming you have a Constitution score of at least 11). As you advance in level, you can shape an increasing number of soulmelds.
At 6th level, you gain access to your personal pool of essential, which can be invested into your soulmelds to increase their power. Your essentia poolís size is shown on the table above. Your character level determines the maximum of essentia that you can invest in any single soulmeld. As a swift action, you can reallocate your essentia investments in your soulmelds every round.
A Hunter does not study or prepare soulmelds in advance, but must have a good nightís rest and must meditate for 1 hour to shape her soulmelds for the day.
Chakra Binds: Beginning at 8th level, you can bind your soulmelds to your chakra(s), granting you new powers based on the soulmeld and the chakra chosen. Binding a soulmeld to a chakra closes the body slot associated with that chakra, so that you cannot also benefit from a magic item worn on that body slot associated with that chakra.
The number of chakra binds that you can have active at anyone time depends on your level. At 8th level, you can bind one soulmeld to your crown, feet, hands, or totem chakras. At 14th level you can bind soulmelds to your to arms, brow, and shoulders charkas. At 18th level, you can bind soulmelds to your throat or waist chakras. You never gain the ability to bind a soulmeld to your heart or soul chakras.
Totem Chakra Bind: At 8th level, you gain access to a unique chakra: the totem chakra. This chakra is not associated with any location on the body, but rather represents your connection to the wild soul energy of nature, embodied in the magical beasts of the world. When you bind a soulmeld to your totem chakra, you take on characteristics of the creature represented by the meld---usually involving a limited physical transformation. Since the totem chakra doesnít a body location, binding a soulmeld to this chakra doesnít restrict your use of magic items that take up a body location.
At 16th level, you gain the ability to bind a single soulmeld to your totem chakra and to another chakra at the same time. You gain the special benefits of both chakra binds.
Last edited by WarHunter; 2015-12-21 at 03:37 AM.