Post by Vaynor on Mar 24, 2007 23:22:04 GMT -5
The Hunter
Adventures: A hunter most often take the spot of ranged combatant, tracker, and all-purpose survivalist.
Characteristics: Hunters prefer to be in solitude, but they still do enjoy the company of their peers.
Alignment: A hunter is always chaotic due to their free spirit and willingness to roam the lands. When in civilized society they often need to take a week or two off in the woods. Good hunters provide for their villages, neutral ones go off on their own in solitude for years on end, and evil ones hunt their enemies.
Religion: Hunters are not very religious, but worship Aarde when they do. They believe it is she that grants a good hunt, and always make a small sacrifice before going into the wilds.
Races: Hunters are almost always elves, but other races may adopt their creed.
Other Classes: Hunters get along best with other Hunters, Shamans, and Shifters, who share the hunters love for the wild.
Game Rule Information
Abilities: Dexterity helps the hunter make devastating attacks with his bow, and improves his AC in the absence of heavier armors. Constitution is needed for the hunter’s hit points. To become a better survivalist, Wisdom is also a necessary score.
Alignment: Any Chaotic
Hit Die: d8
Skills
Balance (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowl- edge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Speak Language (n/a), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex)
Skill points 6+ Int. mod. (x4)
Class Features
Weapon and Armor Proficiency: Hunters are proficient with all simple and martial weapons, and light armor.
Skirmish (Ex): A hunter relies on mobility to deal extra
damage and improve her defense. She deals an extra 1d6 points of damage on all attacks she makes during any round in which she moves at least 10 feet. The extra damage applies only to attacks taken during the hunter’s turn. This extra damage increases by 1d6 for every four levels gained above 1st (2d6 at 5th, 3d6 at 9th, 4d6 at 13th, and 5d6 at 17th level).
The extra damage only applies against living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. The hunter must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Hunters can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet.
At 3rd level, a hunter gains a +1 competence bonus to Armor Class during any round in which she moves at least 10 feet. The bonus applies as soon as the hunter has moved 10 feet, and lasts until the start of her next turn. This bonus improves by 1 for every four levels gained above 3rd (+2 at 7th, +3 at 11th, +4 at 15th, and +5 at 19th level).
A hunter loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load. If she gains the skirmish ability from another class, the bonuses stack.
Trapmaking (Ex): Description
Battle Fortitude (Ex): At 2nd level, a hunter gains a +1 competence bonus on Fortitude saves and initiative checks. This bonus increases to +2 at 11th level and +3 at 20th level. A hunter loses this bonus when wearing medium or heavy armor or when carrying a medium or heavy load.
Uncanny Dodge (Ex): Starting at 2nd level, a hunter cannot be caught flat-footed and reacts to danger before her senses would normally allow her to do so. See the barbarian class feature, page 26 of the Player’s Handbook.
Fast Movement (Ex): Starting at 3rd level, a hunter’s gains a +10 foot enhancement bonus to her base land speed. At 11th level, this bonus increases to +20 feet. See the monk class feature, page 41 of the Player’s Handbook. A hunter loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.
Trackless Step (Ex): Beginning at 3rd level, a hunter cannot be tracked in natural surroundings. See the druid class feature, page 36 of the Player’s Handbook.
Bonus Feats: At 4th level and every four levels thereafter (8th, 12th, 16th, and 20th level), a hunter gains a bonus feat, which must be selected from the following list: Acrobatic, Agile, Alertness, Athletic, Blind-Fight, Brachiation†, Combat Expertise, Danger Sense†, Dodge, Endurance, Far Shot, Great Fortitude, Hear the Unseen†, Improved Initiative, Improved Swimming†, Iron Will, Lightning Reflexes, Mobility, Point Blank Shot, Precise Shot, Quick Draw, Quick Reconnoiter†, Rapid Reload, Shot on the Run, Skill Focus, Spring Attack, Swift Tracker*, Track. She must meet all the prerequisites for the feat.
†Feat from Complete Adventurer *As the Ranger Special Ability; requires the Track feat
Evasion (Ex): Beginning at 5th level, a hunter can avoid damage from certain attacks with a successful Reflex save. See the monk class feature, page 41 of the Player’s Handbook.
Flawless Stride (Ex): Starting at 6th level, a hunter can move through any sort of terrain that slows movement (such as undergrowth, rubble, and similar terrain) at her normal speed and without taking damage or suffering any other impairment.
This ability does not let her move more quickly through terrain that requires a Climb or Swim check to navigate, nor can she move more quickly through terrain or undergrowth that has been magically manipulated to impede motion.
A hunter loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.
Camouflage (Ex): Beginning at 8th level, a hunter can use the Hide skill in any sort of natural terrain. See the ranger class feature, page 48 of the Player’s Handbook. She loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.
Blindsense (Ex): At 10th level, a hunter gains the blindsense ability out to 30 feet. This ability functions as described on page 306 of the Monster Manual.
Hide in Plain Sight (Ex): Beginning at 14th level, a hunter can use the Hide skill in natural terrain even while being observed. See the ranger class feature, page 48 of the Player’s Handbook. A hunter loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.
Free Movement (Ex): At 18th level and higher, a hunter can slip out of bonds, grapples, and even the effects of confining spells easily. This ability duplicates the effect of a freedom of movement spell, except that it is always active. A hunter loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.
Blindsight (Ex): A 20th-level hunter gains the blind- sight ability out to 30 feet. Her senses become so acute that she can maneuver and fight flawlessly even in total darkness. Invisibility, darkness, and most kinds of con- cealment are irrelevant, though the hunter must have line of effect to a creature or object to discern it.
Adventures: A hunter most often take the spot of ranged combatant, tracker, and all-purpose survivalist.
Characteristics: Hunters prefer to be in solitude, but they still do enjoy the company of their peers.
Alignment: A hunter is always chaotic due to their free spirit and willingness to roam the lands. When in civilized society they often need to take a week or two off in the woods. Good hunters provide for their villages, neutral ones go off on their own in solitude for years on end, and evil ones hunt their enemies.
Religion: Hunters are not very religious, but worship Aarde when they do. They believe it is she that grants a good hunt, and always make a small sacrifice before going into the wilds.
Races: Hunters are almost always elves, but other races may adopt their creed.
Other Classes: Hunters get along best with other Hunters, Shamans, and Shifters, who share the hunters love for the wild.
Game Rule Information
Abilities: Dexterity helps the hunter make devastating attacks with his bow, and improves his AC in the absence of heavier armors. Constitution is needed for the hunter’s hit points. To become a better survivalist, Wisdom is also a necessary score.
Alignment: Any Chaotic
Hit Die: d8
Skills
Balance (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowl- edge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Speak Language (n/a), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex)
Skill points 6+ Int. mod. (x4)
Class Features
Weapon and Armor Proficiency: Hunters are proficient with all simple and martial weapons, and light armor.
Skirmish (Ex): A hunter relies on mobility to deal extra
damage and improve her defense. She deals an extra 1d6 points of damage on all attacks she makes during any round in which she moves at least 10 feet. The extra damage applies only to attacks taken during the hunter’s turn. This extra damage increases by 1d6 for every four levels gained above 1st (2d6 at 5th, 3d6 at 9th, 4d6 at 13th, and 5d6 at 17th level).
The extra damage only applies against living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. The hunter must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Hunters can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet.
At 3rd level, a hunter gains a +1 competence bonus to Armor Class during any round in which she moves at least 10 feet. The bonus applies as soon as the hunter has moved 10 feet, and lasts until the start of her next turn. This bonus improves by 1 for every four levels gained above 3rd (+2 at 7th, +3 at 11th, +4 at 15th, and +5 at 19th level).
A hunter loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load. If she gains the skirmish ability from another class, the bonuses stack.
Trapmaking (Ex): Description
Battle Fortitude (Ex): At 2nd level, a hunter gains a +1 competence bonus on Fortitude saves and initiative checks. This bonus increases to +2 at 11th level and +3 at 20th level. A hunter loses this bonus when wearing medium or heavy armor or when carrying a medium or heavy load.
Uncanny Dodge (Ex): Starting at 2nd level, a hunter cannot be caught flat-footed and reacts to danger before her senses would normally allow her to do so. See the barbarian class feature, page 26 of the Player’s Handbook.
Fast Movement (Ex): Starting at 3rd level, a hunter’s gains a +10 foot enhancement bonus to her base land speed. At 11th level, this bonus increases to +20 feet. See the monk class feature, page 41 of the Player’s Handbook. A hunter loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.
Trackless Step (Ex): Beginning at 3rd level, a hunter cannot be tracked in natural surroundings. See the druid class feature, page 36 of the Player’s Handbook.
Bonus Feats: At 4th level and every four levels thereafter (8th, 12th, 16th, and 20th level), a hunter gains a bonus feat, which must be selected from the following list: Acrobatic, Agile, Alertness, Athletic, Blind-Fight, Brachiation†, Combat Expertise, Danger Sense†, Dodge, Endurance, Far Shot, Great Fortitude, Hear the Unseen†, Improved Initiative, Improved Swimming†, Iron Will, Lightning Reflexes, Mobility, Point Blank Shot, Precise Shot, Quick Draw, Quick Reconnoiter†, Rapid Reload, Shot on the Run, Skill Focus, Spring Attack, Swift Tracker*, Track. She must meet all the prerequisites for the feat.
†Feat from Complete Adventurer *As the Ranger Special Ability; requires the Track feat
Evasion (Ex): Beginning at 5th level, a hunter can avoid damage from certain attacks with a successful Reflex save. See the monk class feature, page 41 of the Player’s Handbook.
Flawless Stride (Ex): Starting at 6th level, a hunter can move through any sort of terrain that slows movement (such as undergrowth, rubble, and similar terrain) at her normal speed and without taking damage or suffering any other impairment.
This ability does not let her move more quickly through terrain that requires a Climb or Swim check to navigate, nor can she move more quickly through terrain or undergrowth that has been magically manipulated to impede motion.
A hunter loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.
Camouflage (Ex): Beginning at 8th level, a hunter can use the Hide skill in any sort of natural terrain. See the ranger class feature, page 48 of the Player’s Handbook. She loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.
Blindsense (Ex): At 10th level, a hunter gains the blindsense ability out to 30 feet. This ability functions as described on page 306 of the Monster Manual.
Hide in Plain Sight (Ex): Beginning at 14th level, a hunter can use the Hide skill in natural terrain even while being observed. See the ranger class feature, page 48 of the Player’s Handbook. A hunter loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.
Free Movement (Ex): At 18th level and higher, a hunter can slip out of bonds, grapples, and even the effects of confining spells easily. This ability duplicates the effect of a freedom of movement spell, except that it is always active. A hunter loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.
Blindsight (Ex): A 20th-level hunter gains the blind- sight ability out to 30 feet. Her senses become so acute that she can maneuver and fight flawlessly even in total darkness. Invisibility, darkness, and most kinds of con- cealment are irrelevant, though the hunter must have line of effect to a creature or object to discern it.