The Hunter

This is a Basic Class for a game that Sister Acacia is potentially going to run later. Like all Basic Classes, it is taken from levels 1 to 10, after which you have to take a Prestige Class.

Hunter.jpg

In the world of Artimoi, Hunters are usually those orphans raised in the wild, which is a surprisingly large number of people - enough that there's a whole class dedicated to it. Honing their senses and their ties to nature, they make great scouts and, indeed, hunters, and can handle rough living better than most. That said, they fight best from a distance, swapping to close combat only when that would best-confound their foes. Despite having a small variety of natural magic available, they are primarily martial warriors, not spellcasters. The support they can add out of combat and from a distance is something many allies look for, and if you earn a Hunter's trust, they're typically loyal for life. Like a dog, really.

Class Attributes

Hit Points: 4 + Con Bonus per level (x4 at first level)
Skill Points: 6 + Int Bonus per level (x4 at first level)
Class Skills: Acrobatics (Str), Athletics (Dex), Bluff (Cha), Craft (Int), Disable Device (Dex), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Perception (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Stealth (Dex), Survival (Wis), Use Rope (Dex)
Weapon and Armour Proficiencies: The Hunter is proficient with Light Armour, Simple Weapons, and Martial Weapons.

Playing a Hunter: the Hunter needs a good Dexterity for all that archery, but Strength and Constitution are often fairly important as well. After that, it basically depends on what she values as an individual. Wisdom is good for her Spell-Like Abilities, but Charisma is likewise useful for dealing with animals, as well as feinting against foes and similar. Ranged combat should be the primary focus of a Hunter, but relying solely on it can occasionally lead to trouble so consider having some kind of back-up.

The Hunter

Level BAB Fort Ref Will Class Features
1 +1 +2 +2 +0 Wild Empathy, Master Archer, Tracking
2 +2 +3 +3 +0 Unhindered Movement, Natural Dominion
3 +3 +3 +3 +1 Lurk, Miraculous Tracking
4 +4 +4 +4 +1 Animal Companion, Bear Lore
5 +5 +4 +4 +1 Favoured Foe (Mark Prey), Natural Dominion
6 +6 +5 +5 +2 Grand Master Archer, Preternatural Senses
7 +7 +5 +5 +2 Magic Arrow
8 +8 +6 +6 +2 Planeswalker, Natural Dominion
9 +9 +6 +6 +3 Hide in Plain Sight
10 +10 +7 +7 +3 Lightning Archer, Favoured Foe (Anatomical Precision)

In addition to this, the Hunter gains access to Hunter Talents when selecting their Talent each level.

Class Features

Wild Empathy (Ex)

A Hunter can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. She rolls 1d20 and adds her level and her Charisma modifier to determine the wild empathy check result.

The typical domestic animal has a starting attitude of Indifferent, while wild animals are usually Unfriendly.

To use wild empathy, the Hunter and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. As long as the animal is not already in combat, this time of study and "conversation" may be attempted and any combat that was possibly going to happen on behalf of the animal will, at the least, be delayed until after they attempt this.

A Hunter can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.

Master Archer (Ex)

The Hunter gains all of the following Feats: Point-Blank Shot, Rapid Shot, Far Shot, Precise Shot, Rapid Reload, Able Sniper.

Tracking (Ex)

The Hunter gains Track and Legendary Tracker as Bonus Feats, and can attempt to identify creatures based solely on their tracks - this uses her Survival skill in place of the usual Lore skill check.

Unhindered Movement (Su)

Starting at level 2, the Hunter can move about almost completely free of annoyances. She may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Additionally, she leaves no sign of passage when moving through natural terrain unless she specifically wants to, adding 20 to the Difficulty to Track her (and only her).

Natural Dominion (Sp)

At levels two, five and eight, the Hunter gains access to a Natural Dominion. Each one covers a general theme of natural power, and grants access to a number of Spell-Like Abilities. These have a Caster Level equal to her level, any Save DC is 10 + half her level + her Wisdom Bonus, and can be used once per day. However, while each Dominion does award multiple Spell-Like Abilities, certain ones are only available when certain levels have been reached.

Dominion Over Animals

2nd level - Charm Animal; 4th level - Hold Animal; 6th level - Dominate Animal; 8th level - Lion's Charge; 10th level - Animal Growth

Dominion Over Creepy Crawlies

2nd level - Spider Climb; 4th level - Summon Swarm; 6th level - Wall of Vermin; 8th level - Giant Vermin, 10th level - Insect Plague

Dominion Over Earth and Stone

2nd level - Impeding Stones; 4th level - Earthbind; 6th level - Haboob; 8th level - Spike Stones, 10th level - Stoneskin

Dominion Over Flames

2nd level - Faerie Fire; 4th level - Body of the Sun; 6th level - Fire Wings; 8th level - Flame Strike, 10th level - Wall of Fire

Dominion Over Flesh and Blood

2nd level - Lesser Vigour; 4th level - Embrace the Wild; 6th level - Vigour; 8th level - Bleed, 10th level - Baleful Polymorph

Dominion Over Ice and Snow

2nd level - Path of Frost; 4th level - Creeping Cold; 6th level - Arctic Haze; 8th level - Ice Storm, 10th level - Call Avalanche

Dominion Over Infestation

2nd level - Spore Field; 4th level - Decomposition; 6th level - Infestation of Maggots; 8th level - Blight; 10th level - Blood Creepers

Dominion Over Thorns and Vines

2nd level - Entangle; 4th level - Briar Web; 6th level - Spike Growth; 8th level - Skin of the Cactus, 10th level - Wall of Thorns

Dominion Over Water

2nd level - Animate Water; 4th level - Swim; 6th level - Water Breathing; 8th level - Wall of Water, 10th level - Transformation of the Deeps

Lurk (Ex)

Starting at third level, the Hunter takes no penalty for moving at full speed whilst being stealthy. Performing obvious actions will still reveal her presence entirely, she just does not suffer a Penalty to Stealth checks for moving at full speed. Furthermore, when the group elects to be stealthy as a whole (to a maximum of six people), as long as nobody runs off on their own, the entire party just uses the one Stealth rating - that of any one member who has the Lurk Ability.

Miraculous Tracking (Ex)

The third-level Hunter takes no penalty to her Tracking when moving at normal speed, and only a -10 for moving at double her normal speed. Furthermore, she can track subjects protected by Pass Without Trace or with the Unhindered Movement ability and similar, though doing so bestows a -20 penalty to the skill check - meaning it's unlikely to work until higher level, but sometimes luck smiles upon a Hunter.

Animal Companion (Ex)

At level four, the Hunter gains an Animal Companion. This can be any Animal or Vermin with a Challenge Rating equal to her own level minus two. It may alternatively be a Magical Beast of Animal Intellect with a Challenge Rating equal to her level minus four, or any other Magical Beast with a Challenge Rating equal to her level minus six. If one dies, another comes along at least one day later, when she is in an appropriate environment, and she can just sort of befriend it and add it to the party. When she gains levels, if she doesn't want to swap an existing creature out, she may simply add a hit die to it, each one also granting a +1 increase to Strength, Dexterity and Constitution.

Bear Lore (Ex)

Hunters might not know much about history, planar traits, engineering and so on, but they know plenty about monsters of all kinds. As such, starting at level four, the Hunter can make a Survival check in place of any Lore check in regards to identifying monsters and learning about their weaknesses.

Favoured Foe (Ex)

The Hunter likes fighting whomever happens to be in front of her at a given moment. With a Swift Action, the fifth-level Hunter may Mark one foe as especially worth killing: she makes a Lore check to attempt to identify them, and if she reaches the base DC, they become her primary target. While they are alive, she cannot Mark a second foe without spending a Standard Action to change her focus - ending the effects on the first creature in the process.

When she has Marked her Prey, she automatically knows if any other creature she can see shares the Type or any Sub-Types with the Prey. Against that specific target, she gains an Insight Bonus to attack rolls of +1 per 3 levels (round up), and an Insight Bonus to damage equal to her level plus her Wisdom Bonus. Against creatures of the same Type and Sub-Types (a precise match, neither missing any nor with extras), she gains the bonus to attack rolls and just adds her Wisdom Bonus as a bonus to damage rolls. Against creatures only of the same Type, she merely gets the attack bonus.

At level ten, she becomes better at utilising her knowledge of anatomy. Against the target, she enjoys a doubled Critical Threat Range and Critical Multiplier, and may make an attack as a Standard Action that, if it hits, forces the target to attempt a Fortitude Save (Wisdom-based) or be Nauseated for one round per three levels (round up). For creatures with a precise match of Type and Sub-Types, a failed save merely causes them to be Sickened for this duration, but the doubled Threat Range and Critical Multiplier both apply. For creatures with only the same Type, she just has the doubled Threat Range.

Grand Master Archer (Ex)

At level six, the Hunter gains even better archery skills, gaining the following Bonus Feats: Improved Rapid Shot, Manyshot, Improved Precise Shot, Crossbow Sniper, Greater Manyshot.

Preternatural Senses (Ex)

At level six, the senses of the Hunter are sharpened even further, and simply seeing or hearing an Illusion is treated as interacting with it for the purpose of allowing her a Will Save to Disbelieve. Additionally, when she marks her prey (via Favoured Foe), she can sense their presence at up to Medium Range as though through Blindsight and Telepathy - they must be immune to Telepathy and have Full Cover or Full Concealment in order to not be sensed.

Magic Arrow (Su)

The seventh-level Hunter gains the ability to imbue arrows with special magical power. She can use the Seeker Arrow and Phase Arrow abilities of the Arcane Archer a combined number of times per day equal to her level.

Planeswalker (Su)

At level eight, the Hunter can even track through the Astral Plane, though the base DC of the task is 35. When seeing someone depart via a spell such as Teleport, she may attempt a DC 40 Survival check to try to figure out where they are headed. Additionally, she may cast Plane Shift once per day to any location, and once per day specifically just back home. When Plane Shifting in this manner, she makes a Survival check (she may take ten) and for every 5 points rolled above 10 (so 15, 20, 25 etc) the scatter from her chosen point is reduced one step: 5d100 miles, 2d100 miles, 1d100 miles, 2d20 miles, 1d20 miles, 1d10 miles, 1d4 miles, 10d100 feet, 1d100x5 feet, 2d20x5 feet, 1d20x5 feet.

Finally, she is immune to harmful planar traits such as "no air" or "perpetually on fire" or "kills non-Evil creatures", but not things like "time" and "gravity".

Hide in Plain Sight (Ex)

At level nine, the Hunter gains the ability to hide even when being directly observed by others and without any kind of Cover or Concealment.

Lightning Archer (Su)

When the Hunter reaches level ten, she gains the ability to utterly annihilate targets under the weight of fire she can unleash. With a Full Round Action, she may make a single ranged attack roll against a target she could normally shoot with her bow - no bonus attacks of any kind can apply to this. She hits the target a number of times equal to her attack roll minus their Armour Class (if positive).

Prestige Classes

In almost all cases, the Prestige Classes of the Hunter will focus on movement options and archery, though often also introducing other elements, and with even greater application than before. Some examples are below:

Astral Slayer

These are Hunters who primarily step through the planes, moving along the transitory realms and hunting foes from extradimensional spaces. They share a fair amount in common with Assassins, as far as combat style goes.

Champion of the Wild

Fusing even more with wild nature, these champions grow stronger and sturdier, and become better at a multitude of fighting styles that help them confound their enemies - if the enemy likes to keep a distance, they turn into a great cat and close in, entangling them and taking them out with claws and teeth. If a foe prefers to fight up close, they take flight and leap to safety before peppering them with arrows.

Disciple of Cupid

Angelic in nature, following the path of the Upper Planes and trying to bring good into the world, these hunters shoot people full of love. And arrows.

Elemental Archer

Infusing their arrows with elemental power, and indeed just firing out lumps and rays of pure elemental essence, these are also at home in the Elemental Planes and don't particularly suffer from being on fire or drowning or whatever. They tend to befriend elemental creatures as well.

Stygian Corsair

These Hunters can step into any body of water and step out from another, and are masters of the rivers Styx and Lethe (most people with enough experience with those rivers to tell the difference can't remember because of the experience). There is almost no protection against being found by them, and whether through arrows, drowning, icy tridents or sudden sharks, they will kill their prey - and nobody around can quite remember what happened.

Hunter Talents

The following Talents are only available to the Hunter (including Hunters who have advanced beyond 10th level and entered a Prestige Class) and the Adventurer.

Adaptive Weapon Style (Ex) [Minimum Level 5]

The Hunter has access to the Weapon Style feats from Complete Warrior and other books. As long as she is wielding the correct weapons, she can use a Swift Action to have the effects of any one of those feats, gaining access to its options, until she either spends a Swift Action to choose a different one or ceases to wield the correct weapons.

Break Enchantment (Sp) [Minimum Level 6]

The Hunter can cast Break Enchantment a number of times per day equal to her Wisdom Bonus (minimum 1).

Corpse Fashion (Su) [Minimum Level 9]

Three times per day, the Hunter can fabricate an item out of dead creatures. This could be as respectable as hide armour or as creepy as a human bone sword, but doesn't create inherently magical things like the named undead armours or Grafts.

Detect and Resist Spirits (Su)

The Hunter knows when there are Spirits (Incorporeal creatures, Astral creatures, Ethereal creatures, Elementals and Fey) within 60 feet of her. One of these creatures that has remained within 60’ of her for a second round has their five foot square known by the Hunter. She knows roughly how many hit dice such a creature has if they stay within 60 feet for a third consecutive round. Additionally, she gains a +4 Bonus on Saving Throws against the Spell-Like and Supernatural Abilities of these creatures.

Distant Shot (Su) [Minimum Level 10]

The Hunter can fire as far as she can see, without penalty or regard for range increments.

Dominate Foes (Su) [Minimum Level 10]

The Hunter is able to overwhelm the psyche of many foes and force them to do her bidding - for a time. With a Full Round Action, she may designate a target within Medium Range and makes a Demoralise attempt. If successful, this [Mind-Affecting] [Compulsion] [Fear] effect overpowers their mind for a time, with effects depending on their CR relative to her own:

  • Equal or Greater: the target Cowers for one round per three levels (round up)
  • 1-2 Lower: the target is Stunned for one round, then Dominated for one round per three levels (round up)
  • 3-6 Lower: the target is Stunned for one round, then Dominated for one round per level
  • 7+ Lower: the target is Dominated for one day per level

Extra Dominion (Sp) [Minimum Level 2]

The Hunter selects a Natural Dominion, gaining access to the Spell-Like Abilities like normal. She still can't take the same Dominion more than once.
This Talent may be selected again at level 5 or higher, and a third time at level 8 or higher, for a total of up to 6 Dominions.

Heighten Fear (Ex) [Minimum Level 8]

By Demoralising a foe who is already suffering from a [Fear] effect or has already been successfully Intimidated, the Hunter can create intense fear within a target. If they are already Panicked or Cowering, they are rendered Comatose for 1d4 rounds per 3 levels she has (round up). If they are Frightened, Paranoid or Despairing, they Cower for one minute. If they are Shaken or suffering from a non-specific penalty, they become Frightened for one minute. Additionally, whenever someone is suffering from a [Fear] effect caused by the Hunter, any of their non-movement actions have a 25% failure chance, similar to Arcane Spell Failure or the “Chance of Failure” effect of Bestow Curse.

Instill Fear (Su) [Minimum Level 3]

The Hunter can terrify those around her. Any time she successfully Demoralises a foe, she may choose to, instead of the usual effects, afflict them with Paranoia or Despair (which are both [Mind-Affecting] [Fear] effects):

  • Paranoia: the target immediately makes an Attack of Opportunity upon a randomly selected creature within a threatened square, and then suffers a Morale Penalty to Armour Class of -1 per 3 levels the Hunter has (round up). If the Attack of Opportunity hits, that target is also afflicted with Paranoia (this can chain outwards). This lasts for one round per level.
  • Despair: the target suffers a Morale Penalty to Attack Rolls and Saving Throws equal to -1 per 3 levels the Hunter has (round up), and each turn must pass a Will Save (Charisma-based) or be sufficiently demotivated as to be Staggered for that turn. This lasts for one round per level.

Penetrating Shot (Ex) [Minimum Level 6]

With a Standard Action, the Hunter may fire one arrow, at her highest attack bonus, out as a 5' wide Line with a length of 10' per level. She resolves the attack against the Armour Class of everyone in the Line.

Respect for the Dead (Ex)

Any armour that the Hunter made out of creatures she personally killed reduces its Armour Check Penalty by 4. Furthermore, she treats it as one category lighter when wearing it (so is Proficient with Hide armour she personally made), and if her Base Attack Bonus is higher than the (now reduced) Armour Check Penalty, she suffers no movement penalties from it. This also lets her actually craft Magic Armour, but only from these things. She uses her level for the caster level, and doesn't need to spend experience or cast specific spells.

Skirmish (Ex) [Minimum Level 6]

The Hunter gains the Skirmish ability of a Scout of half her level (round down).

Soul Arrow (Su)

The Hunter gains the Mind Arrow ability of the Soulbow (Complete Psionic), including the Enhancement Bonus (using the Hunter's level) and the Mind Arrow Enhancement (again, using her level).

Speak With Nature (Ex) [Minimum Level 5]

The Hunter can speak with Animals, Vermin, and Magical Beasts as though they both share a language. At level seven, she can also speak with Plants and Elementals. At level nine she can speak with regular plants. At level eleven she can speak with earth and rocks.

Swarm of Arrows (Su) [Minimum Level 10]

The Hunter may, with a Full Round Action, fire one arrow (at her highest attack bonus) at each foe within 60 feet or the first range increment, whichever is shorter.

Trophy Collector (Ex)

When the Hunter is wearing or holding various bits of an enemy, she has a terrifying Gaze Attack against enemies of the same species. She automatically makes a Demoralise Attempt against them when caught in her gaze, taking 10 on the check. If she spends a Full Round Action harvesting some kind of trophy from a corpse, she makes a Demoralise Attempt against every enemy within Line of Sight. This is a [Fear] effect.

Woodland Archer (Ex)

The Hunter gains the Tactical Feat Woodland Archer from Races of the Wild

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