Publication:World of Warcraft: The Role Playing Game/Hunter Class

For a description of Warcraft Hunters, either buy this handbook, or read the WowWiki Hunter article

Class Features
All of the following are class features of the hunter.

Weapon and Armor Proficiency: A hunter is proficient with all simple and martial weapons and with light and medium armor.

 : A hunter has a +2 bonus on Handle Animal checks.

 : A hunter can conjure poisons and apply them to projectiles as he fires or throws them. Three times per day, before making an attack roll with a ranged weapon, the hunter can declare that the attack is a sting of any type he knows. If the attack hits and deals damage, the poison takes effect (the exact effects depends on the sting's type, as described below).

The hunter can use a sting three times per day at 1st level and one additional time per day at 5th level and every five levels thereafter.

If the attack misses, the sting has no effect but is still used up. Creatures immune to poison are immune to stings.


 * : The attack deals 1 additional point of damage, and the poison deals 1 additional point of damage, and the poison deals 1 point of damage each round for a number of rounds equal to the hunter's class level.
 * : The target must make a Fortitude save (DC 10 + 1/2 the hunter's class level + the hunter's Spirit modifier) or lose 1d4 points of Strength and 1d4 points of Agility for a number of rounds equal to the hunter's class level.
 * : The target must make a Will save (DC 10 + 1/2 the hunter's class level + the hunter's Spirit modifier) or be unable to cast spells for one full round. This sting has no effect on non-spellcasters.

 : At 3rd level, a hunter's connection to the wilds allows him to adopt the natural attacks and defenses of the natural world. By mimicking certain aspects of a creature’s behavior, the hunter gains animalistic abilities that appear impossible.

A hunter may adopt only one aspect at a time. Switching aspects is a free action, though the hunter can switch aspects only once per round and only on his turn. The hunter can use any aspect he knows any number of times per day, and the aspect’s bonuses last until the hunter switches aspects. No overt signs indicate that an aspect is active, although the hunter’s behavior slightly. For example, a hunter adopting the aspect of the monkey moves with a lanky stride, arms swinging, but when he adopts the aspect of the hawk he makes sudden movements and his keen eyes dart about.

A hunter can choose to have no aspect active if he wishes.


 * : The hunter gains evasion. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. The hunter can use evasion only if he is wearing light armor or no armor. A helpless hunter (such as one who is unconscious or paralyzed) does not gain the benefit of evasion.
 * : The hunter easily perceives his opponents’ vulnerabilities. He gains +1 insight bonus on ranged weapon damage rolls for every three hunter levels he possesses, to a maximum of +5 at 15th level.
 * : The hunter moves with the grace of an animal, allowing him to pass through natural terrain without leaving a trail and making him impossible to track. In addition, the hunter may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas and similar terrain) at his normal speed and without taking damage or suffering any other impairment. Magically manipulated thorns, briars and overgrown areas still affect him, however.
 * : The hunter mimics the cheetah’s legendary swiftness. His base movement rate increases by 5 feet for every five hunter levels he possesses.
 * : The hunter reads his companions’ movements with preternatural instinct, moving to support their attacks. When the hunter and an ally are both adjacent to an enemy, the ally is considered to be flanking that enemy.
 * : The hunter becomes deeply in tune with nature, granting him protection from the world’s dangers. He gains a +4 insight bonus on all saving throws.

 : At 5th level, the hunter gains a supernatural bond with animals that allows him to interact with them on a spiritual level. A hunter may attempt to tame any animal whose Hit Dice are equal to or less than his hunter level minus two. (A 10th-level hunter can attempt to tame an animal with up to 8 Hit Dice, for instance.) The hunter uses both natural and supernatural means to compel the creature to become his ally. To do this, the hunter must be within 30 feet of the creature and they must be able to see and hear each other. The attempt takes one round per Hit Die of the target. At the end of this time, the hunter must make a Handle Animal check (DC 18 + the creature’s Hit Dice + the creature’s Charisma bonus). He takes a –2 penalty on this check for every creature in the area (including PCs) that appears threatening to the target. If the check fails, the creature’s attitude toward the hunter does not change, but the hunter cannot attempt to tame that creature again for 24 hours.

If the hunter succeeds, the creature becomes the hunter’s companion, and gains several benefits (see “The Hunter’s Companion” sidebar). A hunter can have only one such companion at a time, and can release it whenever he wishes. If his companion is slain or released, he cannot attempt to tame another for 24 hours. If the hunter wounds or threatens a creature, he cannot attempt to tame that creature for 24 hours. Once tamed, a creature is loyal to the hunter and, if the hunter treats it well, serves him faithfully.

 :At 7th level, a hunter’s sight improves. The range increments for all ranged weapons he wields increase by 150%. (This ability stacks with the Far Shot feat.) He gains a +2 bonus on Spot checks, and his Spot checks take a –1 penalty for every 20 feet of distance between himself and the target, instead of –1 for every 10 feet (see Chapter 5: Skills).

 : At 14th level, the hunter can tame magical beasts just as he can tame animals; however, he takes a –4 penalty on his Handle Animal checks to do so.