User:The-Marksman/Sandbox5

Making a Hunter
Alignment: Any.

Starting Age: Moderate.

Deterrence, Feign Death, Disengauge, Dire Beast, Glaive Toss, Kill Shot, Aimed Shot, Beastial Wrath

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 armor and shields (except tower shields).



 (Ex): A Hunter may begin play with a Pet selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures are also available: crocodile, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the Hunter on her adventures as appropriate for its kind.

A 1st-level Hunter’s Pet is completely typical for its kind except as noted below. As a Hunter advances in level, the animal’s power increases as shown on the table. If a Hunter releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer. This ceremony can also replace a Pet that has perished.

A Hunter of 4th level or higher may select from alternative lists of animals (see below). Should she select a Pet from one of these alternative lists, the creature gains abilities as if the character’s Hunter level were lower than it actually is. Subtract the value indicated in the appropriate list header from the character’s Hunter level and compare the result with the Hunter level entry on the table to determine the animal companion’s powers. (If this adjustment would reduce the Hunter’s effective level to 0 or lower, she can’t have that animal as a Pet.)

 (Ex): A Hunter can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The Hunter rolls 1d20 and adds his Hunter level and his Charisma bonus 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 visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

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

Finding a nonmagical traps has a DC of at least 20, or higher if it is well hidden. Finding a magic traps has a DC of 25 + the level of the spell used to create it. Hunters (and rogues) can use the Disable Device skill to disarm magic traps. A magic traps generally has a DC of 25 + the level of the spell used to create it. A Hunter who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

 (Su): At second level, then 4th level and every 3 levels thereafter (7th, 10th, 13th, 16th and 19th) a Hunter may choose one of two "trick shots" to learn. To use a trick shot, the Hunter must make 1 successful ranged attack at their highest base attack bonus as a full round action. If they succeed the shot was successful and has the effect described in the ability description. Once a trick shot has been selected that decision may never be altered.

At 2nd level, a Hunter may select either Arcane Shot or Serpent Sting.

At 4th level, a Hunter may select either Binding Shot or Concussive Shot

At 7th level, a Hunter may select either Distracting Shot or Wyvern Sting

At 10th level, a Hunter may select either Scatter Shot or Widow's Venom

At 13th level, a Hunter may select either Tranquilizing Shot or Silencing Shot

At 16th level, a Hunter may select either Power Shot or Multi Shot

At 19th level, a Hunter may select either Explosive Shot or Black Arrow

Lesser Trick Shots: Arcane Shot, Serpent Sting, Binding Shot, Concussive Shot

Moderate Trick Shots: Distracting Shot, Wyvern Sting, Scatter Shot, Widow's Venom, Tranquilizing Shot, Silencing Shot

Greater Trick Shots: Power Shot, Multi Shot, Explosive Shot, Black Arrow

 (Ex): A Hunter is an expert at having to face down prey in close quarters. A 2nd level Hunter gains Point Blank Shot as a bonus feat and can innitiate an attack with a ranged weapon while in a threatened square and does not provoke an attack of opportunity.

 (Ex): Starting at 7th level, a 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.

However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.

 (Ex): Beginning at 8th level, a Hunter can move at his normal speed while following tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.

 (Ex): A Hunter of 13th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.

 (Ex): While in any sort of natural terrain, a Hunter of 17th level or higher can use the Hide skill even while being observed.