User:The-Marksman/Sandbox4

Making a Hunter
Alignment: Any.

Starting Age: Moderate.

Eagle Eye, Lynx Rush? Blink Strike?

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

Weapon and Armor Proficiency: A Hunter is proficient with all simple weapons plus all forms of bows (normal and compound), crossbows (including hand crossbow), pistols and rifles, and with light armor and with bucklers.

 (Ex): Hunters (and rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. 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.

 (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.

 (Su): Beginning at first level, and then every level there after a Hunter may choose a "trick shots" to learn from a list. From 1st level to 6th level she may choose a shot from the Lesser Trick Shots list until it is exhausted of options. Then from 7th level to 14th level she may then choose a shot from the Greater Trick Shots list until it too is exhusted, and then finally from level 15 to 20 she may choose a shot from the Master Trick Shots list. To use a trick shot, the Hunter must make 1 successful ranged attack at her highest base attack bonus as a standard attack action. If she 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. A Hunter may spend any new feat she gains to learn another trick shot no higher than her current highest level of trick shot known.

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

Greater Trick Shots: Chimera Shot, Cobra Shot, Peircing Shot, Scatter Shot, Silencing Shot, Tranquilizing Shot, Widow's Venom, Wyvern Sting

Master Trick Shots: Aimed Shot, Black Arrow, Explosive Shot, Kill Shot, Multi Shot, Power Shot

 1st - 6th level

Arcane Shot: The Hunter empowers a single one of her arrows with a residual amount of arcane power granting the Hunter 1d4 bonus arcane damage and an additional 1d6 damage per every 2 other trick shots known.

Binding Shot: On impact, a binding shot arrow summon a physical net which spreads in a 5 foot radius around the impacted target area, making all characters in the area make a reflex save (DC = 10 + 1/2 the Hunter's class level + the Hunter's Dexterity modifier) or be entangled. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty on Dexterity, can move at only half speed, and cannot charge or run.

If you control the trailing rope by succeeding on an opposed Strength check while holding it, the entangled creature can move only within the limits that the rope allows. If an entangled creature attempts to cast a spell, it must make a DC 15 Concentration check or be unable to cast the spell.An entangled creature can escape with a DC 20 Escape Artist check (a full-round action). The net has 5 hit points and can be burst with a DC 25 Strength check (also a full-round action).

Concussive Shot: An enemy struck by a Hunter's Concussive Shot must make an immediate Fortitude save (DC = 10 + 1/2 the Hunter's class level + the Hunter's Dexterity modifier) or have his movement speed reduced to 10 feet per round and may not run or charge for 3 rounds.

Distracting Shot: When a Hunter fires a Distracting Shot she must choose to either target a creature or an object. and explodes with a loud pop, in a huge, bright flare of magic and all creatures within 40 feet take a -8 on all listen, search and spot checks, as well as any other checks an affected creature attempts that require being able to see well or hear clearly such as appraise, diplomacy, disable device, sense motive, etc. Effected creatures who make a sucessful reflex save (DC = 20 + the Hunter's Dexterity modifier) take only a -4 on all such checks.

Serpent Sting: On a successful attack the enemy takes 1d6 damage upon being struck and takes the same amount of damage (with no save) at the begining of the targets turn for the next 3 rounds.

Steady Shot: When a Hunter preforms a Steady Shot she gains a +2 bonus on attack rolls and the target takes a -2 penalty to AC. On a successful attack the target takes an additional 1d4 points of damage.

 7th - 14th level

Chimera Shot: An enemy struck by a Hunter's Chimera shot takes an additional 1d8 damage, and that same amount of hit points is transfered back to the Hunter and applied as though by a healing spell or effect. Enemies that also happen to be still currently affected by a Hunters Serpent Sting attack when struck by a Chimera Shot have the number of rounds they take their Serpent Sting damage reset back up to 3 rounds begining this round using the same amount of residual damage they have been taking all along.

Cobra Shot: When a Hunter successfully hits a target with a Distracting Shot the creature must make a Will save (DC = 20 + the Hunter's Dexterity Modifier) or be forced to target the Hunter for all attacks for the remainder of the current round, and for the next round as well. Targets who fail this save must attempt to advance in the Hunters direction, even if doing so is disadvantagous, but not if doing so is blatently harmful or suicidal. If approaching or advancing in the direction of the Hunter would be blatently harmful or suicidal the target must advance as close as possible, and still cannot target any other creature but the Hunter for the duration of this effect.

Peircing Shot: This Hunter's Shot is resolved as a ranged touch attack. If successful it deals normal arrow damage and reduces the opponents armor bonus to armor class from their armor by 1 permenantly. Beasts or other creatures with natural armor must make a fortitude save (DC = 5 + 1/2 the Hunter's class level + the Hunter's Wisdom modifier) when struck. Success means the armor penalty lasts only 5 minutes, failure on this save means the penalty is permenant.

Scatter Shot: When a target is struck by a Scatter Shot, they must make a Fortitude save (DC = 20 + the Hunter's Dexterity modifier) or become Nauseated and Confused for 3 rounds. A target under this effect must always roll a 1d4 to determine which cardinal direction they move in, for each 5 feet they move for every round they are under this effect, reguardless of the confusion roll results. Targets moving randomly in this way always provoke all attacks of opportunity for their movement.

Silencing Shot: To use Silencing Shot a Hunter must sacrafice one of their attacks of opportunity  for the current round in order to ready an action to fire at a specificly chosen enemy who casts a spell at any point until the Hunter's next turn. If the target does begin casting a spell at any point before the Hunter's next turn, the Hunter may make an attack roll against the target before the spell is cast. An enemy struck by a Hunter's Silencing Shot must make a Fortitude save (DC 10 + 1/2 the Hunter's class level + the Hunter's Dexterity modifier) or be unable to complete his current casting, or cast any new spells or use any spell-like abilities for the remainder of the current round and all of the following round, reguardless of if the magic is arcane or divine. Even if the target makes their Fortitude save, they must still roll a concentraition check as normal to complete their current spell. If the target does not cast any spells in the alloted time, the readied action is lost.

Tranquilizing Shot: A creature struck by a Hunter's Traquilizing Shot must make a Fortitude save (DC = 10 + 1/2 the Hunter's class level + the Hunter's Dexterity modifier) or immediately have 1 randomly selected beneficial magical effect (i.e. haste, barkskin, bull's strength, polymorph (if it is benefiting the target to be in the new form), feather fall, righeous might, detect thoughts, holy aura, etc) and all enrage or morale bonuses completely removed. Such removed effects do not return, but can be reapplied through another use of the appropriate spell or ability.

Widow's Venom: If a Hunter successfully strikes a target with a Widow's Venom attack, for the next 5 rounds. any spell, ability or effect (natural or magical) that would restore any amount of hit points to the target is reduced by 75%. The target is not entitled to a save for this effect. Merely being struck by the Hunter's arrow begins the effect.

Wyvern Sting: An enemy struck by a Wyvern sting attack must make a Fortitude save or Will save (Hunter's choice at the time of firing, DC = 20 + the Hunter's Dexterity modifier) or immediately fall asleep. Characters struck by this ability that do not sleep or are immune to sleep effects instead become nauseated.

 15th - 20th level

Aimed Shot:

Black Arrow: On a successful attack the enemy takes 2d8 damage upon being struck and takes the same amount of damage (with no save) at the begining of the targets turn for the next 3 rounds.

Explosive Shot: (10d6 maybe?)

Kill Shot:

Multi Shot: When the Hunter prepares to fire this shot, she first, as a free action, places a small magical repulsion ward on all allies within 100 feet. This ward lasts for the rest of the Hunter's turn and is synchronized with the Hunter's Multi Shot so that the magical shrapnel from her Multi Shot are repelled away from her allies. When the Hunter fires the Multi Shot, she makes a single attack roll at her highest base attack bonus against the target of the attack. On impact, the Multi Shot deals an additional 2d6 damage (no save) to the primary target and then bursts into a spray of magical shrapnel that is repulsed away from protected allies and forces all enemies within 20 feet of the original target to make a reflex save (DC = 10 + 1/2 the Hunter's class level + the Hunter's Dexterity modifier) or take 2d4 damage.

Power Shot: When a Hunter fires a Power Shot at an enemy, she rolls her attack against her primary target as normal. For each opponent occupying a square inbetween the Hunter and her primary target, the Hunter uses the same attack roll she made for her primary target to make touch attacks VS the secondary targets. Each struck secondary target is grazed for half damage taking 3d8 and if the primary target at the end of the arrows path takes 6d8 damage, no save. For example; Kalunda a Hunter targets a Satyr 90 feet away with a Power Shot. Inbetween Kalunda and the Satyr are 3 Dryads. and a Nymph. Kalunda rolls an attack roll against the Satyr of a 16. As the arrow passes by the Dryads and Nymph Kalunda's 16 attack roll is enough to hit the touch AC of 14 for all 3 Dryads who each take 3d8 points of damage, but not enough to hit the Nymphs 17 touch AC, so the Nymph takes no damage. At the end of the arrows path the 16 attack roll is against the Satyr's normal AC of 15 which is a hit, so the Satyr takes 6d8 damage.

Hunter's (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.)

 (Su): Cast spell on opponent like Faerie Fire, with all of its effects as well as having the effect that the light highlights them causing -X penalty to AC against ranged attacks, hide checks



 (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.

 (Su): Summon an additional creature to the battle field as summon monster spells, summons a dire animal from MM based on hunters level (maybe based off when they can be taken as hunter pets?)

 (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 her normal speed while following tracks without taking the normal –5 penalty. She takes only a –10 penalty (instead of the normal –20) when moving at up to twice her normal speed while tracking.

 (Ex): As a free action during her turn, whenever a Hunter is in the threatened square of one or more opponents, she may choose to propel herself directly backwards 15 feet. This movement never provokes an attack of opportunity. A Hunter may only preform this action once per round and cannot attempt to disengauge while entangled, ensnared, grappled, in a net or any other time she is restrained or has her movement magically impeded.

 (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.