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Bounty Hunter (3.5e Class)

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|2nd||class="left" | +2 || +3 || +3 || +0
| class="left" | [[#Bring 'em Back AliveMerciful Strike|Bring 'em Back AliveMerciful Strike]], [[#Urban Tracking|Urban Tracking]]
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|3rd||class="left" | +3 || +3 || +3 || +1
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|6th||class="left" | +6/+1 || +5 || +5 || +2
| class="left" | [[Flawless Stride|Flawless Stride]], [[#Silencing Strike|Silencing Strike]]
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|7th||class="left" | +7/+2 || +5 || +5 || +2
| class="left" | Quarry (3), [[#Ready and Waitingfor Anything|Ready and Waitingfor Anything]]
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|8th||class="left" | +8/+3 || +6 || +6 || +2
| class="left" | [[#Camouflage|Camouflage]], Tenacious Pursuit (+20 ft)
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|9th||class="left" | +9/+4 || +6 || +6 || +3
| class="left" | [[#Hunter's DedicationTrue Determination|Hunter's DedicationTrue Determination]], [[#Move like the WindSwift and Silent|Move like the WindSwift and Silent]]
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|10th||class="left" | +10/+5 || +7 || +7 || +3
| class="left" | Quarry (4), [[#Crippling StrikeWeakening Critical|Crippling StrikeWeakening Critical]], [[#Track the Trackless|Track the Trackless]]
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|11th||class="left" | +11/+6/+1 || +7 || +7 || +3
| class="left" | [[#See Invisibility|See Invisibility]], [[#Shielded MindShield|Shielded MindShield]]
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|12th||class="left" | +12/+7/+2 || +8 || +8 || +4
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|14th||class="left" | +14/+9/+4 || +9 || +9 || +4
| class="left" | [[#CamouflageHide in Plain Sight|CamouflageHide in Plain Sight]]
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|15th||class="left" | +15/+10/+5 || +9 || +9 || +5
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|17th||class="left" | +17/+12/+7/+2 || +10 || +10 || +5
| class="left" | [[#Always SneakyShadowy Figure|Always SneakyShadowy Figure]], [[#Hide in Plain Sight|Hide in Plain Sight]]
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|18th||class="left" | +18/+13/+8/+3 || +11 || +11 || +5
| class="left" | [[#IntuitionProfessional Instincts|IntuitionProfessional Instincts]]
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|19th||class="left" | +19/+14/+9/+4 || +11 || +11 || +5
'''Weapon and Armor Proficiency:''' Bounty hunters are proficient with all simple and martial weapons as well as with a Sai, Whip, Hand Crossbow, all repeating crossbows and Net. Bounty hunters are proficient with light and medium armors and with bucklers but not any other shields.
 
Class features were used from the following classes, and listed with them is the achievable level for the features by the other classes. For Balance with the Bloodhound and Justicar I tried to make sure that the abilities were unlocked later for Bounty hunters than an equivalent character of either class, and I purposely left out the Bloodhounds scent ability. Features were used from: '''B'''loodhound (Complete Adventurer page 28), '''J'''usticar (Complete Warrior page 47), '''U'''rban '''R'''anger (Unearthed Arcana page 55), '''R'''anger (Players Handbook page 46), '''Ro'''gue (Players Handbook page 49), '''D'''ruid (Players Handbook page 34), Ninja of the '''C'''resant Moon (Sword and Fist v3.0 supplement page 30)
(The abbreviation is the class that the feature was taken from, and what minimum character level that class can get it)
'''{{Anchor|Hunter's Creed}}:''' Bounty hunters must follow a code of ethics called The Hunter's Creed, sometimes just referred to as The Creed. The Hunter's Creed is a series of beliefs set fowarth by the first Bounty hunters and is still followed to this day. The Bounty hunter must follow The Creed at all times (See Ex-Bounty hunters below).
*'''''No hunter Shall Refuse Aid To Another hunter:''''' While no hunter has the right to interfere in another’s hunt, there comes times when even the best among master Bounty hunters require assistance. In extreme cases any hunter may ask and expect to receive aid and assistance from another hunter, even if it means the latter must temporarily suspend his or her own hunt in the mean time to render such aid. Whatever personal grievances or animosities may be involved between the two parties, it is known and understood that Bounty hunters take care of their own. Of course such assistance is not without a price tag, and the arbitration of payment after the fact can often put a substantial dent in the requesting Bounty hunters expected profit.
'''{{Anchor|Quarry: (B5) }} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A Bounty hunter can target, or mark, an individual humanoid, monstrous humanoid, giant, outsider (native), or any other creature who is partially or mostly humanoid in shape for this to work, such as Aasimar, Teifling, Rakasha, Half dragon, Dragonkin, Mind flayers, Zombies, Skeletons, Vampires, etc. To quarry an individual of the aforementioned creature types a Bounty hunter must focus on a foe who is present and visible, or on the depiction or description of one who isn't for 10 minutes. Any interruption ruins the attempt and forces the Bounty hunter to start the process again. Once the study is complete that target is now called a quarry.
A Bounty hunter adds one half of his Bounty hunter level (rounded down to a minimum of +1) as an insight bonus on all gather information, listen, search, spot, and survival checks made to determine the whereabouts of a quarry. As a Bounty hunter gains levels he gains additional abilities that can be used against a quarry. If a Bounty hunter chooses a new quarry before apprehending an existing one, the latter becomes unmarked and is no longer considered a quarry. The Bounty hunter loses an amount of experience equal to what he would have earned from defeating that unmarked creature. A Bounty hunter can choose a quarry a number of times per week as he has quarry spots. For example, a 3rd level Bounty hunter may choose a quarry only once per week, while a 20th level Bounty hunter may choose a new quarry up to 7 times per week.
Initially a Bounty hunter can only have one quarry at a time. At 4th and every 3 levels thereafter a Bounty hunter can have an additional quarry, but only if all the quarries are chosen in the same study process. For example a 4th level Bounty hunter could mark two bugbears in the same group of prisoners, or on the depictions of a bugbear and a hobgoblin if both were studied at the same time. If a Bounty hunter gives up on hunting any of his quarries, all remaining marked creatures become unmarked as described above.
'''{{Anchor|Track|[[Track|Track]]}}: (R1)''' At first level a Bounty hunter gains Track as a bonus feat. '''{{Anchor|Nonlethal Force}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At first level a Bounty hunter can use any weapon that deals lethal damage to deal nonlethal damage instead without taking the normal -4 penalty to attack rolls.  '''{{Anchor|Trapfinding}}:''' Bounty hunters can use the search skill to locate traps when the the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magical trap has a DC of 25 + the level of the spell used to create it. Bounty hunters can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. A Bounty hunter who beats the traps 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. '''{{Anchor|Merciful Strike}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 2nd level a Bounty hunter can turn any potentially killing blow into an incapacitating one, useful for bringing a quarry back for punishment. At the Bounty hunters option any attack he makes, that would reduce any foe to -2 or fewer hit points reduces the foe to -1 instead. A Bounty hunter must choose to use this ability immediately upon reducing his foe to -2 or fewer hit points, and before making any other actions, even before continuing a full attack action, or even before using any feats such as cleave. A raging Bounty hunter can not use this ability.
'''{{Anchor|Nonlethal ForceUrban Tracking}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]): (B7)''' At first level a A Bounty hunter can use any weapon that deals lethal damage to deal nonlethal damage instead without taking gains Urban Tracking as a bonus feat at 2nd level. ( found on page or page 154 in Races of Destiny or page 56 of the normal -4 penalty to attack rolls. Unearth Arcana)
'''{{Anchor|TrapfindingTrackless Step}}([[SRD: (Ro1Special Abilities Overview#Extraordinary|Ex]]):''' Bounty hunters can use the search skill to locate traps when the the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of Starting at least 203rd level, or higher if it is well hidden. Finding a magical trap has a DC of 25 + the level of the spell used to create it. Bounty hunters can use the Disable Device skill to disarm magic trapshunter leaves no trail in natural surroundings and cannot be tracked. A magic trap generally has a DC of 25 + the level of the spell used He may choose to create it. A Bounty hunter who beats the traps DC by 10 or more with leave a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming ittrail if so desired.
'''{{Anchor|Bring 'em Back AliveEndurance}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]): (B7)''' At 2nd level a Bounty hunter can turn a potentially killing blow into an incapacitating one, useful for bringing a quarry back for punishment. At the Bounty hunters option any attack that would reduce any foe to -2 or fewer hit points reduces the foe to -1 instead. A Bounty hunter must choose to use this ability immediately upon reducing his foe to -2 or fewer hit points, and before making any other actions, even before continuing gains Endurance as a full attack action, or even before using any feats such as cleave. A raging Bounty hunter can not use this abilitybonus feat at 3rd level.
'''{{Anchor|Urban TrackingTenacious Pursuit}}([[SRD: (UR1Special Abilities Overview#Extraordinary|Ex]]):''' A At 4th level a Bounty hunter gains Urban Tracking as receives a +4 bonus feat at 2nd levelon constitution checks made to resist non-lethal damage from a forced march while tracking a quarry. ( found on page or page 154 in Races of Destiny or page 56 In addition, a Bounty hunter tracking a quarry can raise his base speed by 10 ft up to a maximum of the Unearth Arcana)quarry's speed. This bonus increases by 10 ft every 4 levels and stacks with all other speed increases.
'''{{Anchor|Trackless StepSwift Tracker}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]): (D)''' Starting at 3rd 5th level, a Bounty hunter leaves no trail in natural surroundings and cannot be trackedcan move at his normal speed while following tracks without taking the normal -5 penalty. He may choose only takes a -10 (Instead of the normal -20) when moving at up to leave a trail if so desiredtwice normal speed while tracking.
'''{{Anchor|EnduranceFlawless Stride}}([[SRD: (R3Special Abilities Overview#Extraordinary|Ex]])''' A : Starting at 6th level, a Bounty hunter gains Endurance Hunter can move through any sort of terrain that slows movement (such as a bonus feat undergrowth, rubble and similar terrain) at 3rd levelhis normal speed and without taking damage or suffering any other imparment.
'''{{Anchor|Tenacious Pursuit}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]): (B7)''' At 4th level This ability does not allow him to move more quickly through terrain that requires a Bounty hunter receives a +4 bonus on constitution checks made Climb or Swim check to resist non-lethal damage from a forced march while tracking a quarry. In additionnavigate, a Bounty hunter tracking a quarry nor can raise his base speed by 10 ft up he move more quickly through terrain or undergrowth that has been magically manipulated to a maximum of the quarry's speed. This bonus increases by 10 ft every 4 levels and stacks with all other speed increasesimpede movement.
'''{{Anchor|Swift Tracker}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]): (B5)''' Starting at 5th level a A Bounty hunter can move at his normal speed while following tracks without taking the normal -5 penalty. He only takes Hunter loses this ability when wearing heavy armor, or carrying a -10 (Instead of the normal -20) when moving at up to twice normal speed while trackingmedium or heavy load.
'''{{Anchor|Silencing Strike}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]): (C11)''' At 6th level, if the Bounty hunter successfully hits a flatfooted opponent with a melee attack, the Bounty hunter may choose that the opponent is unable to speak for 2d2 rounds. This prevents casting spells with verbal components, or shouting warnings or alarms. This ability does not work on creatures immune to critical strikes such as undead.
'''{{Anchor|Ready & Waitingfor Anything}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]): (B6)''' Beginning at 7th level a Bounty hunter is ready for trickery at all times. Against a quarry, he can ready an action against his quarry, even outside the inniative sequence. If the quarry triggers the Bounty hunters readied action at any point within the next 10 minutes, the Bounty hunter can carry out his readied action as though the two were in combat (as long as the Bounty hunter is physically capable of carrying out that action). If the Bounty hunter is incapable of carrying out the action, for instance, if he is too far away to strike the quarry with a melee attack-the readied action is lost.
'''{{Anchor|Hunter's DedicationTrue Determination}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]): (B8)''' Beginning at 9th level a Bounty hunter can add his Constitution bonus (if any) to will saves made to resist special attacks or spells of his quarry.
'''{{Anchor|Move like the WindSwift and Silent}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]): (B8)''' Beginning at 9th level, a Bounty hunter can move stealthily even at a quick pace. He no longer takes a -5 penalty on hide and move silently checks when moving at any speed up to his normal speed, and he takes only a -10 (instead of the normal -20) on hide and move silently checks when running. (He still takes the normal -20 on such checks when charging.)
'''{{Anchor|Crippling StrikeWeakening Critical}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]): (B9)''' Starting at 10th level a Bounty hunter can deliver strikes against his quarry with such precision that each successful critical also deals 2 points of strength damage to the quarry. A Bounty hunter can deliver a crippling strike Weakening Critical with a melee attack or with a ranged attack from a distance of up to 30 ft.
'''{{Anchor|Track the tracklessTrackless}} ([[SRD:Special Abilities Overview#Supernatural|Su]]): (B9)''' Starting at 10th level, a Bounty hunter can track someone under the influence of pass without trace, or similar effect though he takes a -20 on his Survival checks when doing so.
'''{{Anchor|See Invisibility}} ([[SRD:Special Abilities Overview#Supernatural|Su]]): (B10)''' This ability, gained at 11th level, functions like the see invisibility spell, except that it is constantly in effect, and reveals only invisible quarries.
'''{{Anchor|Shielded MindShield}} ([[SRD:Special Abilities Overview#Supernatural|Su]]): (B10)''' When a Bounty hunter reaches 11th level, he gains spell resistance against any divination spells equal to 15 + his Bounty hunter level. This benefit does not affect any other school of spells, nor does it stack with any other form of spell resistance.
'''''{{Anchor|Locate Creature}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]): (B11)''' Once per day, a Bounty hunter of 12th level or higher can produce an effect identical to Locate Creature spell, that also functions on targets that are not quarries, with a caster level equal to his Bounty hunter class level.
'''{{Anchor|Freedom of Movement}} ([[SRD:Special Abilities Overview#Supernatural|Su]]): (B12)''' Starting at 13th level the Bounty hunter can act normally regardless of magical effects that impede movement, as if he were affected by a freedom of movement spell. The effect lasts for a total time per day of 1 round per point of strength bonus the Bounty hunter possesses (minimum of 1 round). The effect occurs automatically as soon as its applied, and lasts until it runs out or is no longer needed, and can be used multiple times per day (up to the daily total limit of rounds). The characters caster level is equal to his Bounty hunter level.
'''{{Anchor|Camouflage}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]): (R13)''' A Bounty hunter of 14th level or higher can use the hide skill in any sort of natural terrain, even if the terrain does not grant cover or concealment.
'''''{{Anchor|Find the path}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]): (B14)''' A 15th level Bounty hunter can use Find the Path, twice per day as the spell. His caster level is equal to his Bounty hunter level.
'''{{Anchor|Always SneakyShadowy Figure}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]): (C16)''' At 17th level the Bounty hunter is always considered to be taking 10 on hide and move silently even while walking around normally, unless the Bounty hunter wants to be seen or heard. The DM must make opposed spot and listen checks for any NPC's to be aware of the Bounty hunters presence.
'''{{Anchor|Hide in Plain Sight}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]): (UR17)''' While in any sort of terrain natural or otherwise , a Bounty hunter of 17th level or higher can use the hide skill even while being observed.
'''{{Anchor|IntuitionProfessional Instincts}} ([[SRD:Special Abilities Overview#Supernatural|Su]]): (J16)''' When hunting a quarry, a 18th level Bounty hunter can make a special survival check to determine in which direction a quarry might be found if the quarry is within 1 mile of the Bounty hunter (DC 15 + targets HD). This ability works only against quarries. The DM should roll this check secretly for the Bounty hunter since the character should not know if he failed the check because of the die roll, or because the target is too far away. A Bounty hunter may try to use intuition Professional Instincts only once per day.
====Ex-Bounty hunters====
'''Full Attack:''' +15/+10 1d8 + 4 17-20 X2<br/>
'''Space / Reach:''' 5 ft / 5 ft<br/>
'''Special Abilities:''' Quarry (4), Nonlethal force, Trapfinding, Bring em back alive, Trackless Step, Tenacious Pursuit (+20 ft), Swift Tracker, Silencing Strike, Ready and Waitingfor Anything, Hunters Dedication, Move like the WindSwift and Silent, Crippling StrikeWeakening Critical, Track the Trackless<br/>
'''Saves:''' Fort 10, Ref 9, Will 6<br/>
'''Skills:''' Disable Device, Gather Information, Hide, Move Silently, Open Locks, Search, Sense Motive and Survival 13 ranks<br/>
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