Difference between revisions of "User:The-Marksman/Sandbox2"

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{{author
 
{{author
 
|author_name=The-Marksman
 
|author_name=The-Marksman
|date_created=November 2017
+
|date_created=June 2019
 
|status=In Progress
 
|status=In Progress
|editing=
+
|editing=Please discuss changes before editing
|balance=Rogue
+
|balance=Wizard
 
}}
 
}}
[[File:Hunter.png|thumb|right|325px|A Dwarf Hunter with his Animal Companion. gfxpixel.deviantart -GFXPixel]]
 
 
<div class="blank">
 
<div class="blank">
{{3.5e Class Semantic
+
[[Summary::XXX]]
|description=From an early age the call of the wild draws some adventurers from the comfort of their homes into the unforgiving primal world outside. Those who endure become hunters. Masters of their environment, they are able to slip like ghosts through the trees and lay traps in the paths of their enemies.
+
[[Length::20]]
|Length=20
+
[[Minimum Level::1]]
|Minimum Level=1
+
[[Base Attack Bonus Progression::Average]]
|Base Attack Bonus Progression=Good
+
[[Fortitude Save Progression::Good]]
|Fortitude Save Progression=Good
+
[[Reflex Save Progression::Poor]]
|Reflex Save Progression=Good
+
[[Will Save Progression::Poor]]
|Will Save Progression=Good
+
[[Class Ability::Ninja-like Ki Pool, Trapfinding, Ranger Casting, Slowfall]]
|Class Ability=Martial Maneuvers
+
[[Class Ability Progression::Full]]
|Class Ability Progression=Full
+
 
}}
+
[[Allowed Alignments::Lawful Good]]
<!-- Delete any of the following alignments if they are not allowed in the class -->
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[[Allowed Alignments::Lawful Neutral]]
{{#set:Allowed Alignments=Lawful Good}} {{#set:Allowed Alignments=Lawful Neutral}} {{#set:Allowed Alignments=Lawful Evil}} {{#set:Allowed Alignments=Neutral Good}} {{#set:Allowed Alignments=Neutral}} {{#set:Allowed Alignments=Neutral Evil}} {{#set:Allowed Alignments=Chaotic Good}} {{#set:Allowed Alignments=Chaotic Neutral}} {{#set:Allowed Alignments=Chaotic Evil}}
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[[Allowed Alignments::Lawful Evil]]
 +
[[Allowed Alignments::Neutral Good]]
 +
[[Allowed Alignments::Neutral]]
 +
[[Allowed Alignments::Neutral Evil]]
 +
[[Allowed Alignments::Chaotic Good]]
 +
[[Allowed Alignments::Chaotic Neutral]]
 +
[[Allowed Alignments::Chaotic Evil]]
 
</div>
 
</div>
  
 +
==Raider==
  
==Hunter==
+
===Making a Raider===
  
''From an early age the call of the wild draws some adventurers from the comfort of their homes into the unforgiving primal world outside. Those who endure become hunters. Masters of their environment, they are able to slip like ghosts through the trees and lay traps in the paths of their enemies.''
+
Raiders have the following game statistics.
  
===Making a Hunter===
+
'''Abilities:''' Dexterity and Intelligence
  
'''Abilities:''' Dexterity is the most important skill for a Hunter who is a master archer and Dexterity gives her the aim to hit her enemies. Dexterity is also tied to many Hunter skills such as for being stealthy and dealing with traps. Wisdom determines how often per day a Hunter can use her spell-like abilities and the DC for resisting her traps. Intelligence gives her a larger selection of skills for her repertoire and a better chance to utilize her Beast Lore ability. Constitution controls her daily uses of her Deterrence defensive feature and her stealth Camouflage feature.
+
'''Race:''' Any
  
'''Background:''' Most Hunters are individuals who were drawn to the wilderness and spent large quantities of time outside when they were young. Many Hunters begin as self taught and learn how to get along out in the wild and practice their archery to enable themselves to catch prey to eat. They do this for a love of the wild and a strong passion for and connection with the animals of the wilds. Others learn the majority of their craft as an apprentice for a local skinner or trapper or on rare occasion are the assistant of an actual Hunter, learning from the more experienced Hunter as they travel the wilds.
+
'''Alignment:''' Any.
 
 
'''Characteristics:''' These expert marksmen drop foes dead in their tracks with flawless shots from a bow or rifle, or the damage of a spear and their pets. Thanks to their pinpoint timing, hunters are able to fire their ranged weapons quickly – even at enemies who close to melee range with them. Hunters track beasts with ease and enhance their own abilities by attuning themselves to the feral aspects of various creatures. Hunters are known for the lifelong bonds they form with animals of the wild, training great bears, hawks, wolves, and many other beasts to fight alongside them.
 
 
 
'''Races:''' Most any race can take up the mantle and life style of a Hunter though Elves, Halflings and Half-Orcs are the most common and most renown Hunters. Their natural wanderlust and ties to the wilds lend themselves extremely well to the Hunter's lifestyle. Humans and Half-Elves make the next most common Hunters because of their adaptability and versatility. Dwarf Hunters while not as common are still regularly seen and make respectable Hunters. Gnomes don't generally find themselves drawn to the lifestyle of a Hunter.
 
 
 
'''Alignment:''' Hunter's live out in the wilds and live off the land, with a free spirit. Often living by themselves with only their pet as a companion. While Hunters can come in any alignment its far more common to see chaotic Hunters than lawful ones, and it's extremely rare for Hunters to be evil.
 
 
 
'''Starting Gold:''' 5d4 times 10 gp (240 gp).
 
 
 
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' "Moderate" or "As [[fighter]]"
 
  
 +
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Complex.
 +
<br/><br/><br/><br/><br/>
 
{| class="zebra d20"
 
{| class="zebra d20"
 
|+
 
|+
<div>{{Anchor|Table: The Hunter}}</div>
+
<div>{{Anchor|Table: Raider}}</div>
Hit Die: d8
+
Hit Die: d6
 +
|-
 +
! rowspan="2" | Level
 +
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]
 +
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s
 +
! rowspan="2" | Special
 +
! rowspan="2" | [[#Skirmish|Skirmish<br/>Dmg/AC]]
 +
! colspan="10" | [[#Spells|Spells per Day]]
 
|-
 
|-
!  rowspan="2" | Level
 
!  rowspan="2" | [[BAB|Base<br/>Attack Bonus]]
 
!  colspan="3" | [[SRD:Saving Throw|Saving Throw]]s
 
!  rowspan="2" | Special
 
|-
 
 
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]
 
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]
 +
! 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup>
 
|-  
 
|-  
|1st|| class="left" | +1 || +2 || +2 || +2
+
|1st|| class="left" | +0 || +0 || +2 || +2
| class="left" | [[#Master Archer|Master Archer]], [[#Trick Shot|Trick Shot]], [[#Pet|Hunter's Pet]], [[#Trapfinding|Trapfinding]], [[#Wild Empathy|Wild Empathy]]
+
| class="left" | [[#Trapfinding|Trapfinding]], [[#Ki Power|Ki Power]], [[#Darkvision|Darkvision]]
 +
| +1d6/+0 ||—||—||—||
 
|-  
 
|-  
|2nd|| class="left" | +2 || +3 || +3 || +3
+
|2nd|| class="left" | +1 || +0 || +3 || +3
| class="left" | [[#Hunter's Mark|Hunter's Mark]], [[#Beast Lore|Beast Lore]], [[#Track|Track]]
+
| class="left" | [[#Ghost Step|Ghost Step]] (Invisible), [[#Uncanny Dodge|Uncanny Dodge]]
 +
|—||—||—||—||
 
|-  
 
|-  
|3rd|| class="left" | +3 || +3 || +3 || +3
+
|3rd|| class="left" | +2 || +1 || +3 || +3
| class="left" | [[#Trueshot Aura|Trueshot Aura]], [[#Mend Pet|Mend Pet]], [[#Ranged Flanking|Ranged Flanking]]
+
| class="left" | [[#Stonecunning|Stonecunning]], ''[[#Augury|Augury]]'', [[#Trap Sense|Trap Sense]] +1,
 +
| +1d6/+1 ||—||—||—||—
 
|-  
 
|-  
|4th|| class="left" | +4 || +4 || +4 || +4
+
|4th||class="left" | +3 || +1 || +4 || +4
| class="left" | [[#Steel Trap|Steel Trap]], [[#Flare|Flare]], Bonus Feat
+
| class="left" | [[#Armored Mage|Armored Mage]], [[#Evasion|Evasion]]
 +
|—||0||—||—||—
 
|-  
 
|-  
|5th|| class="left" | +5 || +4 || +4 || +4
+
|5th||class="left" | +3 || +1 || +4 || +4
| class="left" | [[#Dire Beast|Dire Beast]], [[#Misdirection|Misdirection]]  [[#Woodland Stride|Woodland Stride]]
+
| class="left" | [[#Ki Dodge|Ki Dodge]],
 +
| +2d6/+1 ||1||—||—||
 
|-  
 
|-  
|6th|| class="left" | +6/+1 || +5 || +5 || +5
+
|6th||class="left" | +4 || +2 || +5 || +5
| class="left" | [[#Disengage|Disengage]], [[#Eagle Eye|Eagle Eye]], [[#Ranged Threat|Ranged Threat]]
+
| class="left" | [[#Ghost Sight|Ghost Sight]], Trap Sense +2
 +
|—||1||—||—||
 
|-  
 
|-  
|7th|| class="left" | +7/+2 || +5 || +5 || +5
+
|7th||class="left" | +5 || +2 || +5 || +5
| class="left" | [[#Greater|Trick Shot (Greater)]], [[#Feign Death|Feign Death]], [[#Swift Stalker|Swift Stalker]]
+
| class="left" | [[#Improved Evasion|Improved Evasion]]
 +
| +2d6/+2 ||1||—||—||
 
|-  
 
|-  
|8th|| class="left" | +8/+3 || +6 || +6 || +6
+
|8th||class="left" | +6/+1 || +2 || +6 || +6
| class="left" | [[#Ice Trap|Ice Trap]], [[#Revive Pet|Revive Pet]], Bonus Feat
+
| class="left" | [[#Ghost Strike|Ghost Strike]]
 +
|—||1||0||—||
 
|-  
 
|-  
|9th|| class="left" | +9/+4 || +6 || +6 || +6
+
|9th||class="left" | +6/+1 || +3 || +6 || +6
| class="left" | [[#Deterrence|Deterrence]], [[#Hide in Plain Sight|Hide in Plain Sight]]
+
| class="left" | ''[[#Passwall|Passwall]]'', Trap Sense +3
 +
| +3d6/+2 ||2||1||—||
 
|-  
 
|-  
|10th||class="left" | +10/+5 || +7 || +7 || +7
+
|10th||class="left" | +7/+2 || +3 || +7 || +7
| class="left" | [[#Spirit Beast|Spirit Beast]], [[#Posthaste|Posthaste]]
+
| class="left" | [[#Ghost Step|Ghost Step]] (Ethereal), [[#Skill Mastery|Skill Mastery]]
 +
|—||2||1||—||—
 
|-  
 
|-  
|11th||class="left" | +11/+6/+1 || +7 || +7 || +7
+
|11th||class="left" | +8/+3 || +3 || +7 || +7
| class="left" | [[#Glaive Toss|Glaive Toss]], [[#Blink Strike|Blink Strike]], [[#Camouflage|Camouflage]]
+
| class="left" | [[#Blindsense|Blindsense]] 30 ft
 +
| +3d6/+3 ||2||1||0||
 
|-  
 
|-  
|12th||class="left" | +12/+7/+2 || +8 || +8 || +8
+
|12th||class="left" | +9/+4 || +4 || +8 || +8
| class="left" | [[#Snake Trap|Snake Trap]], [[#Master's Call|Master's Call]], Bonus Feat
+
| class="left" | ''[[#Find the Path|Find the Path]]'', Trap Sense +4
 +
|—||2||2||1||—
 
|-  
 
|-  
|13th||class="left" | +13/+8/+3 || +8 || +8 || +8
+
|13th||class="left" | +9/+4 || +4 || +8 || +8
| class="left" | [[#Murder of Crows|A Murder of Crows]]
+
| class="left" | ''[[#Phasedoor|Phasedoor]]''
 +
| +4d6/+3 ||3||2||1||—
 
|-  
 
|-  
|14th||class="left" | +14/+9/+4 || +9 || +9 || +9
+
|14th||class="left" | +10/+5 || +4 || +9 || +9
| class="left" | [[#Bestial Wrath|Bestial Wrath]]
+
| class="left" | [[#Ghost Mind|Ghost Mind]]
 +
|—||3||2||2||0
 
|-  
 
|-  
|15th||class="left" | +15/+10/+5 || +9 || +9 || +9
+
|15th||class="left" | +11/+6/+1 || +5 || +9 || +9
| class="left" | [[#Master|Trick Shot (Master)]]
+
| class="left" | Trap Sense +5
 +
| +4d6/+4 ||3||3||2||1
 
|-  
 
|-  
|16th||class="left" | +16/+11/+6/+1 || +10 || +10 || +10
+
|16th||class="left" | +12/+7/+2 || +5 || +10 || +10
| class="left" | [[#Freezing Trap|Freezing Trap]], Bonus Feat
+
| class="left" | [[#X|X]]
 +
|—||3||3||3||2
 
|-  
 
|-  
|17th||class="left" | +17/+12/+7/+2 || +10 || +10 || +10
+
|17th||class="left" | +12/+7/+2 || +5 || +10 || +10
| class="left" | [[#Barrage|Barrage]]
+
| class="left" | [[#Greater Ki Dodge|Greater Ki Dodge]]
 +
| +5d6/+4 ||4||3||3||2
 
|-  
 
|-  
|18th||class="left" | +18/+13/+8/+3 || +11 || +11 || +11
+
|18th||class="left" | +13/+8/+3 || +6 || +11 || +11
| class="left" | [[#Kill Command|Kill Command]]
+
| class="left" | Trap Sense +6
 +
|—||4||4||3||3
 
|-  
 
|-  
|19th||class="left" | +19/+14/+9/+4 || +11 || +11 || +11
+
|19th||class="left" | +14/+9/+4 || +6 || +11 || +11
| class="left" | [[#Stampede|Stampede]]
+
| class="left" | [[#Blindsight|Blindsight]] 30 ft
 +
| +5d6/+5 ||4||4||4||3
 
|-  
 
|-  
|20th||class="left" | +20/+15/+10/+5 || +12 || +12 || +12
+
|20th||class="left" | +15/+10/+5 || +6 || +12 || +12
| class="left" | [[#Explosive Trap|Explosive Trap]], Bonus Feat
+
| class="left" | [[#Ghost Walk|Ghost Walk]]
 +
|—||4||4||4||4
 
|- class="noalt"
 
|- class="noalt"
 
| colspan="42" class="skill" |
 
| colspan="42" class="skill" |
'''Class Skills (6 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/>
+
'''Class Skills ([[Skill Points::8]] + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/>
[[SRD:Balance Skill|Balance]] ([[SRD:Dexterity|Dex]]), [[SRD:Bluff Skill|Bluff]] ([[SRD:Charisma|Cha]]), [[SRD:Climb Skill|Climb]] ([[SRD:Strength|Str]]), [[SRD:Concentration Skill|Concentration]] ([[SRD:Constitution|Con]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Disable Device Skill|Disable Device]] ([[SRD:Intelligence|Int]]), [[SRD:Handle Animal Skill|Handle Animal]] ([[SRD:Charisma|Cha]]), [[SRD:Heal Skill|Heal]] ([[SRD:Wisdom|Wis]]), [[SRD:Hide Skill|Hide]] ([[SRD:Dexterity|Dex]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Knowledge Skill|Knowledge]] (dungeoneering) ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (geography) ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (nature) ([[SRD:Intelligence|Int]]), [[SRD:Listen Skill|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Move Silently Skill|Move Silently]] ([[SRD:Dexterity|Dex]]), [[SRD:Profession Skill|Profession]] ([[SRD:Wisdom|Wis]]), [[SRD:Ride Skill|Ride]] ([[SRD:Dexterity|Dex]]), [[SRD:Search Skill|Search]] ([[SRD:Intelligence|Int]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Survival Skill|Survival]] ([[SRD:Wisdom|Wis]]), [[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]), [[SRD:Use Rope Skill|Use Rope]] ([[SRD:Dexterity|Dex]]).
+
{{Property Link|Skill|SRD:Balance Skill|Balance}} ([[SRD:Dexterity|Dex]]),  
 +
{{Property Link|Skill|SRD:Bluff Skill|Bluff}} ([[SRD:Charisma|Cha]]),
 +
{{Property Link|Skill|SRD:Climb Skill|Climb}} ([[SRD:Strength|Str]]),  
 +
{{Property Link|Skill|SRD:Concentration Skill|Concentration}} ([[SRD:Constitution|Con]]),
 +
{{Property Link|Skill|SRD:Craft Skill|Craft}} ([[SRD:Intelligence|Int]]),
 +
{{Property Link|Skill|SRD:Decipher Script Skill|Decipher Script}} ([[SRD:Intelligence|Int]]),  
 +
{{Property Link|Skill|SRD:Disguise Skill|Disguise}} ([[SRD:Charisma|Cha]]),
 +
{{Property Link|Skill|SRD:Escape Artist Skill|Escape Artist}} ([[SRD:Dexterity|Dex]]),  
 +
{{Property Link|Skill|SRD:Hide Skill|Hide}}  ([[SRD:Dexterity|Dex]]),
 +
{{Property Link|Skill|SRD:Jump Skill|Jump}} ([[SRD:Strength|Str]]),
 +
{{Property Link|Skill|SRD:Knowledge Skill|Knowledge}} (Local) ([[SRD:Intelligence|Int]])
 +
{{Property Link|Skill|SRD:Listen Skill|Listen}} ([[SRD:Wisdom|Wis]])
 +
{{Property Link|Skill|SRD:Move Silently Skill|Move Silently}} ([[SRD:Dexterity|Dex]]),
 +
{{Property Link|Skill|SRD:Open Lock Skill|Open Lock}} ([[SRD:Dexterity|Dex]]),
 +
{{Property Link|Skill|SRD:Profession Skill|Profession}} ([[SRD:Wisdom|Wis]]),
 +
{{Property Link|Skill|SRD:Sense Motive Skill|Sense Motive}} ([[SRD:Wisdom|Wis]]),
 +
{{Property Link|Skill|SRD:Sleight of Hand Skill|Sleight of Hand}} ([[SRD:Dexterity|Dex]]),
 +
{{Property Link|Skill|SRD:Spot Skill|Spot}} ([[SRD:Wisdom|Wis]]),
 +
{{Property Link|Skill|SRD:Tumble Skill|Tumble}}  ([[SRD:Dexterity|Dex]]),
 +
{{Property Link|Skill|SRD:Use Magic Device Skill|Use Magic Device}} ([[SRD:Charisma|Cha]])
 
|}
 
|}
  
 
====Class Features====
 
====Class Features====
  
All of the following are [[SRD:Class|class]] features of the Hunter.
+
All of the following are [[SRD:Class|class]] features of the Raider.
 
 
'''Weapon and Armor Proficiency:''' A Hunter is proficient with all [[SRD:Simple Weapon Proficiency|simple]] weapons plus all forms of bows (normal and compound, even exotic bows), crossbows (including hand crossbow), all gunpowder based pistols and rifles, and with [[SRD:Armor Proficiency (Light)|light]] and [[SRD:Armor Proficiency (Medium)|medium armors]] but not with any shields. Note: The abilities are written from the perspective of a Hunter using bows and arrows, but all class abilities function just as well using the ammunition for guns and rifles as well.
 
 
 
'''{{Anchor|Master Archer}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A Hunter is a master archer and her prowess with all forms of bows are legendary. Starting at first level a Hunter gains [[SRD:Point_Blank_Shot|Point Blank Shot]] and [[SRD:Weapon_Focus|Weapon Focus]] with any bow with which she is proficient. Then at 4th level and every 4 levels there after she gains another bonus feat which must be used to improve her archery or ranged attacks in some manner. A Hunter's level is equivalent to Fighter class levels for the purposes of taking Weapon related feats including Weapon Specialization and the such. 
 
 
 
'''{{Anchor|Trick Shot}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Beginning at first level, and then every level there after a Hunter may choose a "[[User:The-Marksman/Hunter_Shots|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 exhausted, and then finally from level 15 to 20 she may choose a shot from the Master Trick Shots list. Unless otherwise stated in the abilities description 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 succeeds than 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.
 
 
 
[[User:The-Marksman/Hunter_Shots|'''Lesser Trick Shots:''']] Arcane Shot, Binding Shot, Concussive Shot, Distracting Shot, Serpent Sting, Steady Shot
 
 
 
[[User:The-Marksman/Hunter_Shots|'''Greater Trick Shots:''']] Chimera Shot, Cobra Shot, Peircing Shot, Scatter Shot, Silencing Shot, Tranquilizing Shot, Widow's Venom, Wyvern Sting
 
 
 
[[User:The-Marksman/Hunter_Shots|'''Master Trick Shots:''']] Aimed Shot, Black Arrow, Explosive Shot, Kill Shot, Multi Shot, Power Shot
 
 
 
'''Hunter's {{Anchor|Pet}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A Hunter may begin play with a Pet selected from the following list: [[SRD:Badger|badger]], [[SRD:Camel|camel]], [[SRD:Dire Rat|dire rat]], [[SRD:Dog|dog]], [[SRD:Riding Dog|riding dog]], [[SRD:Eagle|eagle]], [[SRD:Hawk|hawk]], horse ([[SRD:Light Horse|light]] or [[SRD:Heavy Horse|heavy]]), [[SRD:Owl|owl]], [[SRD:Pony|pony]], snake ([[SRD:Small Viper|Small]] or [[SRD:Medium Viper|Medium viper]]), or [[SRD:Wolf|wolf]]. If the campaign takes place wholly or partly in an aquatic environment, the following creatures are also available: [[SRD:Crocodile|crocodile]], [[SRD:Porpoise|porpoise]], [[SRD:Medium Shark|Medium shark]], and [[SRD:Squid|squid]]. This [[SRD:Animal Type|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 quality time spent connecting with the new animal. 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 [[#Hunter's Pet Continued|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 [[SRD:Powers|powers]]. (If this adjustment would reduce the Hunter’s effective level to 0 or lower, she can’t have that animal as a Pet.)
 
 
 
A Hunter’s Pet is different from a normal animal of its kind in many ways. A Hunter’s Pet is superior to a normal animal of its kind and has special powers, as described [[#Hunter's Pet Continued|below]].
 
 
 
'''{{Anchor|Trapfinding}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Hunters can use the Search skill to locate [[SRD:Traps|traps]] when the task has a DC 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 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.
 
 
 
'''{{Anchor|Wild Empathy}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A Hunter can improve the attitude of an [[SRD:Animal Type|animal]]. This ability functions just like a Diplomacy check to improve the attitude of a person. The Hunter rolls 1d20 and adds her Hunter level and her 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 she takes a –4 penalty on the check.
 
 
 
'''{{Anchor|Hunter's Mark}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' A Hunter of 2nd level who uses this ability can outline a single target within 40 feet as a swift action, with a faint light green glow which sheds light as a candle visible by all. The Hunter also creates an invisible magical red arrow visible only to the Hunter that stays pointing down on the target, moving as they move and following them. This arrow is only visible by the Hunter or anyone under the effects of see invisibility or true seeing spell. A Hunter can only mark 1 such creature at a time.
 
 
 
Anyone including the Hunter, targeting the outlined creature with ranged attack rolls gains a +4 circumstance bonus on all ranged attack rolls against that creature. The target cannot benefit from blur, displacement, invisibility, greater invisibility, or similar effects, nor do they gain concealment normally provided by darkness, even the effects of targeting a creature in magical [[SRD:Darkness|''darkness'']] is negated. Marked creatures also take a -20 on all hide checks.
 
 
 
The light given off by the target is too dim to have any special effects on undead or dark dwelling creatures that are vulnerable to light. Targeted creatures do not get a saving throw against this effect but spell resistance does still apply. The Hunter's caster level is equal to her class level.
 
 
 
'''{{Anchor|Beast Lore}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A Hunter has spent the majority of her life on the plains and forests and amoungst the wilds. As such, Hunters have a very vast amount of experience with various animals and creatures of the Animal, Dragon, Fey, Magical Beast, Monstrous Humanoid and Vermin types. As a free action, a Hunter may make a special knowledge check with a bonus equal to her Hunter level plus her Intelligence modifier. To know information about a particular kind of creature. A Hunter must make a her knowledge check against a DC equal to twice the hit dice of any given Animal, Fey, Magical Beast Monstrous Humanoid or Vermin. The DC for Dragons is equal to the Adult hit dice of any Dragon species. A successful check indicates that the Hunter is very familiar with all of a creatures attacks, abilities, special qualities, weaknesses, toughness, typical environment, typical behaviors including travelling amounts, territorialness, as well as breeding and behaviors for raising young. Failure indicates that a Hunter is not currently familiar with a given species. Rerolls are not allowed under any circumstance as this is a reflection of what the Hunter already knows, but a Hunter may later manually research a particular breed they werent aware of if the correct facilities can be found per DM discretion. 
 
 
 
'''{{Anchor|[[SRD:Track|Track]]}}:''' At 2nd level, a Hunter gains [[SRD:Track|Track]] as a bonus feat.
 
 
 
'''{{Anchor|Trueshot Aura}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A Hunter is an expert marksman with uncanny accuracy with ranged weapons. A 3rd level Hunter gains [[SRD:Precise Shot|Precise Shot]] as a bonus feat even if she doesn't meet the prerequisites and can initiate an attack with a ranged weapon while in other creatures threatened square and does not provoke an attack of opportunity.
 
 
 
The Hunter inspires awe in those around her with her prowess. Anyone else (including other Hunters) other than the Hunter herself that are using ranged attacks of any kind within 30 feet of the Hunter gain a +2 bonus on all ranged attack rolls. If there are multiple Hunter's within 30 feet, this effect does not stack. If the Hunter already has Precise Shot she may select any other feature for which she qualifies.
 
 
 
'''{{Anchor|Mend Pet}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Beginning at 3rd level, a Hunter can heal her pet's wounds by touch as a standard action, a number of times per day equal to her 1/2 her class level. A Hunter can heal her pet for 1d8 damage (+1 point per Hunter class level up to +20 at 20th level) at 3rd level. A  Hunter can heal an additional 1d8 points of damage on every even Hunter class level up to 10th level (2d8 +4 at 4th level, 3d8 +6 at 6th level, 4d8 +8 at 8th level and a maximum of 5d8 +10 at 10th level). Starting at 5th level the Hunter may use Mend Pet from a distance of up to 30 feet from her Pet. At 10th level a Hunter may Mend Pet as a swift action.
 
 
 
'''{{Anchor|Ranged Flanking}}:''' At 3rd level a Hunter gains [[Ranged_Flanking_(3.5e_Feat)|Ranged Flanking]] as a bonus feat, even if she doesn't meet the prerequisites, allowing her to get flanking bonus with ranged weapons within 30 feet.
 
 
 
'''{{Anchor|Steel Trap}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 4th level a Hunter gains their first trap, the Steel Trap. As a move equivalent action a Hunter can summon an invisible Steel Trap at any unoccupied square that she can see within 100 feet. The trap anchors to the ground and lasts for 1 minute or until it is triggered. Once placed any creature that enters the square occupied by the trap immediately activates it. The target must make a Reflex saving throw (DC = 12 + 1/2 the Hunter's class level + the Hunter's Wisdom modifier) or become entangled and take 1d6 physical damage (per Hunter trap known) and 1 bleed damage per round (per Hunter trap known) which continues until the target receives a healing spell or DC 10 Heal check to stop the bleeding.
 
 
 
Any character can pry the jaws of the trap open with a DC 20 Strength check or the target can get free with a DC 25 Escape Artist check. After the trap been removed from the target, it disappears. A Hunter can only have 1 Steel Trap active at any time. A Hunter can summon a new Steel Trap while she has one active, however, doing so will cause the existing one to disappear and any entangled targets would be freed. A Hunter can dismiss the trap at any time as a free action.
 
 
 
'''{{Anchor|Flare}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' A 4th level Hunter has the ability to enchant a single arrow with a glowing soft orange-red ball at the end of it. The Hunter may then discharge that arrow in one of 3 ways.
 
 
 
:Firstly when the Hunter fires the flare she may choose to either target a creature or an object. When the arrow successfully strikes its target it explodes with a loud pop, in a huge, bright flare of magic and all creatures within 20 feet must make a Reflex save (DC = 20 + the Hunters Dexterity modifier). Failure means the target becomes dazzled and take a -8 penalty on all skill checks for 4 rounds. Affected creatures who make a successful Reflex save are not dazzled and take only a -4 on all skill checks for 2 rounds. 
 
 
 
:Secondarily the Hunter can fire the arrow at any single unoccupied square by making an attack roll with a DC equal to half the number of feet away she wants to shoot the arrow (See [[#Targeting|below]]). Success indicates they landed the arrow in the correct square, failure means that it lands in a random adjacent square up to 10 feet away. If the attack roll is less than half the DC of the intended square the arrow doesn't secure properly and is lost.
 
 
 
:Upon impact with the ground the ball of light fuses to the floor instead of the arrow and begins illuminating a 40 foot circle with a soft red glow. Any creature or objects in the illuminated area (whether they were there when the area becomes illuminated, or even those who enter the area later) are purged of any invisibility effects on them (no save) and any creature attempting to hide in the illuminated area takes a -40 on all hide checks. This effect lasts for 10 minutes or until dismissed as a free action.
 
 
 
:Thirdly the Hunter may fire the arrow into the skies and upon reaching peak height the arrow will burst and the magical flare will stay stationary in the sky burning brightly and clearly visible for miles. This effect also lasts 10 minutes or until dismissed as a free action.
 
 
 
A Hunter may only have 1 Flare of any kind in existence at any given time. Any attempt to create a new one of any type immediately extinguish any old ones before the Hunter can even unleash her new arrow. A Hunter must designate which type of attack she's attempting before firing the arrow and a missed shot does not produce any effect.
 
 
 
'''{{Anchor|Dire Beast}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Starting at 5th level a number of times per day equal to her Wisdom modifier, a Hunter can produce an effect identical to Summon Nature's Ally except that this ability only functions at the highest level that a Druid of the Hunter's own class level could cast and only summons creatures of the Animal type. Also the Hunter cannot choose which animal is summoned, rather it is randomly selected by the DM from the list of creatures available to best match the natural environment around the Hunter. For example, at 5th level when the Hunter gains this ability it functions like a [[SRD:Summon_Nature%27s_Ally_III|Summon Nature's Ally III]] but it would never summon a Satyr or Thoqqua, but would more likely summon an Ape while in a warm forest or a large viper while in a marsh. Then at 7th level when a Druid would gain a 4th level spell slot, the Hunter can produce an effect identical to [[SRD:Summon_Nature%27s_Ally_IV|Summon Nature's Ally IV]] except it will never summon an Arrowhawk, Elemental, Salamander, Tojanida or Xorn, but would more likely summon a Dire Ape or 1d3 Apes in a warm forest and summon either a Giant Crocodile or 1d3 large Vipers in a marsh. Any animal from any book or source can be used, not just ones found in the Summon Nature's Ally spell descriptions.
 
 
 
'''{{Anchor|Misdirection}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' As an attack action a Hunter can choose a living, conscious party member and whisper their name to enhance a single arrow with an enchantment spell. The Hunter may then fire the arrow at whomever she pleases. If the strike is successful then the target must make a Will save (DC = 10 + 1/2 the Hunter's class level + the Hunter's Dexterity modifier) or believe that the attack that just hit them, and any and all strikes of any kind that come from the Hunter for the next 2 rounds actually came from the designated party member for the purposes of designating the creatures aggro. This is a compulsion, mind altering effect. Creatures immune to [[SRD:Charm Monster|''Charm Monster'']] are immune to this effect.
 
 
 
'''{{Anchor|Woodland Stride}} ([[SRD:Special Abilities Overview#Extraordinary|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 her 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 her.
 
 
 
'''{{Anchor|Disengage}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' As a move 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 in an arc incredibly quickly through the air 15 feet. This movement never provokes an attack of opportunity, even if another creature has an ability that would normally give them special attacks for movement into or out of their area, they are denied these attacks. There must not be any obstructions in her path behind her to use this ability, so a Hunter surrounded by 8 enemies in her threatened squares could not use this ability. Nor can she attempt to disengage while entangled, ensnared, grappled, in a net or any other time she is restrained or has her movement magically impeded. A Hunter can use this ability even if doing so would land her in the threatened square of a different opponent, and the arrival in this new square does not provoke any attacks of opportunity as well.
 
 
 
'''{{Anchor|Eagle Eye}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' A 6th level Hunter is a master surveyor and can cast [[SRD:Clairaudience/Clairvoyance|Clairvoyance]] at will with the restriction that she can only see the designated location, not hear, and the viewed location must be within line of sight, and no further out than 1 mile. A Hunter's caster level is equal to her Hunter class level.
 
 
 
'''{{Anchor|Ranged Threat}}:''' At 6th level a Hunter gains [[Ranged_Threat_(3.5e_Feat)|Ranged Threat]] as a bonus feat, even if she doesn't meet the prerequisites, allowing her to designate a single square to threaten in order to make attacks of opportunity.
 
 
 
'''{{Anchor|Feign Death}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Whenever a 7th level Hunter is struck in combat by an attacker, she may choose to make a special Bluff check to feign her death to anyone that can see her. The Hunter gets a bonus on this check equal to her Hunter class level. Any creature who witnesses the Hunter's Feign Death must make an opposed spot check to detect any deception. If they fail this check they believe the Hunter to be incapacitated and will move on to other targets. Note that if a creature spends a full round action checking her pulse or breathing they automatically detect the deception. Creatures who failed the check and approach the Hunter are considered flat-footed against the Hunter.
 
 
 
'''{{Anchor|Swift Stalker}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'''  Starting at 8th level, a Scout can move at her normal speed while following tracks without taking the normal &minus;5 penalty. She only takes a &minus;10 (instead of the normal &minus;20) when moving at up to twice her normal speed while tracking. A Scout can also move stealthily even at a quick pace. She no longer takes a &minus;5 penalty on Hide and Move Silently checks when moving at any speed up to her normal speed, and she takes only a &minus;10 (instead of the normal &minus;20) on Hide and Move Silently checks when running. (She still takes the normal &minus;20 on such checks when charging).
 
 
 
'''{{Anchor|Ice Trap}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 8th level, as a move equivalent action a Hunter can summon an invisible Ice Trap at any unoccupied square that she can see within 100 feet. This trap lasts for 1 minute or until it is triggered. Once placed any creature that enters the square occupied by the trap immediately activates it. Once activated, an Ice Trap shoots out a burst of icy magic that deals 1d6 cold damage (per Hunter trap known) to the creature in the square the trap occupied (no save) and spreads a magical wet ice slick on the ground in a 40 foot circle centered on the traps location (as seen on page 307 of the DMG).
 
 
 
Creatures in the affected area who attempt to attack in this area must first make a DC 15 balance check on each attack roll or fall prone. Any creature who attempts to move at their full speed in the area must roll a DC 30 balance check in each square they attempt to move through or fall prone in that square. Creatures moving at only half speed must make a DC 20 balance check to remain standing in each square or fall prone. Creatures who fall prone take 1d4 non lethal damage and must make a DC 15 Balance or Dexterity check to successfully get back to their feet due to the magical properties of the ice.
 
 
 
The Hunter is immune to the magic of this trap and may move freely through out it with no penalties or checks. The ice slick remains on the ground for 1 minute (per Hunter trap known) or until dismissed by the Hunter as a free action. A Hunter may only have 1 Ice Trap active at a time. A Hunter can summon a new Ice Trap while she has another Ice Trap or an ice slick active, however, doing so will cause the existing trap or ice slick to disappear when she creates the new unactivated trap.
 
 
 
'''{{Anchor|Revive Pet}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 8th level, once per day a Hunter with this ability can raise her pet from the dead. This ability requires the Hunter to be touching her pets remains for a full round action leaving her flat-footed. During this time she channels divine energy to bring her pet back to life. The pet comes back to life with half health, any ability damaged to 0 returns to 1. A revived pet does not take any negative levels or ability damage from this effect, however a pet whos remains are not available cannot be revived nor can a pet be revived from any effect that gets rid of the pets remains such as a disintegrate spell. This ability does not work on a pet who has died of old age.
 
 
 
'''{{Anchor|Deterrance}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' A number of times per day equal to her Constitution modifier (minimum of 1/day) as a move action an 9th level Hunter can produce a magical protection effect that grants her a number of temporary hit points equal to twice her class level, damage reduction 1/&minus; equal to her class level, and spell resistance 10 + 1/2 her class level. This effect lasts for the current round and for 2 rounds there after. Any incoming damage during this time is reduced by the damage reduction and then taken from the temporary hit points first and then after the spell effect is over any remaining temporary hit points disappear.
 
 
 
'''{{Anchor|Hide in Plain Sight}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' While in any sort of natural terrain, a Hunter of 9th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant [[SRD:Cover|cover]] or [[SRD:Concealment|concealment]], even while being observed regardless of terrain.
 
 
 
'''{{Anchor|Spirit Beast}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Starting at 10th level, any time a Hunter is in search of a new animal companion (either because her existing one dies or is retired), she may apply the [[Spirit_Beast_(3.5e_Template)|Spirit Beast]] template to any new animal companion she acquires after this time. This ability cannot be used to apply this template to the animal companion that she had before this time, nor can her previous pet be unretired to make it eligible for this ability. The creature must be a new creature that is tamed as a companion after this level is acquired follow all normal rules for acquiring a new companion including level restrictions. Making a companion a Spirit Beast does not alter the level of the animal available to her.
 
 
 
'''{{Anchor|Posthaste}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' A 10th level Hunter who uses Disengage while next to a hostile enemy, also gains an immediate extra move action when she lands in her new square with a speed of 120 feet. A Hunter who uses this ability does not provoke attacks of opportunity for her Disengage as normal, but during this extra move action still provokes all normal attacks of opportunity for any movement into or out of an opponents threatened squares.
 
 
 
'''{{Anchor|Glaive Toss}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' To use this ability a Hunter generates a small sphere of magic on each hand and thrusts her arms forward launching the energy out in the square to the left and right of her. As the energy gets 5 feet away from the Hunter each ball of energy forms into a spinning, circular 3 bladed glaive. The glaives propel forward in a straight line out 60 feet. The glaives make ranged attacks against each target in the line. At 60 feet out these glaives bounce off one another in the middle square and return to the Hunter, once again making ranged attacks against each target as they return. These attacks count as magical for the purpose of bypassing damage reduction and each of the glaives deal 2d6 damage with a threat range of 18 - 20 x2. As the glaives get back within 5 feet of the Hunter they disperse.
 
 
 
'''{{Anchor|Blink Strike}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Beginning at 11th level a Hunter's pet gains the ability to teleport a distance no further than its movement speed as a move equivalent action. This ability can only be preformed upto 3 times per day and only when the Hunter commands it. This teleportation can be used in combat as a move action and if the Hunter's Pet appears in a square where an enemy cannot see them that target is considered flat footed against the Hunter's Pet until the target becomes aware of the pet.
 
 
 
'''{{Anchor|Master's Call}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The mystical bond between the Hunter and her pet continues to grow and starting at 11 level up to 3 times per day a Hunter may call out to her pet and create an effect on her pet identical to a [[SRD:Freedom_of_Movement|''freedom of movement'']] spell which lasts for 3 rounds. This effect also negates and removes any charms, compulsions, enchantments or magical effects that hinders her pets movement. 
 
 
 
'''{{Anchor|Camouflage}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' As a swift action a 13th level Hunter can mystically blend in with her surroundings (natural or otherwise) and become see through and nearly invisible looking "cloaked" to the naked eye. Any creature attempting to spot a Hunter who is camouflaged and moving takes a -15 on all spot checks to see the Hunter. If a Hunter remains completely immobile this penalty on spot checks increases to -30. A Hunter can remain camouflaged for no more than a total number of minutes per day equal to her Constituion modifier (minimum of 1 minute per day used in a minimum of 1 round increments). This effect is broken any time a Hunter takes any kind of hit point damage, if the Hunter losses consciousness, dies or dismisses the effect.
 
 
 
'''{{Anchor|Snake Trap}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 12th level as a move equivalent action a Hunter can summon a Snake Trap at any unoccupied square that she can see within 100 feet. This trap lasts for 1 minute or until it is triggered. Once placed any creature that enters the square occupied by the trap immediately activates it. Once activated, this trap summons 4 [[Ash_Viper_(3.5e_Monster)|Ash Vipers]] which act immediately when triggered, acting before the creature who triggered them finishes their action. The summoned vipers attack the Hunter's enemies beginning with the creatures closest to where the trap was triggered. The vipers last for 1 minute or until killed. At the conclusion of the 1 minute mark the snakes disappear at the end of that round. The DC of the summoned vipers poison is increased by 1/2 of the Hunter's class level. A Hunter can summon a new Snake Trap while she has this one active, however, doing so will cause the existing trap or any summoned Vipers to disappear.
 
 
 
'''{{Anchor|Murder of Crows}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' As a standard action a 13th level Hunter can summon hundreds of crows to attack her enemies. This [[Murder_of_Crows_(3.5e_Monster)|"Murder of Crows"]] is treated as a singular swarm creature summoned at any open space within 30 feet of the Hunter and taking up a 10 foot square. The crows act during the Hunters turn this round and as she mentally directs them for the next 3 rounds. She may direct the crows as free action, but only during her turn. This ability can only be used once per day, however if any creature dies from damage dealt by the crows before they despawn or are killed, then the daily cooldown is reset.
 
 
 
'''{{Anchor|Bestial Wrath}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' A number of times per day equal to her Wisdom modifier, a 14th level Hunter can command send her pet into a frenzy as a swift action. This command enrages her pet as it goes into a Barbarian-like rage. Its skin, fur or scales turn red and it increases one size category gaining +4 Strength, +4 Constitution, damage reduction 3/&minus; and a +4 bonus on damage rolls. This effect lasts for a number of rounds equal to her pets newly improved constitution modifier. Afterwards her pet becomes fatigued for the remainder of the encounter. During this rage a pet can still tell friend from foe and the Hunter can dismiss this effect at any time as a swift action.
 
 
 
'''{{Anchor|Freezing Trap}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):'''  Starting at 16th level as a move equivalent action a Hunter can summon an invisible Freezing Trap at any unoccupied square that she can see within 100 feet. This trap lasts for 1 minute or until it is triggered. Once placed any creature that enters the square occupied by the trap immediately activates it. Once activated the trap automatically triggers an arcane reaction and releasing a burst of frost magic. The creature who triggered the trap must make a Reflex save with a DC equal to 10 + the Hunter's class level + the Hunter's Wisdom modifier. Failure means that the affected creature is completely encased in 5 foot wide block of magical ice.
 
 
 
A creature affected by this trap is placed in a magically suspended animation as like with a [[SRD:Temporal_Stasis|''temporal stasis'']] spell. For the creature time ceases to flow and its condition becomes fixed. The creature does not grow older, its bodily functions cease and no force or effect can harm it. A Hunter can summon a new Freezing Trap while she has this one active, however, doing so will cause the existing trap to disappear and immediately free any targets currently suspended in ice.
 
 
 
The target can be broken out with a [[SRD:Break_Enchantment|''break enchantment'']], targeted [[SRD:Greater_Dispel_Magic|''greater dispel magic'']], or [[SRD:Freedom|''freedom'']] spell. Alternately the ice may be broken by physical strikes. The ice has a hardness of 8 with 40 hit points. If none of these events happen the magic dissipates after 30 minutes and the creature is released fatigued and out of breath, but otherwise unharmed. Depending how long the creature was in the ice it may also be confused as to the change in current events as well.   
 
 
 
'''{{Anchor|Barrage}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' As a full round action, an 17th level Hunter who uses a Barrage attack can make a single ranged attack roll at her highest base attack bonus against every enemy within the maximum range of her weapon.
 
 
 
'''{{Anchor|Kill Command}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' As a standard action an 18th level Hunter can command her pet to kill a target that is at 1/2 health or lower. To do this the Pet must make a successful single attack at its highest base attack bonus. If successful the target must make a Fortitude save (DC = 15 + 1/2 the Hunter's class level + the Pet's Strength modifier) or immediately die. If the Hunter gives this command and the creature is above 1/2 health this ability instead only deals an additional 1d8 damage.
 
 
 
'''{{Anchor|Stampede}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' To use this ability, a 19th level Hunter must have an available space 15 feet wide by 60 feet long. When a Hunter uses her stampede ability, she calls forth a stampede of spirit beasts. These spirit beasts are randomly assorted animals (horses, elephants, rhinoceroses, zebra, wildebeests and the like) that charge forth from the square in front of the Hunter overrunning and trampling all enemies in the designated area. Each enemy in the affected area must make a Reflex saving throw (DC 20 + the Hunters Wisdom modifier) or be knocked prone and take 1d8 damage per 2 Hunter class levels. Allied characters in the affected area are not knocked prone and take no damage as the spirit beasts pass right through them unharmed. 
 
  
'''{{Anchor|Explosive Trap}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Starting at 20th level as a move equivalent action a Hunter can summon an invisible Explosive Trap at any unoccupied square that she can see within 100 feet. This trap lasts for 1 minute or until it is triggered. Once placed any creature that enters the square occupied by the trap immediately activates it. Once triggered, the trap creates a volatile arcane reaction at the center of the trap and explodes upon activation and creates a 40 foot explosion centered on the square the trap was in. The creature who activated the trap takes 1d6 fire damage per Hunter class level, no save. Any other creatures within the 40 foot radius are entitled to a Reflex saving throw for half damage (DC 15 + 1/2 the Hunters class level + the Hunters Wisdom modifier).
+
'''Weapon and Armor Proficiency:''' Raiders are proficient with all [[SRD:Simple Weapon Proficiency|simple]] weapons, and plus bolas, hand crossbows, kukris, long bow, rapier, short bow, shortsword, spiked chains, and whips. Raiders are also proficient with all [[SRD:Armor Proficiency (Light)|light]] armors, but not with any [[SRD:Shield Proficiency|shields]].
  
At the beginning of the next round before anyone's turn regardless of initiative, for the next 3 rounds, the trap explodes again and anyone (including the original creature that triggered the trap) who is still in the area takes 1d6 damage per Hunter class level and can make a Reflex save (same DC) for half damage.
+
'''{{Anchor|Trapfinding}}:''' Raiders can use the Search skill to locate [[SRD:Traps|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 trap has a DC of 25 + the level of the spell used to create it. Raiders can use the Disable Device skill to [[SRD:Disarm|disarm]] magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. a Raider 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 his party) without disarming it.
  
A Hunter can summon a new Explosive Trap while she has this one active, however, doing so will cause the existing trap or any remaining explosions to disappear.
+
'''{{Anchor|Darkvision}}:''' A Raider can see in the dark up to 60 feet. [[SRD:Darkvision|Darkvision]] is black and white only, but it is otherwise like normal sight, and a Raider can function just fine with no light at all. If a Raider already has Darkvision from another source they instead increase their current Darkvision by +30 ft.  
  
====Human Hunter Starting Package====
+
'''{{Anchor|Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Starting at 4th level, a Raider can react to danger before his senses would normally allow him to do so. He retains her Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a Raider already has uncanny dodge from a different class he automatically gains Improved Uncanny Dodge instead.
  
'''Weapons:''' Longbow (1d8, crit 20/x3),
+
'''{{Anchor|Stonecunning}}:''' This ability grants a Raider a +2 racial bonus on [[SRD:Search Skill|Search]] checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone counts as unusual stonework. A Raider who merely comes within 10 feet of unusual stonework can make a [[SRD:Search Skill|Search]] check as if he were actively searching and can use the [[SRD:Search Skill|Search]] skill to find stonework traps as a [[SRD:Rogue|rogue]] can. A Raider can also intuit depth, sensing his approximate depth underground as naturally as a [[SRD:Humans (Race)|human]] senses which way is up. If a Raider has this ability from another source the bonuses stack.
  
'''Skill Selection:''' Pick a number of skills equal to 6 + [[Int]] modifier.
+
'''{{Anchor|Trap Sense}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 3rd level, a Raider gains an intuitive sense that alerts him to danger from [[SRD:Traps|traps]], giving him a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the Raider reaches 6th level, to +3 when he reaches 9th level, to +4 when he reaches 12th level, to +5 at 15th, and to +6 at 18th level. Trap sense bonuses gained from multiple classes stack and this ability stacks with the bonus to Reflex saves from his Reactive Instinct ability.
  
{| class="zebra d20"
+
'''{{Anchor|Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 4th level and higher, a Raider can avoid even magical and unusual attacks with great agility. 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. Evasion and [[#Improved Evasion|Improved Evasion]] can be used only if the Raider is wearing light armor or no armor. A [[SRD:Helpless|helpless]] Raider does not gain the benefit of evasion.
|-
 
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty
 
|- class=
 
| class="left" | Climb || 2 || Str || &mdash;
 
|- class=
 
| class="left" | Disable Device || 4 || Dex || &mdash;
 
|- class=
 
| class="left" | Hide || 4 || Dex || &mdash;
 
|- class=
 
| class="left" | Jump || 2 || Str || &mdash;
 
|- class=
 
| class="left" | Listen || 4 || Wis || &mdash;
 
|- class=
 
| class="left" | Move Silently || 4 || Dex || &mdash;
 
|- class=
 
| class="left" | Search || 4 || Int || &mdash;
 
|- class=
 
| class="left" | Spot || 4 || Wis || &mdash;
 
|- class=
 
| class="left" | Survival || 4 || Wis || &mdash;
 
|- class=
 
|}
 
  
'''Feat:''' Far Shot
+
'''{{Anchor|Spells}} ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' Begining at 4th level, a Raider gains the ability to cast a number of arcane spells from the Raider spell list (see below). When a Raider gains access to a new level of spells, he automatically knows all of the spells for that level on the Raider spell list. He can cast any spell he knows without preparing it ahead of time. Essentially the Raiders spell list is the same as his spells known list.
  
'''Bonus Feats:''' Improved Initiative for Human.
+
To cast a spell, a Raider must have an Intelligence score of at least 10 + the spell's level, so a Raider with an Intelligence of 10 or lower cannot cast these spells. His spells are based on Intelligence and saving throws against these spells have a DC of 15 + the spells level + the Raider's Intelligence bonus (if any). When he gets 0 spells per day of a given spell level (for instance, 1st level spells for a 4th level Raider), he gains only the bonus spells he would be entitled to based on his Intelligence score for that spell level. The Raider's spell list appears below.  
  
'''Gear:''' Studded Leather.
+
'''1st level:''' ''[[SRD:Acid Splash|Acid Splash]], [[SRD:Comprehend Languages|Comprehend Languages]], [[SRD:Delay Poison|Delay Poison]], [[SRD:Detect Magic|Detect Magic]], [[SRD:Disguise Self|Disguise Self]], [[SRD:Enlarge Person|Enlarge Person]], [[SRD:Expeditious Retreat|Expeditious Retreat]], [[SRD:Feather Fall|Feather Fall]], [[SRD:Identify|Identify]], [[SRD:Light|Light]], [[SRD:Mage Hand|Mage Hand]], [[SRD:Magic Aura|Magic Aura]], [[SRD:Mount|Mount]], [[SRD:Obscuring Mist|Obscuring Mist]], [[SRD:Open/Close|Open/Close]], [[SRD:Pass without Trace|Pass without Trace]], [[SRD:Reduce Person|Reduce Person]], [[SRD:Sleep|Sleep]], [[SRD:Touch of Fatigue|Touch of Fatigue]], [[SRD:Undetectable Alignment|Undetectable Alignment]]''.
 
 
'''Gold:''' 5d4 X 10.
 
 
 
===Epic Hunters===
 
 
 
{| class="zebra d20"
 
|+ class="epic" |
 
<div>{{Anchor|Table: The Epic Hunter}}</div>
 
Hit Die: d8
 
|-
 
! Level !! Special
 
|-
 
| 21st || class="left" | Bonus Feat
 
|-
 
| 22nd || class="left" |  
 
|-
 
| 23rd || class="left" | Bonus Feat
 
|-
 
| 24th || class="left" | Tar Trap
 
|-
 
| 25th || class="left" | Bonus Feat
 
|-
 
| 26th || class="left" |
 
|-
 
| 27th || class="left" | Bonus Feat
 
|- class
 
| 28th || class="left" | Hi-Explosive Trap
 
|- class
 
| 29th || class="left" | Bonus Feat
 
|- class=
 
| 30th || class="left" |
 
|- class="noalt"
 
| colspan="42" class="skill" |
 
6 + [[SRD:Intelligence|Int]] modifier skill points per level.
 
|}
 
  
'''{{Anchor|Tar Trap}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Starting at 20th level as a move equivalent action a Hunter can summon an invisible Tar Trap at any unoccupied square that she can see within 100 feet. This trap lasts for 1 minute or until it is triggered. Once placed any creature that enters the square occupied by the trap immediately activates it. Once triggered, the trap creates a 40 foot pool of sticky tar centered on the square the trap was activated from. Any creature in the affected area is covered in hot sticky tar. Affected targets take a -4 on all attack rolls, skill checks and ability checks and can only move 5 feet per round. Creatures covered in tar also take 1d6 damage at the start of each turn until they can find a way to clean the tar off or until the tar dissipates 1 minute later.
+
'''2nd level:''' ''[[SRD:Alter Self|Alter Self]], [[SRD:Bull's Strength|Bull's Strength]], [[SRD:Cat's Grace|Cat's Grace]], [[SRD:Daze Monster|Daze Monster]], [[SRD:Detect Thoughts|Detect Thoughts]], [[SRD:Glitterdust|Glitterdust]], [[SRD:Gust of Wind|Gust of Wind]], [[SRD:Hold Person|Hold Person]], [[SRD:Hypnotic Pattern|Hypnotic Pattern]], [[SRD:Knock|Knock]], [[SRD:Locate Object|Locate Object]], [[SRD:Make Whole|Make Whole]], [[SRD:Ray of Exhaustion|Ray of Exhaustion]], [[SRD:Resist Energy|Resist Energy]], [[SRD:Silence|Silence]], [[SRD:Snare|Snare]], [[SRD:Spider Climb|Spider Climb]], [[SRD:Suggestion|Suggestion]], [[SRD:Tongues|Tongues]], [[SRD:Wood Shape|Wood Shape]]''.
  
A Hunter can summon a new Tar Trap while she has this one active, however, doing so will cause the existing trap or any remaining tar to disappear.
+
'''3rd level:''' ''[[SRD:Arcane Eye|Arcane Eye]], [[SRD:Arcane Sight|Arcane Sight]], [[SRD:Deep Slumber|Deep Slumber]], [[SRD:Dispel Magic|Dispel Magic]], [[SRD:Flame Arrow|Flame Arrow]], [[SRD:Glibness|Glibness]], [[SRD:Halt Undead|Halt Undead]], [[SRD:Invisibility Purge|Invisibility Purge]], [[SRD:Invisibility Sphere|Invisibility Sphere]], [[SRD:Neutralize Poison|Neutralize Poison]], [[SRD:Nondetection|Nondetection]], [[SRD:Remove Curse|Remove Curse]], [[SRD:Repel Vermin|Repel Vermin]], [[SRD:Sculpt Sound|Sculpt Sound]], [[SRD:Shrink Item|Shrink Item]], [[SRD:Speak with Dead|Speak with Dead]], [[SRD:Speak with Plants|Speak with Plants]], [[SRD:Stone Shape|Stone Shape]], [[SRD:Water Breathing|Water Breathing]], [[SRD:Water Walk|Water Walk]]''.
  
'''{{Anchor|Hi-Explosives Trap}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Starting at 20th level as a move equivalent action a Hunter can summon an invisible Hi-Explosives Trap at any unoccupied square that she can see within 100 feet. This trap lasts for 1 minute or until it is triggered. Once placed any creature that enters the square occupied by the trap immediately activates it. Once triggered, the trap creates a huge explosion centered on the square the trap was in a 40 foot radius. The creature who activated the trap takes 2d6 fire damage per Hunter class level, no save. Any other creatures within the 40 foot radius are entitled to a Reflex saving throw for half damage (DC 15 + 1/2 the Hunters class level + the Hunters Wisdom modifier). Any creature in the area is flung out by the explosion 80 feet from the square they were in and takes 2d6 damage upon landing or striking any wall or surface.
+
'''4th level:''' ''[[SRD:Death Ward|Death Ward]], [[SRD:Detect Scrying|Detect Scrying]], [[SRD:Dimension Door|Dimension Door]], [[SRD:Greater Invisibility|Greater Invisibility]], [[SRD:Hold Monster|Hold Monster]], [[SRD:Legend Lore|Legend Lore]], [[SRD:Locate Creature|Locate Creature]], [[SRD:Mass Enlarge Person|Mass Enlarge Person]], [[SRD:Mass Reduce Person|Mass Reduce Person]], [[SRD:Mass Suggestion|Mass Suggestion]], [[SRD:Mislead|Mislead]], [[SRD:Modify Memory|Modify Memory]], [[SRD:Prying Eyes|Prying Eyes]], [[SRD:Rainbow Pattern|Rainbow Pattern]], [[SRD:Secret Chest|Secret Chest]], [[SRD:Seeming|Seeming]], [[SRD:Solid Fog|Solid Fog]], [[SRD:Telekinesis|Telekinesis]], [[SRD:Waves of Fatigue|Waves of Fatigue]], [[SRD:Zone of Silence|Zone of Silence]]''.
  
A Hunter can summon a new Explosive Trap while she has this one active, however, doing so will cause the existing trap to disappear.
+
''' {{Anchor|Improved Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 9th level a Raider gains Improved Evasion. This ability works like [[#Evasion|evasion]], except that while the Raider still takes no damage on a successful Reflex saving throw against attacks henceforth he henceforth takes only half damage on a failed save. A helpless Raider does not gain the benefit of improved evasion.
  
===Campaign Information===
+
'''{{Anchor|Skill Mastery}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 10th level The Raider becomes so certain in the use of certain skills that he can use them reliably even under adverse conditions. Upon gaining this ability, he selects a number of skills equal to 3 + his Intelligence modifier. When making a skill check with one of these skills, he may take 10 even if stress and distractions would normally prevent him from doing so. a Raider may gain this ability multiple times from multiple classes, selecting additional skills for it to apply to each time.
  
====Playing a Hunter====
+
[[File:Raider1.jpg|thumb|300 px|]]
  
'''Adventures:''' Adventuring Hunters often come from the rural hamlets and villages who have refined their skills through a lifetime of wandering the woodlands. Hunters who are known often find adventurers in need of a scout or guide coming to them, rather than the converse. After which many Hunters find the excitement and challenge of adventuring fulfilling giving them a purpose and direction.
 
 
'''Religion:''' Some Hunters are disinterested in established religions and instead prefer an intuitive natural relationship with the cosmos over formal worship. However, most all Hunters tend to love nature for its natural beauty and solitude they can find within it. Although she doesn't draw power from nature itself the way a Druid or Ranger might, most all Hunters are drawn to either worship or will at least respect Obad-Hai (god of nature) and Ehlonna (goddess of the woodlands). 
 
 
'''Other Classes:''' Hunters get along fairly well with most other classes, especially classes that have ties to the wilderness such as Rangers, Barbarians and Druids. While they don't particularly have any issues with the following; they have the least in common with Clerics, Paladins and Rogues who thrive in big cities. Hunters appreciate the songs and stories of a Bard, the healing of a Cleric or Paladin and the beneficial magic of a Cleric, Sorcerer and Wizard as much as any other character would.
 
 
'''Role:''' A Hunter's role is to serve as a scout and tracker with her natural abilities of stealth and trapfinding make her the natural choice for entering and searching dangerous areas. In combat a Hunter serves as a strong ranged combatant and even more so as a zone controller, using her traps and her ranged threat abilities to control where enemies move, to summon animal combatants to take down stronger targets, and using her many magical trick shots to control the flow of combat. From controlling who an enemy looks at with her [[#Distracting Shot|Distracting Shot]], [[#Misdirection|Misdirection]] and [[#Feign Death|Feign Death]] abilities, to her many status effect shots like [[User:The-Marksman/Hunter_Shots#Silencing Shot|Silencing Shot]] to silence an enemy spellcaster and prevent them from casting, [[User:The-Marksman/Hunter_Shots#Widows Venom|Widows Venom]] to stop an enemy from healing or just [[User:The-Marksman/Hunter_Shots#Scatter Shot|Scatter Shot]] to make an enemy walk in a circle while babbling incohreantly. A Hunter has a tool for almost every scenario to ensure her party is successful. 
 
 
'''Advancement:''' Remaining a Hunter typically presents the best course of advancement. Because they have good base attack bonus, all good saves, good skill points and skill selection, and respectable hit die there is little to be gained from multi-classing. One exception would be taking levels in Order of the Bow Initiate from Complete Warrior which grants some similar abilities but lots of bonus damage dice for ranged attacks.
 
 
====Hunters in the World====
 
 
{{quote|The animals are the only family I have, except for my father... Uh, the animals are the only family I have." orig=Rexxar, Half-Orc Half-Ogre Hunter Champion of the Horde.}}
 
 
'''Notables:''' Rexxar, Champion of the Horde, is a half-ogre, half-orc Hunter of the Orc Mok'Nathal clan, and is the only half breed from the clan. He was instrumental in assisting the Horde after the fall of the Burning Legion and saved the Orc capital city of Orgrimmar from the Human Admiral Proudmoore. Due to his mixed lineage, he is a towering and massively muscled warrior, and he wields his two massive axes with tremendous skill and ferocity, but is equally comfortable with his bow. Rexxar is always seen with his loyal bear companion Misha.
 
 
'''Organizations:''' Hunter's have a "Hunter's Lodge" which is a massive log cabin complex up in the secluded mountain peaks. Access to this lodge is generally most accessible via flights on tamed Giant Eagles as the path to reach it from ground level is incredibly hard to find, and even harder to navigate. Only the most expert of trackers and wilderness experts (such as Hunters, Rangers or Scouts) would have the skills necessary to successfully find the path and make it to the lodge alive. The interior of this lodge is decorated with prize animal skins from powerful beasts, other animal trophies and legendary weapons. Outside of the cabin there are areas set up for archery practices with both traditional ring targets and training dummy targets. All Hunters are welcome at this lodge, but knowledge of its existence is handed off via word of mouth and of course the Hunter must be able to make it to that location as well.
 
 
'''NPC Reactions:''' NPC's will very frequently confuse a Hunter with most commonly a Ranger and sometimes a Druid depending on both the NPC's exposure to both classes (and any misconceptions they may have about those classes) and how the Hunter dresses and presents themselves. Whenever Hunters do make the distinction between themselves and those classes this is frequently lost on NPC's and NPC's will frequently still pass any preconceptions they have about Rangers and Druids onto the Hunter as well.
 
 
====Hunter Lore====
 
 
Characters with a lore skill or ranks in Knowledge (Local or Nature) can research Hunters to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
 
 
{| class="zebra d20"
 
|+ Knowledge (History)
 
! DC || class="left" | Result
 
|-
 
| 5 || class="left" | Hunters are expert trackers and trappers that while similar to Rangers arnt especially knowledgeable about any one particular type of creature and don't cast spells.
 
|-
 
| 10 || class="left" | Hunters are able to summon lots of various kinds of animals to help them in combat from dire beasts to swarms of crows to even stampedes of spiritual animals to aid them in combat. They also have an animal companion that is always by their side
 
|-
 
| 15 || class="left" |  Hunters are expert archers and they can imbue the arrows the shoot with magic which can cause numerous effects to help control the flow of a battle and deal with a target enemy regardless of almost any situation. Its rumored that a Hunter's bond with its companion is so strong that she can even raise her companion from the dead.
 
|-
 
| 20 || class="left" | Master Hunters are capable of becoming bulwarks of defense for short periods, disappearing in plain sight and launching themselves backwards to avoid enemies that try to close the gap to close in on them. Hunters are also able to send their companions into a frenzy or even make them teleport or acquire a spiritual animal companion.
 
|}
 
 
===Hunters in the Game===
 
 
Hunters perceive themselves most often as loners. They live off the land and use all parts of the animal to get along, skins for clothing and shelter, bones for tools, meat for food and other organs to feed their pets. Some Hunters bury the heart and brain of the creature out of respect for the life of the creature, or to help its spirit move on to the other world.
 
 
'''Adaptation:''' In your campaign world there could be a lodge of Hunters that act as an elite team of Bounty Hunters, utilizing their special skills to hunt and neutralize and capture targets. Such Hunters might be multiclassed as Fighters, Barbarians, Bloodhounds, Justicars or [[Bounty_Hunter_(3.5e_Class)|Bounty Hunters]]. Alternatively they could have a renown reputation as excellent scouts or guides. Others still might have a group of Hunters that protect animals from would be poachers on popular hunting grounds near the city, or they might be protecting an exotic creature which is killed only for sport.
 
 
'''Sample Encounter:'''
 
 
''EL 13:''
 
 
'''Kalunda'''
 
 
'''[[Publication:World_of_Warcraft:_The_Role_Playing_Game/Jungle_Troll|Jungle Troll]] (Troll)'''
 
 
'''Hit Dice:''' 13d8 (58) + (39 con) = (97 hp average or 143 hp max)<br/>
 
'''Initiative:''' 5<br/>
 
'''Speed:''' 30 ft <br/>
 
'''Armor Class:''' Normal 20 (5 Armor +, Dex +5), Touch 15, Flat Foot 15 <br/>
 
'''Base Attack / Grapple:''' +13 / +13<br/>
 
'''Full Attack:''' Longbow +21/+16/+11  1d8 +2 (magic) +2 (wpn spec) 19-20 X3 <br/>
 
'''Space / Reach:''' 5 ft / 5 ft<br/>
 
'''Special Qualities:''' Low light vision, Fast Healing 3
 
'''Special Abilities:Animal Companion, Trapfinding, Wild Empathy, Hunter's Mark, Beast Lore, Trueshot Aura, Mend Pet, Steel Trap, Flare, Dire Beast, Misdirection, Woodland Stride, Disengage, Eagle Eye, Feign Death, Swift Stalker, Ice Trap, Revive Pet, Deterrence, Hide in plain Sight, Posthaste''' <br/> 
 
'''Saves:''' Fort 13, Ref 15, Will 12<br/>
 
'''Skills:''' <br/>
 
'''Feats:''' Point Blank Shot, Weapon Focus (Longbow), Skill Focus (Survival), Track, Precise Shot, Ranged Flanking, Rapid Shot, Weapon Specialization (Longbow), Ranged Threat, Manyshot, Improved Critical (Longbow), Combat Reflexes <br/>
 
'''Abilities:'''  Str: 11, Dex 20, Con 16, Int 9, Wis 18, Cha 10<br/>
 
'''CR:''' 13<br/>
 
'''Treasure:''' +2 Seeking Longbow, +1 Mithril Shirt, Ring of Animal Friendship, Cloak of the Manteray, Boots of Winterlands, Backpack, Acid Flask, Anti-toxin vial, Bedroll, Belt Pouch, Caltrop X4, Crowbar, Flask, Flint and Steel, Grappling Hook X2, Hammer,  Ink Vial, Ink Pen X2, Parchment X10, Piton X10, Silk Rope 50ft, Smokestick X5, Sunrod X2, Tent, Torch X5, Trail Rations (6 days), Waterskin, Whetstone. 2,136 gp<br/>
 
'''Alignment:''' Neutral Good<br/>
 
 
===Elaborating on Abilities===
 
 
'''{{Anchor|Hunter's Pet Continued}}'''{{User:The-Marksman/Hunter_Pet}}
 
 
 
'''Attack Rolls {{Anchor|Targeting}} Unoccupied Squares'''
 
{| class="zebra d20" {{#vardefine: odd|0}}
 
|-
 
! [[#Distance|Distance]] || [[#DC|DC]]
 
|-
 
| class="left" | 5 Feet ||3
 
|-
 
| class="left" | 10 Feet ||5
 
|-
 
| class="left" | 15 Feet ||8
 
|-
 
| class="left" | 20 Feet ||10
 
|-
 
| class="left" | 25 Feet ||13
 
|-
 
| class="left" | 30 Feet ||15
 
|-
 
| class="left" | 35 Feet ||18
 
|-
 
| class="left" | 40 Feet ||20
 
|-
 
| class="left" | 45 Feet ||23
 
|-
 
| class="left" | 50 Feet ||25
 
|-
 
| class="left" | 55 Feet ||28
 
|-
 
| class="left" | 60 Feet ||30
 
|-
 
| class="left" | 65 Feet ||33
 
|-
 
| class="left" | 70 Feet ||35
 
|-
 
| class="left" | 75 Feet ||38
 
|-
 
| class="left" | 80 Feet ||40
 
|-
 
| class="left" | 85 Feet ||43
 
|-
 
| class="left" | 90 Feet ||45
 
|-
 
| class="left" | 95 Feet ||48
 
|-
 
| class="left" | 100 Feet ||50
 
|}
 
  
 
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[[Category:3.5e]]
 
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Latest revision as of 14:04, 15 August 2022

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Raider[edit]

Making a Raider[edit]

Raiders have the following game statistics.

Abilities: Dexterity and Intelligence

Race: Any

Alignment: Any.

Starting Age: Complex.




Table: Raider

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Skirmish
Dmg/AC
Spells per Day
Fort Ref Will 1st 2nd 3rd 4th
1st +0 +0 +2 +2 Trapfinding, Ki Power, Darkvision +1d6/+0
2nd +1 +0 +3 +3 Ghost Step (Invisible), Uncanny Dodge
3rd +2 +1 +3 +3 Stonecunning, Augury, Trap Sense +1, +1d6/+1
4th +3 +1 +4 +4 Armored Mage, Evasion 0
5th +3 +1 +4 +4 Ki Dodge, +2d6/+1 1
6th +4 +2 +5 +5 Ghost Sight, Trap Sense +2 1
7th +5 +2 +5 +5 Improved Evasion +2d6/+2 1
8th +6/+1 +2 +6 +6 Ghost Strike 1 0
9th +6/+1 +3 +6 +6 Passwall, Trap Sense +3 +3d6/+2 2 1
10th +7/+2 +3 +7 +7 Ghost Step (Ethereal), Skill Mastery 2 1
11th +8/+3 +3 +7 +7 Blindsense 30 ft +3d6/+3 2 1 0
12th +9/+4 +4 +8 +8 Find the Path, Trap Sense +4 2 2 1
13th +9/+4 +4 +8 +8 Phasedoor +4d6/+3 3 2 1
14th +10/+5 +4 +9 +9 Ghost Mind 3 2 2 0
15th +11/+6/+1 +5 +9 +9 Trap Sense +5 +4d6/+4 3 3 2 1
16th +12/+7/+2 +5 +10 +10 X 3 3 3 2
17th +12/+7/+2 +5 +10 +10 Greater Ki Dodge +5d6/+4 4 3 3 2
18th +13/+8/+3 +6 +11 +11 Trap Sense +6 4 4 3 3
19th +14/+9/+4 +6 +11 +11 Blindsight 30 ft +5d6/+5 4 4 4 3
20th +15/+10/+5 +6 +12 +12 Ghost Walk 4 4 4 4

Class Skills (8 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (Local) (Int) Listen (Wis) Move Silently (Dex), Open Lock (Dex), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Tumble (Dex), Use Magic Device (Cha)

Class Features[edit]

All of the following are class features of the Raider.

Weapon and Armor Proficiency: Raiders are proficient with all simple weapons, and plus bolas, hand crossbows, kukris, long bow, rapier, short bow, shortsword, spiked chains, and whips. Raiders are also proficient with all light armors, but not with any shields.

Trapfinding: Raiders 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 trap has a DC of 25 + the level of the spell used to create it. Raiders 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 Raider 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 his party) without disarming it.

Darkvision: A Raider can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and a Raider can function just fine with no light at all. If a Raider already has Darkvision from another source they instead increase their current Darkvision by +30 ft.

Uncanny Dodge (Ex): Starting at 4th level, a Raider can react to danger before his senses would normally allow him to do so. He retains her Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a Raider already has uncanny dodge from a different class he automatically gains Improved Uncanny Dodge instead.

Stonecunning: This ability grants a Raider a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone counts as unusual stonework. A Raider who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching and can use the Search skill to find stonework traps as a rogue can. A Raider can also intuit depth, sensing his approximate depth underground as naturally as a human senses which way is up. If a Raider has this ability from another source the bonuses stack.

Trap Sense (Ex): At 3rd level, a Raider gains an intuitive sense that alerts him to danger from traps, giving him a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the Raider reaches 6th level, to +3 when he reaches 9th level, to +4 when he reaches 12th level, to +5 at 15th, and to +6 at 18th level. Trap sense bonuses gained from multiple classes stack and this ability stacks with the bonus to Reflex saves from his Reactive Instinct ability.

Evasion (Ex): At 4th level and higher, a Raider can avoid even magical and unusual attacks with great agility. 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. Evasion and Improved Evasion can be used only if the Raider is wearing light armor or no armor. A helpless Raider does not gain the benefit of evasion.

Spells (Sp): Begining at 4th level, a Raider gains the ability to cast a number of arcane spells from the Raider spell list (see below). When a Raider gains access to a new level of spells, he automatically knows all of the spells for that level on the Raider spell list. He can cast any spell he knows without preparing it ahead of time. Essentially the Raiders spell list is the same as his spells known list.

To cast a spell, a Raider must have an Intelligence score of at least 10 + the spell's level, so a Raider with an Intelligence of 10 or lower cannot cast these spells. His spells are based on Intelligence and saving throws against these spells have a DC of 15 + the spells level + the Raider's Intelligence bonus (if any). When he gets 0 spells per day of a given spell level (for instance, 1st level spells for a 4th level Raider), he gains only the bonus spells he would be entitled to based on his Intelligence score for that spell level. The Raider's spell list appears below.

1st level: Acid Splash, Comprehend Languages, Delay Poison, Detect Magic, Disguise Self, Enlarge Person, Expeditious Retreat, Feather Fall, Identify, Light, Mage Hand, Magic Aura, Mount, Obscuring Mist, Open/Close, Pass without Trace, Reduce Person, Sleep, Touch of Fatigue, Undetectable Alignment.

2nd level: Alter Self, Bull's Strength, Cat's Grace, Daze Monster, Detect Thoughts, Glitterdust, Gust of Wind, Hold Person, Hypnotic Pattern, Knock, Locate Object, Make Whole, Ray of Exhaustion, Resist Energy, Silence, Snare, Spider Climb, Suggestion, Tongues, Wood Shape.

3rd level: Arcane Eye, Arcane Sight, Deep Slumber, Dispel Magic, Flame Arrow, Glibness, Halt Undead, Invisibility Purge, Invisibility Sphere, Neutralize Poison, Nondetection, Remove Curse, Repel Vermin, Sculpt Sound, Shrink Item, Speak with Dead, Speak with Plants, Stone Shape, Water Breathing, Water Walk.

4th level: Death Ward, Detect Scrying, Dimension Door, Greater Invisibility, Hold Monster, Legend Lore, Locate Creature, Mass Enlarge Person, Mass Reduce Person, Mass Suggestion, Mislead, Modify Memory, Prying Eyes, Rainbow Pattern, Secret Chest, Seeming, Solid Fog, Telekinesis, Waves of Fatigue, Zone of Silence.

Improved Evasion (Ex): At 9th level a Raider gains Improved Evasion. This ability works like evasion, except that while the Raider still takes no damage on a successful Reflex saving throw against attacks henceforth he henceforth takes only half damage on a failed save. A helpless Raider does not gain the benefit of improved evasion.

Skill Mastery (Ex): At 10th level The Raider becomes so certain in the use of certain skills that he can use them reliably even under adverse conditions. Upon gaining this ability, he selects a number of skills equal to 3 + his Intelligence modifier. When making a skill check with one of these skills, he may take 10 even if stress and distractions would normally prevent him from doing so. a Raider may gain this ability multiple times from multiple classes, selecting additional skills for it to apply to each time.


Marksman's Homebrews
^The-Marksmanv
Classes Battle Juggernaut, Bewitcher, Bounty Hunter, Cat Burglar, Divine Healer, Enchantress, Footpad, Grimslayer, Half-Nymph, Half-Rylvain, Hunter, Ki Warrior, Martial Artist, Noble, Platinum Dragoon, Radiant Champion, Rylvain, Saiyan Warrior, Scout, Socialite Deluxe, Spy, Undead Slayer, Undead Stalker, Warlord, Wolverine
Races Elven Nymph, Half-Drow, Elf, Half-Giant, Half-Nymph, Half-Rylvain, Half-Saiyan, Liantia, Moogle, Namekian, Ronso, Rylvain, Saiyans, Xanthian
Character Options Ascended Super Saiyan, Ascetic Juggernaut, Awesome Blow, Enhanced Ki Pool, Full Power Super Saiyan, Saiyan Elite, Tail Defense, Ultra Super Saiyan
Equipment Cloak of Bullshit, Cloak of Greater Bullshit, Cloak of Lesser Bullshit, Dragon Balls, Excalibur, Potion of Youth
Spells & Powers Condition, Eternal Charm Monster, Eternal Charm Person, Eternal Slumber, Reraise, Restore Youth, Steal Youth, Summon Wyvern
Invocations After Image, Alternate Delivery, Beam Blast, Candy Beam, Death Beam, Destructo Disc, Dragon Fist, Energy Channel, Energy Rings, Explosive Wave, Final Explosion, Flash Step, Four Witches, Fusion Dance, Greater Ki Transmutation, Healing Spirit, Improved Intimidating Ki, Improved Ki Charging, Improved Ki Flying, Improved Ki Volley, Instant Transmission, Intimidating Ki, Kaio-ken, Ki Barrage, Ki Charging, Ki Enhancement, Ki Flying, Ki Sense, Ki Shield, Ki Sight, Ki Supression, Ki Sword, Ki Transmutation, Ki Wind, Lesser Electrical Transmutation, Lesser Fire Transmuation, Lesser Frost Transmutation, Master Ki Transmutation, Multi-Form, Neo Tri Beam, Nova Chariot, Power Ball, Scatter Shot, Solar Flare, Spirit Ball, Spirit Bomb, Super Ghost Kamikaze Attack, Tri Beam, Warp Blast
Espers Bomb, Cactuar, Cait Sith, Chocobo Esper, Cockatrice, Esper, Goblin, Kirin, Mindflayer, Shiva, Siren, Sylph, Tonberry, Unicorn
Monsters Adamantoise, Ash Viper, Behemoth, Drake, Malboro V.2, Murder of Crows, Tangle Tree
Other Aralhal, Celesdra, Golbez System, James Houlton, Levels That Spells Are Obtained, Rydel Taerun, Shenron, Spirit Beast
Sandbox 1 / Box 2 / Box 3 / Box 4 / Box 5 / Box 6 / Box 7 / Box 8 / Box 9 / Organized table of published races with statistics / Talk page



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