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Date Created: November 2017
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Hunter

Class description fluff

Making a Hunter

Abilities:

Background:

Characteristics:

Races:

Alignment:

Starting Gold: 6d8 times 10 gp (270 gp).

Starting Age: "Moderate" or "As fighter"

Table: The Hunter

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +2 +2 +2 Trick Shot, Hunter's Pet, Trapfinding, Wild Empathy
2nd +1 +3 +3 +3 Hunter's Mark, Beast Lore, Track
3rd +2 +3 +3 +3 Trueshot Aura, Mend Pet
4th +3 +4 +4 +4 Steel Trap, Flare, Woodland Stride
5th +3 +4 +4 +4 Dire Beast, Misdirection
6th +4 +5 +5 +5 Disengage, Eagle Eye
7th +5 +5 +5 +5 Trick Shot (Greater), Feign Death
8th +6/+1 +6 +6 +6 Ice Trap, Swift Tracker
9th +6/+1 +6 +6 +6 Revive Pet, Hide in Plain Sight
10th +7/+2 +7 +7 +7 Glaive Toss, Posthaste
11th +8/+3 +7 +7 +7 Master's Call
12th +9/+4 +8 +8 +8 Snake Trap, Camouflage
13th +9/+4 +8 +8 +8 A Murder of Crows
14th +10/+5 +9 +9 +9 Blink Strike
15th +11/+6/+1 +9 +9 +9 Trick Shot (Master)
16th +12/+7/+2 +10 +10 +10 Freezing Trap
17th +12/+7/+2 +10 +10 +10 Deterrence
18th +13/+8/+3 +11 +11 +11 Barrage
19th +14/+9/+4 +11 +11 +11 Kill Command
20th +15/+10/+5 +12 +12 +12 Stampede, Explosive Trap

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Disable Device (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), Use Rope (Dex).

Class Features

All of the following are class features of the Hunter.

Ability (Ex):

Ability (Sp):

Ability (Su):

Weapon and Armor Proficiency: A Hunter is proficient with all 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 light and 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.

Trick Shot (Su): Beginning at first level, and then every level there after a Hunter may choose a "trick shots" to learn from a list. From 1st level to 6th level she may choose a shot from the Lesser Trick Shots list until it is exhausted of options. Then from 7th level to 14th level she may then choose a shot from the Greater Trick Shots list until it too is 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 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.

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

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

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

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

A 1st-level Hunter’s Pet is completely typical for its kind except as noted below. As a Hunter advances in level, the animal’s power increases as shown on the table. If a Hunter releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted 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 below). Should she select a Pet from one of these alternative lists, the creature gains abilities as if the character’s Hunter level were lower than it actually is. Subtract the value indicated in the appropriate list header from the character’s Hunter level and compare the result with the Hunter level entry on the table to determine the animal companion’s powers. (If this adjustment would reduce the Hunter’s effective level to 0 or lower, she can’t have that animal as a Pet.)

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 below.

Trapfinding (Ex): Hunters can use the Search skill to locate 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.

Wild Empathy (Ex): A Hunter can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The Hunter rolls 1d20 and adds 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.

Hunter's Mark (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 visible by all. The Hunter also creates a magical red arrow 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.

A creature affected by Hunter's mark sheds light as a candle. Marked creatures do not benefit from blur, displacement, invisibility, or similar effects, nor do they gain concealment normally provided by darkness (though a 2nd level magical darkness still functions normally). Marked creatures also take a -20 on all hide checks.

Anyone targeting the outlined creature with ranged attack rolls gains a +4 circumstance bonus on all attack rolls against the marked creature. 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.

Beast Lore (Ex): A Hunter has spent the majority of their lives on the plains and forests and amoungst the wilds. As such, Hunters have a very vast amount of experience with various animals and creatures. 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 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 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.

Track: A Hunter gains Track as a bonus feat.

Trueshot Aura (Ex): A Hunter is an expert at having to face down prey in close quarters. A 2nd level Hunter gains Point Blank Shot as a bonus feat and can initiate an attack with a ranged weapon while in another creatures threatened square and does not provoke an attack of opportunity. The Hunter inspires awe in those around her with her prowess. Anyone using a ranged attack of any kind within 30 feet of the Hunter gains a +2 bonus on all ranged attack rolls. If there are multiple Hunter's within 30 feet, this effect does not stack.

Mend Pet (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 +1 point per Hunter class level. A Hunter can heal an additional 1d8 points of damage on every even Hunter class level up to 10th level (2d8 at 4th level, 3d8 at 6th level, 4d8 at 8th level and a maximum of 5d8 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.

Steel Trap (Su): At 4th level a Hunter gains their first trap, the Steel Trap. As a move equivalent action a Hunter can summon an invisible trap at any unoccupied square within 100 feet. This trap lasts for 1 minute or until it is triggered. Any creature that enters the space the trap occupies automatically triggers the trap (no save). This trap causes 1d6 physical damage per trap known and then causes 5 bleed damage per round until the target receives a healing spell or Heal skill check to stop the bleeding.

Flare (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 for half (DC = 20 + the Hunters Dexterity modifier) or become dazzled and take a -8 penalty on all skill checks for 4 rounds. Affected creatures who make a successful Reflex save 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 role with a DC equal to half the number of feet away she wants to shoot the arrow (See 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.
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.

A Hunter may only have 1 Flare 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.

Dire Beast (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 Summon Nature's Ally III but it would never summon a Satyr or Thoqqua, and might more likely summon an Ape while in a warm forest and 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 Summon Nature's Ally IV except it will never summon an Arrowhawk, Elemental, Salamander, Tojanida or Xorn, and 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 can be used, not just ones found in the spell descriptions.

Misdirection (Ex): As an attack action a Hunter can choose a living, conscious party member and then enhances 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 that come from the Hunter for the next 2 rounds actually came from the designated party member. This is a compulsion, mind altering effect. Creatures immune to charm creature are immune to this effect.

Disengage (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 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 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.

Eagle Eye (Su): A 3rd level Hunter is a master surveyor and can cast Clairvoyance at will with the restriction that 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.

Feign Death (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.

Woodland Stride (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.

Ice Trap (Su): You create an invisible trap on the ground for up to 1 minute or until it gets triggered. 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 1d4 cold damage per 2 Hunter class levels to the creature in its square (no save) and spreads an 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 do not have years of experience in cold climates and who attempt to attack in this area must first make a DC 15 balance check or fall prone. Any creature who attempts to move at their full speed in the area for the round 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. Creatures who fall prone take 1d4 non lethal damage and due to the magical properties of the ice, prone creatures must make a DC 15 balance or dexterity check to successfully get back to their feet. Creatures that have years of experience in cold climates may make all balance checks for movement as normal for a severely slippery surface but are still subject to a DC 15 balance check for attacking. 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.

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

Posthaste (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.

Hide in Plain Sight (Ex): While in any sort of natural terrain, a Hunter of 13th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment, even while being observed regardless of terrain.

Glaive Toss (Ex): 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 circular 3 bladed glaive. The glaives propel forward in a straight line out 60 feet. The glaives make ranged touch attacks against each target in the line. At 60 feet out these glaives bounce off one another and return to the Hunter, once again making ranged touch 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.

Master's Call (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 freedom of movement spell which lasts for 3 rounds and also negates and removes any charms, compulsions, enchantments or magical effects that hinders her pets movement.

Snake Trap (Su): At 8th level a Hunter learns to summon an invisible magical snake trap. A Hunter must choose an unoccupied square within 100 ft but at least 10 feet away from any other creatures to summon the trap at. Once placed it is triggered by any creature that enters the square occupied by the trap immediately activates it. Once activated, this trap summons 4 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.

Camouflage (Su): As a swift action a Hunter of 13th level or higher 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.

Blink Strike (Su): Beginning at 14th 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.

A murder of crows (Su):

Freezing Trap (Su): Starting at 17th level a Hunter may choose to utilize a freezing trap. When a Hunter places a freezing trap and any creature that comes into the space that the trap occupied activates the trap automatically triggering 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 dexterity modifier. Failure means that the affected creature is completely encased in ice. A creature affected by this trap is placed in a magically suspended animation, but is rendered helpless despite remaining conscious. Any creature in this suspended state takes a -8 on all listen and spot checks, cannot move speak or make any verbal noises, or cast spells with verbal or schematic components. In order to break free the creature may attempt to make a DC 40 strength check to force themselves free, or they can be broken out with a freedom of movement, break enchantment, targeted dispel magic, or the ice may be broken by physical strikes. The ice has a hardness of 5 with 40 hit points. If none of these events happen the magic dissipates after 30 minutes and the creature is released exhausted and out of breath, but otherwise unharmed.

Deterrance (Su):

Barrage (Ex):

Kill Command (Ex):

Stampede (Su):

Explosive Trap (Ex):


Epic Hunters

Table: The Epic Hunter

Hit Die: d12

Level Special
21st Rapid Metabolism 6
22nd Tough Skinned 12/Admantine
23rd Bonus Feat
24th
25th Tough Skinned 14/Admantine
26th Rapid Metabolism 7, Bonus Feat
27th Epic Staredown
28th Tough Skinned 16/Admantine, Shield Block +4
29th Bonus Feat
30th Rapid Metabolism 8

2 + Int modifier skill points per level.

Rapid Metabolism: At 21st level and every 4.5 levels thereafter (26th, 30th, 35th, etc) an Epic Hunter an additional +1 to their fast healing while in their Rapid Metabolism state.

Tough Skinned: The epic Hunter's Tough Skinned ability increases by an additional +2 every 3 levels higher than 19th (12/Admantine at 22nd, 14/Adamantine at 25th, and so on).

Bonus Feats : The epic Hunter gains a bonus feat every 3 levels after 20th.

Epic Staredown: At 27th level the Hunter has become a master of instilling fear in others. His bonus on using intimidate checks to demoralize opponents goes from +4 to +10 and the save of his frightful presence ability increases to 25 + the Hunters Charisma modifier.


Human Hunter Starting Package

Weapons: Bastard Sword.

Skill Selection: Pick a number of skills equal to 2 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
Intimidate 4 Cha
Sense Motive 4 Wis

Feat: Exotic Weapon Proficiency (Bastard Sword)

Bonus Feats: Weapon Focus (Bastard Sword) from class, and Improved Inniative for Human.

Gear: Breastplate.

Gold: 6d4 X 10.

Campaign Information

Playing a Hunter

Religion: Most Hunters will worship Heironeous or Hextor based on their alignment, but its not at all uncommon for Hunters to worship any other deity that has the War domain in their portfolio and has a similar alignment to the Hunters.

Other Classes: Being on the front lines of battle, the Hunter always appreciate clerics and healing magics. They also have a respect for the destructive power of arcane magic. They are also smart enough to understand the advantages gained by advanced scouting and tactical information and respect stealthy classes accordingly, even if they feel them to be much weaker in combat. Hunters feel fairly neutrally about other warriors but internally feel them all to be inferior in overall skill and ability.

Role: Simple and straight forward, a Hunters role in the party is to take down tough opponents and to protect the other members of the party to the best of his ability. To assist him in this task, a Hunter also has a series of abilities that give morale penalties to his foes.

Advancement: If Hunters choose to leave the path of a Hunter, likely they would do so for another class that further bolstered their combat prowess and battle techniques. For example classes such as Cavalier, Exotic Weapon Master, Kensai, Knight of the Chalice, Knight Protector or similar combat prestige classes. Alternatively a Hunter may take some levels in Fighter in order to specialize in a certain weapon or technique.

Hunters in the World

I've never seen anything like him, so confident, and so strong. Our blows were like nothing to him. We outnumbered him 6 to 1, and he looked at us and said to us "Guys, this really isn't a fair fight! .. Your gonna need more people." .. Boy was he right ...
—Dekthar, Half-Orc Fighter

Adventures: Most Hunters will adventure for the usual reasons of warriors; that being trying to amass riches and power, or in order to find and defeat powerful opponents to test themselves in battle and just for the thrill of fighting and of battle. All Hunters love being in battle and taking on powerful opponents.

Notables: Melgathak "Skull Breaker" Govanakmalthaloak, Goliath Hunter who, legend has it, once lead an army of just over 1,000 men into battle, against an army of 3,500 strong. When the battle was over, they say he was the only living thing left standing.

Organizations: Hunters have never met in mass and would not do so without a very strong case that affected them all. Even were such a situation reality, no way is known to find or track down all of the Hunters in existence.

NPC Reactions: Anyone looking to hire a mercenary, whether to kill someone or just to provide protection, would love the prospect of a Hunter. Most commoners would likely be terrified of a typical Hunter. Hunters are not known for their outgoing personalities or polite demeanors, and when an NPC looks into a Hunters eyes, and sees no fear .. he has to wonder: What wont this guy do?

Hunter Lore

Characters with a lore skill or ranks in Knowledge (History) 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.

Knowledge (History)
DC Result
5 Hunters are fearless and powerful brutes that excel in battle and are nearly impossible to surprise.
10 Hunters move faster than average warriors and are experts with armor and shields. They even are capable of moving equally fast while wearing heavier or bulkier armors as well.
15 Hunters are tougher than most other warriors and can seemingly shrug off some blows with ease, and it has even been said that their wounds sometimes close themselves on the battle field.
20 Master Hunters are fearsome creatures indeed, A master Hunter can sap the strength and life force right out of an opponent with a well placed blow, and has a very disturbing presence, just a hard glance from one of them can send shivers right through a person, making lesser warriors run screaming in fear, and making it hard for even tougher warriors to keep their nerves about them.

Hunters in the Game

Hunters perceive themselves to be the the ultimate when it comes to trained combat warriors. Hunters are likely to be found as either lone wandering warriors, high priced mercenaries, captain of the guards, leaders of a military squadrons, generals in an army, or even a personal guard of a king who stays with him at all times.

Adaptation: in your campaign, there may be in a very large city or capital, an elite squadron of Hunters who go on top secret covert missions for the king, or alternatively, maybe a group of Hunters in the city guard deal with stronger or more unruly trouble makers. Another idea may be to have a singular Hunter be a captive warrior in a Colosseum, acting as a gladiator and a PC may find themselves captive as well, and the Hunter could be their first opponent.

Sample Encounter: The PC's are in a city, when they are either mistaken for someone else who possibly has wronged the Hunter or owes him a large sum of money., Alternatively, the PC's have been falsely accused of ratting on a local Hunter to the city guard or a local crime lord who is making life rather difficult for the Hunter. Regardless, the PC's get lost and/or are lead to a dead end alley, as they realize its a dead end, they turn around to head back, to find a very disgruntled Hunter who has a bone to pick with them.


EL 14:

Sunstrider Raam

Medium Giant (Half-Giant)

Hit Dice: 13d12 (156) + (65 con) = (221 hp max or 150 hp average)
Initiative: 5
Speed: 40 ft
Armor Class: Normal 25 ( Armor +10, Dex +1, Deflection +1, Shield +3), Touch 15, Flat Foot 25
Base Attack / Grapple: +13 / +20
Full Attack: +18/+13/+8 2d8 +3 (str) +4 (wpn spec) 19-20 X3
Space / Reach: 5 ft / 5 ft
Special Qualities: Low light vision, FIre Acclimated (+2 on saves against fire spells and effects), Powerful Build, Naturally Psionic, Stomp 1/day Special Abilities: Fast Movement, Shield Block +2, Uncanny Dodge, Sturdy Strike, Aura of Courage, Armor Mastery (Heavy), Improved Uncanny Dodge, Staredown, Tough Skinned 6/Adamantine, Improved Flanking, Rapid Metabolism 2, Distracting Stare, Mass Staredown
Saves: Fort 16, Ref 8, Will 7
Skills: Intimidate 15 ranks, Sense motive 1 rank
Feats: Exotic Weapon Proficency (Dwarven Waraxe), Weapon Focus (Dwarven Waraxe), Combat Reflexes, Weapon Specialization (Dwarven Waraxe), Improved Inniative, Stand Still, Greater Weapon Focus (Dwarven Waraxe), Improved Critical (Dwarven Waraxe), Greater Weapon Specialization (Dwarven Waraxe), Deft Opportunist*
Abilities: Str: 16, Dex 12, Con 20, Int 9, Wis 10, Cha 14
CR: 14
Treasure: +2 full plate, +1 heavy steel shield, ring of protection +1, +2 large Dwarven Waraxe, +1 Longbow, Cloak of resistance +3, 9,500 gp
Alignment: Chaotic Neutral


Hunter's Pet Continued

Class
Level
Bonus
HD
Natural
Armor Adj.
Str/Dex
Adj.
Bonus
Tricks
Special
1st–2nd +0 +0 +0 1 Link, Share Spells
3rd–5th +2 +2 +1 2 Evasion
6th–8th +4 +4 +2 3 Devotion
9th–11th +6 +6 +3 4 Multiattack
12th–14th +8 +8 +4 5
15th–17th +10 +10 +5 6 Improved Evasion
18th–20th +12 +12 +6 7

Pet Basics: Use the base statistics for a creature of the companion’s kind, but make the following changes.

Class Level: The character’s Hunter level. The Hunter’s class levels stack with levels of any other classes that are entitled to an animal companion for the purpose of determining the companion’s abilities and the alternative lists available to the character.

Bonus HD: Extra eight-sided (d8) hit dice, each of which gains a Consitution modifier, as normal. Remember that extra Hit Dice improve the Pet’s base attack and base save bonuses. A Pet’s base attack bonus is the same as that of a Hunter of a level equal to the animal’s HD. A Pet has good Fortitude and Reflex saves (treat it as a character whose level equals the animal’s HD). A Pet gains additional skill points and feats for bonus HD as normal for advancing a monster’s hit dice.

Natural Armor Adj.: The number noted here is an improvement to the Pet’s existing natural armor bonus.

Str/Dex Adj.: Add this value to the Pet’s Strength and Dexterity scores.

Bonus Tricks: The value given in this column is the total number of “bonus” tricks that the animal knows in addition to any that the Hunter might choose to teach it (see the Handle Animal skill). These bonus tricks don’t require any training time or Handle Animal checks, and they don’t count against the normal limit of tricks known by the animal. The Hunter selects these bonus tricks, and once selected, they can’t be changed.

Link (Ex): A Hunter can handle her Pet as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The Hunter gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding her Pet.

Share Spells (Ex): At the Hunter’s option, she may have any spell (but not any spell-like ability) she casts upon herself also affect her Pet. The Pet must be within 5 feet of her at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the Pet if the companion moves farther than 5 feet away and will not affect the animal again, even if it returns to the Hunter before the duration expires.

Additionally, the Hunter may cast a spell with a target of “You” on her Pet (as a touch range spell) instead of on herself. A Hunter and her Pet can share spells even if the spells normally do not affect creatures of the companion’s type (animal).

Evasion (Ex): If a Pet is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.

Devotion (Ex): A Pet gains a +4 morale bonus on Will saves against enchantment spells and effects.

Multiattack: A Pet gains Multiattack as a bonus feat if it has three or more natural attacks and does not already have that feat. If it does not have the requisite three or more natural attacks, the Pet instead gains a second attack with its primary natural weapon, albeit at a –5 penalty.

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a Pet takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.

Alternative Pets: A Hunter of sufficiently high level can select her Pet from one of the following lists, applying the indicated adjustment to the Hunter’s level (in parentheses) for purposes of determining the companion’s characteristics and special abilities.

4th Level or Higher (Level –3)
Ape (animal)
Bear, black (animal)
Bison (animal)
Boar (animal)
Cheetah (animal)
Crocodile (animal)1
Dire badger
Dire bat
Dire weasel
Leopard (animal)
Lizard, monitor (animal)
Shark, Large1 (animal)
Snake, constrictor (animal)
Snake, Large viper (animal)
Wolverine (animal)
7th Level or Higher (Level –6)
Bear, brown (animal)
Dire wolverine
Crocodile, giant (animal)
Deinonychus (dinosaur)
Dire ape
Dire boar
Dire wolf
Elasmosaurus (dinosaur)1
Lion (animal)
Rhinoceros (animal)
Snake, Huge viper (animal)
Tiger (animal)
10th Level or Higher (Level –9)
Bear, polar (animal)
Dire lion
Megaraptor (dinosaur)
Shark, Huge (animal)1
Snake, giant constrictor (animal)
Whale, orca (animal)1
13th Level or Higher (Level –12)
Dire bear
Elephant (animal)
Octopus, giant (animal)1
16th Level or Higher (Level –15)
Dire shark1
Dire tiger
Squid, giant (animal)1
Triceratops (dinosaur)
Tyrannosaurus (dinosaur)
  1. Available only in an aquatic environment.


Targeting Unoccupied Squares

Distance DC
5 Feet 3
10 Feet 5
15 Feet 8
20 Feet 10
25 Feet 13
30 Feet 15
35 Feet 18
40 Feet 20
45 Feet 23
50 Feet 25
55 Feet 28
60 Feet 30
65 Feet 33
70 Feet 35
75 Feet 38
80 Feet 40
85 Feet 43
90 Feet 45
95 Feet 48
100 Feet 50



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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