User:The-Marksman/Sandbox4

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Hunter

Making a Hunter

Alignment: Any.

Starting Age: Moderate.

Eagle Eye, Lynx Rush? Blink Strike?

Table: The Hunter

Hit Die: d8

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

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

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

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 he takes a –4 penalty on the check.

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. To use a trick shot, the Hunter must make 1 successful ranged attack at her highest base attack bonus as a standard attack action. If she succeed the shot was successful and has the effect described in the ability description. Once a trick shot has been selected that decision may never be altered.

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.

Hunter's Mark (Su): A Hunter of second level who uses this ability can outline a target within 400 feet as a swift action, with a faint creamy 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.

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 -30 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. Anyone targeting the outlined character with ranged attack rolls gains a +2 circumstance bonus on all attack rolls against the marked creature. Targeted creatures do not get a saving throw against this effect but spell resistance does still apply.

Track: A Hunter gains Track as a bonus feat.

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, Dragon, Fey, Magical Beast or Vermin. 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 allows under any circumstance but a Hunter may later manually research a particular breed they werent aware of if the correct facilities can be found per DM discretion.

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 a 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 with a Wisdom score of 12 or higher can heal her pet's wounds by touch. Each day she can heal a total number of hit points of damage equal to her Hunter level × her Wisdom bonus. A Hunter may choose to divide her healing amoung any number of heals per day she doesn’t have to use it all at once. Using Mend Pet is a standard action. Starting at 10th level the Hunter may use Mend Pet from a distance of up to 30 feet from her Pet.

Ice Trap (Su): You place an invisible trap on the ground, 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 damage 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 20 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 in 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.

Flare (Su): A 4th level Hunter has the ability to enchant a single arrow with a glowing soft orange ball at the end of it. The Hunter then fires the arrow at any single square by making an attack role with a DC equal to the number of feet away they want to shoot the arrow. 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. Upon impact with the ground the ball of light attaches to the floor instead of the arrow and begins illuminating a 30 foot circle. Any creature in the illuminated area (whether when the area becomes illuminated or enters later) is purged of any invisibility effects on them (no save) and any creature attempting to hide in the illuminated area takes a -50 on all hide checks. This effect lasts for 10 minutes. A Hunter may only have 1 Flare in existance at any given time. Any attempt to create a new one immediately extinguishes the old one before the Hunter can even unleash her new arrow.

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 a 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.

Misdirection (Ex): As an attack action a Hunter can choose a living, conscious party member and then 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 Wisdom modifier) or believe that the arrow 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 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. A Hunter may only preform this action once per round and 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.

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, or no further than 50 feet out of sight. 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. While the Hunter is Feigning death an attacker can preform a coup de grace attack.

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.

Snake Trap (Su): At 8th level a Hunter learns to create a magical snake trap. A Hunter must place this trap on the ground, once placed it becomes invisible and any creature that enters the square occupied by the trap immediately activates it. Once activated, this trap summons 4 [Vipers]

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.

Spirit Bond (Su):

Glaive Toss (Ex):

Master's Call (Su):

Trap Launcher (Ex):

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

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

Beastial Wrath (Su):

Freezing Trap (Ex):

Deterrance (Su):

Barrage (Ex):

A murder of crows (Su):

Stampede (Su):

Explosive Trap (Ex):


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.


Lesser Trick Shots 1st - 6th level

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

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

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

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

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

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

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


Greater Trick Shots 7th - 14th level

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

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

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

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

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

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

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

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


Master Trick Shots 15th - 20th level

Aimed Shot: In order to use aimed shot a Hunter must spend 1 full round action aiming and then on their turn any round there after they can unleash a single arrow at their highest base attack bonus with a bonus to attack and damage equal to her Hunter class level. This ability can also be used to make called shots against creatures or objects including attended or held objects.

Black Arrow: On a successful attack the enemy takes normal arrow damage and an additional 2d8 damage upon being struck. The target then takes the same amount of damage (with no save) at the beginning of the targets turn for the next 3 rounds.

Explosive Shot: (10d6 maybe?)

Kill Shot:

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

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



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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