Enhanced Hunter (3.5e Class)/Enhancements

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Least[edit]

Alchemist Trick (Ex): Runes are bound to your potions, vials, and belts. As a swift action you can draw, apply without failure, and attack in the same action with any one alchemical item or poison. If your attack hits, they are also affected by the consumable in question.

Antidote (Ex): Runes are bound to your belt or bag. As an immediate action you can gain a +5 alchemical bonus against any disease or poison. You can use this in response to being poisoned.

Escape Cloak (Ex): Runes are bound to your cloak or mantle. As an immediate action, you can ignore the secondary effects of any successful attack (such as improved grab or a poison). Alternatively, you can use this to make an escape artist check or grapple to break a grapple as an immediate action, with a +4 bonus.

Flare Gun (Su): Runes are bound to your ranged weapon. As part of an attack, the projectile of your attack glows brightly. If it strikes a creature, it lights them up as per faerie fire for 10 minutes or until cleaned off as a standard action. If it strikes a solid surface, it lights the area as if a torch for 10 minutes. You can also fire it straight into the air, and it will hang in the sky and be visible clearly for miles, weather permitting. This lasts for 10 minutes. You may only have one instance of Flare Gun at any one time, with new instances ending the duration of previous instances.

Footcrusher (Ex): Runes are bound to your weapon. As a standard action you make a single attack, and if the attack is successful they suffer from the effect of caltrops as you make and attack at their legs. Does not function if the creature lacks physical means of propulsion, such as beholders.

Hunter's Dread (Su): Runes are bound to your weapon, headpiece, mask, or shield. As a free action, any creature covered by your Beast Lore or affected by your Hunter's Mark are subject to an aura of fear. Creatures must make a Will save DC 10 + 1/2 HD + chosen mental ability modifier or become shaken and At Bay from you for the encounter or until they make a successful attack against you, which ends the effect for them only. This is a mind-affecting fear effect, save grants immunity for 24 hours.

Weapon Blanche (Su): Runes are bound to your weapon. As a swift action you transform your weapon to bypass the damage reduction and regeneration of the material of your choice (such as adamantine, cold iron, or silver). You choose the material upon activation, and the effect lasts for 1 round.

Lesser[edit]

Bloody Eye (Ex): Runes are bound to your weapon. As a standard action you make a single attack, and if the attack is successful a vicious bleeding wound opens on the targets head, dripping over their eyes and blinding them. They can negate the blindness by wiping their face as a move action, but it starts again at the beginning of their next turn. They can negate it entirely as a standard action with a DC 15 Heal check or any amount of magical healing. While the bleeding from this is not severe to cause damage, it does aggrivate pre-existing bleeding damage and increases it by +1.

Elemental Defense (Su): Runes form on your bracers, cape, or shield. As an immediate action you gain 3 points of resistance to all energy types per level.

Hunterbane (Su): Runes are bound to your weapon. As a swift action you whisper the idea of your hunter's mark into your next attack. For 1 round, your weapon is treated as an appropriate Bane against your hunter's mark.

Slipaway (Su): Runes are bound to your clothes or armor. As an immediate action, you benefit from Evasion until the beginning of your next turn. Against attacks from your hunter's mark, this is improved evasion.

Spellbinder, Minor: Runes form on your ring, a wand, or a stave. Choose one druid or ranger spell you would be able to cast if you were a druid or ranger of your level, up to 3rd level (druid) or 2nd level (ranger). You gain the ability to cast this as a normal divine spell using your chosen mental ability score up to 3/day. Unlike other enhancements, this cannot be refreshed until you rest for 8 hours. You can choose a new spell at the start of your day.

Weapon Aura (Su): As weapon blanche, but it covers counting as magic, ghost touch, and any one alignment (chaos, evil, good, law).

Greater[edit]

Mend Self (Su): Runes are bound to your gauntlets, rings, or necklace. This is used as part of using Mend Companion. You can either heal yourself for the full effect, or heal yourself and your companion for half effect. This consumes uses of Mend Companion as normal, and is compatable with the immediate and greater effects.

Shadow Dash (Su): Runes are bound to your boots or cape. You move as if you had the Dash, moving ahead as a swift action. If you have the feat, you move at your full speed. While moving, you do not provoke attacks of opportunity and are incorporeal, allowing you to pass through sufficiently thin walls and obstructions.

Shed Skin (Su): Runes are bound to your clothes, armor, or necklace. Whenever you are under a negative status effect which had a saving throw, you can attempt that saving throw again as a move action. You can do this, even if you are unable to take actions (such as being petrified, but not if you are dead). You can only use this once per status effect.

Spellbinder, Moderate: As Minor Spellbinder, but you can choose a druid spell between 4th-5th, or a 3rd level ranger spell. You can cast this spell 2/day.

Tranquilizing Bite (Ex): Runes are bound to the weapon. As a standard action you make a single attack, and if the attack is successful the creature must make a Fortitude save DC 10 + 1/2 HD + chosen ability score, or be affected as if by slow and rendered fatigued, save negates. If used against a creature under the effect of slow, or if they are exhausted, they must make a save against unconsciousness for 1d4 hours instead. This is considered a poison effect.

Warp Shot (Su): Runes are bound to any ranged weapon. As a standard action whenever the weapon is thrown or fired, you can ignore all allies, obstructions, and walls for the purpose of reaching your target. You still suffer from concealment if you cannot see your target, but creatures under your hunter's mark do not have concealment against your attack.

Superior[edit]

Absolute Blow (Su): Runes are bound to the weapon. For 1 round, any of your attack rolls benefit from the Absolute enhancement. If your weapon is already Absolute, the entire damage of your weapon benefits from the enhancement instead of just base damage.

Critical Strike (Ex): Runes are bound to the weapon. As a standard action you make a single attack against either the target of your hunter's mark, or one of the choices in your Beast Lore. This attack is automatically a critical threat.

Empower Companion (Su): Runes are bound to your ring or your companions collar or other barding. As a standard action you empower your companion who takes half damage from any source for 1 round, and it uses your attack bonus, skills, ability checks, and saves, if better. It benefits from Diehard, and is not staggered when dying. Any attacks it makes deals maximum damage, and bypasses all DR (except DR/-). Your companion glows with eldritch power when empowered.

Spellbinder, Major: As Minor Spellbinder, but you can choose a druid spell between 6th-7th, or a 4th level ranger spell. You can cast this spell 1/day.

Suppression Strike (Ex): Runes are bound to the weapon. As a standard action you make a single attack, and if the attack is successful the creature cannot use any spell-like abilities, or spells for 1 round on a failed Will save (DC 10 + 1/2 HD + chosen ability score). Pre-existing effects such as an active spell are unaffected. On a successful save, they still suffer from a 20% fail chance for their spells/spell-likes for 1 round.

Survivor (Su): Runes are bound to your clothes or armor. As an immediate action, you gain 3 temporary hp per level until the beginning of your next turn. If you would be rendered dying, killed by hp damage, Constitution damage, or a death effect. You are set to -9 and stable (or Con 1) instead of dying.