Hunter (3.5e Class)
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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.
Making a Hunter
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.
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.
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 or neutral Hunters than lawful ones, and it's extremely rare for Hunters to be evil.
Starting Gold: 5d4 times 10 gp (125 gp).
|1st||+1||+2||+2||+0||Master Archer, Trick Shot, Hunter's Pet, Trapfinding, Wild Empathy|
|2nd||+2||+3||+3||+0||Hunter's Mark, Beast Lore, Track|
|3rd||+3||+3||+3||+1||Trueshot Aura, Mend Pet, Ranged Flanking|
|4th||+4||+4||+4||+1||Steel Trap, Flare, Bonus Feat|
|5th||+5||+4||+4||+1||Dire Beast, Misdirection Woodland Stride|
|6th||+6/+1||+5||+5||+2||Disengage, Eagle Eye, Ranged Threat|
|7th||+7/+2||+5||+5||+2||Trick Shot (Greater), Feign Death, Swift Stalker|
|8th||+8/+3||+6||+6||+2||Ice Trap, Revive Pet, Bonus Feat|
|9th||+9/+4||+6||+6||+3||Deterrence, Hide in Plain Sight|
|10th||+10/+5||+7||+7||+3||Spirit Beast, Posthaste|
|11th||+11/+6/+1||+7||+7||+3||Glaive Toss, Blink Strike, Camouflage|
|12th||+12/+7/+2||+8||+8||+4||Snake Trap, Master's Call, Bonus Feat|
|13th||+13/+8/+3||+8||+8||+4||A Murder of Crows|
|15th||+15/+10/+5||+9||+9||+5||Trick Shot (Master)|
|16th||+16/+11/+6/+1||+10||+10||+5||Freezing Trap, Bonus Feat|
|20th||+20/+15/+10/+5||+12||+12||+6||Explosive Trap, Bonus Feat|
Class Skills (6 + Int modifier per level, ×4 at 1st level)
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, compound and exotic), all crossbows (including hand crossbow), all gunpowder based pistols and rifles (except truly exotic ones), 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.
Master Archer (Ex): A Hunter is a master archer and her prowess with all forms of bows are legendary. Starting at first level a Hunter gains Point Blank Shot and 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 but only on ranged weapons.
These may be Fighter type feats, Ambush, Archtype or even Combat Form or Divine feats and even custom feats (such as this), so long as the purpose of the feat is to improved physical ranged attack abilities. She may not take any defensive feats or other feats that improve other aspects of combat such as Combat Expertise, Dodge, Diehard, Improve Initiative, Lightning Reflexes, Quick Draw, Spell Focus, Spell Mastery, Spell Penetration, etc.
She could however take any of the improvements of Point Blank Shot, Rapid Reload, Blind-Fight, Combat Reflexes (provided her normal primary weapon is ranged), Exotic Weapon Proficency, Improved Critical and any of the improvements of Weapon Focus as long they are taken with a ranged weapon, as well as similar feats following these rules from any supplement allowed by the DM.
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 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.
Lesser Trick Shots: Arcane Shot, Concussive Shot, Distracting Shot, Scatter Shot, Serpent Sting, Steady Shot
Greater Trick Shots: Binding Shot, Chimera Shot, Cobra Shot, Explosive Shot, Silencing Shot, Tranquilizing Shot, Widow's Venom, Wyvern Sting
Master Trick Shots: Aimed Shot, Black Arrow, Kill Shot, Multi Shot, Peircing 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). She may now also tame magical beasts with a 6 or less intelligence and that mostly resembles an animal-like creature (but not any mostly humanoid shaped magical beasts such as Owlbears). She can also tame creatures of other types or of higher intelligence that still seem mostly animal like, but only with DM discression. Some of these types of creatures might include creatures such as a Giant Eagle, Giant Owl, Hellhound, Howler, Phase Spider, Rust Monster, Shadow Mastiff, Wyvern, Winter Wolf or Yrthak. Gorgons cannot be tamed.
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 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 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.
Beast Lore (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.
Trueshot Aura (Ex): A Hunter is an expert marksman with uncanny accuracy with ranged weapons. A 3rd level Hunter gains Precise Shot as a bonus feat even if she doesn't meet the prerequisites. She may also 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.
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 damage (+1 point per Hunter class level up to +20 at 20th level) starting at 1d8 +3 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). The maximum potential of this ability is 5d8 +20 at 20th 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.
Ranged Flanking: At 3rd level a Hunter gains 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, and making it so that she doesn't provoke attacks of opportunity when using a ranged weapon.
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 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.
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 (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 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.
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, 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 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.
Misdirection (Su): As a standard action a Hunter can choose any living, conscious party member and whisper their name into the tip of the arrow to enhance that 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 Charm Monster are immune to this effect.
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.
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 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.
Eagle Eye (Su): A 6th level Hunter is a master surveyor and can cast 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.
Ranged Threat: At 6th level a Hunter gains 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.
Feign Death (Ex): Whenever a 7th level Hunter is struck in combat by an attacker, she may choose to enter a cataleptic state that is impossible to distinguish from actual death—usually for ending an encounter. The effect lasts for 5 rounds per level of the Hunter. Although she can smell, hear, and knows what is going on, no feeling or sight of any sort is possible for the Hunter; any wounding of her body is not felt, and any damage taken is only one-half normal. Paralysis, poison, and energy drain do not effect the Hunter in this state, but poison injected into the body becomes effective when the effect ends. Creatures who approach the Hunter are considered flat-footed against any sudden attacks by the Hunter.
Swift Stalker (Ex): Starting at 8th level, a Scout can move at her normal speed while following tracks without taking the normal −5 penalty. She only takes a −10 (instead of the normal −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 −5 penalty on Hide and Move Silently checks when moving at any speed up to her normal speed, and she takes only a −10 (instead of the normal −20) on Hide and Move Silently checks when running. (She still takes the normal −20 on such checks when charging).
Ice Trap (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.
Revive Pet (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.
Deterrance (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/− 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.
Hide in Plain Sight (Ex): While in any sort of natural terrain, a Hunter of 9th level or higher can use the Hide skill, even if the terrain doesn’t grant cover or concealment, even while being observed regardless of terrain.
Spirit Beast (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 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, and must 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.
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. 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.
Glaive Toss (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.
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.(
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. This effect also negates and removes any charms, compulsions, enchantments or magical effects that hinders her pets movement.
Camouflage (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.
Snake Trap (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 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.
Murder of Crows (Su): As a standard action a 13th level Hunter can summon hundreds of crows to attack her enemies. This "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.
Bestial Wrath (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/− 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.
Freezing Trap (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 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 break enchantment, targeted greater dispel magic, or 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.
Barrage (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.
Kill Command (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.
Stampede (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.
Explosive Trap (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).
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.
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.
Human Hunter Starting Package
Weapons: Longbow (1d8, crit 20/x3),
Skill Selection: Pick a number of skills equal to 6 + Int modifier.
Feat: Far Shot
Bonus Feats: Improved Initiative for Human.
Gear: Studded Leather.
Gold: 5d4 X 10.
6 + Int modifier skill points per level.
Tar Trap (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.
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.
Hi-Explosives Trap (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.
A Hunter can summon a new Explosive Trap while she has this one active, however, doing so will cause the existing trap to disappear.
Playing a Hunter
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, Misdirection and Feign Death abilities, to her many status effect shots like Silencing Shot to silence an enemy spellcaster and prevent them from casting, Widows Venom to stop an enemy from healing or just 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
|“||The animals are the only family I have, except for my father... Uh, the animals are the only family I have."||”|
|—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.
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.
|5||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||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||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||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 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.
Jungle Troll (Troll)
Hit Dice: 13d8 (58) + (39 con) = (97 hp average or 143 hp max)
Speed: 30 ft
Armor Class: Normal 20 (5 Armor +, Dex +5), Touch 15, Flat Foot 15
Base Attack / Grapple: +13 / +13
Full Attack: Longbow +21/+16/+11 1d8 +2 (magic) +2 (wpn spec) 19-20 X3
Space / Reach: 5 ft / 5 ft
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
Saves: Fort 13, Ref 15, Will 12
Skills: Bluff 15, Disable Device 15, Hide 15, Move Silently 15, Search 14, Survival 17
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
Abilities: Str: 11, Dex 20, Con 16, Int 9, Wis 18, Cha 10
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
Alignment: Neutral Good
Elaborating on Abilities
Hunter's Pet Continued
|1st–2nd||+0||+0||+0||1||Link, Share Spells|
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.
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.
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).
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.
Attack Rolls Targeting Unoccupied Squares
|Allowed Alignments||Lawful Good +, Lawful Neutral +, Lawful Evil +, Neutral Good +, Neutral +, Neutral Evil +, Chaotic Good +, Chaotic Neutral + and Chaotic Evil +|
|Article Balance||High +|
|Identifier||3.5e Class +|
|Summary||From an early age the call of the wild dra … |
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.d lay traps in the paths of their enemies. +