User:The-Marksman/Hunter Shots
Lesser Trick Shots[edit]
1st - 6th level
Arcane Shot (Su): The Hunter focuses her energy and is able to infuse each of her arrows for that round with arcane energy. Each arrow she fires gives off a small burst of arcane energy on impact dealing an additional 1d4 arcane damage per 2 class levels for each shot successfully made that round. This ability cannot be used in conjunction with any other Trick Shots.
Concussive Shot (Su): 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 their movement speed reduced to 10 feet per round and may not run or charge for 3 rounds.
Distracting Shot (Su): 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 creatures next 3 rounds of actions. 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 (such as if the target and Hunter were separated by a chasm, or a pit of lava or the like, but the target will still advance on the Hunter even if it would take them several rounds to reach the Hunter and the Hunter were able to fire at them the entire time). If approaching or advancing in the direction of the Hunter would be blatently harmful or suicidal the target must advance as close as possible, but still cannot target any other creature but the Hunter for the duration of this effect. The target will attempt to attack the Hunter with their attacks or spells if they can get within range. This is a compulsion, mind-altering enchantment effect.
Scatter Shot (Su): When a target is struck by a Scatter Shot, they must make a Fortitude save (DC = 15 + 1/2 the Hunter's class level + the Hunter's Dexterity modifier) or become both Nauseated and Confused for 3 rounds. A target under this effect must always roll a 1d4 to determine which cardinal direction they will move in, for every 5 feet they move for every round they are under this effect, even if the confusion roll results indicate normal actions and behaviors. Targets moving randomly in this way always provoke all attacks of opportunity for their movement.
Serpent Sting (Su): On a successful attack the enemy takes an extra 1d8 damage upon being struck and takes the same amount of damage rolled (with no save) at the beginning of the targets turn for the next 3 rounds.
Steady Shot (Ex): When a Hunter preforms a Steady Shot she must first make at least 1 successful Steady Shot attack against a target and then must continue to stay in the same square. Beginning on the start of the next round if she doesn't move from her square, she gains a +1 bonus on all attack rolls and a +1 bonus to AC regardless of what attack or shot she uses next and lasting until the Hunter moves from the square she started in, or exits combat. This bonus increases by an additional +1 each time she makes another successful Steady Shot and she remains in her current square with a maximum bonus equal to her class level. This bonus is reset if the Hunter makes any movement out of her starting square or is removed from that square, even if just for a 5 foot step or even if bull rushed, or when combat ends.
Greater Trick Shots[edit]
7th - 14th level
Binding Shot (Su): To use Binding Shot a Hunter must target an unoccupied square. When the arrow lands it creates a magical immovable pole in the center of the square. The pole immediately casts out magical tractor beams to all enemy creatures within 20 feet using a ranged touch attack at the Hunter's highest BAB and pulls them back to the squares adjacent to the pole. This causes no damage to the targets, and they can continue to act normally but have their movement speed reduced by half. However, if a target attempts to move out of the squares adjacent to the pole the target must make a Fortitude save (DC 25 + the Hunter's Dexterity modifier) or become stunned for 1 round and the target is dragged back to an adjacent square from the pole. This effect lasts for 1 minute. The pole has damage reduction 10/Adamantine and has a hardness of 20 with 30 hit points.
Chimera Shot (Su): When a Hunter uses Chimera Shot the arrow splits in two and targets a secondary target. Both rolls are at the Hunter's highest BAB. The Hunter's initial target takes an additional 4d8 nature damage on a successful strike and the secondary target takes 4d8 frost damage.
Cobra Shot (Su): Enemies that are affected by a Hunters Serpent Sting attack when struck by a Cobra Shot have the number of rounds they take their Serpent Sting damage increased by 3 rounds and add 1d4 points of damage to the total continual damage dealt by the sting. This effect stacks with multiple Cobra Shots. The extra rounds of periodic damage begin this round using the same amount of residual damage they rolled for the original with the Serpent Sting. Hunters who use this ability on a target not effected by Serpent Sting instead deal 1 point of continual damage for 3 rounds.
Explosive Shot (Su): The Hunter empowers a single one of her arrows with magical energy. When the arrow impacts its target creature or square, it explodes in a 20 foot spread from the target square for an extra 1d6 fire damage per 2 Hunter class levels to all creatures and unattended objects in range. Creatures in the area can make a Reflex save for half (DC = 10 + 1/2 the Hunter's class level + the Hunter's Dexterity modifier). However, if the Explosive Shot targets a creature and the Hunter's attack roll succeeds, the targeted creature gets no save for this damage. The explosion for this ability deals 1d8 fire damage per 2 Hunter class levels instead on a confirmed critical hit with the arrow.
Silencing Shot (Su): To use Silencing Shot a Hunter must either target a creature casting a multi round spell during the existing round, or ready an action to fire at a specificly chosen enemy who casts a spell or uses a spell-like ability at any point until the Hunter's next turn. If the target does begin casting a spell or using a spell-like ability at any point before the Hunter's next turn, the Hunter may make an attack roll against the target as an immediate action before the spell is cast. An enemy struck by a Hunter's Silencing Shot must make a Fortitude save (DC 15 + 1/2 the Hunter's class level + the Hunter's Dexterity modifier) or be unable to complete their current casting, or cast any new spells or use any spell-like abilities for the remainder of the current round and 2d3 rounds there after, 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 (Su): 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) plus all enrage or morale bonuses and penalties are completely removed. Such removed effects do not return, but can be reapplied through another use of the appropriate spell or ability. After 15th level a Hunter may select which magical benefit is removed.
Widow's Venom (Su): If a Hunter successfully strikes a target with an arrow 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% (rounded down). The target is not entitled to any save for this effect. Merely being struck by the Hunter's arrow begins the effect. This is a magical effect, not an actual poison.
Wyvern Sting (Su): 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[edit]
15th - 20th level
Aimed Shot (Ex): In order to use aimed shot a Hunter must use a full round action to 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 with no penalty on the attack roll for it being a called shot. The bonus is also applied as a bonus on any ranged disarm attempts or to attack and damage on any ranged sunder attempts the Hunter makes with the aimed shot.
Black Arrow (Su): An enemy struck by Black Arrow takes normal arrow damage and an additional 1d8 shadow damage per 4 Hunter class levels. On a successful hit a Shadow Mastiff (page 222 of the Monster Manual) is summoned for 5 rounds and attacks the nearest enemy of the Hunter to the best of its ability. On a confirmed critical strike 2 Shadow Mastiff's are summoned.
Kill Shot (Su): On a successful attack the enemy takes normal arrow damage and an additional 1d8 damage. If the damage doesn't kill the target then the target must make either a Fortitude save or Will save, Hunter's choice (DC = 10 + 1/2 the Hunter's class level + the Hunter's Dexterity modifier) or immediately die.
Multi-Shot (Ex): When a Hunter makes a Multi-Shot as a full round action she can simultaneously fire a number of arrows equal to the number of attacks she is granted by her base attack bonus. These arrows are all resolved on a single attack roll at her highest base attack bonus with a -2 penalty on the attack roll. These arrows may be fired at just a single target or as many targets as she has available arrows, with no 2 targets standing more than 10 feet apart.
Piercing Shot (Su): This Hunter's Shot is resolved as a single ranged touch attack at the Hunter's highest base attack bonus. If successful it deals normal arrow damage and reduces the opponents armor bonus to armor class by 1 point per 4 points of damage caused by the Hunter's Piercing Shot (down to a minimum of 0). This damage lasts until the armor can be repaired. For beasts or other creatures with natural armor bonuses, they must make a fortitude save (DC = 5 + 1/2 the Hunter's class level + the Hunter's Dexterity modifier) when struck. Success means the armor penalty lasts only 1 minute per Hunter class level, failure on this save means the penalty to the creatures natural armor is permanent. Application of a Restoration, Heal, Regenerate, Greater Restoration, Limited Wish, Wish or Miracle spell will remove this damage to natural armor. Also, any create that has such permanent damage that dies and is restored to life with Resurrection or True Resurrection also has this damage removed.
Power Shot (Ex): 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. 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.