The Hive Custodian
25th of February, 2006, 17:06
Another first draft. You'll notice I built this in much the same way as the martial artist.
Hunter (replaces ranger)
Alignment: Any.
Hit Die: d8.
Skill Base: 6.
Class Skills: Climb (Str), Concentration (Con), Craft (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).
Base Attack Bonus: +1 per level (as fighter).
Good Saves (2 + 1/2 per level): Fortitude, Reflex.
Poor Saves (1/3 per level): Will.
Armor and Weapon Proficiency: Simple weapons, martial weapons, light armor, shields.
Class Features:
Favored Enemy/Terrain (Ex): At 1st level, the hunter selects a type of creature from among those given on Table: Ranger Favored Enemies, a type of terrain from the following list: aquatic, desert, forest, hills, marsh, mountains, plains, underground, or a type of planar terrain from the following list: fiery, weightless, cold, shifting, aligned, cavernous.
If the hunter chooses a favored enemy, the hunter gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, they get a +2 bonus on weapon damage rolls against such creatures.
If the hunter chooses humanoids or outsiders as a favored enemy, they must also choose an associated subtype, as indicated on the table.
If the hunter chooses a favored terrain, the hunter gains a +2 bonus on Hide, Listen, Knowledge (dungeoneering), Knowledge (nature), Move Silently, Spot, and Survival checks made in that type of terrain.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the hunter may select an additional favored enemy or terrain.
Different favored enemy and favored terrain bonuses do not stack.
Track: A hunter gains Track as a bonus feat.
Hunter's Guile: At 1st level and every odd level thereafter (3rd, 5th, 7th, 9th, 11th, 13th, 15th, 17th, and 19th level), the hunter gains a Hunter's Guile ability. See Hunter's Guile Abilities, below.
Hunter's Cunning: At 2nd level and every four levels thereafter (6th, 10th, 14th, and 18th level), the hunter gains a Hunter's Cunning ability. See Hunter's Cunning abilities, below.
Hunter's Acumen: At 4th level and every four levels thereafter (8th, 12th, 16th, and 20th level), the hunter gains a Hunter's Acumen ability. See Hunter's Acumen abilities, below.
Spells: At 4th level, the hunter gains the ability to cast a small number of divine spells, which are drawn from the ranger spell list. A hunter must choose and prepare their spells in advance (see below).
To prepare or cast a spell, a hunter must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a hunter's spell is 10 + the spell level + the hunter's Wisdom modifier.
Like other spellcasters, a hunter can cast only a certain number of spells of each spell level per day. Their base daily spell allotment is given on Table: The Ranger. In addition, they receive bonus spells per day if they have a high Wisdom score. When Table: The Ranger indicates that the hunter gets 0 spells per day of a given spell level, they gain only the bonus spells they would be entitled to based on their Wisdom score for that spell level. The hunter does not have access to any domain spells or granted powers, as a cleric does.
A hunter prepares and casts spells the way a cleric does, though they cannot lose a prepared spell to cast a cure spell in its place. A hunter may prepare and cast any spell on the ranger spell list, provided that they can cast spells of that level, but they must choose which spells to prepare during their daily meditation. The hunter's caster level is equal to half their class level.
Hunter's Guile Abilities
Endurance: The hunter gains Endurance as a bonus feat.
Extra Favored Enemy/Terrain (Ex): The hunter gains a new favored enemy or terrain.
Focused Enemy/Terrain (Ex): The hunter chooses one of their favored enemies or terrains. The hunter's favored enemy or favored terrain bonus against that favored enemy or terrain increases by 2. The favored enemy or terrain bonus cannot exceed twice the number of favored enemies and terrains that the hunter has.
Swift Tracker (Ex): The hunter can move at his normal speed while following tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.
Wild Empathy (Ex): The 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 their ranger level and their 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.
Woodland Stride (Ex): The hunter may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at their 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 the hunter.
Hunter's Cunning Abilities
Bonus Feat: The hunter gains a bonus feat. This ability can be selected multiple times.
Hunter's Acumen Abilities
Animal Companion: This ability functions like the druid ability of the same name, except that the hunter's effective druid level is their hunter level - 3. A hunter may select from the alternative lists of animal companions just as a druid can, though again their effective druid level is their hunter level - 3. Like a druid, a hunter cannot select an alternative animal if the choice would reduce their effective druid level below 1st.
Camouflauge (Ex): Minimum hunter level 8th. The hunter can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.
Evasion (Ex): On a successful Reflex saving throw against an attack that normally deals half damage on a successful save, the hunter instead takes no damage. Evasion can be used only if the hunter is wearing light armor or no armor. A helpless hunter does not gain the benefit of evasion.
Improved Evasion (Ex): The hunter still takes no damage on a successful Reflex saving throw against attacks, but also only takes half damage on a failed save. A helpless hunter does not gain the benefit of improved evasion.Hide in Plain Sight (Ex): Minimum hunter level 12th. The hunter can use the Hide skill even while being observed.
Venom Immunity (Ex): Minimum hunter level 8th. The hunter gains immunity to all poisons.
Exchange Notes
The hunter's Favored Enemy/Favored Terrain ability is considered a Medium ability.
Hunter's Guile abilities are considered Minor abilities.
Hunter's Cunning abilities are considered Medium abilities.
Hunter's Acumen abilities are considered Major abilities.
With the DM's permission, an ability can be exchanged for an ability of equivalent type from another class.
Hunter (replaces ranger)
Alignment: Any.
Hit Die: d8.
Skill Base: 6.
Class Skills: Climb (Str), Concentration (Con), Craft (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).
Base Attack Bonus: +1 per level (as fighter).
Good Saves (2 + 1/2 per level): Fortitude, Reflex.
Poor Saves (1/3 per level): Will.
Armor and Weapon Proficiency: Simple weapons, martial weapons, light armor, shields.
Class Features:
Favored Enemy/Terrain (Ex): At 1st level, the hunter selects a type of creature from among those given on Table: Ranger Favored Enemies, a type of terrain from the following list: aquatic, desert, forest, hills, marsh, mountains, plains, underground, or a type of planar terrain from the following list: fiery, weightless, cold, shifting, aligned, cavernous.
If the hunter chooses a favored enemy, the hunter gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, they get a +2 bonus on weapon damage rolls against such creatures.
If the hunter chooses humanoids or outsiders as a favored enemy, they must also choose an associated subtype, as indicated on the table.
If the hunter chooses a favored terrain, the hunter gains a +2 bonus on Hide, Listen, Knowledge (dungeoneering), Knowledge (nature), Move Silently, Spot, and Survival checks made in that type of terrain.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the hunter may select an additional favored enemy or terrain.
Different favored enemy and favored terrain bonuses do not stack.
Track: A hunter gains Track as a bonus feat.
Hunter's Guile: At 1st level and every odd level thereafter (3rd, 5th, 7th, 9th, 11th, 13th, 15th, 17th, and 19th level), the hunter gains a Hunter's Guile ability. See Hunter's Guile Abilities, below.
Hunter's Cunning: At 2nd level and every four levels thereafter (6th, 10th, 14th, and 18th level), the hunter gains a Hunter's Cunning ability. See Hunter's Cunning abilities, below.
Hunter's Acumen: At 4th level and every four levels thereafter (8th, 12th, 16th, and 20th level), the hunter gains a Hunter's Acumen ability. See Hunter's Acumen abilities, below.
Spells: At 4th level, the hunter gains the ability to cast a small number of divine spells, which are drawn from the ranger spell list. A hunter must choose and prepare their spells in advance (see below).
To prepare or cast a spell, a hunter must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a hunter's spell is 10 + the spell level + the hunter's Wisdom modifier.
Like other spellcasters, a hunter can cast only a certain number of spells of each spell level per day. Their base daily spell allotment is given on Table: The Ranger. In addition, they receive bonus spells per day if they have a high Wisdom score. When Table: The Ranger indicates that the hunter gets 0 spells per day of a given spell level, they gain only the bonus spells they would be entitled to based on their Wisdom score for that spell level. The hunter does not have access to any domain spells or granted powers, as a cleric does.
A hunter prepares and casts spells the way a cleric does, though they cannot lose a prepared spell to cast a cure spell in its place. A hunter may prepare and cast any spell on the ranger spell list, provided that they can cast spells of that level, but they must choose which spells to prepare during their daily meditation. The hunter's caster level is equal to half their class level.
Hunter's Guile Abilities
Endurance: The hunter gains Endurance as a bonus feat.
Extra Favored Enemy/Terrain (Ex): The hunter gains a new favored enemy or terrain.
Focused Enemy/Terrain (Ex): The hunter chooses one of their favored enemies or terrains. The hunter's favored enemy or favored terrain bonus against that favored enemy or terrain increases by 2. The favored enemy or terrain bonus cannot exceed twice the number of favored enemies and terrains that the hunter has.
Swift Tracker (Ex): The hunter can move at his normal speed while following tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.
Wild Empathy (Ex): The 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 their ranger level and their 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.
Woodland Stride (Ex): The hunter may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at their 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 the hunter.
Hunter's Cunning Abilities
Bonus Feat: The hunter gains a bonus feat. This ability can be selected multiple times.
Hunter's Acumen Abilities
Animal Companion: This ability functions like the druid ability of the same name, except that the hunter's effective druid level is their hunter level - 3. A hunter may select from the alternative lists of animal companions just as a druid can, though again their effective druid level is their hunter level - 3. Like a druid, a hunter cannot select an alternative animal if the choice would reduce their effective druid level below 1st.
Camouflauge (Ex): Minimum hunter level 8th. The hunter can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.
Evasion (Ex): On a successful Reflex saving throw against an attack that normally deals half damage on a successful save, the hunter instead takes no damage. Evasion can be used only if the hunter is wearing light armor or no armor. A helpless hunter does not gain the benefit of evasion.
Improved Evasion (Ex): The hunter still takes no damage on a successful Reflex saving throw against attacks, but also only takes half damage on a failed save. A helpless hunter does not gain the benefit of improved evasion.Hide in Plain Sight (Ex): Minimum hunter level 12th. The hunter can use the Hide skill even while being observed.
Venom Immunity (Ex): Minimum hunter level 8th. The hunter gains immunity to all poisons.
Exchange Notes
The hunter's Favored Enemy/Favored Terrain ability is considered a Medium ability.
Hunter's Guile abilities are considered Minor abilities.
Hunter's Cunning abilities are considered Medium abilities.
Hunter's Acumen abilities are considered Major abilities.
With the DM's permission, an ability can be exchanged for an ability of equivalent type from another class.