Hunter
Hunters are warriors of the wilds that have forged close bonds with trusted animal companions. They focus their tactics on fighting alongside their companion animals as a formidable team of two. Able to cast a wide variety of nature spells and take on the abilities and attributes of beasts, hunters magically improve both themselves and their animal companions.
Hunters can adapt their tactics to many kinds of opponents, and cherish their highly trained animal companions. As a team, the hunter and her companion can react to danger with incredible speed, making them excellent scouts, explorers, and saboteurs.
Parent Classes: Druid and Ranger.
Alignment
Any neutral.Hit Dice
1d8Proficiencies
- Armor: Light armor, medium armor, and shields (except tower shields).
- Weapons: All simple and martial weapons.
- Class Skills: Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).
- Skill Points Per Level: 6 + Intelligence modifier.
Class Features
All of the following are features of the Hunter class.Spell Casting
A hunter casts divine spells drawn from the Hunter Spell List spell list. The hunter can cast any spell they know without preparing it ahead of time. To learn or cast a spell, a hunter must have a Wisdom score equal to at least 10 + the spell’s level. The Difficulty Class for a saving throw against a hunter’s spell is 10 + the spell’s level + the hunter’s Wisdom modifier. A hunter's alignment may restrict them from casting certain spells opposed to their moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells below. 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: Hunter. In addition, they receive bonus spells per day if they have a high Wisdom score. Unlike druids and rangers, a hunter’s selection of spells is extremely limited. A hunter begins play knowing four 0-level spells and two 1st-level spells of their choice. At each new hunter level, they gain one or more new spells, as indicated on Table: Hunter Spells Known. Unlike spells per day, the number of spells a hunter knows is not affected by their Wisdom score; the numbers on Table: Hunter Spells Known are fixed. In addition to the spells gained by hunters as they gain levels, each hunter also automatically adds all summon nature’s ally spells to their list of spells known. These spells are added as soon as the hunter is capable of casting them. At 5th level and at every 3 levels thereafter, a hunter can choose to learn a new spell in place of one they already know. In effect, the hunter loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged. A hunter may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that they gain new spells known for the level. They cannot swap any summon nature’s ally spells. Unlike a Druid or Ranger, a hunter need not prepare their spells in advance. They can cast any spell they know at any time, assuming they have not yet used up their spells per day for that Spell Level.Orisons
Hunters learn a number of orisons, or 0-level spells, as noted on Table: Hunter Spells Known. These spells are cast like any other spell, but they do not consume any slots and may be used again. Chaotic, Evil, Good, and Lawful Spells: A hunter can’t cast spells of an alignment opposed to their own or their deity’s (if they have one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their Spell Descriptions.Animal Companion (Ex)
At 1st level, a hunter forms a bond with an Animal Companion. A hunter may begin play with any of the animals available to a Druid. This animal is a loyal companion that accompanies the hunter on their adventures. This ability functions like the Druid Animal Companion ability (which is part of the nature bond class feature). The hunter’s effective Druid level is equal to their hunter level. If a character receives an Animal Companion from more than one source, their effective Druid levels stack for the purposes of determining the companion’s statistics and abilities. A hunter may teach their companion hunter’s tricks from the skirmisher Ranger archetype instead of standard tricks. The Animal Companion can use skirmisher tricks when commanded, a number of times per day equal to half its Hit Dice plus its Wisdom modifier. If a hunter releases their companion from service or their Animal Companion perishes, they may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. While the hunter’s Animal Companion is dead, any animal they summon with a summon nature’s ally spell remains for 1 minute per level instead of 1 round per level. A hunter cannot have more than one summon nature’s ally spell active in this way at one time. If this ability is used again, any existing summon nature’s ally immediately ends.Animal Focus (Su)
At 1st level, a hunter can take on the aspect of an animal as a Swift Action. They must select one type of animal to emulate, gaining a bonus or special ability based on the type of animal emulated and their hunter level. The hunter can use this ability for a number of minutes per day equal to their level. This duration does not need to be consecutive, but must be spent in 1-minute increments. The hunter can emulate only one animal at a time. The hunter can also apply one of these aspects to their Animal Companion. Unlike with the hunter themself, there is no duration on the animal aspect applied to their Animal Companion. An aspect applied in this way does not count against the hunter’s minutes of duration per day—it remains in effect until the hunter changes it. The companion’s aspect can be the same aspect the hunter has taken on or a different one. The hunter can select or change the animal foci on both themself and their Animal Companion as part of the same Swift Action. If the hunter’s Animal Companion is dead, the hunter can apply their companion’s animal focus to themself instead of their Animal Companion. This is in addition to the normal one they can choose, and (as with a companion’s focus) remains in effect until the hunter changes it instead of counting against their minutes per day.- Bat: The creature gains Darkvision to a range of 60 feet. At 8th level, the range increases by 30 feet. At 15th level, the creature also gains Blindsense to a range of 10 feet.
- Bear: The creature gains a +2 Enhancement Bonus to Constitution. This bonus increases to +4 at 8th level and +6 at 15th level.
- Bull: The creature gains a +2 Enhancement Bonus to Strength. This bonus increases to +4 at 8th level and +6 at 15th level.
- Falcon: The creature gains a +4 Competence Bonus on Perception checks. This bonus increases to +6 at 8th level and +8 at 15th level.
- Frog: The creature gains a +4 Competence Bonus on Swim checks and on Acrobatics checks to jump. These bonuses increase to +6 at 8th level and +8 at 15th level.
- Monkey: The creature gains a +4 Competence Bonus on Climb checks. This bonus increases to +6 at 8th level and +8 at 15th level.
- Mouse: The creature gains Evasion, as the Rogue class feature. At 12th level, this increases to improved Evasion, as the Rogue advanced talent.
- Owl: The creature gains a +4 Competence Bonus on Stealth checks. This bonus increases to +6 at 8th level and +8 at 15th level.
- Snake: The creature gains a +2 bonus on attack rolls when making an Attack of Opportunity and a +2 Dodge Bonus to AC against attacks of opportunity. These bonuses increase to +4 at 8th level and +6 at 15th level.
- Stag: The creature gains a 5-foot Enhancement Bonus to its base land speed. This bonus increases to 10 feet at 8th level and 20 feet at 15th level.
- Tiger: The creature gains a +2 Enhancement Bonus to Dexterity. This bonus increases to +4 at 8th level and +6 at 15th level.
- Wolf: The creature gains the Scent ability with a range of 10 feet. The range of this sense increases to 20 feet at 8th level and 30 feet at 15th level. The range doubles if the opponent is upwind, and is halved if the opponent is downwind.
When a character in tune with nature comes upon an area that a kami could ward but that is lacking a guardian, they have the option of making that area their ward in a symbiotic relationship. Whenever a character with the animal focus class feature is within 100 feet per class level of one of the wards listed below, they can use the associated ward aspect instead of one of the normal options for their animal focus class feature. Hunters can apply the benefits of a ward aspect to themselves, but not to their animal companions. If a character with the animal focus class feature spends 30 minutes meditating while within 10 feet per class level of the ward, they attune themself to that ward. A character attuned to a ward can use the associated ward aspect while within 1 mile per class level. A character can be attuned to only one ward at a time, but depending on their surroundings, they could choose from among multiple wards. A character with the second animal focus class feature can still only use one ward aspect at a time, no matter how many aspects they have available to them. The following ward aspects are available to characters who meet the conditions described above.
- Road: The creature gains a +10-foot Enhancement Bonus to its base speed while running, charging, or withdrawing. This bonus increases to +20 feet at 8th level and +30 feet at 15th level.
- Shrine: The creature gains a +2 Enhancement Bonus to Wisdom. This bonus increases to +4 at 8th level and +6 at 15th level.
- Tree: The creature gains a +4 Competence Bonus on saving throws against death effects and effects that deal negative energy damage. This bonus increases to +6 at 8th level and +8 at 15th level.
- Waymarker: The creature gains a +4 Competence Bonus on attack rolls with improvised weapons. This bonus increases to +6 at 8th level and +8 at 15th level.
- Well: The creature gains a +2 Shield Bonus to AC. This bonus increases to +4 at 8th level and +6 at 15th level.
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