ACG: Hunter Redesign


Homebrew and House Rules


So in working on the ACG Playtest, I've been trying to push for more Deed/Talent abilities for everyone. I've worked up an redesign of the hunter that uses a sort of mix between deeds and talents. Credit to Jessie Scott for the initial idea of the "Hunter" ability

Instinct Hunter:

Instinct Hunter

Alignment: Any neutral.
Hit Die: d10.
Alternate Classes: Gunslinger and Ranger.
Starting Wealth: 4d6 X 10 gp (average 140 gp).
Saves: Good Fortitude and Reflex, Poor Will.
Class Skills
The hunter’s class skills are 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 Ranks per Level: 4 + Int modifier.
1 Animal Companion, Hunter, Instinct
2 Track, Wild Empathy, Hunt
3 Hunter Tactics, Teamwork Feat
4 Hunt
5 Woodland Stride, Favored Terrain
6 Hunt, Teamwork Feat
7 Trackless Step
8 Hunt, Swift Tracker, Shared Hunt
9 Teamwork Feat
0 Greater Hunts, Hunt
1 2nd Favored Terrain
2 Hunt, Teamwork Feat
3 Camouflage
4 Hunt
5 Teamwork Feat
6 Hunt
7 Hide in Plain Sight, 3rd Favored Terrain
8 Hunt, Teamwork Feat
9 Truest Companion
0 Master of the Hunt

Weapon and Armor Proficiencies: A hunter is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).

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 listed in Animal Choices (Core Rulebook 53). This animal is a loyal companion that accompanies the hunter on her adventures. The hunter’s effective druid level is equal to her hunter level.
If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the statistics and abilities of the companion. If a hunter releases her companion from service or her animal companion perishes, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the sought companion typically lives.

Hunter: At 1st level, a Hunter can, as a standard action denote an enemy as his Hunted target. If this target is not within his line of sight, he must be able to identify the target. This can be done by observing the target’s tracks, habitat, belongings, or similar. After observing, the hunter must make a Survival check with a DC equal to 10 + the targets Hit Die to succeed at identification. Whenever he is following the tracks of his Shared Hunt target, the Hunter and his animal companion can take 10 on his Survival skill checks while moving at normal speed, without penalty. In addition, both the Hunter and animal companion receive a +1 insight bonus on Attack and Damage, Bluff, Knowledge, Perception, Sense Motive, and Survival checks against the Shared Hunt. A Hunter can have no more than one Shared Hunt target at a time. He can dismiss this effect at any time as a free action, but he cannot select a new target for 1 hour. If the Hunter sees proof that his target is dead, he can select a new target on his turn using a standard action. At first level the bonus is +1, this increases to +1 at fifth level and every 5 levels thereafter.

Instinct: At the start of each day, a hunter gains a number of instinct points equal to her Wisdom modifier (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than her Wisdom modifier (minimum 1), though feats and magic items can affect this maximum. A hunter spends instinct to perform hunts (see below), and regains instinct in the following ways.

Critical Hit against a Target: Each time the hunter confirms a critical hit against his hunted target while in the heat of combat, she regains 1 instinct point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the hunter’s character level does not restore instinct.

Killing Blow against a Target: When the hunter reduces their hunted target to 0 or fewer hit points while in the heat of combat, she regains 1 instinct point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the hunter’s character level to 0 or fewer hit points does not restore any grit.

Hunts: Starting at 2nd level and every 2 levels thereafter, a hunter gains a Hunt to help them track down and combat their targets. A hunter cannot select an individual Hunt more than once. Typically, a hunter must spend instinct points to perform Hunts. Most Hunts grant the hunter a momentary bonus or effect, but some provide longer-lasting effects. Some Hunts remain in effect as long as the hunter has at least 1 instinct point. Unless otherwise noted, a hunt can be performed multiple successive times, as long as the appropriate amount of instinct is spent to perform the hunt.

Hunter da sea!: As long as a hunter has at least 1 point of Instinct, he gains a +4 bonus to swim checks. As a swift action, he may spend 1 point to gain a swim speed of 20 ft and the ability to hold his breath twice as long as normal for a number of minutes equal to his Wisdom modifer.

Rough and Tumble: As an immediate action, a hunter may spend 1 point of Instinct to reduce the effective distance of a fall by 5 feet per 2 levels. This stacks with the acrobatics check to reduce falling damage.

In the Jungle: As long as a hunter has 1 point of instinct, he gains a +4 bonus on acrobatics checks to cross narrow surfaces or uneven ground and jump. As a swift action, he may spend 1 point of instinct to gain a climb speed of 20 feet. This speed may be used to brachiate. By hanging beneath or within a canopy of trees (or similar structures with many limbs), the hunter can swing hand over hand and move at a speed equal to its climb speed. It follows the rules for climbing while moving in this fashion, but the base Climb DC for brachiation is 10. The trees that the hunter uses for this movement must have numerous limbs that can support its weight. Any tree that the hunter can climb without causing it to bend is suitable for brachiation.

Long Hunt: As long as a hunter has 1 point of instinct, he may go twice as long as normal without food or sleep. As a swift action, he may spend 1 point to remove an instance of the fatigued or exhausted condition from himself.

The Hunt Endures: As long as a hunter has 1 point of instinct, he is considered to have the Endurance feat. As an immediate action, he may spend 1 point to gain resistance to 5 to Fire and Cold for a number of rounds equal to his Wisdom modifier. At 10th level he may spend 2 points to gain Resistance 10 instead.

Night Owl: When a hunter has at least 1 point of Instinct (Grit) remaining they gain low light vision. They may spend 1 point to gain darkvision 30 feet for a number of minutes equal to their Wisdom modifier. If the hunter already possesses these vision types, their low light vision doubles in range and their darkvision increases by 30 feet.

Heightened Senses: When a hunter has at least 1 point of Instinct (Grit) remaining they gain a +2 bonus to perception checks. They may spend 1 point to gain scent for a number of minutes equal to their Wisdom modifier.

Rally: As a swift action, a hunter may spend 1 point of Instinct to grant their animal companion an additional move action on their next turn.

Tough Hide: As an immediate action, a hunter may spend 1 point of Instinct to grant their animal companion +2 Natural Armor for a number of rounds equal to their Wisdom modifier. If the hunter is adjacent to the companion, this bonus increases to +4

Track (Ex): At 2nd level, a hunter adds half her level to Survival skill checks made to follow tracks.

Wild Empathy (Ex): At 2nd level, a hunter can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Chapter 4 of the Core Rulebook). 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 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 Tactics (Ex): At 3rd level, the hunter’s animal companion is treated as if it possessed the same teamwork feats as the hunter for the purpose of determining whether the hunter or the companion receives a bonus from her teamwork feats. The hunter’s and companion’s positioning and actions must still meet the prerequisites listed in the teamwork feat for them to receive the listed bonus.

Teamwork Feat: At 3rd level, and every three levels thereafter, the hunter gains a bonus teamwork feat in addition to those gained from normal advancement. The hunter must meet the prerequisites of the selected bonus feat.
As a standard action, the hunter can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the hunter loses the bonus feat in exchange for the new one. She can only change the most recent teamwork feat gained, and must meet the prerequisites for the newly selected feat. A hunter can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier. Whenever she gains a new teamwork feat, the previous teamwork feat becomes permanent.

Woodland Stride (Ex): Starting at 5th 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.
Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion will still affect her.

Favored Terrain: At 5rd level, a hunter may select a type of terrain from Table: Ranger Favored Terrains. The hunter gains a +2 bonus on initiative checks and Knowledge (geography),Perception, Stealth, and Survival skill checks when he is in this terrain. A hunter traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).
At 11th level and every six levels thereafter, the hunter may select an additional favored terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including the one just selected, if so desired), increases by +2.
If a specific terrain falls into more than one category of favored terrain, the hunter's bonuses do not stack; he simply uses whichever bonus is higher.

Trackless Step: Starting at 7th level, a hunter leaves no trail in their favored terrains and cannot be tracked through them. She may choose to leave a trail if so desired.

Shared Hunt: At 7th level, a hunter may spend a point of instinct to grant her animal companion the benefit of her hunts, except those which affect an animal companion for a number of minutes equal to her Wisdom modifier. The animal companion gains an Instinct pool equal to half their Hit Die. This pool may be refilled by the same methods as the hunter (using the hunter’s target), but cannot go above half their Hit Die. If this ability is used multiple times a day, the pool retains its previous values.

Swift Tracker (Ex): At 8th level, a hunter can move at her normal speed while using Survival to follow tracks without taking the normal –5 penalty. She takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.

Greater Hunts: At 10th level, and every two levels thereafter, a hunter can choose one of the following Greater Hunts in place of a Hunt.

Fierce animal: As a swift action, a hunter may spend 1 point of Instinct to grant their animal companion an additional attack when making a full attack action on their next turn.

Fast as the Wind: As long as a hunter has 1 point of instinct, she gains the benefit of evasion. As an immediate action, a hunter may spend 1 point of Instinct to gain a bonus to a Reflex save equal to her Wisdom Modifier.

Intuition: As an immediate action, a hunter may spend 1 point of instinct to act in a surprise round. A hunter is not flat footed even if they have not yet acted in the surprise round.

Here For You: After your animal companion makes a save, but before the results are revealed, the Hunter may spend 1 point of instinct to allow them to reroll the save and add the hunter’s Wisdom modifier to the roll. The second roll must be taken even if it is worse.

Trapper: As a full round action, a hunter may spend 1 point of instinct to lay one of the following traps. Traps occupy a single five foot square and typically require the enemy to make a save. The DC for this save is equal to 10 + ½ the hunter’s level + their Wisdom modifier.

Snare Trap: The trap constricts around a limb or other part of the triggering creature’s body (Reflex avoids). The creature cannot move from the location of the trap, unless the hunter included a “leash” when setting the trap, in which case the creature is limited to the length of the leash. The trapped creature can escape with an Escape Artist check (DC equal to the trap’s DC) as a full-round action. The trap or its leash has a number of hit points equal to 1/2 the hunter’s level, or can be burst as a full-round action with a DC 25 Strength check. The trap can hold up to a Medium creature; each extra daily use of the hunter’s trap ability spent when the trap is set increases the maximum size of creature the trap can hold. At the hunter’s option, if there is a tall object or structure nearby, she can have the trap lift the creature.

Pit Trap: This simple pit is covered over with leaves or appropriate materials for the area. It's 5 feet deep plus 5 feet for every 4 hunter levels. A victim that succeeds at a Reflex save doesn't fall into the pit. The hunter can typically only set this trap in terrain with soft ground.

Spike Trap: Often sharpened sticks, these short spikes are concealed in the ground. Any creature who steps on the spikes takes 1d6 points of damage for every 3 hunter levels and their speed is reduced by half. A succesful reflex save halves the damage and negates the speed reduction. A successful DC 25 Heal check removes the speed reduction, as does any magical healing.

Tripwire: A taut wire stretched between two vertical surfaces knocks the target prone unless it succeeds at a Reflex save. A running or charging creature takes a –6 penalty on its save.

Camouflage: A hunter of 12th level or higher can use the Stealth skill to hide in any of his favored terrains, even if the terrain doesn't grant cover or concealment.

Hide in Plain Sight: While in any of his favored terrains, a hunter of 17th level or higher can use the Stealth skill even while being observed.

There is no write up yet for the 19th and 20th level abilities. I know the gist of what I want them to do, but I haven't figured it out yet. There are currently no spells and there will surely be more "Hunts" to write. It is intentional that the hunter will eventually have a lot of abilities that function as long as he has 1 point in his pool. I'm tempted to strike that part and just have them be explicitly active. All abilities are Ex. I'm also aware of the horrible naming conventions, that will need to change.

I think the class currently gets enough to mostly make up for lack of spells and enough that adding spells (as a ranger) would be a bit too much. I'd like to boost the companion a bit more. An idea I had was having the hunter's effective druid level slowly increase above their class level. This would require an extension of the AC chart, but i think that's a lot easier than a whole new thing going on. I knew I wanted traps, and I toyed with writing them from the ground up, but it ended up being so similar to the existing ones, I just grabbed them and stuck them in here for less confusion.

So? What are your thoughts, critiques, comments or suggestions?


Hunter Update:
Instinct Hunter

Alignment: Any neutral.
Hit Die: d10.
Alternate Classes: Gunslinger and Ranger.
Starting Wealth: 4d6 X 10 gp (average 140 gp).
Saves: Good Fortitude and Reflex, Poor Will.
Class Skills
The hunter’s class skills are Acrobatics (Dex), 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), Stealth (Dex), Survival (Wis), and Swim (Str).
Skill Ranks per Level: 4 + Int modifier.
1 Animal Companion, Hunter, Instinct
2 Track, Wild Empathy, Hunt
3 Fierce Companion +1
4 Hunt
5 Woodland Stride, Favored Terrain
6 Hunt
7 Shared Hunt
8 Hunt, Swift Tracker
9 Fierce Companion +2
0 Greater Hunts, Hunt
1 2nd Favored Terrain
2 Hunt
3 Camouflage
4 Hunt
5 Fierce Companion +3
6 Hunt
7 Hide in Plain Sight, 3rd Favored Terrain
8 Hunt
9 Truest Companion
0 Master of the Hunt

Weapon and Armor Proficiencies[vb]: A hunter is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).

[b]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 listed in Animal Choices (Core Rulebook 53). This animal is a loyal companion that accompanies the hunter on her adventures. The hunter’s effective druid level is equal to her hunter level.
If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the statistics and abilities of the companion. If a hunter releases her companion from service or her animal companion perishes, she may gain a new one by performing a ritual requiring 24 uninterrupted hours of meditation in the environment where the sought companion typically lives.

Hunter: At 1st level, a Hunter can, as a standard action denote an enemy as his Hunted target. If this target is not within his line of sight, he must be able to identify the target. This can be done by observing the target’s tracks, habitat, belongings, or similar. After observing, the hunter must make a Survival check with a DC equal to 10 + the targets Hit Die to succeed at identification. Whenever he is following the tracks of his Hunted Target, the Hunter and his animal companion can take 10 on his Survival skill checks while moving at normal speed, without penalty. In addition, both the Hunter and animal companion receive a +1 bonus on Attack and Damage, Knowledge, Perception, Sense Motive, Stealth, and Survival checks against the Hunted Target. A Hunter can have no more than one Hunted Target at a time. He can dismiss this effect at any time as a free action, but he cannot select a new target for 1 hour. If the Hunter sees proof that his target is dead, he can select a new target on his turn using a standard action. At first level the bonus is +1, this increases to +1 at fifth level and every 5 levels thereafter.

Instinct: At the start of each day, a hunter gains a number of instinct points equal to her Wisdom modifier (minimum 1). Her instinct goes up or down throughout the day, but usually cannot go higher than her Wisdom modifier (minimum 1), though feats and magic items can affect this maximum. A hunter spends instinct to perform hunts (see below), and regains instinct in the following ways.

Critical Hit against a Target: Each time the hunter confirms a critical hit against his hunted target while in the heat of combat, she regains 1 instinct point. Confirming a critical hit on a helpless creature or on a creature that has fewer Hit Dice than half the hunter’s character level does not restore instinct.

Killing Blow against a Target: When the hunter reduces their hunted target to 0 or fewer hit points while in the heat of combat, she regains 1 instinct point. Destroying an unattended object, reducing a helpless creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the hunter’s character level to 0 or fewer hit points does not restore any grit.

Hunts: Starting at 2nd level and every 2 levels thereafter, a hunter gains a Hunt to help them track down and combat their targets. A hunter cannot select an individual Hunt more than once, unless otherwise stated. Typically, a hunter must spend instinct points to perform Hunts. Most Hunts grant the hunter a momentary bonus or effect, but some provide longer-lasting effects. Some Hunts remain in effect as long as the hunter has at least 1 instinct point. Unless otherwise noted, a hunt can be performed multiple successive times, as long as the appropriate amount of instinct is spent to perform the hunt.

Hunter da sea!: As long as a hunter has at least 1 point of Instinct, he gains a +4 bonus to swim checks. As a swift action, he may spend 1 point to gain a swim speed of 20 ft and the ability to hold his breath twice as long as normal for a number of minutes equal to his Wisdom modifer.

Rough and Tumble: As an immediate action, a hunter may spend 1 point of Instinct to reduce the effective distance of a fall by 5 feet per 2 levels. This stacks with the acrobatics check to reduce falling damage.

In the Jungle: As long as a hunter has 1 point of instinct, he gains a +4 bonus on acrobatics checks to cross narrow surfaces or uneven ground and jump. As a swift action, he may spend 1 point of instinct to gain a climb speed of 20 feet. This speed may be used to brachiate. By hanging beneath or within a canopy of trees (or similar structures with many limbs), the hunter can swing hand over hand and move at a speed equal to its climb speed. It follows the rules for climbing while moving in this fashion, but the base Climb DC for brachiation is 10. The trees that the hunter uses for this movement must have numerous limbs that can support its weight. Any tree that the hunter can climb without causing it to bend is suitable for brachiation.

Hunter Tactics: The hunter gains a bonus teamwork feat. The hunter must meet all the prerequisites of the feat. As long as the hunter has 1 point of instinct, the hunter’s animal companion is treated as if it possessed this same teamwork feat as the hunter for the purpose of determining whether the hunter or the companion receives a bonus from her teamwork feats. The hunter’s and companion’s positioning and actions must still meet the prerequisites listed in the teamwork feat for them to receive the listed bonus. As a standard action, the hunter may spend 1 point of instinct to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the hunter loses the bonus feat in exchange for the new one. She can only change the most recent teamwork feat gained, and must meet the prerequisites for the newly selected feat. Whenever she gains a new bonus teamwork feat, the previous teamwork feat becomes permanent. This hunt may be taken multiple times, granting a bonus teamwork feat each time.

Long Hunt: As long as a hunter has 1 point of instinct, he may go twice as long as normal without food or sleep. As a swift action, he may spend 1 point to remove an instance of the fatigued or exhausted condition from himself.

The Hunt Endures: As long as a hunter has 1 point of instinct, he is considered to have the Endurance feat. As an immediate action, he may spend 1 point to gain resistance to 5 to Fire and Cold for a number of rounds equal to his Wisdom modifier. At 10th level he may spend 2 points to gain Resistance 10 instead. The hunter must have Long Hunt before selecting The Hunt Endures.

Night Owl: When a hunter has at least 1 point of Instinct (Grit) remaining they gain low light vision. They may spend 1 point to gain darkvision 30 feet for a number of minutes equal to their Wisdom modifier. If the hunter already possesses these vision types, their low light vision doubles in range and their darkvision increases by 30 feet.

Heightened Senses: When a hunter has at least 1 point of Instinct (Grit) remaining they gain a +2 bonus to perception checks. They may spend 1 point to gain scent for a number of minutes equal to their Wisdom modifier.

Rally: As a swift action, a hunter may spend 1 point of Instinct to grant their animal companion an additional move action on their next turn.

Tough Hide: As an immediate action, a hunter may spend 1 point of Instinct to grant their animal companion +2 Natural Armor for a number of rounds equal to their Wisdom modifier. If the hunter is adjacent to the companion, this bonus increases to +4

Track (Ex): At 2nd level, a hunter adds half her level to Survival skill checks made to follow tracks.

Wild Empathy (Ex): At 2nd level, a hunter can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Chapter 4 of the Core Rulebook). 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 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.

Fierce Companion (Ex): At 3rd level, the hunter’s animal companion’s abilities are determined as if the hunter’s effective druid level were 1 higher than his class level, even if this would bring his total higher than his character level. At 9th level, and again at 15th level this bonus increases by +1. (A 15th level hunter has an effective druid level of 18.)

Woodland Stride (Ex): Starting at 5th 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.
Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion will still affect her.

Favored Terrain: At 5th level, a hunter may select a type of terrain from Table: Ranger Favored Terrains. The hunter and his animal companion gain a +2 bonus on initiative checks and Knowledge (geography),Perception, Stealth, and Survival skill checks when in this terrain. A hunter and companion traveling through his favored terrain normally leave no trail and cannot be tracked (though he may leave a trail if he so chooses).
At 11th level and again at 17th level, the hunter may select an additional favored terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including the one just selected, if so desired), increases by +2.
If a specific terrain falls into more than one category of favored terrain, the hunter's bonuses do not stack; he simply uses whichever bonus is higher.

Shared Hunt: At 7th level, a hunter may spend a point of instinct to grant her animal companion the benefit of her hunts, except those which affect an animal companion, for a number of minutes equal to her Wisdom modifier. The animal companion gains an Instinct pool equal to half their Hit Die. This pool may be refilled by the same methods as the hunter (using the hunter’s target), but cannot go above half their Hit Die. If this ability is used multiple times a day, the pool retains its previous values.

Swift Tracker (Ex): At 8th level, a hunter can move at her normal speed while using Survival to follow tracks without taking the normal –5 penalty. She takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.

Greater Hunts: At 10th level, and every two levels thereafter, a hunter can choose one of the following Greater Hunts in place of a Hunt.

Fierce animal: As a swift action, a hunter may spend 1 point of Instinct to grant their animal companion an additional attack when making a full attack action on their next turn.

Fast as the Wind: As long as a hunter has 1 point of instinct, she gains the benefit of evasion. As an immediate action, a hunter may spend 1 point of Instinct to gain a bonus to a Reflex save equal to her Wisdom Modifier.

Intuition: As an immediate action, a hunter may spend 1 point of instinct to act in a surprise round. A hunter is not flat footed even if they have not yet acted in the surprise round.

Here For You: After your animal companion makes a save, but before the results are revealed, the Hunter may spend 1 point of instinct to allow them to reroll the save and add the hunter’s Wisdom modifier to the roll. The second roll must be taken even if it is worse.

Large Spirit: While a hunter has 1 point of instinct, his animal companion is treated as one category larger for the purpose of calculating CMB, CMD, carrying capacity, and any size-based special attacks it uses or that are used against it (such as grab, swallow whole, and trample). The hunter may spend 1 point to increase the damage size of the animal companion's natural attacks as if they were one size larger for a number of round equal to the hunter's Wisdom modifier.

Trapper: As a full round action, a hunter may spend 1 point of instinct to lay one of the following traps. Traps occupy a single five foot square and typically require the enemy to make a save. The DC for this save is equal to 10 + ½ the hunter’s level + their Wisdom modifier.
Snare Trap: The trap constricts around a limb or other part of the triggering creature’s body (Reflex avoids). The creature cannot move from the location of the trap, unless the hunter included a “leash” when setting the trap, in which case the creature is limited to the length of the leash. The trapped creature can escape with an Escape Artist check (DC equal to the trap’s DC) as a full-round action. The trap or its leash has a number of hit points equal to 1/2 the hunter’s level, or can be burst as a full-round action with a DC 25 Strength check. The trap can hold up to a Medium creature; each extra daily use of the hunter’s trap ability spent when the trap is set increases the maximum size of creature the trap can hold. At the hunter’s option, if there is a tall object or structure nearby, she can have the trap lift the creature.

Pit Trap: This simple pit is covered over with leaves or appropriate materials for the area. It's 5 feet deep plus 5 feet for every 4 hunter levels. A victim that succeeds at a Reflex save doesn't fall into the pit. The hunter can typically only set this trap in terrain with soft ground.

Spike Trap: Often sharpened sticks, these short spikes are concealed in the ground. Any creature who steps on the spikes takes 1d6 points of damage for every 3 hunter levels and their speed is reduced by half. A succesful reflex save halves the damage and negates the speed reduction. A successful DC 25 Heal check removes the speed reduction, as does any magical healing.

Tripwire: A taut wire stretched between two vertical surfaces knocks the target prone unless it succeeds at a Reflex save. A running or charging creature takes a –6 penalty on its save.

Camouflage: A hunter of 12th level or higher can use the Stealth skill to hide in any of his favored terrains, even if the terrain doesn't grant cover or concealment.

Hide in Plain Sight: While in any of his favored terrains, a hunter of 17th level or higher can use the Stealth skill even while being observed.

I've eliminated teamwork feats as a class feature and rolled them into the Hunts. To fill in the dead levels, I added in the ability to treat your companion as a higher level. Trackless step was eliminated as it was redundant, and favored terrain now applies to the companion.

EDIT: Adjusted skill list. Cut spell craft, added acrobatics (from gunslinger). I think it's still one less class skill than gunslingers/rangers. Added Large Spirit Greater Hunt.


Interesting. Why Knowledge (dungeoneering) and Spellcraft? It already looks pretty skill intensive...


Oceanshieldwolf wrote:
Interesting. Why Knowledge (dungeoneering) and Spellcraft? It already looks pretty skill intensive...

SImple really... COPYPASTA from the current hunter. Spellcraft certainly needs to be dropped.

EDIT: Fixed. Also, removed Unaware restriction on regaining instinct. If they know you're there, you aren't hunting right.


Here's my current thoughts on the 19th level ability

Truest Companion: At 19th level, the hunter’s empathic link functions at any distance while on the same plane. At will, a hunter can enter, or leave, a meditative state allowing her to hear, see, and smell what her animal companion is experiencing. She gains the benefits of any nonmagical special abilities the companion has (such as low-light vision or scent), but uses her own Perception skill. This does not need line of sight or line of effect to the companion, but she must have an active empathic link. This ability does not allow magically or supernaturally enhanced senses to work through it, and the hunter is unable to see in magical or natural darkness unless the companion possesses the ability to see in such conditions. A hunter is helpless while in this state but aware of anything that happens to her body. The state immediately ends if the hunter takes any damage or is the target of any spell or ability and is entitled to any saving throws.
----

It's mostly a slightly better version of Shared Senses, and I'm not sure the ability to use a 4th level spell is sub-capstone quality. I'm half tempted to tone it down a bit and make it a Greater Hunt and go back to the drawing board for the ability. In the meantime I've copied the ranger's Master Hunter ability for level 20.

I've also split Trapping into two abilities and thrown in a small skill bonus on each.

Hunter Redesign.


Davick wrote:

Here's my current thoughts on the 19th level ability

Truest Companion: At 19th level, the hunter’s empathic link functions at any distance while on the same plane. At will, a hunter can enter, or leave, a meditative state allowing her to hear, see, and smell what her animal companion is experiencing. She gains the benefits of any nonmagical special abilities the companion has (such as low-light vision or scent), but uses her own Perception skill. This does not need line of sight or line of effect to the companion, but she must have an active empathic link. This ability does not allow magically or supernaturally enhanced senses to work through it, and the hunter is unable to see in magical or natural darkness unless the companion possesses the ability to see in such conditions. A hunter is helpless while in this state but aware of anything that happens to her body. The state immediately ends if the hunter takes any damage or is the target of any spell or ability and is entitled to any saving throws.
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It's mostly a slightly better version of Shared Senses, and I'm not sure the ability to use a 4th level spell is sub-capstone quality. I'm half tempted to tone it down a bit and make it a Greater Hunt and go back to the drawing board for the ability. In the meantime I've copied the ranger's Master Hunter ability for level 20.

I've also split Trapping into two abilities and thrown in a small skill bonus on each.

Hunter Redesign.

I've rewritten the ability as a two step process (hunt: empathic link, greater hunt: spirit link). After looking at the beast lord archetype I'm not even sure it needs to be greater, but we'll see. I've also written several new hunts, a few that help out the animal companion, and a few that increase combat viability.

If anyone has suggestions for more abilities that would allow the hunter to be the ultimate... hunter, I'm all ears. I thought about a way to grant blind sense, but it seemed over the top. I feel the same way about a burrow speed currently. There are currently 14 hunts and 11 greater hunts, which I think is a pretty good amount, but I don't want to miss any really good ideas.


I'm pretty happy with where the class is. I think I'd like to start on an archetype focused on using rifles or guns in general. It probably won't be much. I'm thinking Trusty Rifle to replace animal companion/fierce companion with a, trusty rifle. Maybe some gun related hunts, and/or the ability to grab deeds in place of hunts. An archetype for a [T]Rusty Blade would be a natural next step.

I also had an idea for an urban hunter that is limited to tiny companions but can do more city stuff. It would require a larger overhaul though.

Any ideas?


I've finished the rifle wielding Marksman archetype.

Marksman Doc

Marksman:

Weapon Proficiencies (Ex): In addition to the Hunter proficiencies, marksmen are proficient with two-handed firearms.

Marksman (Ex): At 1st level, a marksman gains a musket. Her weapon is battered, and only she knows how to use it properly. All other creatures treat this gun as if it had the broken condition. If the weapon already has the broken condition, it does not work at all for anyone else trying to use it. This starting weapon can only be sold for scrap (it’s worth 4d10 gp when sold). The marksman also gains Gunsmithing as a bonus feat.

This ability replaces Animal Companion.

Hunting (Ex): A marksman’s Hunting does not affect any animal companions, even those gained from other sources. This ability otherwise functions as the Hunter ability of the same name.

Hunts: The following Hunts are available to a marksman in addition to those available to other hunters. A marksman may not choose any Hunts that affect an animal companion.

Steady Aim (Ex): As long as a marksman has at least 1 Instinct point, she can take a move-equivalent action to increase the accuracy of a two-handed firearm. When she does, she increases the range increment of the firearm she is firing by 10 feet. This stacks with other abilities that increase her range increment.

Quick Clear (Ex): As a standard action, the hunter can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The marksman must have at least 1 Instinct point to perform this deed. Alternatively, if the marksman spends 1 Instinct point to perform this deed, she can perform quick clear as a move-equivalent action instead of a standard action.

Quick Reload: At 2nd level, as long as the marksman has 1 Instinct point, she can reload any two-handed firearm as if it were a one-handed firearm.

This ability replaces Wild Empathy.

Sniper (Ex): At 3rd level, the marksman can resolve an attack against touch AC instead of normal AC when firing beyond her firearm’s first range increment. The marksman must spend 1 Instinct point per range increment beyond the first. The marksman still takes the –2 penalty on attack rolls for each range increment beyond the first when she performs this deed.

This ability replaces Fierce Companion.

Trusty Rifle (Ex): Starting at 7th level, a marksman increases her skill with two-handed firearms. She gains a bonus on damage rolls with two-handed firearms equal to her Dexterity modifier, and when she misfires with a two-handed firearm, the misfire value increases by 2 instead of 4. At 15th level, a marksman never misfires with a two-handed firearm.

This ability replaces Shared Hunt.

Greater Hunts: The following Greater Hunts are available to a marksman in addition to those available to other hunters. A marksman may not choose any Greater Hunts that affect an animal companion.

Lightning Reload (Ex): As long as the marksman has at least 1 Instinct point, she can reload a single barrel of a one-handed or two-handed firearm as a swift action once per round. If she has the Rapid Reload feat or is using an alchemical cartridge (or both), she can reload a single barrel of the weapon as a free action each round instead. Furthermore, using this deed does not provoke attacks of opportunity.

Perfect Aim (Ex): As long as a marksman has at least 1 Instinct point, she can take a move-equivalent action to increase the accuracy of a two-handed firearm. When she does, she increases the range increment of the firearm she is firing by 10 feet per 5 marksman levels (minimum 10 feet). This ability replaces Steady Aim and stacks with other abilities that increase her range increment. A marksman must have Steady Aim to select this hunt.

Trustyest Rifle (Ex): As long as the marksman has at least 1 Instinct point, when using a two-handed firearm, a marksman automatically confirms any critical hits.

This ability replaces Truest Companion.

It ends up with a dead level at level 9, but I think it's a fair trade.

Thoughts, criticisms?


Here is a (non-exhaustive) list of complaints from a couple of pages of the Playtest discussion that this class addresses. There are a couple of ideas that I saw that I haven't covered. One is a combat style. I'm not sure it's appropriate for the hunter to be THAT much of a ranger. A good idea I heard was giving the companion a bonus versus mind affecting effects (above the AC ability "devotion). It could potentially make it to where magically causing the companion to act against the hunter would be akin to trying to magically cause them to commit suicide, or even worse. But I'm not sur the clunkyness is worth the benefit or where it would go in the class.

For anyone who didn't notice, a while back, I added the ability to effectively use Handle Animal like the Mounted Combat feat. If you had the feat also, you could potentially do both (since the Hunt is a "no action" as I didn't want it to cannibalize the immediate action too much and it has a cost above Mounted Combat). I don't think that's overpowered since it would involve being on the companion and therefore likely just as easy a target yourself. But I'm open to being contradicted.

slayer_of_gellcor wrote:
One thing that I think of when I draw up this class is the cinematic examples of the animal leaping in the way of the killing blow on the main character. I think this could mechanically be represented by Shield Ally and Greater Shield Ally ala the Summoner. Of if you could cast Shield Other on your companion, or the Hunter. Or if there was an ability to share saving throws with your animal companion, like the Lucky Halfling feat.
Heladriell wrote:


- Giving him some hunting focused ability for flavor.
Adam B. 135 wrote:
Sounding like they might need an "improved devotion" class feature?
DeathQuaker wrote:


Give the Hunter hunter's tricks, confusingly, the class feature of the ranger skirmisher archetype. I am not sure off the top of my head at what rate, but every few levels, they get a new trick. Straight up, just add it as a class skill.

Give the Hunter the Improved Animal Empathy ability that the ranger Beast Master archetype has. Given how much the devs seem to want the animal companion to be the main point of the class, it doesn't make sense that the hunter doesn't have it.

LadyWurm wrote:


The biggest problems with the class are as follows:
- It can't hit anything reliably.
- It doesn't really feel like a hunter.
- It doesn't provide enough reason to choose it over the Druid.
Sean K Reynolds wrote:

Adding a "hunter combat style" to allow the hunter to focus on ranged (and get the Precise Shot bonus) or melee (and get something else) is interesting.

I like the suggestion of improved empathic link from the beastmaster range archetype and the hunter's tricks from the skirmisher ranger archetype.

We're definitely going to improve the hunter's ability to use Handle Animal on the companion, similar to the cavalier's expert trainer ability.


I recently wrote the this ability as a greater hunt:

Vicious Companion (Ex): A hunter may spend 1 Instinct point to send their animal companion into a rage. The companion rages for a number of rounds equal to 2 + her Constitution modifier. It gains a +2 morale bonus to Strength and Constitution, a +1 morale bonus on Will saves, and a -2 penalty to AC. The effect is otherwise identical with a barbarian's rage except that the companion isn’t fatigued at the end of the rage. If there are no enemies, the companion will begin to attack its allies or bystanders. The rage may not be ended voluntarily. A hunter may attempt to end the rage with a successful Wild Empathy check or a Handle Animal check with a DC equal to 10 + the companion’s Hit Dice. A hunter must have Sic ‘em to select this hunt.

I'm wondering if it's too good, not good enough or just right. Personally I think maybe the DC should be higher, like 15+HD. But the rage probably won't last too long anyway. But making it last until stopped could make it effectively on all the time. Unless the DC starts at 15 and goes up for each round spent raging.... hmmm

And I also added a Hunt to let them deal nonlethal damage to their hunted targets.

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