New class: The Hunter


Homebrew and House Rules


Well, to call it a new class isn't really fair. It's more of a ranger redux, with changes to areas I didn't like. I'm not a fan of favored enemies or terrains, since I'm not a fan of situational bonuses, especially ones that are as massive as favored enemy. I took out most of the stuff that has anything to do with nature, and there's no spellcasting either. I feel as if this gives the class greater flexibility to fit into various settings.

The combat style is no longer a focus on a type of weapon but rather a style of fighting.

The class excels when fighting a small number of enemies and can easily bring a single enemy down in a short period of time.

This is the first draft, so go easy on it. If there are any suggestions or changes you'd like to see, please let me know.

Hit die: d10
Base Attack: Full
Class Skills:Acrobatics (Dex), Climb (Str), Craft (Int), Disable Device (Dex), 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: 6 + Int modifier.

Spoiler:
Lv 1 Quarry 1/day, track, wild empathy
Lv 2 Combat Style 1d6
Lv 3 Trapper +1
Lv 4 Quarry 2/day
Lv 5 Hunter's bond
Lv 6 Combat Style 2d6, trapper +2
Lv 7 Quarry 3/day
Lv 8 Swift tracker
Lv 9 Evasion, trapper +3
Lv10 Quarry 4/day Combat Style 3d6
Lv11 Improved hunter's bond
Lv12 Trapper +4
Lv13 Quarry 5/day
Lv14 Combat style 4d6
Lv15 Trapper +5
Lv16 Quarry 6/day
Lv17 Improved evasion
Lv18 Combat style 5d6, trapper +6
Lv19 Quarry 7/day
Lv20 Predator strike

Quarry (Ex)

Once per day, a hunter can designate a single target within line of sight as his quarry as a swift action. The target remains the hunter's quarry until reduced to 0 or fewer hit points or until the hunter designates
a new quarry, whichever occurs first. The hunter adds his Wis bonus (if any) to all attack rolls against that creature, as well as Bluff, Intimidate, Perception, Sense Motive and Survival checks. In addition he gains
a dodge bonus equal to his Wisdom modifier (if any) to his AC against attacks made by his quarry.

At 4th level and at every three levels thereafter, the hunter may designate a quarry one additional time per day, to a maximum of seven times per day at 19th level.

Track (Ex)

A hunter adds half his level (minimum 1) to Survival checks made to follow or identify tracks,

Wild Empathy (Ex)

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 Using Skills). The hunter rolls 1d20 and adds his ranger level and his 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 he takes a –4 penalty on the check.

Combat Style (Ex)

At 2nd level, the hunter must select one of two combat styles to pursue: skirmish or sneak attack. His combat style grants him a bonus to damage which increases at 6th, 10th, 14th, and 18th level.

If the hunter selects the skirmishing combat style, he adds his combat style bonus damage whenever he moves more than 10 feet prior to making an attack.

If the hunter selects the sneak attack combat style, he adds his combat style bonus damage whenever he attacks a target that is flanked or denied its Dex bonus to AC. This bonus damage is considered precision damage and is not multiplied on a critical hit.

Ranged attacks only gain the combat style bonus damage when used within 30 ft of the target.

Trapper (Ex)

At 3rd level, the hunter gains a +1 bonus to Craft (trapmaking) checks and to perception checks made to locate traps. At 6th level, and every three levels thereafter, this bonus increases by +1. A hunter may use disable device to disarm a magical trap.

Hunter's Bond (Ex)

At 5th level, a hunter forms a bond with his hunting companions. This bond can take one of two forms. Once the form is chosen, it cannot be changed. The first is a bond to his companions. This bond allows him to spend a move action to grant half his quarry bonus to all allies within
30 ft who can see or hear him against his designated quarry. This bonus lasts for a number of rounds equal to the hunter's Wisdom modifier (minimum 1). This bonus does not stack with any other quarry effects possessed by his allies; they use whichever bonus is higher.

The second is to form a close bond with an animal companion. A hunter who selects an animal companion can choose from the following list: badger, bird, camel, cat (small), dire rat, dog, horse, pony, snake (viper or constrictor), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the hunter may choose a shark instead. This animal is a loyal companion that accompanies the hunter on his adventures as appropriate for its kind.

This ability functions like the druid animal companion ability (which is part of the nature bond class feature), except that the hunter's effective druid level is equal to his hunter level -3.

Swift Tracker (Ex)

Beginning at 8th level, a hunter can move at his normal speed while using Survival to follow 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.

Evasion (Ex)

When he reaches 9th level, whenever the hunter makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the hunter is wearing light armor, medium armor, or no armor. A helpless hunter does not gain the benefit of evasion.

Improved Hunter's Bond (Ex)

When a hunter reacher 11th level, his bond with his hunting companions increases.

If he chose a bond to his companions, he may now grant them half his quarry bonus as a swift action instead of a move action.

If he chose an animal companion, his effective druid level is now equal to his hunter level.

Improved Evasion (Ex)

At 16th level, the hunter's evasion improves. This ability works like evasion, except that while the hunter still takes no damage on a successful Reflex saving throw against attacks, he henceforth takes only half damage on a failed save. A helpless hunter does not gain the benefit of improved evasion.

Predator (Ex)

A hunter of 20th level becomes a fearsome predator. He can always move at full speed while using Survival to follow tracks without penalty. He can, as a standard action, make a single attack against his quarry at his full attack bonus. If the attack hits, the target takes damage normally and must make a Fortitude save or die. The DC of this save is equal to 10 + 1/2 the hunter's level + the hunter's Wisdom modifier. A hunter can choose instead to deal an amount of nonlethal damage equal to the creature's current hit points. A successful save negates this damage. A hunter can use this ability once per day but only once against a specific creature in a 24 hour period.


Ellington wrote:

Well, to call it a new class isn't really fair. It's more of a ranger redux, with changes to areas I didn't like. I'm not a fan of favored enemies or terrains, since I'm not a fan of situational bonuses, especially ones that are as massive as favored enemy. I took out most of the stuff that has anything to do with nature, and there's no spellcasting either. I feel as if this gives the class greater flexibility to fit into various settings.

The combat style is no longer a focus on a type of weapon but rather a style of fighting.

The class excels when fighting a small number of enemies and can easily bring a single enemy down in a short period of time.

This is the first draft, so go easy on it. If there are any suggestions or changes you'd like to see, please let me know.

Hit die: d10
Base Attack: Full
Class Skills:Acrobatics (Dex), Climb (Str), Craft (Int), Disable Device (Dex), 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: 6 + Int modifier.

** spoiler omitted **

Quarry (Ex)

Once per day, a hunter can designate a single target within line of sight as his quarry as a swift action. The target remains the hunter's quarry until reduced to 0 or fewer hit points or until the hunter designates
a new quarry, whichever occurs first. The hunter adds his Wis bonus (if any) to all attack...

I like the general idea of this class. He feels bountyhunterish (which I've always thought missing from the core classes and might be a better name for him).

I would be interested in seeing his weapon/armour proficiences. I suspect though that the weapons would be one handed or smaller, armour would be light and there would be no shields for a couple of reasons. He needs to be light on his feet and be able to travel lightly as a whole, he also needs to keep his maneuverability in tight quarters (taverns are what I'm thinking, see below)and he needs to remain unnoticed (nothing screams 'look at me' like a big ass or fancy-schmancy weapon).

I would give him the following class skills: Bluff, Diplomacy, Sense Motive in addition to those he has. The reason for this is that many a trail is first found in an idle conversation over a tankard of ale. This is not to say every Hunter needs to be a gladhandler, but the option should be there.

I do like the Skirmish fighting style though would like to see some progression in movement after attack as you go up in levels.

I'm wondering if there is anyway to convert sneak attack style to ambush style as that to me is more in line with his build than sneak attack (IE he wouldn't sneak up on his quarry as much as let his quarry unknowingly walk up to him). Perhaps as part of an ambush fighting style build (to counter an increase in movement after attack for the Skirmisher Fighting Style) you could give him a progression of increasing penalties to his quarry to noticed him/his ambush as he goes up levels.

Anyway, those are just some thoughts I have looking at your guy. Hope it helped.

HH


Hockey_Hippie wrote:
Ellington wrote:

Well, to call it a new class isn't really fair. It's more of a ranger redux, with changes to areas I didn't like. I'm not a fan of favored enemies or terrains, since I'm not a fan of situational bonuses, especially ones that are as massive as favored enemy. I took out most of the stuff that has anything to do with nature, and there's no spellcasting either. I feel as if this gives the class greater flexibility to fit into various settings.

The combat style is no longer a focus on a type of weapon but rather a style of fighting.

The class excels when fighting a small number of enemies and can easily bring a single enemy down in a short period of time.

This is the first draft, so go easy on it. If there are any suggestions or changes you'd like to see, please let me know.

Hit die: d10
Base Attack: Full
Class Skills:Acrobatics (Dex), Climb (Str), Craft (Int), Disable Device (Dex), 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: 6 + Int modifier.

** spoiler omitted **

Quarry (Ex)

Once per day, a hunter can designate a single target within line of sight as his quarry as a swift action. The target remains the hunter's quarry until reduced to 0 or fewer hit points or until the hunter designates
a new quarry, whichever occurs first. The hunter adds his Wis bonus (if any) to all attack...

I like the general idea of this class. He feels bountyhunterish (which I've always thought missing from the core classes and might be a better name for him).

I would be interested in seeing his weapon/armour proficiences. I suspect though that the weapons would be one handed or smaller, armour would be light and there would be no shields for a couple of reasons. He needs to be light on his feet and be able to travel lightly as a...

You should also consider leaving Endurance in there as a feat. For someone who needs to be as mobile at a moment's notice as he does, being able to sleep in your armour without penalty is very handy to have.

HH

Verdant Wheel

this is a cool find <<<thread necro>>>

i would like to put my own spin on it.

Hunter

"...I'll bring back the goods... but I don't know when..."

HD - d10
BAB - full
Saves - Fort and Will
Skills - 6
Skills - as ranger (remove spellcraft)
Proficiency - simple, martial, net and bolas, light armor

1 - Quarry 1/day, Trapper, Wild Empathy
2 - Combat Style 1d6, Endurance
3 - Hunter Knack, Trap Sense +1
4 - Quarry 2/day, Hunter's Bond
5 - Combat Style 2d6
6 - Hunter Knack, Trap Sense +2
7 - Quarry 3/day
8 - Combat Style 3d6
9 - Hunter Knack, Trap Sense +3
10- Quarry 4/day
11- Combat Style 4d6
12- Hunter Knack, Trap Sense +4
13- Quarry 5/day
14- Combat Style 5d6
15- Hunter Knack, Trap Sense +5
16- Quarry 6/day
17- Combat Style 6d6
18- Hunter Knack, Trap Sense +6
19- Quarry 7/day
20- Combat Style 7d6, Master Hunter

Quarry:
swift action, lasts until target slain/captured
X = half hunter level (minimum 1), morale bonus
+X to damage (multiplies), bluff, intimidate, knowledge, perception, sense motive, stealth, and survival against target

Trapper:
bonus equal to half level (minimum +1) to Craft (trapmaking)

Wild Empathy:
as druid/ranger

Combat Style: (choose only one - precision damage rises with level)
"Opportunist" - as rogue sneak attack
"Skirmisher" - damage bonus to mobile melee attacks moving 10+ feet
"Sharpshooter" - ranged damage bonus if foe not in melee and within 30 feet; less one dice per 10 feet additional range

Endurance:
as feat

Hunter Knack: (choose one each time)
*Favored Enemy (similar to ranger; as constant Quarry but no impact on daily limit)
*Track
*Favored Terrain (similar to ranger; +X to initiative/skills, X = half level, stacks with Quarry)
*Woodland Stride (as druid/ranger)
*Swift Tracker (requires Track)
*Evasion (light armor only)
*Camouflage (requires Favored Terrain)
*Improved Evasion (requires Evasion)
*Hide in Plain Sight (requires Camouflage)

(there is no such "Extra Knack" feat)
(might allow "Extra Favored Enemy" feat)

Trap Sense:
as rogue/barbarian

Hunter's Bond:
animal companion (as ranger) or half Quarry and Favored Terrain (if any) bonus to allies w/in 30 feet (constant)

Master Hunter:
as ranger


did you see the Spell-Less Ranger?

i think it cover all you mention here with more!!

http://paizo.com/products/btpy8sdd?New-Paths-1-The-Expanded-Spellless-Range r

Verdant Wheel

judas 147 wrote:

did you see the Spell-Less Ranger?

i think it cover all you mention here with more!!

http://paizo.com/products/btpy8sdd?New-Paths-1-The-Expanded-Spellless-Range r

aka True Ranger. neat!

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