Rogue Bounty Hunter Archetype


Homebrew and House Rules

RPG Superstar 2012 Top 32

ROGUE BOUNTY HUNTER

“I’m a Rogue Bounty Hunter.”
“What’s a Rogue Bounty?”

Hunter’s Strike (Ex): At 1st level, the bounty hunter can cause non-lethal damage with a normal weapon without suffering the normal -4 penalty on attack rolls to do so. He can also cause non-lethal damage when he uses his sneak attack ability.
This ability replaces the standard rogue’s trap finding ability.

Hunter’s Sense (Ex): At 3rd level, a bounty hunter can, as a standard action, denote one target within his line of sight as his quarry. The bounty hunter can also use a detailed description or visible representation of a target to establish a quarry. Against his quarry, the bounty hunter gains a +1 bonus on Diplomacy skill checks to gather information, Intimidate, Perception, and Sense Motive skill checks, Survival skill checks made to track his quarry, and his CMB to grapple or tie up his quarry. At 6th level, and every 3 levels thereafter, this bonus increases by +1.
A bounty hunter can have no more than one quarry at a time. He can dismiss this effect at any time as a free action, but he cannot select a new quarry for 24 hours. If the bounty hunter sees proof that his quarry is dead, unconscious, or otherwise incapacitated, he can select a new quarry after waiting 1 hour.
This ability replaces the standard rogue’s trap sense ability.

Hunter’s Magic (Sp):
Prerequisite: Intelligence 11, minor magic rogue talent
Benefit: A bounty hunter with this talent gains the ability to cast a 1st-level spell from the ranger spell list two times a day as a spell-like ability. The caster level for this ability is equal to the bounty hunter's level. The save DC for this spell is 11 + the bounty hunter’s Intelligence modifier.
This ability replaces the standard rogue’s major magic rogue talent.

Hunter’s Quarry (Ex): At 12th level, a bounty hunter gains additional benefits against his quarry. Whenever he is following the tracks of his quarry, a ranger can take 10 on his Survival skill checks while moving at normal speed, without penalty. In addition, he receives a +2 insight bonus on attack rolls made against his quarry, and all critical threats are automatically confirmed.
This ability replaces the standard rogue’s 12th level rogue talent.

Master Bounty Hunter: A rogue of 20th level becomes a master bounty hunter. 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 a creature at his full attack bonus. If the attack hits, the target takes damage normally and must make a Fortitude save or suffer an amount of non-lethal damage equal to the creature's current hit points. The DC of this save is equal to 10 + 1/2 the rogue's level + the rogue’s Intelligence modifier. A successful save negates this damage. A rogue can use this ability a number of times per day equal to his Intelligence modifier (minimum 1), but not against the same creature more than once in a 24-hour period.
This ability replaces the standard rogue’s master strike ability.


So, is this archetype required to take minor magic and hunter's magic, or is it just replacing the option?

Looks interesting, though I'm curious why you didn't just use Ranger as the base class. If you'd like, someone on ENWorld attempted a Ranger Bounty Hunter archetype a while back, and I liked the idea so much I ended up posting my own idea in that same thread.

RPG Superstar 2012 Top 32

Hunter's magic is an option, not a requirement.

I chose rogue mostly because it was inspired by the quote from "Angel" when Wesley was a rogue demon hunter, and everyone kept asking him what a rogue demon was. :-P

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