Hunter (3.5e Class)

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"When my bow falls, so shall the world. When me heart ceases to pump blood to my body, it will all come crashing down. As a hunter, we are bound by duty, nay, bound by our very soul to this world. When a hunter dies we feel it, we sense it, and the world trembles with sorrow. When I die, so shall the world, from the shock of loosing such a great part of ones soul." Ezekiel, Okeanos Hunter
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Hunter

A Hunter is someone who fights with cunning and guile, they utilize dexterity and speed to sneak up on their opponent or face them head on. A Hunter also makes use of an array of magical powers that he draws from the very essence of nature itself, giving him a distinct, and many times unexpected advantage over his foes. A Hunter is a cunning fighter that can dispatch his opponents before they even see him, or if he so chooses, can meet them face to face. Hunters are loners in a wild world. They fend for themselves, live by themselves, and their might is matched by none in their forests. A Hunter is exactly what their namesake implies, they hunt, whether their prey be animal or elf, orc or dragon, they always find it, and they always kill it.

Making a Hunter

A Hunter is at his strongest when he is hidden. Hunters always make sure that they know where you are, but never show themselves in return. Hunters ambush their opponents, moving quickly around them dodging attacks and hitting with deadly accuracy. The Hunter also utilizes quite well, probably even better than the sword, his bow. However Hunters are poor front line combatants. Without the room to move around, and without the space to pull off some heavy ranged hits, the Hunter can be defeated. If you want to kill a Hunter, you must box him in.

Hunters travel and fight alone. They do not embrace social attention and often shrink away from cities. A Hunter in a group can easily be given away, but a hunter alone, will never be found. It is rare for a Hunter to be found with barbarians or fighters, but it does happen. It is however much more common to find Hunters teaming up with other Hunters when they do choose to travel in groups.

Abilities: Dexterity is the most pivotal force that drives a Hunter. Dexterity provides them with a better armor class for a class that does not often wear armor of any bulky kind, it grants them a greater hit chance with their ranged weapons, it is essential for many of the skills that this class commonly utilizes, and it is the key ability in a number special powers. Next in order of importance is Wisdom. Wisdom is the key ability for the magical powers of a Hunter, it also is useful for many skills commonly used by the Hunter, and is used in a few class abilities. Strength and Constitution can also be useful for the Hunter to provide him with extra hit points and allow him to deal out greater damage, two key items needed when fighting close hand.

Races: The Hunter is most often chosen by Okeanos. With their natural affinity to nature and inborn dexterity, they are a perfect fit. Hunters are actually the primary class in Okeanos culture Okeanos Hunters are readily embraced by any other Okeanos they meet. The Charons are also fairly likely to pick up this class. With their natural curiosity and inborn strength and cunning, they fit the class well. However often this class is leaned away from because of the nature of Charons, as many of them seek to tame the forests and build cities their. Charons also by their very nature are not as wise as some other races and therefore do not fit this class well. However when Charons do choose to be Hunters, they make very social ones. Kreinos Hunters are not as common. Due to the more dexetrous nature of the class Kreinos generally find it hard to utilize the abilities of the Hunter. However some still choose this class, interpreting it in their way, using more the martial skills than the magical and dexterous ones..

Alignment: Any Neutral.

Starting Gold: 3d6×10 gp (105 gp).

Starting Age: Moderate, As fighter.

Table: The Hunter

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Spells per Day
FortRefWill 01st2nd3rd4th5th6th7th8th9th
1st+1+0+2+2 Animal Companion, Track, Nature Sense, Wild Empathy, Favorite Enemy 1-
2nd+2+0+3+3 Combat Style, Woodland Stride 2--
3rd+2+1+3+3 21--
4th+3+2+4+4 Dexterous Striking, Resist Nature’s Lure 321-
5th+3+2+4+4 favorite enemy 432--
6th+4+3+5+5 5431-
7th+5+3+5+5 Ambush 6542-
8th+6/+1+3+6+6 Improved Dexterous Striking 65531
9th+6/+1+4+6+6 Venom Immunity 65542-
10th+7/+2+4+7+7 Nimble, favorite enemy 655531
11th+8/+3+4+7+7 Diving Strike, Combat Style Mastery 655542-
12th+9/+4+4+8+8 6555531
13th+9/+4+5+8+8 A Thousand Faces, Camouflage 6555542-
14th+10/+5+5+9+9 Hide in plane sight 65555431
15th+11/+6/+1+5+9+9 Timeless Body, favorite enemy 65555442-
16th+12/+7/+2+5+10+10 655554431
17th+12/+7/+2+6+10+10 655554442-
18th+13/+8/+3+6+11+11 6555544431
19th+14/+9/+4+6+11+11 6555544442
20th+15/+10/+5+6+12+12 One with Nature, favorite enemy 6555544443

Class Skills
The Hunter's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).

Skills Points (6 + Int modifier per level, ×4 at 1st level)

Class Features

All of the following are class features of the Hunter.

Weapon and Armor Proficiency: Hunters are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, spear, long sword, all types of bows, and elven thin blade.

Hunters are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. (A Hunter may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. See the ironwood spell description) Hunters are proficient with shields (except tower shields) but must use only wooden ones.

A Hunter who wears prohibited armor or carries a prohibited shield is unable to cast Hunter spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.

Spells: A Hunter casts divine spells, which are drawn from the Druid spell list. his/Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A Hunter must choose and prepare her spells in advance (see below).

To prepare or cast a spell, the 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. Her base daily spell allotment is given on Table: The Hunter. In addition, she receives bonus spells per day if she has a high Wisdom score. She 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 she cannot lose a prepared spell to cast a cure spell in its place (but see Spontaneous Casting, below). A Hunter may prepare and cast any spell on the Hunter spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Spontaneous Casting: A Hunter can channel stored spell energy into summoning spells that he/she hasn’t prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature’s ally spell of the same level or lower.

Chaotic, Evil, Good, and Lawful Spells: A Hunter can’t cast spells of an alignment opposed to his/her own. Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

Bonus Languages: A Hunter’s bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race.

A Hunter also knows druidic, a secret language known only to Hunters and Druids, which he/she learns upon becoming a 1st-level Hunter. druidic is a free language for a Hunter; that is, she knows it in addition to her regular allotment of languages and it doesn’t take up a language slot. Hunters are forbidden to teach this language to non-hunters or druids.

druidic has its own alphabet.

Animal Companion (Ex): A Hunter may begin play with an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures are also available: crocodile, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the Hunter on her adventures as appropriate for its kind.

Favorite Enemy

At 1st level, a ranger may select a type of creature from among those given on Table 3–14: Ranger Favored Enemies. Due to his extensive study on his chosen type of foe and training in the proper techniques for combating such creatures, the ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures. At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2. For example, a 5th-level ranger has two favored enemies; against one he gains a +4 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks and weapon damage rolls, and against the other he has a +2 bonus. At 10th level, he has three favored enemies, and he gains an additional +2 bonus, which he can allocate to the bonus against any one of his three favored enemies. Thus, his bonuses could be either +4, +4, +2 or +6, +2, +2. If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy (for instance, devils are both evil outsiders and lawful outsiders), the ranger’s bonuses do not stack; he simply uses whichever bonus is higher. See the Monster Manual for more infor- mation on types of creatures.

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 her 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 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 companion's statistics and abilities. A hunter may teach her companion hunter's tricks from the skirmisher ranger archetype instead of standard tricks.

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 new companion typically lives. While the hunter's animal companion is dead, any animal she summons 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. She must select one type of animal to emulate, gaining a bonus or special ability based on the type of animal emulated and her hunter level. The hunter can use this ability for a number of minutes per day equal to her 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 her animal companion. Unlike with the hunter herself, there is no duration on the animal aspect applied to her 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 ranger has taken on or a different one. The hunter can select or change the animal foci on both herself and her animal companion as part of the same swift action.

If the hunter's animal companion is dead, the hunter can apply her companion's animal focus to herself instead of her animal companion. This is in addition to the normal one she can choose, and (as with a companion's focus) remains in effect until the hunter changes it instead of counting against her 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 attacks 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.

Nature Training (Ex)

A hunter counts his/her total hunter level as both druid levels and ranger levels for the purpose of qualifying for feats, traits, and options that modify or improve an animal companion.

Track: A Hunter gains Track as a bonus feat.

Nature Sense (Ex): A Hunter gains a +2 bonus on Knowledge (nature) and Survival checks.

Wild Empathy (Ex): A Hunter can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The Hunter rolls 1d20 and adds her Hunter level and her Charisma modifier 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 conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

A 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.

Precise Companion (Ex)

At 2nd level, a hunter chooses either Precise Shot or Outflank as a bonus feat. She does not need to meet the prerequisites for this feat. If she chooses Outflank, she automatically grants this feat to her animal companion as well.

Combat Style (Ex)

At 2nd level, a Hunter must select one of two combat styles to pursue: archery or two-weapon combat. This choice affects the character’s class features but does not restrict his selection of feats or special abilities in any way.

If the Hunter selects archery, he is treated as having the Rapid Shot and Point Blank Shot and Precise Shot feats, even if he does not have the normal prerequisites for that feat.

If the Hunter selects two-weapon combat, he is treated as having the Two-Weapon Fighting and Two-Weapon Defense feats, even if he does not have the normal prerequisites for that feat.

The benefits of the Hunter’s chosen style apply only when he wears light or Medium armor. He loses all benefits of his combat style when wearing heavy armor.

Woodland Stride (Ex)

Starting at 2nd 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. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.

Trackless Step (Ex)

Starting at 3rd level, a Hunter leaves no trail in natural surroundings and cannot be tracked. he/She may choose to leave a trail if so desired.

Teamwork Feat

At 3rd level and every 3 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 teamwork feat. The hunter also automatically grants his/her teamwork feats to her animal companion. The companion doesn't need to meet the prerequisites of these teamwork feats.

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 change only 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 (minimum 1). Whenever she gains a new teamwork feat, her previous teamwork feats become permanent.

Dextrous Striking (Ex)

When a Hunter obtains 4th level he has achieved such a level of grace and skill when fighting that his weapons seem to glide across the battlefield with uncanny agility, doing things with style that many would achieve by brute force. A Hunter may now use his dexterity bonus instead of strength bonus for 'to hit' chances with melee weapons.

Resist Natures Call (Ex)

Starting at 4th level, a Hunter gains a +4 bonus on saving throws against the spell-like abilities of fey.

Improved Empathic Link (Su)

At 4th level, the hunter gains an empathic link with her animal companion. This functions like an empathic link with a familiar, except the hunter can also see through a companion's eyes as a swift action, maintaining this connection as long as she likes (as long as the companion is within 1 mile) and ending it as a free action. The hunter is blinded while maintaining this connection.

A Hunter of 4th level or higher may select from alternative lists of animals (see below). Should she select an animal companion from one of these alternative lists, the creature gains abilities as if the character’s Hunter level were lower than it actually is. Subtract the value indicated in the appropriate list header from the character’s Hunter level and compare the result with the Hunter level entry on the table to determine the animal companion’s powers. (If this adjustment would reduce the Hunter’s effective level to 0 or lower, she can’t have that animal as a companion.)

Ambush (Ex)

At 7th level a Hunter can surprise his opponents with greater efficiency. Any time his opponent is surprised (i.e denied their dexterity bonus to armor class) a Hunter gains an additional 2d6 + Wis modifier damage. This stacks with any other bonuses and is counted with the normal weapon, so it is multiplied by critical hits, etc.

Improved Dextrous Striking (Ex)

A Hunter of 8th level has begun to understand how to place blows to better utilize their effects. A Hunter may now use his dexterity modifier in place of his strength modifier for damage purposes with any weapon.

Second Animal Focus (Su)

At 8th level, whenever a hunter uses his/her animal focus ability, he/she selects two different animal aspects for herself instead of one, and can assign two aspects to her companion instead of one. As with the companion's previous aspect, the second one does not count against the minutes per day a hunter can take on an aspect.

If the hunter's animal companion is dead and the hunter has applied the companion's animal aspect to herself, that aspect does not count toward her maximum of two aspects at once. The hunter can still apply only one of her dead companion's aspects to herself, not both. 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. Raise Animal Companion (Sp)

Venom Immunity (Ex)

At 9th level, a Hunter gains immunity to all poisons.

Raise Animal Companion (Sp)

At 10th level, a hunter gains raise animal companion as a spell-like ability; this is not restricted to raising only her own animal companion. Using this spell-like ability gives the hunter a permanent negative level. This negative level cannot be overcome in any way (including by restoration), but automatically ends after 24 hours. At 16th level, this functions as resurrection instead of raise dead, but otherwise operates as normal.

Nimble (Ex)

A Hunter of 10th level gains the ability to avoid incoming attacks to an extent. Whenever a Hunter is allowed a dexterity modifier to AC, he may use twice his dexterity modifier instead of the normal bonus to his armor class.

Diving Strike (Ex)

At 11th level if a Hunter uses tumble to move past, or to approach a threatened square he may also make a full attack without accruing any attacks of opportunity from his opponents.

Speak with Master (Ex)

At 11th level, a hunter and his/her animal companion can communicate verbally, as if they were using a common language. Other creatures cannot understand the communication without magical aid.

Combat Style Mastery (Ex)

At 11th level, a hunter’s aptitude in his chosen combat style (archery or two-weapon combat) improves again. If he selected archery at 2nd level, he is treated as having the Improved Precise Shot feat, even if he does not have the normal prerequisites for that feat.

If the hunter selected two-weapon combat at 2nd level, he is treated as having the Greater Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.

As before, the benefits of the hunter’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

A Thousand Faces (Su):

At 13th level, a Hunter gains the ability to change his/her appearance at will, as if using the alter self spell.This affects the hunter’s body but not his/her possessions. It is not an illusory effect, but a minor physical alteration of the Hunter’s appearance, within the limits described for the spell.

Camouflage (Ex):

A hunter of 13th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.

Greater Empathic Link (Su)

At 14th level, the range of the hunter's empathic link with her animal companion increases to 10 miles. If the animal companion is within 1 mile, the hunter can communicate with it telepathically.

Hide in Plain Sight (Ex):

While in any sort of natural terrain, a hunter of 14th level or higher can use the Hide skill even while being observed.

Timeless Body (Ex):

After attaining 15th level, a Hunter no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place.

Bonuses still accrue, and the Hunter still dies of old age when his/her time is up.

Master Hunter (Ex)

At 18th level, a hunter becomes a master hunter, able to track down foes with ease. he/She can always move at full speed while using Survival to follow tracks without penalty.

Additionally, each day when the hunter prepares spells, she chooses one animal focus to be active on herself for the entire day. This focus is in addition to using her animal focus class ability (including the additional focus ability she is able to use on herself if her animal companion is dead).

One with Nature (Su):

At 20th level, a Hunter gains the ability to turn herself into any Small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the polymorph spell, except as noted here. The effect lasts for 1 hour per Hunter level + 4, or until she changes back. This in effect makes the shape change permanent, however you still must re-use this ability at the end of each day. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. Each time you use wild shape, you regain lost hit points as if you had rested for a night.

Any gear worn or carried by the hunter melds into the new form and becomes nonfunctional. When the hunter reverts to her true form, any objects previously melded into the new form reappear in the same location on her body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the hunter's feet.

The form chosen must be that of an animal the hunter is familiar with.

A hunter loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)

The new form’s Hit Dice can’t exceed the character’s hunter level.

The Hunter's Animal Companion

A Hunter’s animal companion is different from a normal animal of its kind in many ways. A Hunter’s animal companion is superior to a normal animal of its kind and has special powers, as described below.

Class
Level
Bonus
HD
Natural
Armor Adj.
Str/Dex
Adj.
Bonus
Tricks
Special
1st–2nd+0+0+01Link, Share Spells
3rd–5th+2+2+12Evasion
6th–8th+4+4+23Devotion
9th–11th+6+6+34Multiattack
12th–14th+8+8+45
15th–17th+10+10+56Improved Evasion
18th–20th+12+12+67

Animal Companion Basics: Use the base statistics for a creature of the companion’s kind, but make the following changes.

Class Level: The character’s Hunter level. The Hunter’s class levels stack with levels of any other classes that are entitled to an animal companion for the purpose of determining the companion’s abilities and the alternative lists available to the character.

Bonus HD: Extra eight-sided (d8) Hit Dice, each of which gains a Consitution modifier, as normal. Remember that extra Hit Dice improve the animal companion’s base attack and base save bonuses. An animal companion’s base attack bonus is the same as that of a Hunter of a level equal to the animal’s HD. An animal companion has good Fortitude and Reflex saves (treat it as a character whose level equals the animal’s HD). An animal companion gains additional skill points and feats for bonus HD as normal for advancing a monster’s Hit Dice.

Natural Armor Adj.: The number noted here is an improvement to the animal companion’s existing natural armor bonus.

Str/Dex Adj.: Add this value to the animal companion’s Strength and Dexterity scores.

Bonus Tricks: The value given in this column is the total number of “bonus” tricks that the animal knows in addition to any that the Hunter might choose to teach it (see the Handle Animal skill). These bonus tricks don’t require any training time or Handle Animal checks, and they don’t count against the normal limit of tricks known by the animal. The Hunter selects these bonus tricks, and once selected, they can’t be changed.

Link (Ex): A Hunter can handle his/her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The Hunter gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

Share Spells (Ex): At the Hunter’s option, she may have any spell (but not any spell-like ability) she casts upon herself also affect her animal companion. The animal companion must be within 5 feet of her at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 5 feet away and will not affect the animal again, even if it returns to the Hunter before the duration expires.

Additionally, the Hunter may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A druid and her animal companion can share spells even if the spells normally do not affect creatures of the companion’s type (animal).

Evasion (Ex): If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.

Devotion (Ex): An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.

Multiattack: An animal companion gains Multiattack as a bonus feat if it has three or more natural attacks and does not already have that feat. If it does not have the requisite three or more natural attacks, the animal companion instead gains a second attack with its primary natural weapon, albeit at a –5 penalty.

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, an animal companion takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.

Alternative Animal Companions: A Hunter of sufficiently high level can select her animal companion from one of the following lists, applying the indicated adjustment to the Hunter’s level (in parentheses) for purposes of determining the companion’s characteristics and special abilities.

4th Level or Higher (Level –3)
Ape (animal)
Bear, black (animal)
Bison (animal)
Boar (animal)
Cheetah (animal)
Crocodile (animal)1
Dire badger
Dire bat
Dire weasel
Leopard (animal)
Lizard, monitor (animal)
Shark, Large1 (animal)
Snake, constrictor (animal)
Snake, Large viper (animal)
Wolverine (animal)
7th Level or Higher (Level –6)
Bear, brown (animal)
Dire wolverine
Crocodile, giant (animal)
Deinonychus (dinosaur)
Dire ape
Dire boar
Dire wolf
Elasmosaurus (dinosaur)1
Lion (animal)
Rhinoceros (animal)
Snake, Huge viper (animal)
Tiger (animal)
10th Level or Higher (Level –9)
Bear, polar (animal)
Dire lion
Megaraptor (dinosaur)
Shark, Huge (animal)1
Snake, giant constrictor (animal)
Whale, orca (animal)1
13th Level or Higher (Level –12)
Dire bear
Elephant (animal)
Octopus, giant (animal)1
16th Level or Higher (Level –15)
Dire shark1
Dire tiger
Squid, giant (animal)1
Triceratops (dinosaur)
Tyrannosaurus (dinosaur)
  1. Available only in an aquatic environment.


Ex-Hunters

A Hunter who ceases to revere nature or teaches the druidic language to a non-hunter and non-druid loses all spells and Hunter magical abilities (including her animal companion, but not including weapon, armor, and shield proficiencies). She cannot thereafter gain levels as a Hunter until she atones (see the atonement spell description).

A hunter who becomes non neutral in alignment cannot progress in levels as a hunter, though he retains all his hunter abilities. He immediately can progress as hunter when he returns to be neutral.

Epic Hunter

Table: The Epic Hunter

Hit Die: d8

LevelSpecial
21st
22nd
23rdBonus Feat
24th
25th
26thBonus Feat
27th
28th
29thBonus Feat
30th

4 + Int modifier skill points per level.

Spells: The Hunter’s caster level is equal to his or her class level. The Hunter’s number of spells per day does not increase after 20th level.

Animal Companion: The epic Hunter’s animal companion continues to increase in power. At every three levels higher than 18th (21st, 24th, 27th, and so on), the animal companion gains +2 bonus Hit Dice, its natural armor increases by 2, its Strength and Dexterity modifiers increase by 1, and it learns one additional bonus trick.

Bonus Feats: The epic hunter gains a bonus feat (selected from the list of epic hunter bonus feats) every three levels after 20th.

Epic hunter Bonus Feat List: Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Colossal Wild Shape, Diminutive Wild Shape, Dragon Wild Shape, Energy Resistance, Enhance Spell, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Fast Healing, Fine Wild Shape, Gargantuan Wild Shape, Ignore Material Components, Improved Combat Casting, Improved Elemental Wild Shape, Improved Heighten Spell, Improved Metamagic, Improved Spell Capacity, Intensify Spell, Magical Beast Companion, Magical Beast Wild Shape, Multispell, Perfect Health, Permanent Emanation, Plant Wild Shape, Spell Stowaway, Spell Opportunity, Spontaneous Spell, Tenacious Magic, Vermin Wild Shape.

Okeanos Hunter Starting Package

Weapons: Longbow, 20 arrows, Scimitar.

Skill Selection: Pick a number of skills equal to 6 + Int modifier.

SkillRanksAbilityArmor
Check
Penalty
survival4Wis
Knowledge (Nature)4Int
Heal4Wis
Concentration4Con
Hide4Dex
Move silently4Dex
Listen4Wis
Spot4Wis
Jump4Str
Climb4Str
Balance4Dex
Swim4Str

Feat: Point blank shot.

Gear: Leather armor, quiver, hooded lantern, bedroll, waterskin, flint, winter blanket.

Gold: 1d4gp +3sp.

Playing a Hunter

Religion: It is very hard to find somebody following a true religion in Orion. However many variations exist in Hunter culture. Some beleive that their power is not truly from nature in its entirety, some beleive that a god of nature is behind it. These gods are honored with grand festivals at the solstice and some more wild hunter cultures, their may even be sacrifices of animals, or any who have angered the tribe of hunters.

Other Classes: Hunters travel and fight alone. They do not embrace social attention and often shrink away from cities. A Hunter in a group can easily be given away, but a hunter alone, will never be found. It is rare for a Hunter to be found with barbarians or fighters, but it does happen. It is however much more common to find Hunters teaming up with other Hunters when they do choose to travel in groups.

Combat: Typically a hunter in combat is at or near the back. Bringing long range missiles down upon the opponents. However sometimes a hunter is found at the front, heading off an ambush, or using their impressive array of dextrous skills to defeat an enemy in sword play.

Advancement: Many characters with this class wil hold onto it untill the end of their lives. Being a hunter is often times more than just a class, but a way of life, and for many that is hard to change. However, when a hunter does branch out it will often be to the mystic blade, embracing their sword fighting abilities combined with magic just as the hunter does, or the jumper, using their already immense use of the dexterity ability to their advantage and utilizing it with this class.

Hunters in the World

When my bow falls, so shall the world. When me heart ceases to pump blood to my body, it will all come crashing down. As a hunter, we are bound by duty, nay, bound by our very soul to this world. When a hunter dies we feel it, we sense it, and the world trembles with sorrow. When I die, so shall the world, from the shock of loosing such a great part of ones soul.
—Ezekiel, Okeanos Hunter

Hunters are the stout gaurdians of the world and the soul of the land itself. It is said in legend that when a hunter dies, each and every one will feel the loss, as if part of their own soul just vannished along with it. Hunters are loners and hate outside attention. They will often shun the gratitude of the world, even when they are deserving of it. For this, hunters are often regarded with some amount of distrust and even distain as their entire lives, culture, and very existence is shrouded in mystery.

Daily Life: Every day, a hunter awakes. He/she will move about the world, she will show it how to live. then every day again, the hunter will sleep. A hunter often lives a simple existence, not having to worry about polotics, or if they will hang onto their jobs. This is because they rarely venture into a city, often simply living from the land that they are provided with. Hunters respect and revere animals, however they still eat them. This is because they believe that each life has a greater purpose beyond their current form. One day, a hunter too will die, and she then will pa back the debt she ows from her life.

Notables: Ezekiel Hunter 30. Ezekiel it is said was born when the world was forged, and will die when the world ends. However some believe it is the other way around. Ezekiel is, for the most part a legend, a story told to children when young, a tale sung by bards when they are older. However their are still some who says he truly exists, some even speak of meeting him...

Organizations: It is very rare for a gathering of hunters to occur. Hunters are solitary beings that find life much easier alone. However their are two times they will gather in mass. The first, is when a great leader of the hunters die, such as if Ezekiel were to die. This is not to say that hunters are formed into an organized group with leaders, however many look up to hunter turned sages, who often have a great understanding of the world. The second time they will gather is durring a solstice, when the days are either the longest of the year in summer or the shortest in winter. This happens usually some where deep in a forest or on a high mountain. A place were only hunters can access, making it sacred and secluded. These gatherings last for many days after the solstice is over, many who join them often falling into a haze of sorts of drunken adrenaline, in this time their are a number of acts commited that would be seen as sinful by many others existing in more 'civilized' regions.

NPC Reactions: People encountering hunters are often not as afraid of them as they may be portrayed as. It is only a small portion of hunters that embrace such a wild and animalistic life style. Most hunters are more civilized, still not quite fitting into society, however much closer. Hunters are reacted to also with a great deal of mistrust, but not for who they are, but for what they do. Hunters (and many mystic blades) try their hardest to keep their magical abilities hidden, for, if one were to see these powers being used, they would be shocked.

Hunter Lore

Characters with ranks in Knowledge (Nature) can research hunters to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (Nature)
DCResult
5Hunters are solitary warriors who are close with nature.
10The more wild hunters hold gatherings deep in the forests to celebrate the solstices.
15Hunters often ambush their pray and utilize dexterity in combat to replace what many warriors would do with strength.
20Hunters draw on the power of nature itself to cast spells of great power.

Hunters in the Game

Hunters are often easy to play in the wild world of Orion. They defend the forests and live in them, utilizing their resources to bring down foes.

Adaptation: Hunters can easily be adapted to different adventures by either taking away or giving them some more spells. Another way to go is modifying and increasing their one with nature ability, and adding a more wild shap like progression for it.

Sample Encounter: I heard something, and my ears twitched as I glanced up. Every nerve was on edge, it seemed as though the whole world was out to get me, and for the past week, mine had been. The woods are a terrible place, you are never safe in them. However, oddly enough, I had seen a distinct decrease in animals as I traveled farther and farther in one direction, what I hoped was out. Suddenly, I heard another noise, this one comming from in front of me. I drew my sword, and aprouched cautiously, every sense alert. However, as I got closer what I first thought must be some giant bear, another creature come to kill me, turned into the sounds of revelry. I heard laughter and song, chants and voices. I praised my luck, knowing I had been following the right path, this must be a party some locals are having! I'm almost out! However my thoughts were quickly misgiven. As I brushed back the bush and burst into the grotto the sight I beheld was not one I had expected. Their were neerly a hundred men and women, all half naked, if not completely. Their was love making and dancing, small fights springing up over a woman. It was complete anarchy, I feared that my 'salvation' and turned into my nightmare as I remembered the old tales of how wild hunters would celebrate the solstices by revelry and love making. Quickly I realized my fate, realized that I had been traveling the wrong way, and knowing that they would kill me for trespassing, probably slowly, probably as a sacrifice.

However, what came next I was not expecting. One of the hunters, a Charon, came up to me and spoke, he spoke plane common, well enough for me to understand. "Come, join us!" He then turned, and continued with his marriment. I was shocked, stunned. All I could do was stair, then slowly, I made my way further into the grotto, and I began to enjoy it. Perhaps their was hope, perhaps these hunters were not as bad as I had thought.

EL N/A: Their was no physical exchange in this encounter and therefore no Encounter Level or sample character is needed..



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