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HUNTER

Hit Die: d6.

Class Skills

The Hunter’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Disable Device (Int), Disguise (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (cha), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (local), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Speak Language (none) Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).

Skill Points at 1st Level: (8 + Int modifier) x 4.

Skill Points at Each Additional Level: 8 + Int modifier

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Table: The Hunter

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +2 +2 +0 Sneak Attack +1d6, bring home the bacon +2, trapfinding, track
2nd +1 +3 +3 +0 Endurance
3rd +2 +3 +3 +1 Sneak Attack +2d6, trap sense +1
4th +3 +4 +4 +1 Evasion
5th +3 +4 +4 +1 Sneak Attack +3d6, bring home the bacon +4
6th +4 +5 +5 +2 Trap sense +2
7th +5 +5 +5 +2 Sneak attack +4d6
8th +6/+1 +6 +6 +2 Swift Tracker
9th +6/+1 +6 +6 +3 Sneak Attack +5d6, trap sense +3
10th +7/+2 +7 +7 +3 Bring home the bacon +6
11th +8/+3 +3 +7 +3 Sneak Attack +6d6
12th +9/+4 +7 +8 +4 Death attack, trap sense +4
13th +9/+4 +8 +8 +4 Sneak Attack +7d6
14th +10/+5 +9 +9 +4 Terrain mastery, camouflage
15th +11/+6/+1 +9 +9 +5 Sneak Attack +8d6, bring home the bacon +8, trap sense +5
16th +12/+7/+2 +10 +10 +5 Terrain mastery
17th +12/+8/+3 +10 +10 +5 Sneak Attack +9d6
18th +13/+9/+4 +11 +11 +6 Terrain mastery, trap sense +6
19th +14/+9/+4 +11 +11 +6 Sneak Attack +10d6
20th +15/+10/5 +12 +12 +6 Bring home the bacon +10, Hide in plain sight, Terrain mastery

Class Features

All of the following are class features of the the hunter.

Weapon and Armor Proficiency: A hunter is proficient with all simple weapons, bolas, handaxes, lasso, nets, saps, and shortbows, and with light armor, but not with shields.

Track: A hunter gains Track as a bonus feat.

Sneak Attack: If a hunter can catch an opponent when it is unable to defend itself effectively from her attack, he can strike a vital spot for extra damage.

The hunter’s attack deals extra damage any time his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the hunter flanks his target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two hunter levels thereafter. Should the hunter score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a sap (blackjack) or an unarmed strike, a Hunter can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

A hunter can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The hunter must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A hunter cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Trapfinding: Hunters (like Rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.

Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

Hunters (like rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.

A hunter who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

Bring Home the Bacon (Ex): At 1st level, a hunter gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of the animal 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 bonus against animals increases by 2.

Endurance: A hunter gains Endurance as a bonus feat at 2nd level.

Trap Sense (Ex): At 3rd level, a hunter gains an intuitive sense that alerts him to danger from traps, giving him a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when he reaches 9th level, to +4 when he reaches 12th level, to +5 at 15th, and to +6 at 18th level. Trap sense bonuses gained from multiple classes stack.

Evasion (Ex): At 4th level, a hunter can avoid even magical and unusual attacks with great agility. If he 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 or no armor. A helpless hunter does not gain the benefit of evasion.

Swift Tracker (Ex): Beginning at 8th level, a hunter can move at his normal speed while following 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.

Death Attack (Ex): If a hunter of a least 12th level studies his victim for 3 rounds and then makes a sneak attack with a weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (hunter’s choice). While studying the victim, the hunter can undertake other actions so long as his attention stays focused on the target and the target does not detect the hunter or recognize the hunter as an enemy. If the victim of such an attack fails a Fortitude save (DC 20 + the hunter’s Dex modifier) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the hunter. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once the hunter has completed the 3 rounds of study, he must make the deadly aim within the next 3 rounds.

If a deadly aim is attempted and fails (the victim makes her save) or if the hunter does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another deadly aim.

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.

Terrain Mastery: At 14th level, the hunter adds a terrain environment to their repertoire from those given below. Terrain mastery gives a hunter a bonus on checks involving a skill useful in that terrain, or some other appropriate benefit. A hunter also knows how to fight dangerous creatures typically found in that terrain, gaining a +1 insight bonus on attack rolls and damage rolls against creatures with that terrain mentioned in the Environment entry of their descriptions. The hunter only gains the bonus if the creature description specifically lists the terrain type.

Hunters take their terrain mastery with them wherever they go. They retain their terrain mastery bonuses on skill checks, attack rolls, and damage rolls whether they’re actually in the relevant terrain or not.

Aquatic: You gain a +4 competence bonus on Swim checks, or a +10-foot bonus to your swim speed if you have one. You gain a +1 insight bonus on attack and damage rolls against aquatic creatures.

Desert: You resist effects that tire you. You are immune to fatigue, and anything that would cause you to become exhausted makes you fatigued instead. You gain a +1 insight bonus on attack and damage rolls against desert creatures.

Forest: You have a +4 competence bonus on Hide checks. You gain a +1 insight bonus on attack and damage rolls against forest creatures.

Hills: You gain a +4 competence bonus on Listen checks. You gain a +1 insight bonus on attack and damage rolls against hills creatures.

Marsh: You have a +4 competence bonus on Move Silently checks. You gain a +1 insight bonus on attack and damage rolls against marsh creatures.

Mountains: You gain a +4 competence bonus on Climb checks, or a +10- foot bonus to your climb speed if you have one. You gain a +1 insight bonus on attack and damage rolls against mountain creatures.

Plains: You have a +4 competence bonus on Spot checks. You gain a +1 insight bonus on attack and damage rolls against plains creatures.

Underground: You have 60-foot darkvision, or 120-foot darkvision if you already had darkvision from another source. You gain a +1 insight bonus on attack and damage rolls against underground creatures. The hunter gains an additional terrain mastery at 16th, 18th, and 20th level.

Hide in Plain Sight (Ex): While in any sort of natural terrain, a hunter of 20th level or higher can use the Hide skill even while being observed.