Hunter (TOWW)
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Hunter[edit]
Making a Hunter[edit]
Abilities: Str, Dex, Wis.
Alignment: Any.
Hit Die: 1d8
Class Skills[edit]
Athletics (Str), Craft (Woodworking) (Int), Escape Artist (Dex), Handle Animal (Cha), Heal (Int), Intimidate (Cha), Intuition (Wis), Knowledge (geography and nature) (Int), Perception (Wis), Stealth (Dex), Survival (Wis), and Travel (Wis).
Skill Points at 1st level: (3 + Int modifier) × 4.
Skill Points at each additional level: 3 + Int modifier.
Level | Base Attack Bonus |
Defense Bonus |
Fort Save |
Ref Save |
Will Save |
Special |
---|---|---|---|---|---|---|
1st | +1 | +0 | +2 | +2 | +0 | Animal Companion, Navigator, Track |
2nd | +2 | +0 | +3 | +3 | +0 | Fighting Style |
3rd | +3 | +0 | +3 | +3 | +1 | Precision |
4th | +4 | +0 | +4 | +4 | +1 | Survival Skills |
5th | +5 | +0 | +4 | +4 | +1 | Animal Companion Ability |
6th | +6/+1 | +0 | +5 | +5 | +2 | Fighting Style Definition |
7th | +7/+2 | +1 | +5 | +5 | +2 | Terrain Mastery |
8th | +8/+3 | +1 | +6 | +6 | +2 | Prey |
9th | +9/+4 | +1 | +6 | +6 | +3 | Animal Companion Ability |
10th | +10/+5 | +1 | +7 | +7 | +3 | Fighting Style Adaptation |
11th | +11/+6/+1 | +1 | +7 | +7 | +3 | |
12th | +12/+7/+2 | +1 | +8 | +8 | +4 | Predator |
13th | +13/+8/+3 | +1 | +8 | +8 | +4 | Animal Companion Ability, Terrain Mastery |
14th | +14/+9/+4 | +1 | +9 | +9 | +4 | Fighting Style Expansion |
15th | +15/+10/+5 | +2 | +9 | +9 | +5 | |
16th | +16/+11/+6/+1 | +2 | +10 | +10 | +5 | Wild Instinct |
17th | +17/+12/+7/+2 | +2 | +10 | +10 | +5 | Animal Companion Ability |
18th | +18/+13/+8/+3 | +2 | +11 | +11 | +6 | Fighting Style Mastery |
19th | +19/+14/+9/+4 | +2 | +11 | +11 | +6 | |
20th | +20/+15/+10/+5 | +2 | +12 | +12 | +6 | The Most Dangerous Game |
Class Features[edit]
All of the following are class features of the hunter.
Weapon and Armor Proficiency
A hunter is proficient with all simple weapons and martial weapons. hunters are proficient with light armor.
Animal Companion (Ex)
A hunter travels with an animal companion that helps her on her journeys. As the hunter levels up, she gains abilities to be used with her animal companions at 5th level, and every 4 levels thereafter.
Navigator
A hunter is familiar with specific types of natural environments, and is adept and traveling and surviving in such regions. She gains a favored terrain type from the following list: arctic, coast, desert, grassland, forest, marsh, or mountain. The hunter gains a +2 bonus to intuition, knowledge, perception, and survival checks related to her favored terrain type.
While traveling in her favored terrain, a hunter gains the following benefits:
- Difficult terrain does not slow down group or individual travel.
- A hunter cannot become lost by natural means
- A hunter has a +4 bonus to perception checks against hidden enemies.
- A lone hunter can move at her normal speed while stealthed.
- When making a survival check to gather food, the amount of food gained is doubled.
- A hunter has a +4 bonus to survival checks related to tracking.
Track
A hunter gains track as a feat.
Fighting Style
At 2nd level, a hunter chooses to specialize either in ranged or melee combat. This affects all fighting style improvements at later levels. She chooses one ability from either ranged or melee specialization.
Ranged Specialization
Archery: Add 25 feet to the range of any bow.
Firearms: The hunter gains a +2 to attack rolls made with firearms. If she does not take a move action, she adds a +1 to her damage roll as well.
Melee Specialization
Single-Weapon Fighting: When wielding a single melee weapon (or unarmed strikes), and no others, a hunter adds +2 to her damage rolls.
Two-Weapon Fighting: If fighting with two-weapons (or natural weapons), a hunter adds her full Strength modifier to her damage roll using her offhand weapon.
Precision
A 3rd level hunter is adept enough to be able to choose how she wants to attack her target. A hunter can choose to instead make an attack against a body part of their target (the target still makes a normal defense roll) in an attempt to sunder it. Any attacks made using precision deal half damage. If the attack is a critical hit, the target takes 1d4 damage on its next turn from bleeding. The hunter can choose to attack her target's eyes instead of limbs at a -10, and deals one quarter damage instead of half. A hunter must be able to see the part of the body she wants to attack, and it cannot be obscured (armor, mask, etc.). A hunter cannot attack with precision against a supernatural target.
If the amount of a damage a single limb has received is greater than the maximum hit points of the target, it is not dead, even if its hit points were consequently reduced to 0. It does however need to make a Fortitude saving throw (DC=10 + damage over max HP) or fall unconscious.
Damage required for each impairment is doubled for each size category larger than the hunter.
The following debuffs apply to any target whose limbs have been attacked:
Damage Taken |
Arm | Leg | Eye |
---|---|---|---|
5 + target's level | Target loses its Strength modifier on attack rolls and damage rolls using that arm for 1d4 days. | Target loses 5 feet of movement speed (stacks with each leg) for 1d4 days. | Target has partially obscured vision for 1d4 days. |
10 + target's level | Target has a -10 on attack rolls made using that arm. | Target must take a full-round action to be able to make a move action. The target cannot run. | Target is temporarily blinded in that eye for 1d4 days. |
15 + target's level | Target cannot use that arm for anything, and loses half its Strength modifier for 1d4 days (disabling both arms results in a complete loss of Strength modifier). | Moving provokes an attack of opportunity, and the target cannot make a 5-foot step. | Target is permanently blinded in that eye. |
25 + target's level | The arm is cut off. The target has a permanent -1 penalty to its Strength ability score. The target begins taking 1d4 points of damage per round from bleeding, and will bleed out unless it is stabilized. | Target begins taking 1d4 points of damage per round from bleeding, and will bleed out unless it is stabilized. The target cannot move (except by crawling) unassisted for the remainder of combat. | Target must make a Fortitude saving throw (DC=10 + hunter level) or die. |
Survival Skills
A 4th level hunter gains a +4 to survival and heal checks. Once per day, a hunter can make a heal check (DC=15) to recover 1d8 points of lethal damage from any character, including herself.
Fighting Style Definition
At 6th level, a hunter improves upon her existing fighting style, and chooses a method to define it going forward based on what she selected at 2nd level.
Ranged Specialization
Range: Attack penalties for range increments are halved.
Speed: If making an attack action with a ranged weapon, a hunter can use her move action to make another attack at her highest base attack bonus.
Accuracy: A hunter can choose to take a full-round action to make half as many attacks as she normally would (rounding down) with her ranged weapon at her highest base attack bonus with a doubled critical range.
Melee Specialization
Offensive: If a hunter's target is below its hit point maximum, her attack does an extra 1d8 points of damage. This can only be used once per round, and only on one target.
Defensive: Should a hunter be hit by an attacker, she gains a +1 dodge bonus to defense against that target each time she is hit (max 1 + hunter level / 3). If the target attacks her again and misses, the bonus goes away.
Terrain Mastery
At 7th level, and again at 13th level, a hunter gains a new favored terrain type for navigator, and increases all bonuses for existing favored terrain types by +2. This would be a total bonus of +4 for the first favored terrain type at 13th level.
Prey
Beginning at 8th level, a hunter can select one target per round. Against this target, the hunter gains a +2 bonus to all defense rolls, saving throws, and opposed grapple checks.
Fighting Style Adaptation
At 10th level, a hunter chooses between focusing on crowds of enemies and single targets.
Multi-Target Focus
Follow Up Damage: Once per turn, when making an attack, a hunter can make a single extra attack roll within the range of her weapon against a different target that is within 5 feet (melee) or 20 feet (ranged) of the original target.
Attack Division: If a hunter divides her attacks up against multiple targets, she can choose to subtract 3 from her first attack roll, and add 3 to all other attack rolls if they are made against a different target.
Single Target Focus
Recurrence: If a hunter uses all of her attacks against the same target, if her attack hits, the next attack roll has a +1 to hit. If all of her attacks hit, she can make an extra attack against the same target at her highest base attack bonus.
Combo Damage: If a hunter uses all of her attacks against the same target, if her attack hits, the next damage roll has a stacking +2 damage for each attack that hits. This bonus does not go away if any of her attacks miss.
Predator
A 12th level hunter can, once per turn, select a single target. Against this target, she gains a +2 to all attack rolls (including grapples) and damage rolls. This also applies her prey bonus. Prey cannot be applied separately from predator.
Fighting Style Expansion
At 14th level, a hunter can select one of the previous fighting style abilities that she did not previously choose, even if they are of a different style than she adopted at 2nd level.
Wild Instinct
At 16th level, a hunter has very honed senses. If a creature has total concealment, it is treated as having partial concealment. If the creature has partial concealment, the hunter instead just has a -4 to attack rolls. If the creature is engaged in combat, the hunter is automatically aware of its location, as long as she is not blinded or deafened. If the creature is not engaged in combat, the hunter must make a perception check (DC=creature stealth roll) to know its location. A hunter cannot detect a creature concealed by supernatural means.
Fighting Style Mastery
At 18th level, the hunter chooses a final feature of her fighting style.
Ranged Specialization
Piercing: If a hunter hits a target with a ranged weapon where her attack roll was greater than the target's defense roll by 10 or more, the first target behind the primary target must make a defense roll against the same attack roll.
Impact: If a hunter is making an attack with a bow, she adds double her Strength modifier to the damage roll if the weapon has a Strength modifier.
Accuracy: When attacking with a firearm, a hunter can choose to instead make a full attack action, allowing her to make as many attacks as she normally would, with each attack roll being made with her highest base attack bonus.
Melee Specialization
Momentum: When a target within range of the hunter's melee weapon misses an attack, once per round, she can make an attack of opportunity against that target as long as she can see it.
Precision: If attacking a target with a single melee weapon, the hunter adds double her Strength modifier to the damage roll. If her Strength modifier would have already been doubled, it is instead tripled.
Full Attack: After making a full-attack action, a hunter can make a final attack with both weapons at once using one attack roll at her highest base attack bonus.
The Most Dangerous Game
At 20th level, the hunter chooses between humanoid and non-humanoid creatures to specialize in hunting. Against whichever type she chooses, she permanently gains her predator and prey bonuses against all creatures of that type. She can still use predator and prey as normal, even if the selected target is of the same type as the most dangerous game. The bonuses stack.
Epic Hunter[edit]
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24th | Bonus Feat | ||||||||||||||||||||||||||||||||||||||||
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30th | |||||||||||||||||||||||||||||||||||||||||
3 + Int modifier skill points per level. |
Epic Hunter Bonus Feat List: Blinding Speed.
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