Bounty Hunter (3.5e Class)

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Boba Fett, famous Mandalorian Bounty Hunter, illustrated by Steve McNiven

Bounty Hunter[edit]

Bounty Hunters are skilled warriors who travel the galaxy in search of those who are unfortunate enough to earn a bounty on their heads. They will do almost anything that it takes to take their prey back to the people that hired them, whether they are wanted dead or alive.

Making a Bounty Hunter[edit]

Strong frontline or ranged combatants, Bounty Hunters are incredible at one on one or one on two combat. They take advantage of the weaknesses of their enemies to increase their own effectiveness in combat.

Abilities: Bounty Hunters are combat-focused, relying heavily on their Dexterity and Constitution to better take, deal, and avoid damage.

Races: Any race can answer the call of the hunt, though the most famous bounty hunters in the galaxy are a race of humans known as Mandalorians.

Alignment: Any

Starting Gold: 10d8×10 gp

Starting Age: Moderate.

Table: The Bounty Hunter

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +2 +0 Tools of the Trade, Weapon Finesse
2nd +2 +3 +3 +0 On the Hunt, Hunter's Dodge
3rd +3 +3 +3 +1 Intimidating Presence
4th +4 +4 +4 +1 Hunter's Evasion, Uncanny Dodge
5th +5 +4 +4 +1 Improved Tools of the Trade
6th +6/+1 +5 +5 +2 Armor of the Hunt
7th +7/+2 +5 +5 +2 Hunter's Quarry
8th +8/+3 +6 +6 +2 Superior Tracking
9th +9/+4 +6 +6 +3 Thrill of the Hunt, Greater Tools of the Trade
10th +10/+5 +7 +7 +3 Improved Hunter's Evasion, Improved Uncanny Dodge
11th +11/+6/+1 +7 +7 +3
12th +12/+7/+2 +8 +8 +4 Improved Armor of the Hunt
13th +13/+8/+3 +8 +8 +4 Improved Thrill of the Hunt, Superior Tools of the Trade
14th +14/+9/+4 +9 +9 +4 Improved Hunter's Quarry
15th +15/+10/+5 +9 +9 +5
16th +16/+11/+6/+1 +10 +10 +5 Personal Forcefield
17th +17/+12/+7/+2 +10 +10 +5 Master of the Trade
18th +18/+13/+8/+3 +11 +11 +6 Greater Armor of the Hunt
19th +19/+14/+9/+4 +11 +11 +6
20th +20/+15/+10/+5 +12 +12 +6 Lord of the Hunt

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Balance, Climb, Concentrate, Diplomacy, Escape Artist, Gather Information, Hide, Intimidate, Jump, Knowledge (Engineering), Knowledge (Local), Knowledge (Nobility), Listen, Move Silently, Sense Motive, Spot, Survival, Swim, and Tumble.

Class Features[edit]

All of the following are class features of the Bounty Hunter.

Weapon and Armor Proficiency: Bounty Hunters are proficient in all simple and martial weapons, plus one exotic weapon of their choice. They are proficient in all armor and shields, but not tower shields.

Tools of the Trade (Ex): At 1st level, a Bounty Hunter gains access to a selection of tools that he can use while hunting his quarry. He can choose two of these tools at 1st level, from the following list;

Flamethrower: The Flamethrower is a wrist-mounted tool that uses canisters of flammable fuel to spray flames in a cone. As a standard action, the Flamethrower deals 1d6 fire damage per Bounty Hunter level in a 15 ft cone, and can be used once every 1d4 rounds. A successful Reflex save (DC 10 + Bounty Hunter level + Dexterity mod) halves the damage. At 5th level, the cone size increases to 20 ft, then every 4 levels after, the size of the cone increases by 10 feet, to a maximum of 50 ft at 17th level.
Grappling Wire: The Grappling Wire is a wrist-mounted tool that uses pressurized gasses to launch a small grappling head at the end of a super-strong metal cord. A motor in the housing allows the Bounty Hunter to rapidly retract the grappling head. At 1st level, it can be used to grab any object of 15 lbs or less from a range of 30 feet, and bring it to the Bounty Hunter. If that object is being held, a contested grapple check is made.
At 5th level, the Grappling Wire's range is increased to 90 feet, and it can now be used to grab onto a surface and pull the Bounty Hunter to a different location. As a move action, any open area with a flat surface visible to the Bounty Hunter can be targeted, and the Grappling Wire will carry him there.
At 9th level, as a standard action, the Grappling Wire can be used to make a ranged grapple attack, allowing the Bounty Hunter to call to him any opponent within 30 feet that loses a contested grapple check. The opponent is considered grappled, while the Bounty Hunter is not, allowing the Bounty Hunter more options for attacking his grappled opponent or other opponents. To break out of the Grapple Wire, the grappled opponent must beat the original grapple check.
Carbonite Projector: The Carbonite Projector is a wrist-mounted tool that sprays carbonite at close range. When used on a helpless or unconscious target, it freezes them in carbonite, encasing them in a material that needs to be properly removed to free the target. They can be held indefinitely with no risk of escape.
At 5th level, the Carbonite Projector can be used in combat. Against a single target within 5 ft, as a standard action, the Bounty Hunter can declare that they are going to spray the target with Carbonite. On a failed Dexterity save, the target is affected as if they were targeted by the Slow spell.
Tracking Dart Launcher: The Tracking Dart Launcher is a wrist-mounted tool that allows the Bounty Hunter to launch a miniscule tracking dart that numbs the small part of its target where it hits to pain temporarily, so that the dart may go unnoticed. The dart inserts a tracker into the target before falling off. This tracker can be used to track a single target across great distances. At 1st level, that distance is 5 miles. At 5th level, that distance increases to cover an entire continent. At 9th level, that distance increases to cover an entire planet. At 13th level, the target can now be tracked across the entire galaxy. Only one target can be tracked at a time. If another target is hit with a tracking dart, the first tracker goes dormant, and cannot be accessed again unless the Bounty Hunter gets within 50 feet of the previous target. He may then choose to reactivate the old tracker, causing any current tracker to go dormant.
Hidden Blade: The Hidden Blade is stored inside one of the Bounty Hunter's gauntlets, chosen when taking this tool. The weapon is impossible to detect while it is stored, and can be drawn or sheathed as a swift action. The blade deals 1d6 slashing damage, and the Bounty Hunter is always considered proficient with the blade. The Bounty Hunter can use his Strength or Dexterity for attack and damage rolls with the blade.

Weapon Finesse (Ex): A 1st level, a Bounty Hunter receives the Weapon Finesse feat with respect to the exotic weapon he chose as part of his weapon proficiencies. He also gains this for any weapon he has Weapon Focus with. He may use his Dexterity modifier instead of his Strength modifier as the bonus to his melee attacks when using these weapons.

On the Hunt (Ex): At 2nd level, a Bounty Hunter gains an insight bonus equal to his Dexterity modifier on all Balance, Intimidate, Jump, and Survival checks, as well as Reflex saves and his AC. On the Hunt does not apply if the user is immobile.

Hunter's Dodge (Ex): At 2nd level, if he succeeds a Reflex save, a Bounty Hunter can dodge ranged attacks coming his way. The reflex save DC is (15 + 1/4 enemy Attack roll).

Intimidating Presence (Ex): At 3rd level, a Bounty Hunter starts growing in reputation. His very presence instills fear in those around him. He gains an insight bonus equal to his level to all Intimidate checks.

Hunter's Evasion (Ex): At 4th level, a Bounty Hunter gains the use of the Evasion ability.

Uncanny Dodge (Ex): At 4th level, a Bounty Hunter gains the use of the Uncanny Dodge ability, using his Bounty Hunter level as his rogue level.

Improved Tools of the Trade (Ex): At 5th level, a Bounty Hunter expands his arsenal of tools. He can select one additional tool, and gains access to two new tool options;

Heads Up Display: The Heads Up Display (H.U.D.) is a tool that is attached to a helmet, goggles, glasses, or other eyewear that displays a wide range of information, and provides much easier access to all other tools. Atmospheric data, including air toxicity, oxygen levels, and other useful information can be viewed using the H.U.D., and the scan function can highlight footprints that might otherwise be non-visible or indistinct, granting a +5 bonus to all survival checks used to track a target. All tool systems are routed into the H.U.D. when it is installed, allowing much faster use of each tool. Any tool that previously required a standard action to be used in combat can now be used in place of a move action, or as a swift action. At 9th level, the speed is increased to a free action, with the option to still be used as a move equivalent or standard action. At 13th level, these combat-function tools can be substituted for any attack in a full attack action.
Handheld Tracking Module: The Handheld Tracking Module (HTM) is a handheld portable tool, equipped with a powerful portable tracking system that has many useful scanning functions. It's first function is a radar, which can be used to determine if there are currently operating ships on the ground, or in the air above, a one mile radius. The second function is a sonar, which also extends to a one mile radius. Whenever the Bounty Hunter is under, over, or on the surface of a body of water , he may use the sonar to determine if there are any large objects within one mile of his position.
The third and final function of the HTM is that it allows for multiple targets to be tracked using the darts from the Tracking Dart Launcher. When the two tools are synchronized, all currently dormant trackers are reactivated, and the location of any tracker can be displayed on the screen at any time. If multiple trackers are in the same location, each is shown as a separate symbol that corresponds with the creature/person being tracked.
Wrist-Mounted Railgun: The Wrist-Mounted Railgun can be fired in place of any weapon attack in a full-round action, or can be fired independently. It is a powerful, wrist-mounted blaster that fires heavily concentrated bolts of energy. The railgun deals 1d6 piercing damage for every two Bounty Hunter levels (rounded up), and deals damage to both the target and the target's armor. The railgun requires time to recharge, and can only be fired once a round.

Armor of the Hunt (Ex): At 6th level, a Bounty Hunter becomes far more at home in his armor. He can now move in heavy armor as if it was medium armor, and in medium armor as though it was light armor. In addition, if he is wearing light or no armor, he gains a +1 dodge bonus to his AC, which stacks with other sources of dodge bonuses, like the feat Dodge.

Hunter's Quarry (Ex): At 7th level, as a free action, a Bounty Hunter can mark an opponent as his Quarry. Against his Quarry, a Bounty Hunter gains an insight bonus to all attack rolls, damage rolls, and AC equal to 1/4 his Bounty Hunter level, rounded up. His Quarry gains a penalty to all attack rolls, damage rolls, and AC against the Bounty Hunter equal to 1/4 of his Bounty Hunter level.

Superior Tracking (Ex): At 8th level, a Bounty Hunter may roll twice and take the better result on all Survival checks to track their prey.

Thrill of the Hunt (Ex): At 9th level, when a Bounty Hunter kills or assists in killing his Quarry, he gains certain benefits. He can immediately name another target as his Quarry, and he regains an amount of hp equal to his Bounty Hunter level. He can make an immediate bonus attack against his new Quarry at his highest attack bonus.

Greater Tools of the Trade (Ex): At 9th level, a Bounty Hunter once again expands their arsenal of tools. He can select one additional tool, and gains access to two new tool options;

Jetpack Thrusters: The Jetpack Thrusters are a tool that is attached to the Bounty Hunter's jetpack. This tool grants the Bounty Hunter a flight speed equal to twice his land speed. At 13th level, this flight speed increases to four times his land speed.
Tank Buster: The Tank Buster is either a wrist-mounted or a jetpack-mounted tool that provides the Bounty Hunter with an armor-piercing missile that can be fired at a target. When fired at a living target, the missile ignores armor, hitting against touch AC. When fired at a vehicle or other non-living target, it bypasses up to a hardness of 10. If the material it is fired into has more than a 10 hardness, the hardness is treated as 10 less against the missile's damage. At 13th level, the missile bypasses any hardness of up to 20. The missile deals 1d8 damage per Bounty Hunter level in a radius of 15 feet. The missile can be fired once every 1d4+1 rounds, or sooner if the Bounty Hunter chooses to take a standard action to reload the missile.

Improved Hunter's Evasion (Ex): At 10th level, a Bounty Hunter gains the use of the Improved Evasion ability.

Improved Uncanny Dodge (Ex): At 10th level, a Bounty Hunter gains the use of the Improved Uncanny Dodge ability, as a barbarian of his Bounty Hunter level.

Improved Armor of the Hunt (Ex): At 12th level, a Bounty Hunter grows even more accustomed to their armor. He only incurs half of the normal armor check penalties, and increases the maximum Dexterity bonus of any armor by 3. In addition, if he is wearing light or no armor, he gains an additional +1 dodge bonus to his AC, which stacks with other sources of dodge bonuses, like the feat Dodge.

Improved Thrill of the Hunt (Ex): At 13th level, a Bounty Hunter's Thrill of the Hunt ability now heals him for two times his Bounty Hunter level whenever he kills or assists in killing his Quarry. If the attack that killed the Quarry was a critical hit, the bounty hunter gets to make two attacks at his highest base attack bonus against his next Quarry.

Superior Tools of the Trade (Ex): At 13th level, a Bounty Hunter once again expands their arsenal of tools. They pick one additional tool, and gain access to two new tool options;

Orbital Bombardment: The Orbital Bombardment is a tool that can only be used if the Bounty Hunter owns a ship. Using the computer system in his suit, the Bounty Hunter calls down a bombardment from his ship. This bombardment is targeted at a single square, and each round one of the ship's weapons fires onto that spot. Each round, roll a d4 to determine which weapon is fired. If the Bounty Hunter's Starship has more than 4 weapons, increase the d4 to a dice size that makes sense for the number of weapons (Example; rolling a d8 for a ship with 7 weapons, or a d12 for a ship with 11 weapons). At 15th level, the ship fires two attacks per round. Each blast deals the damage of the weapon that is fired for the round.
Disintigration Ray: The Disintegration Ray is a wrist-mounted tool that can slay any one creature within range. The target is entitled to a Fortitude saving throw to survive the attack. If the save is successful, the creature instead takes 3d6 points of damage +1 point per caster level (maximum +25). This ability can be used once every 3d4+2, and the save DC is equal to 10 + the Bounty Hunter's Dexterity modifier + half Bounty Hunter level (rounded down).

Improved Hunter's Quarry (Ex): At 14th level, a Bounty Hunter may now mark two enemies as his Quarry. In addition, the insight bonuses for himself and penalties for his Quarry are increased to 1/2 his Bounty Hunter level.

Personal Forcefield (Ex): At 16th level, a Bounty Hunter gains spell resistance equal to 10 + 1/2 Bounty Hunter level + Dexterity modifier.

Master of the Trade (Ex): At 17th level, the Bounty Hunter gains his final additional choice of tools. In addition, he may pick one tool out of his arsenal, and he gains specialization with that tool. Any numerical or damage value involved with the tool is doubled (Save DC's, flight speed, number of damage dice, etc).

Greater Armor of the Hunt (Ex): At 18th level, a Bounty Hunter becomes supremely comfortable in their armor. They now incur no armor check penalties from wearing armor, and any armor they wear no longer has a maximum Dexterity bonus. In addition, if he is wearing light or no armor, he gains an additional +1 dodge bonus to his AC, which stacks with other sources of dodge bonuses, like the feat Dodge.

Lord of the Hunt (Ex): At 20th level, the Bounty Hunter has achieved the pinnacle of what it means to be a Bounty Hunter, which confers the ability to have the spell Freedom of Movement perpetually on. He no longer provokes attacks of opportunity involving movement, and can move up to his movement speed any time his Quarry attempts to move away from him.

Campaign Information[edit]

Playing a Bounty Hunter[edit]

Religion: Weapons are my religion.

Other Classes: As long as they don't annoy the Bounty Hunter, or are useful to him in some capacity; they are generally treated with respect, or are at least respected for their abilities.

Combat: Mobile Striker, capable of great melee or ranged damage. Bounty Hunters are exceptional duelists, thanks to Hunter's Quarry.

Bounty Hunters in the World[edit]

“No hard feelings. It’s just business.”
—Boba Fett, Human Bounty Hunter

Notables: Boba Fett, Din Djarin, Bossk, Cad Bane, Dengar.

Organizations: Bounty Hunter's guild, located on Tatooine.

NPC Reactions: Most people fear Bounty Hunters for their legendary combat skills. Especially those with reputations.

Bounty Hunter Lore[edit]

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

Bounty Hunters
DC Result
5 Bounty Hunters track down targets for money.
10 Bounty Hunters' services can be purchased by anyone with the right connections.
15 Bounty Hunters have a secret guild where they meet and take jobs from clients.
20 Specific information about the Bounty Hunter's reputation that they are researching.

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