Bowman of Hunting (3.5e Prestige Class)

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Bowman Of Hunting[edit]

Hunters of Men are a class of archers who excel at killing with a bow by using their stealth and science. By careful study they have managed to develop special arrows that they can craft, each one with its own specialized task. When pressed in melee he may resort to using his arrows as a weapon in themselves, but his dedication to the bow is such that having any other weapon proficiencies will not allow him the focused concentration needed to develop or maintain the skills of his class. He often applies his skills to the task of searching out and killing men. This could be in the capacity of a personal vendetta or as bounty hunter, officer of the law, or some such task...

Making a Bowman Of Hunting[edit]

The Bowman Of Hunting is strong in that he excels at ranged combat, his failing is that he has no provision for effective fighting in melee.

Requirements[edit]

To qualify to become a Bowman of Hunting, a character must fulfill all the following criteria.


Table: The Bowman Of Hunting

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +2 +0 Initiate of the Bow, Crafted Arrow, Sniper's Precision +1d6
2nd +2 +3 +3 +0 Track
3rd +3 +3 +3 +1 Apprentice of the Bow, Crafted Arrow, Sniper's Precision +2d6
4th +4 +4 +4 +1 Reflex Shot
5th +5 +4 +4 +1 Journeyman of the Bow, Hide in Plain Sight
6th +6/+1 +5 +5 +2 Crafted Arrow, Sniper's Precision +3d6
7th +7/+2 +5 +5 +2 Shot on the Run
8th +8/+3 +6 +6 +2 Trackless Step, Master of the Bow
9th +9/+4 +6 +6 +3 Crafted Arrow, Sniper's Precision +4d6
10th +10/+5 +7 +7 +3 Swift Tracker

Class Skills (6 + Int modifier per level)
Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), Use Rope (Dex).

Class Features[edit]

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

Weapon and Armor Proficiency: The Bowman Of Hunting is proficient with Shortbows, Longbows, Yumi (Hankyu and Daikyu), and arrows (as melee weapon), as well as light armor.


Initiate of the Bow (Ex): At 1st level, a Bowman Of Hunting's aptitude in his use of a bow improves. He is treated as having the Point Blank Shot feat, even if he does not have the normal prerequisites for that feat.

The benefits of the Hunter of Men's abilities apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor. This rule applies to the Initiate of the Bow and all other abilities of the class.

Crafted Arrow (Ex): A Bowman Of Hunting learns to not only use a normal arrows, but learns to applies some science into their crafting to make and use special custom arrows. These arrows never available on any market, black or otherwise, and must be made and also are unusable by anyone who is not trained to make them. It takes three hours of dedicated work to make a single arrow of these custom types. The DC to craft each arrow is 20 with no cost for materials as the Hunter will procure all the necessary materials from nature himself, as calculated into the time spent on each arrow. Each time the Bowman Of Hunting learns to make a new arrow, he receives a +5 bonus to both his craft(fletcher) and craft(bowyer) skills. At levels 1,3,6 and 9 the Hunter learns to craft a new kind of arrow and may choose from the list given below. These arrows can be chosen in any order. The other restriction upon these arrows is that because of their unique make-up they must be carried in a specialized quiver and as such only five of each special arrow can be carried at a time without the feat of Upgraded Quiver. As Hunters are zealously protective of their secrets they also will not have other arrows made besides those that they can carry. They may have nearly finished arrows however, but these nearly finished arrows would still take the 3 hours to make originally but then can be finished later with 20 minutes of work per arrow.

Curved: This arrow has a specially shaped head and fletching to cause the arrow to curve. The Arrow takes a semi-circular path so that the arrow will go around a cover and hit the target from the side or back (as is appropriate for the semi-circular arc). The arc does not need to have the target as the opposite end of the arc but can fall any where in between on the arc. The arrow must still have a clear path on which to travel. When calculating range, one counts the distance the arrow travels rather than the distance to the target. Since the arrow is coming from an unexpected direction, the attack is always treated as a flanking attack for purposes of to hit bonuses and for sneak attacks or similar abilities.

Splintered: This arrow is much more like a tight bundle of smaller arrows. This bundle can then split into multiple attacks that then can hit multiple enemies or the same enemy. To determine the number of splinters the Hunter may evenly divide their modified attack bonus by the number of attacks they wish, each splinter then has the the attack bonus that was divided -1, but the arrows may not have a negative bonus. (Ex. Nakaizumi has an AB of 12, he may divide this by 6 and then -1 for 6 attacks at 1 AB; or Nakaizumi may choose to have 4 attacks at 2 AB). These splintered attacks each do damage one die smaller than a normal arrow for that bow would do and cannot critical (though do always succeed with a natural 20), with still applying other bonuses to damage normally (Str from a Mighty Bow, Int from Ballistic Science, or even the additional dice for a sneak attack/sniper shot). Due to the nature of the arrow it can only be fired at up to 3/4 of the characters range and must travel at least 15 feet to allow time for the arrow to splinter.

Weighted Arrow: This arrow is modified with a lead weight at the end. This allows the arrow to dramatically increase its destructive power. However the weight causes the arrow to let of a low pitched whine, so that if an the target hears the arrow coming (Listen Check: DC 10, then he may attempt a reflex save to dodge the arrow (Reflex Save: DC = 10 + Hunters Class Level). The arrow does double (bludgeoning) damage (this damaged would be multiplied if a critical is hit).

Clawed Arrow: This arrow is modified to create maximum damage. The head is fashioned into four claws and the shaft is covered in barbs to increase the rifling affect once fired as well as to increase damage as they tear through flesh. This arrow always is treated as a critical when it hits and increases the critical modifier by one (longbow would do x4 on a critical). This arrow however is extremely hard to control and aim and so can only be shot at a range of 20ft or less.

Incendiary Arrows: These arrows do not actually set anything on fire, rather they are hollowed out shafts that are filled with a slightly viscous liquid. When the arrow strikes its target the brittle shaft shatters, spraying this liquid all over the target. Then if a normal arrow with a flaming rag follows, or some other source of fire, then the liquid ignites. This liquid is not only highly flammable but is also extremely virulent and unrelenting. The does 1 damage the first round, then the next round 1d3,1d4, 1d6, 1d8, 1d10... Each round increasing by one die as the fire spreads over the body and burns deeper and deeper into the flesh. The fire will continue burning despite any attempts to put it out such as dousing in water or rolling on the ground (these will in fact spread the liquid and will jump the damage one die higher each round that it is done). The only way to extinguish the flames is by magical means, by completely submerging in water for an entire minute, or by thoroughly dousing the liquid in salt prior to it being lit. The both the arrow that delivers the liquid and the fire arrow that follows do not do any direct damage but still affect regardless of armor so both are treated as ranged touch attacks.

Poison Arrows: The Hunter of Men also have use of arrows that deliver a neurotoxin. This arrow must hit to deliver the poison, if hit the target may make a Fortitude Save where the more damage dealt by the arrow signifies the depth into the body that the poison in introduced (Fortitude Save: DC= 10 + 1/2 Class Level + Damage Dealt by the arrow). If the save is failed then the toxin successfully has set in. Under normal conditions it may take anywhere from 15 minutes to 3 hours to die from the toxin, however strenuous activities (as per GM's discretion) can dramatically increase this rate (symptoms occur 25% faster per strenuous action) by accelerating the spread of the neurotoxin. Very soon (within a minute- or after 10 rounds in a battle) the target will experience a tingling sensation in mouth and limbs, dizziness, erratic heartbeat, double vision, loss of ability to articulate well (can only speak a few coherent words at a time with a will save, DC= 15), and pronounced loss of muscle control (Conditions: Dazzled, Fatigued, Nauseated, and Sickened). If the target does not receive treatment within 5 minutes their symptoms progress to severe abdominal pain, nausea and vomiting, severe shortness of breath, bleeding from the nose, and paralysis (Conditions: Exhaustion, Paralysis, Unconscious and Stable, in addition to previous conditions). If the target still does not receive treatment then in 20 minutes - 2 hours after the introduction of the toxin, he will experience convulsions, cardiac arrest (70% chance of death, add fortitude save to the roll), respiratory arrest (70% chance of death, add fortitude save to the roll), and then slips into a coma. If the target remains untreated, at 3 hours the victim dies. Symptoms can be delayed by 1 minute by a fortitude save (DC = Original DC against toxin [10 + 1/2 Class Level + Damage Dealt] + the amount of time in minutes since hit), this delay can be attempted as many times as desired for each set of symptoms as long as they continue to succeed. To treat the target without knowledge or anti-toxin, is a heal check (DC= 10 + 1/2 Class Level + Damage dealt by the arrow + amount of time in minutes since being hit). With an anti-toxin or with a successful Knowledge (Nature) check (DC 30), the heal check DC drops to ( DC= 10 + amount of time in 1/2 hours since being hit). This toxin can also be cured by magical means.

Sniper's Precision (Ex): If a Hunter of Men can catch an opponent when he is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage.

The Bowman Of Hunting’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 he flanks his target. This extra damage is 1d6 at 1st level, and it increases to 2d6 at level 3 and then increases by 1d6 every three Hunter of Men levels thereafter. Should the Hunter of Men score a critical hit with a sniper shot, this extra damage is not multiplied. The Hunter of Men can only due this with a bow and only if the target is within half of the Hunter's total range. He cannot deal nonlethal damage in a sniper shot, not even with the usual –4 penalty. A Hunter of Men can snipe 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 sniper shots. The Hunter of Men must be able to see the target well enough to pick out a vital spot (longer shots would be at the head) and must be able to hit such a spot. A Hunter of Men cannot snipe while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Apprentice of the Bow (Ex): At 3rd level, a Bowman Of Hunting's aptitude in his use of a bow improves. He is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat.

Reflex Shot (Su): The Bowman Of Hunting may make an Attack of Opportunity with his bow against an opponent that performs an action that draws an Attack of Opportunity. This ability is limited to opponents within one half of the Hunter's total range and within line of sight. This ability stacks with Combat Reflexes.

Journeyman of the Bow (Ex): At 5h level, a Bowman Of Hunting's aptitude in his use of a bow improves. He now has Ballistic Science as a feat.

Ballistic Science: As a result of careful study and understanding of the science of ballistics and how an arrows flight functions, the Hunter of Men is able to use his bow with greater accuracy and damage. Add the his Int modifier (if any) to attack and damage rolls (this stacks with other abilities that affect these rolls).

Hide in Plain Sight (Ex): While in any sort of natural terrain, a Bowman Of Hunting that is level 5 or higher can use the Hide skill even while being observed.

Shot on the Run (Ex): A Bowman Of Hunting gains Shot on the Run as a bonus feat, even if he does not have the prerequisites for that feat.

Trackless Step (Ex): Starting at 8th level, a Hunter leaves no trail in natural surroundings and cannot be tracked. He may choose to leave a trail if so desired.

Master of the Bow (Ex): At 8th level, a Bowman Of Hunting's aptitude in his use of a bow improves. He is treated as having the Improved Precise Shot feat, even if he does not have the normal prerequisites for that feat.

Upgrade Quiver (Ex): The Bowman Of Hunting now has learned how to craft quivers to better hold his custom arrows. As a result the maximum number of each kind of arrow that can be carried at one time is doubled to 10 (without this only 5 of each kind of special arrow may be carried at one time).

Crafter of Arrows (Ex): The Bowman Of Hunting has increased his skill at crafting his arrows. The required time to craft arrows, his special ones and also normal ones, is cut in half.

Ex-Bowman Of Hunting[edit]

A Hunter of Men who takes a Weapon Focus with another weapon besides those given by the class loses all the abilities associated with using a bow as the techniques require a degree of focus to develop and also to maintain them that excludes the time needed to become proficient with something else and also may no longer advance as a Hunter. For the sake of this restriction, gaining a spell-casting ability that require time to study or train would count as gaining another weapon proficiency. The Ex-Hunter of Men retains the abilities associated with tracking and with hiding. If a Ex-Hunter wishes too they may reinstate themselves to their former position by giving up any other proficiencies besides the ones listed for the class and then spend 3 months in extensive training per former level in the class. This training would require that nothing else is done during the time except required daily necessities.

Campaign Information[edit]

Playing a Bowman Of Hunting[edit]

Religion: Bowman Of Hunting could be of any religion depending on what prompted them into choosing to take up a class that specialized in killing other beings, for the most part however they would worship Gods who looked upon their deeds favorably.

Other Classes: Hunters understand the need for a good front line and so greatly appreciate fighters, paladins, and clerics. However Hunters of Men will often look down upon others who try to straddle the gap between melee and ranged seeing them as men without dedication and inferior. Hunters also tend to dislike druids, or others, who are overly pacifistic.

Combat: A Hunter is a ranged character through and through, they will however use their skills in stealth to gain advantageous positions from which they can snipe their enemies.

Advancement: This class would be difficult to mutli-class with due to the proficiency restriction. However taking classes in rogue or Fighter, while choosing to not accept the proficiencies given might prove a viable option.

Hunter of Men in the World[edit]

Nakaizumi: Crap, I missed...

Gama: What do you mean you missed? You hit him right in the eye at well over 50ft, and around the other side of a tree!

Nakaizumi: Yes, but I was aiming for the other eye...

—Nakaizumi Arata, Human Hunter of Men

Hunters of Men are often mercenaries, or in some sort of military. They also make wonderful scouts, their speed and stealth aiding them as they move in and out of places unseen, and unheard. Perhaps their favored capacity is that of a Bounty Hunter, preferring dead rather than alive.

Daily Life: For the Hunter of Men, fighting is also a science. So that when they are not actually hunting they will spend time studying their weapons and experimenting on new modifications or applications.

Notables: Nakaizumi Arata of the Mad Bow, a Human Hunter of Men credited with coming up with several of the different staple arrows of the Hunter.

Syltharius of the Black Bow, a Moon Elf Hunter of Men with 200 recorded captures as a bounty hunter. Most notable about this however, especially among Hunters, is that every one of these was a live capture. However there have been as many as 100 political assassinations that can only be explained as him, but are doubted because of his reputation for bringing in captives alive.

Organizations: Many followers of this class will join guilds for bounty hunters, assassins, or armies as scouts. Hunters do not gain their skills and knowledge from any formal school, but rather it is always a single master and single student with an apprenticeship similar to that seen in crafting trades (perhaps this developed due to their heavy roots as fletchers?). During their initiate stage, a Hunter will always be with their master, as an apprentice they will be sent off alone as on missions. Once they are awarded a journeyman status they are free to adventure on their own, only needing to come back to their master to test their skills when ready to become a master themselves.

NPC Reactions: Being somewhat esoteric, the Hunter will often not be recognized as anything other that a standard archer. However once their strange arrows are brought into play, anyone who has heard of them will immediately recognize them as a Hunter of Men... That is if they see them at all...

Hunters of Men Lore[edit]

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

History
DC Result
15 Hunters are known for their skill with bows.
20 Hunters will often use odd arrows that don't behave normally.
25 Hunters will apply science to their combat so that each arrow they craft functions in a different way, allowing them to shoot around things, shoot several times at once, or even cause paralysis.
30 While the hunters have an array of arrows, they could only be carried in small numbers, also the hunter are exceptionally deadly without their arrows due to their accuracy and ability to hide.



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