Hunters (Halo Supplement)

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Squad Information[edit]

Number of Units: 2

Max number of Units: 2

Hit Die: 2d10+Con(1d10+Con per unit, 1d10+Con if only one unit)

Action Points: 2 + one-half character level, rounded down, every time the character attains a new level in this class.

Squad Skills: The Hunter’s class skills (and the key ability for each skill) are: Demolitions (Int), Intimidate (Cha), Jump (Str), Knowledge (tactics) (Int), Listen (Wis), Navigate (Int), Profession (Wis), Spot (Wis), Survival (Wis), Treat Injury (Wis),Tumble (Str).

Skill Points at Each Level: 3 + Int modifier.

The Hunter squad Levels[edit]

Squad Level base attack bonus special Fort save Ref save Will save Defense bonus Reputation bonus
1st +1 Die hard +1 +1 +0 +1 +0
2nd +2 Bonus Feat +1 +1 +0 +1 +0
3rd +3 Tact aid/fight through +2 +2 +0 +2 +0
4th +4 Bonus Feat +2 +2 +0 +2 +0
5th +5 Improved combat reaction +3 +3 +1 +3 +1
6th +6 Improved Critical +3 +3 +1 +3 +1
7th +7 Defection +4 +4 +1 +4 +1
8th +8 As a Pair +4 +4 +1 +4 +1
9th +9 Bonus feat +5 +5 +2 +5 +2
10th +10 Legendary Hunter +5 +5 +2 +5 +2

     Class Features:
     The following features pertain to the Hunter Squad.

Armor and Weapon proficiency[edit]

A Hunter gains armor proficiency (heavy), and exotic weapon proficiency.

Die Hard[edit]

a Hunter gains the die hard feat even if he does not meet the prerequisite.

Bonus Feats[edit]

At 2rd, 4th, and 9th level, the Hunter gets a bonus feat. The bonus feat must be selected from the following list, and the Hunter must meet all the prerequisites of the feat to select it.

Advanced Firearms Proficiency, Brawl, Double Tap, Burst Fire, Cleave, Combat Reflexes, Exotic Firearms Proficiency, Exotic Melee Weapon Proficiency, Far Shot, Great Cleave, Improved Brawl, Improved Knockout Punch, Knockout Punch, Power Attack, Point Blank Shot Iron Sight,.

Tact Aid/Fight Through[edit]

As a full-round action, a Hunter can attempt to aid a downed ally. this allows an ally to use the fight through ability. the Hunter giving the aid makes a knowledge tactics check and adds his result -10 to his ally's fortitude save. an ally receiving tact aid can attempt to fight through his condition and continue the fight long enough to survive the encounter. The Hunter must make a fortitude save DC 20 + amount below zero. if the save succeeds regardless of how much damage he had, the ally now has one hit point + his base fortitude save

Improved Combat Reaction[edit]

At 5th level, a Hunter learns to react instinctively to combat or death gaining a +4 competence bonus on initiative checks.

Improved Critical[edit]

the Hunter chooses one of the standard weapons or any weapon for which he has the appropriate weapon specialization to specialize in (any weapon for witch he has the appropriate weapon focus feat) For any weapon or focused weapon the Hunter chooses he increases that weapons critical threat range by one.


At 7th level, a Hunter learns to defect incomming projectiles with their shields granting the squad a +2 to ac, and with a chance of deflecting it at another target(other then the enime that shot is being deflection)

As a Unit[edit]

At 8th level, a Hunter learns how to better fight along side fellow Hunter. He adds a bonus equal to the average level of all his Hunter allies +1 per Hunter squad who he has communication with in any way whether it be sight of each other or verbal communication to their attack and damage rolls. for this ability to function each of the participating Hunter must have made an initiative roll for the same encounter.

Legendary Hunter[edit]

At 10th level, a Hunter gains access to all of the following combat options:

No Mercy[edit]

A Hunter can deliver a coup de grace as a standard action (though it still provokes an attack of opportunity)

Second Wind[edit]

A Hunter's Fight Through ability improves so that, he now comes back with double his Base fortitude save in hit points.

Shrug it Off[edit]

A Hunter is legendarily tough and can shrug off damage equal to his constitution score 3/day with a successful fortitude save DC 10 plus the amount of hit points missing. the maximum the DC can increase in this manner is equal to the Hunter constitution score. (example a Hunter with 20 / 40 hit points and a con score of 13 can heal 13 points of damage as full round action by making a DC 23 [10 +HP missing max 13] fortitude save. putting him at 33 /40 HP. If the Hunter sustains any damage during this time the attempt automatically fails. no matter the reason if the fortitude save fails the attempt is wasted.

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