MSRD:Shadow Hunter (Class)
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SHADOW HUNTER
The fastest path into this advanced class is from the Dedicated hero basic class, though other paths are possible.
Requirements
To qualify to become a Shadow Hunter, a character must fulfill the following criteria. High Strength and Charisma scores are also useful.
Base Attack Bonus: +2
Skills: Investigate 6 ranks, Sense Motive 6 ranks, Knowledge (arcane lore) 3 ranks.
Feats: Track, and Personal Firearms Proficiency or Archaic Weapons Proficiency.
Class Information
The following information pertains to the Shadow Hunter advanced class.
Hit Die: Shadow Hunters gain 1d8 hit points per level. The character’s Constitution modifier applies.
Action Points: Shadow Hunters gain a number of action points equal to 6 plus one-half their character level, rounded down, every time they advance a level in this class.
Class Skills
The Shadow Hunter’s class skills are as follows: Bluff (Cha), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Investigate (Int), Knowledge (arcane lore, current events, popular cultures, streetwise) (Int), Listen (Wis), Profession (Wis), Read/ Write Language (none), Research (Int), Search (Int), Sense Motive (Wis), Speak Language (none), Spot (Wis), Survival (Wis).
Skill Points at Each Level: 5 + Intelligence modifier.
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Defense Bonus | Reputation Bonus |
---|---|---|---|---|---|---|---|
1st | +0 | +1 | +1 | +1 | Target bonus +1 | +1 | +0 |
2nd | +1 | +2 | +2 | +2 | Swift track | +2 | +0 |
3rd | +2 | +2 | +2 | +2 | Bonus feat | +2 | +0 |
4th | +3 | +2 | +2 | +2 | No trace, target bonus +2 | +3 | +0 |
5th | +3 | +3 | +3 | +3 | Play a hunch | +4 | +1 |
6th | +4 | +3 | +3 | +3 | Bonus feat | +4 | +1 |
7th | +5 | +4 | +4 | +4 | Target bonus +3 | +5 | +1 |
8th | +6 | +4 | +4 | +4 | Detect magical aura | +6 | +2 |
9th | +6 | +4 | +4 | +4 | Bonus feat | +6 | +2 |
10th | +7 | +5 | +5 | +5 | Locate target | +7 | +2 |
Class Features
The following features pertain to the Shadow Hunter advanced class.
Target Bonus
The Shadow Hunter, as a full-round action, may designate an individual as a target. He spends one action point to select a target, and thereafter gains a competence bonus on certain actions involving that particular target. The Shadow Hunter does not need to know the target personally and may know her only through her actions or description. The Shadow Hunter may not select a target while he or the target is in combat, and once he chooses a target he must wait 24 hours before choosing another.
The Shadow Hunter gains the target bonus as a competence bonus on attacks against that particular target, as well as when using the following skills directly against the target, or in tracking a target: Bluff, Computer Use, Gather Information, Investigate, Listen, Research, Search, Sense Motive, and Spot. The target bonus applies to a single individual and lasts until the Shadow Hunter chooses a new target. The bonus is +1 at 1st level, +2 at 4th, and +3 at 7th level.
Swift Track
At 2nd level, the Shadow Hunter may move at normal speed while using Track without taking the –5 penalty.
Bonus Feats
At 3rd, 6th, and 9th levels, the Shadow Hunter gets a bonus feat. The bonus feat must be selected from the following list, and the Shadow Hunter must meet all of the prerequisites for the feat to select it.
Armor Proficiency (archaic, light, medium), Brawl, Improved Brawl, Improved Feint, Improved Grapple, Improved Knockout Punch, Knockout Punch, Streetfighting.
No Trace
At 4th level, the Shadow Hunter knows how to hide his own tracks, and may, at his choice, move into “No Trace” mode. All attempts to use the Track feat against the Shadow Hunter (though not allies) treat the ground as “firm” for purposes of success. In addition, the DC of any attempts to use Computer Use, Gather Information, Investigate, and Research on matters involving the Shadow Hunter are increased by the Shadow Hunter’s levels in this advanced class.
Play a Hunch
At 5th level, the Shadow Hunter gains the supernatural ability to make a guess and be assured that it is correct. The Shadow Hunter may, as a full-round action, spend an action point to determine whether an assumption, hunch, or guess is correct. The player states the assertion and pays an action point. Secretly rolls percentile dice; there is a 70% +1% per character level chance of getting a response on the hunch (failure indicates merely that you are unsure if this is true or not).
If the roll is a success, the player knows if the hunch is true, false, both or neither. A “both” response is possible for vague assumptions. An “unknown” response is for questions with no immediate answer.
It may be determined that a hunch is so obvious that it does not require a roll, or that it is so vague that there is no chance for success. In these cases, the action point is not spent (though the attempt still counts as a full-round action). A hunch does not translate as a legal truth, and will not stand up in a court of law. Rather it is an obvious fact to the Shadow Hunter alone. Finding proof of an assumption would require additional work.
Detect Magical Aura
At 8th level, the Shadow Hunter gains the spell-like ability to detect magical aura. The Shadow Hunter may use this effect up to three times per day, and each use lasts for 20 minutes.
Locate Target
At 10th level, the Shadow Hunter gains the supernatural ability to know where his target is, if in the target is in the general vicinity (1,000 feet of the Shadow Hunter). This ability applies only to the target, and does not reveal attitude, status, or the presence of others around the target. This is a supernatural ability, and spells, psionics, and other FX that interfere with supernatural abilities will foil the locate target ability as well.
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