Hunter

Alignment: Any Neutral.

Hit Die: d8

Class Skills: Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).
Skill Points per Level: 4 + Int Modifier

Level Base Attack Fort Ref Will Special
1 +0 +2 +2 +0 Animal Companion, Animal Focus, Nature Training, Orisons, Wild Empathy
2 +1 +3 +3 +0 Precise Companion, Track
3 +2 +3 +3 +1 Hunter Tactics, Teamwork Feat
4 +3 +4 +4 +1 -
5 +3 +4 +4 +1 Woodland Stride
6 +4 +5 +5 +2 Teamwork Feat
7 +5 +5 +5 +2 -
8 +6 +6 +6 +2 Swift Tracker, Animal Focus
9 +6 +6 +6 +3 Teamwork Feat
10 +7 +7 +7 +3 -
11 +8 +7 +7 +3 -
12 +9 +8 +8 +4 Teamwork Feat
13 +9 +8 +8 +4 -
14 +10 +9 +9 +4 -
15 +11 +9 +9 +5 Teamwork Feat
16 +12 +10 +10 +5 -
17 +12 +10 +10 +5 -
18 +13 +11 +11 +6 Teamwork Feat
19 +14 +11 +11 +6 -
20 +15 +12 +12 +6 Master Hunter

Hunter Spells Per Day

Level 0 1 2 3 4 5 6
1 3 1 - - - - -
2 4 2 - - - - -
3 4 3 - - - - -
4 4 3 1 - - - -
5 4 4 2 - - - -
6 5 4 3 - - - -
7 5 4 3 1 - - -
8 5 4 4 2 - - -
9 5 5 4 3 - - -
10 5 5 4 3 1 - -
11 5 5 4 4 2 - -
12 5 5 5 4 3 - -
13 5 5 5 4 3 1 -
14 5 5 5 4 4 2 -
15 5 5 5 5 4 3 -
16 5 5 5 5 4 3 1
17 5 5 5 5 4 4 2
18 5 5 5 5 5 4 3
19 5 5 5 5 5 5 4
20 5 5 5 5 5 5 5

Weapon and Armor Proficiency: A hunter is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).

Spells: A hunter casts divine spells, which are drawn from the druid spell list. Only druid spells of 6th level and lower are considered on the hunter spell list. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A hunter must choose and prepare her spells in advance.

A hunter’s highest level of spells is 6th. A hunter cannot use spell completion or spell trigger magic items (without making a successful Use Magic Device check) of druid spells of 7th level or higher.

To prepare or cast a spell, the hunter must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a hunter’s spell is 10 + the spell level + the hunter’s Wisdom modifier.

Like other spellcasters, a hunter can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on the table above In addition, she receives bonus spells per day if she has a high Wisdom score.

A hunter must spend 1 hour each day in a trance-like meditation on the mysteries of nature to regain her daily allotment of spells. A hunter may prepare and cast any spell on the hunter spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

druid spells

Chaotic, Evil, Good and Lawful Spells: A hunter can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

Orisons: Hunters can prepare a number of orisons, or 0-level spells, each day, as noted on the table above under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

Animal Companion (Ex): At 1st level, a hunter forms a bond with an animal companion. A hunter may begin play with any of the animals on the druid list. This animal is a loyal companion that accompanies the hunter on her adventures. The hunter’s effective druid level is equal to her hunter level.

If a hunter releases her companion from service or her animal companion perishes, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the sought companion typically lives.

Animal Companion

Animal Focus (Su): At 1st level, a hunter can as a swift action take on the aspect of an animal. She must select one type of animal to emulate gaining a bonus or special ability based on the type of animal emulated. The hunter can use this ability for 1 minute per day per hunter level. These minutes need to be consecutive, but the ability must be spent in 1-minute increments. She can only emulate one animal at a time.

The hunter may also apply one of these aspects to her animal companion; unlike with her, there is no duration on the animal aspect applied to her animal companion. It remains in effect until the hunter changes it, which she may do as a swift action, and it may be the same or different than the one she has on herself. The hunter can select or change the animal focus on both herself and her animal companion as part of the same swift action.

  • Bear: The hunter or her animal companion gains a +2 enhancement bonus to Constitution. This bonus increases to +4 at 8th level and +6 at 15th level.
  • Bull: The hunter or her animal companion gains a +2 enhancement bonus to Strength. This bonus increases to +4 at 8th level and +6 at 15th level.
  • Falcon: The hunter or her animal companion gains a +4 competence bonus on Perception checks. This bonus increases to +6 at 8th level and +8 at 15th level.
  • Frog: The hunter or her animal companion gains a +4 competence bonus on Swim checks and Acrobatics checks to jump. These bonuses increase to +6 at 8th level and +8 at 15th level.
  • Monkey: The hunter or her animal companion gains a +4 competence bonus on Climb checks. This bonus increases to +6 at 8th level and +8 at 15th level.
  • Owl: The hunter or her animal companion gains a +4 competence bonus on Stealth checks. This bonus increases to +6 at 8th level and +8 at 15th level.
  • Snake: The hunter or her animal companion gains a +2 enhancement bonus on attack of opportunity attack rolls and a +2 dodge bonus to AC against attacks of opportunity. These bonuses increase to +4 at 8th level and +6 at 15th level.
  • Stag: The hunter’s or her animal companion’s base land speed increases by 5 feet (this is an enhancement bonus). This increases to 10 feet at 8th level and 20 feet at 15th level.
  • Tiger: The hunter or her animal companion gains a +2 enhancement bonus to Dexterity. This bonus increases to +4 at 8th level and +6 at 15th level.
  • Wolf: The hunter or her animal companion gains a +2 enhancement bonus to Dexterity. This bonus increases to +4 at 8th level and +6 at 15th level.

Nature Training (Ex): At 1st level, a hunter counts her total hunter level as druid levels and ranger levels for the purpose of qualifying for feats, traits, and options that modify or improve an animal companion.

Wild Empathy (Ex): At 1st level, a hunter can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The hunter rolls 1d20 and adds her hunter level and her Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the hunter and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time.

The hunter can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.

Precise Companion (Ex): At 2nd level, a hunter can shoot or throw ranged weapons at an opponent engaged in melee with her animal companion without taking the standard –4 penalty on her attack roll. The penalty still applies if other creatures are engaged in melee with the opponent.

Track (Ex): At 2nd level, a hunter adds half her level to Survival skill checks made to follow tracks.

Hunter Tactics (Ex): At 3rd level, the hunter automatically grants her teamwork feats to her animal companion. The companion doesn’t need to meet the prerequisites of these teamwork feats.

Teamwork Feat: At 3rd level and every three levels thereafter, the hunter gains a bonus teamwork feat in addition to those gained from normal advancement. The hunter must meet the prerequisites of the selected bonus feat.

As a standard action, the hunter can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the hunter loses the bonus feat in exchange for the new one. She can only change the most recent teamwork feat gained, and must meet the prerequisites for the newly selected feat. A hunter can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier. Whenever she gains a new teamwork feat, the previous teamwork feat becomes permanent.

Woodland Stride (Ex): Starting at 5th level, a hunter and her animal companion may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment.

Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion will still affect her and her companion.

Swift Tracker (Ex): At 8th level, a hunter can move at her normal speed while using Survival to follow tracks without taking the normal –5 penalty. She takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.

Second Animal Focus (Su): At 8th level, whenever a hunter uses her animal focus ability, she selects two different animal aspects for herself instead of one, and can assign two aspects to her companion instead of one.

Master Hunter (Ex): At 20th level, a hunter becomes a master hunter. She can always move at full speed while using Survival to follow tracks without penalty.

Each day when the hunter prepares spells, she chooses one animal focus to be active on herself for the entire day. This focus is in addition to using her animal focus class ability.

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License