K1. Hunter is a prestige class (& is still under construction UC)
In the lands of Trell, the Hunter is a powerful individual. Many types of Hunters roam the lands of Trell in search of
their prey. There are specific requirements all Hunters must abide by unless the DM warrants variation from the norm. Special
circumstances can be applied depending on the campaign setting. They do not choose to be Hunters, but the calling (mae'zan)
envelops them, so that they must become the enemy of something. Usually a special creature is chosen as the major focus and
a minor related creature-type as the secondary focus. The Hunter character must also possess certain ability scores.
Class features: The Hunter must choose a particular type of creature family and a specific creature to be specialized against.
The Hunter may choose to be focused on one particular unique individual being. This is done in campaign settings. An example
of the choices a Hunter could select to be a lycanthrope hunter but particularly specialized against wererats. Another example
might be to focus on Gythiyaki but specialize against Gith. Finally if a Hunter chose an individual like Racknor the Gith
barbarian to specialize against they could also chose to focus against Gith but nothing else.
Beyond the Hunter's fighting abilities he/she has the ability to research destructive means to kill their specialty creature.
The Hunter may need at some point in time to research a type of creature that may not be within their specialty. The creature
may be far removed from the focus or the specialty of the Hunter. This can be done with 5% per level of accuracy.
An example of this research could be a QuoaToa specialist with general Deep Ones focus, researching how to kill a vampire.
The DM decides on the research bonus gained from study individually. Generally tactics on how to kill can be attained and
often a bonus of +1 can be temporarily achieved. All research of this type takes from 2-3 weeks minimum assuming resources
are available.
The maezan allows is what gives all Hunters a +2 base artttack bonus at 1st level. Hunter have
access to all fighter feats. The Hunter can once per encounter or once per hour use a CALLED SHOT. This attack is a
+3 (additional +1 per encounter) to hit on the specialized creature or individual, focusing all his/her energy that round
to the attack. If the Hunter hits and wounds the creature it will be wounded as if a critical hit has been struck. See chart
at the end of this class description. On a 20-sided +4. Only one CALLED SHOT can be attempted per hour. The creature must
be the specific type the Hunter is attuned to. The hit dice of the creature cannot exceed the Hunters Hit dice or the chance
for instant kill is eliminated.
If the Hunter succeeds with the called shot and if the critical hit is deadly, the creature will be beheaded or stabbed
in whatever form the Hunter needs to use, to kill it. The weapon must be able to wound the creature i.e. magic or silver.
The target creature can not have over a total of 100 hit points for a base.
Hit Dice: d8
Skill points each level 2 + Intelligence modifier (first level 2+ Intelligence)
Prerequisites: 3 levels in Bard, Barebarian, Fighter or Ranger, feats of ____ and Skills of __rank. They must have a 15
strength, a 14 dexterity and a 12 on wisdom and intelligence. Again all of these scores requirements.
Class skills: ? balance, bluff, climb, craft: alchemy, decipher script, diplomacy, disable device, disguise, escape artist,
forgery, gather information, hide, innuendo, intimidate, intuit direction, jump, knowledge- history / nobility /geography,
listen, move silent, open locks, pick pocket, perform, profession, read lips, search, sense motive, spot, swim, tumble and
use rope.*feign death
Weapons and armor: Hunters are proficient with all type of weapons and armor.
Spell use: The Hunter does not pray for spells but must meditate 1 hour before
going to sleep to attain spells upon awaking. The meditation is intense and removes all knowledge of the world. Complete surprise
is possible (50% chance) during this meditation.
Base att
Level bonus Fort Will Reflex Special Title (Spell Level->) 1 2 3 4 5 6
1 +2 + + + A Flusher
1
2 +3 + + + B Tenderfoot 2
3 +4 + + + C Outdoorsman 2 1
4 +5 + + + Scout
2 2
5 +6 + + + D Watcher
2 2 1
6 +7 + + + Stalker
3 2 1
7 +8 + + + E Tracker
3 2 1 1
8 +9 + + + Ranger
3 2 2 1
9 +10 + + + F Hunter
4 3 2 2 1
10 +11 + + + G Master
of the Hunt4 3 3 2 2
11 +12 + + + 4 4 3 3
2
12 +13 + + + H 5
5 4 4 3 1
- The Hunter has the ability to ignore all natural poisons. Magical poisons will still work but
saves are made at +4 against these.
- The Hunter has heightened perceptions giving a hunter a +2 vs. being surprised.
C) The Hunter can track all creatures see track feat.
D) At fifth level the Hunter has the ability to hit consistently better on its special creature. Gaining a +1 to all initiative,
attacks, and damage rolls to such creatures.
E) Hunters at this level attain the ability to do amazing feats. They gain the LUCK ability. This allows them to do seemingly
impossible feats that are just barely beyond the imagination of the DM. An example would be leaping a 35-40 foot chasm and
land on ones feet assuming a running start can be attained. Also the character could hold ones breathe (X2) of any super swimmer.
The imagination is the key. This does not allow flying or other magical abilities. Walking on water is absurd however on hot
coals may not be. These are not parlor trick but must be maezan related or life threatening.
F) Free feat
F) The Hunter gains the immunity to Poisons of any type. They also gain the parrying ability to avoid a natural 20 kill
from even that of a vorpal sword. This amounts to a 50% resistance going up 10% per level above 10th level to a maximum of
90%. To start we must assume the Hunter declares an action to avoid an attack by parrying. After all attacks are made at the
Hunter then the assessment of parrying takes place. In this example let us assume 4 hits of 7 swings are successful at striking
the Hunter. The swings are numbered 1 - # of hits. In this example number 1, 3, 4, and 6 attack struck the hunter. The damage
accrued is 9, 4, 10, and 4 points respectably. The Hunter randomly selects one attack to actually miss by rolling appropriate
dice. If 6 strikes hit the random die roll would be a 6-sided die. In this case a 4-sided dice is used because the number
of hits equaled four. If a 3 was rolled on the 4-sided then that means that the 3rd hit did not strike and the 10 points of
damage received did not harm the Hunter. A Hunter can use 10 parry maneuvers per day but not more than 3 in any one turn.
L) The Master of the Hunt is a special being. The Hunter gains a dodge and parry attack giving the Hunter in combat the
ability to avoid a random attack that would normally hit. An example is described below.
Also at 12th level the Hunter gains +5 FOCI modifier to initiative rolls when in direct combat against all creatures, individuals
in which the Hunter is specialized or focused on or against.
After 12th level the character does not gain additional spells.
List of spells
1st Level 2nd Level
Affect normal fires Shillelagh Aid Hold Animal
Detect Normal Snares Sharpen Arrow* Barkskin Lofted Arrow*
Invisibility to animals Swim Bind Slow Poison
Locate Animals or Plants Wound Mending* Glitterdust Snare
Protection from evil
3rd Level 4th Level
Camouflage* Spike Growth Call Woodland Beings Neutralize Poison
Environmental Survival* Summon Insects Blending* Repel Insects
Jet-Jump* Tongues Hunter Eye* Stone Shape
Non-Detection WaterBreathing
5th Level 6th Level
Enhanced Dexterity* Repulsion Shield* Enhance Hunter Luck*
Free Action Resist Fire/Cold Calling Out*
Nature/Whisper* Stamina** Dimensional Warp*
Protection From Lightning Weapon Creation*
* Hunter spell description available upon request *
Hunters Called Shot Chart
All of these roll are made on a d20 with a plus (+) 4 to the die roll
1-12. Normal Damage
13-14. Maximum damage
15-16. Double die damage
17. Triple Die Damage
If damage is over 1/3 of total HP left character will reel, the next round will get a
+ 2 to hit
18. Quadruple Damage.. " same as above
19. Quadruple damage plus a Mortal wound Character will die within turn if magical healed,
continue to bleed for 2 pts per round until magically healed or 10 round and death.
20. Death, by a spectacular hit as if vorpaled, or smashing of brain, if it can be done
it will be done. if character cannot be killed for some reason damage will equal quadruple damaged = to #19.