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View Full Version : D&D 3.x Class Hunter (aka Witcher) 3.5



artimus261
2017-04-29, 10:41 AM
The Hunter

http://paizo.com/image/content/PathfinderPlayerCompanion/PZO9427-Hunter.jpg

"Troll's dead, heres the head. Found the last man you hired too, dead, fool only had a crossbow. Now, about my fee..." The words of Icclasion, a hunter.

The hunter is a humble name for the ruthless hunter of beasts it refers to. These individuals are well learned in all manner of beasts and monstrosities. Taken in by hunters as children this profession is passed on to those who have the potential, trained from the moment they can hold a sword. The hunter does not have the destructive potential of a barbarian, the single-minded combat training of a fighter, or even the full wilderness training of a ranger. What the hunter does provide is the unfailing knowledge of his prey, able to ignore their defenses, strike their weak points, and even aid his allies in doing so. He has also been instructed in a small gathering of spells, taught how to use them in combat with little more than a simple hand gesture. The hunter is no true warrior, expert, or mage. But he has learned what he needed to in all areas to bring them together with stunning capability.


Role: The hunter brings much to a party. His dark knowledge allows him to aid his allies in various methods against their opponent, increasing their damage, boosting their defenses, or simply giving them insight how to better strike the beast. Beyond this the hunter is an expert tracker much like a ranger and can keep the party on the trail of their quarry. He also possesses many unique tools passed down through the hunter profession, giving him unique advantages against all forms of creatures, provided he knows his prey's identity. His selection of spells also allows him to produce various effects in combat to help keep the momentum of the battle in his favor.

Alignment: Any. While the profession of a hunter seems righteous there have been many a hunter who have simply left a village for dead because they were not offered a high enough price for their liking and have no true tendency towards good or evil. Though some hunterís may not always be true to their word they are a methodical sort, always engaging every situation tactically and carefully and thus tend towards the lawful alignment.

Hit Die: d8

Starting Gold: As ranger

Class Skills
The Hunter's class skills (and the key ability for each skill) are Climb(Str), Concentration(Con), Craft(Int), Disable Device(Int), Escape Artist(Dex), Gather Information(Cha), Heal(Wis), Hide(Dex), Jump(Str), Knowledge[all](Int), Listen(Wis), Move Silently(Wis), Ride(Dex), Search(Int), Sense Motive(Wis), Sleight of Hand(Dex), Spellcraft(Int), Spot(Wis), Survival(Wis), Swim(Str), and Use Rope(Dex).

Skill Ranks at 1st Level: 4 x (6 + Int modifier)
Skill Ranks at Each Additional Level: (6 + Int modifier)


HUNTER


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+1

+2

+2

+0
School of Training, Track, Bonus Feat, Dark Knowledge(tactics)

2nd

+2

+3

+3

+0
Improved Training, Bonus Feat


3rd

+3

+3

+3

+1
Honed Senses


4th

+4

+4

+4

+1
Meticulous Focus, Spells


5th

+5

+4

+4

+1
Dark Knowledge(puissance), Hone Senses(low-light vision)


6th

+6/+1

+5

+5

+2
Bonus Feat, Life of a Hunter


7th

+7/+2

+5

+5

+2
Advanced Training, Simple Gestures(1st)


8th

+8/+3

+6

+6

+2
Dark Knowledge(foe), Swift Tracking


9th

+9/+4

+6

+6

+3
Steady Resolve, Armed Defense +1


10th

+10/+5

+7

+7

+3
Ignore Natural Armor 1/day, Simple Gestures(2nd), Bonus Feat, Hone Senses(darkvision)


11th

+11/+6/+1

+7

+7

+3
Dark Knowledge(dread secret), Cunning Anticipation


12th

+12/+7/+2

+8

+8

+4
Greater Training, Life of a Hunter


13th

+13/+8/+3

+8

+8

+4
Simple Gestures(3rd), Opportunist


14th

+14/+9/+4

+9

+9

+4
Dark Knowledge(foreknowledge)


15th

+15/+10/+5

+9

+9

+5
Hone Senses(Scent)


16th

+16/+11/+6/+1

+10

+10

+5
Simple Gestures(4th)


17th

+17/+12/+7/+2

+10

+10

+5
Master Training


18th

+18/+13/+8/+3

+11

+11

+6
Life of a Hunter


19th

+19/+14/+9/+4

+11

+11

+6
Living Bestiary, Armed Defense +2


20th

+20/+15/+10/+5

+12

+12

+6
Legendary Training, Hone Senses(blindsense), Ignore Natural Armor 2/day



Class Features
All of the following are class features of the Hunter.

Weapon and Armor Proficiencies: The hunter is proficient with the dagger, punching dagger, morningstar, light and heavy mace, light and heavy crossbow, handaxe, kukri, shortsword, longsword, scimitar, hand crossbow, light and heavy repeating crossbow, and the net. He is proficient with light armor but not with any shields. Additionally the somatic components for the hunterís spells are quite simple and do not incur any arcane failure chance as long as he wears only light armor.

Hunterís Tools: The hunter has learned enough about the anatomies of creatures that he has been able to develop particular alchemical items that assist him in hunting his marks. To produce these items the Hunter makes a special Craft check that follows all the normal rules of the Craft skill. However the bonus he gains is derived from his level as opposed to a skill. A hunterís tools check is 1d20 + the hunterís class level + the hunterís Intelligence modifier. However this check can gain synergy benefits. A hunter who has 5 ranks in Craft(alchemy) gains a +2 bonus on this check to make potions and receives an additional +2 bonus on his Fortitude saves against them. A hunter who has 5 ranks in Craft(poisonmaking) also gains a +2 bonus on this check to make oils and the oils last for 5 additional rounds. A hunter who has 5 ranks in Craft(trapmaking) gains a +2 bonus on this check to make bombs and the DCs of the bombs gain a +2 bonus. The hunter, while not forbidden from teaching others the methods of their potions, tend to guard the secrets to their potions and oils fiercely. However a hunter can attempt to show others how to make such items. A character with no hunter levels attempting to make these items must use one of three Craft skills: Craft(alchemy) to make potions, Craft(poisonmaking) to make oils, and Craft(trapmaking) to make bombs. However the craft DCs for such characters are 5 points higher and the character must spend a skill point to learn the formula for a single item of their choice from this list. The time it takes for a character to make these items is determined as if he were making progress by the week for each Craft check, though each check only requires 3 hours of work.
-----Hunter Oils: The oils the hunter can make are all specifically designed for various types of creatures he hunts. The hunter can carry any number of these oils in vials but after application they only remain effective for 1 minute. Applying an oil to a weapon is a standard action that provokes an attack of opportunity. The effects of oils applied to a weapon stack with any enchantment the weapon may have, though a hunter cannot apply a poison and an oil to the same weapon, the two compounds ruining each other entirely. By beating the Craft DC by 5 or more when making an oil it lasts for an additional 5 rounds after being applied to a weapon and the DC for effects the oil has gains a +2 bonus. These oils qualify as poisons for the purpose of feats and qualifies the hunter as having poison use. However oils are not prevented by poison immunity and creatures with bonuses against poisons do not apply them to their Fortitude saves against the hunterís oils.
-----Hunterís Potions: The tradition of the hunters has always been to advance their abilities beyond the normal human limits to aid in their fight against the inhuman. To that end they have developed potions over the years to assist them in various ways. These potions are powerful tools and can achieve amazing effects despite their powerful stench and horrible taste. However these potions also come at a potential cost. The potions themselves strain the body of those who imbibe them and can even prove lethal to the frail. Anyone who drinks a hunterís potion must succeed on a DC 25 Fortitude save or take 3d6 points of Constitution damage. Thankfully the hunter has been exposed to these potions so much through his training that he has developed a remarkable resistance to the negative effects of them. A hunter receives an inherent +6 bonus on his Fortitude saves made against hunter potions and even on a failed save takes only one half of the damage(rounded down) he would normally take to his Constitution. A character must imbibe the entire vial of the solution before needing to make their Fortitude save and before gaining the effects of the potion, a sip or drop has no effect. By beating the Craft DC by 5 or more when making a potion the potion gains a mildly protective side effect and bestows a +1 bonus to all of the hunterís saves for the duration.
-----Hunterís Bombs: The primary tool of the hunterís lethal ambushes are their bombs. These tools allow them to inflict wounds to multiple foes without announcing their presence or revealing their location, the perfect tool for the start of a hunt. The DC for the hunterís bombs is increased by 1 point for every 5 points his craft check exceeds the craft DC of the bomb.

School of Training: The hunters are divided up among the land into three schools of training. Each focus on different methods of combat. The School of the Cat focuses on precision, speed, and surprise. The School of the Griffin seeks to improve the hunter's magical and physical offensive ability as well as methods to hit an enemy hard and fast. The School of the Snapping Turtle focuses on the hunterís defense but contends with the other schools with their ability to strike in the blink of an eye when given the slightest opening. A hunter selects his school at 1st level and cannot change it afterwards. The benefits for this decision are listed below and advance as the hunter levels.
School of the Cat: The hunter gains Tumble as a class skill and begins adding his Intelligence modifier to his Reflex saving throws, Tumble checks, and Initiative checks in addition to his Dexterity modifier.
School of the Griffin: The hunter gains proficiency with medium armor, have the armor check penalties for medium armor reduced by 2 points, ignore the speed penalties, and does not incur the arcane failure chance medium armors normally incur. Additionally whenever the hunter casts an abjuration spell on himself from the hunter class, he gains an amount of temporary hit points equal to the spellís level x his Intelligence modifier. These hit points last for 1 minute.
School of the Snapping Turtle: The hunter gains proficiency with medium and heavy armor and do not incur any arcane failure chance for wearing medium or heavy armor. He gains Combat Reflexes as a bonus feat and can use his Intelligence modifier in place of his Dexterity modifier to determine the effects of Combat Reflexes.

Track: A hunter gains Track as a bonus feat.

Bonus Feats: At 1st level, a hunter may select either Quick Draw or Rapid Reload as a bonus feat. At 2nd level, he may select either Improved Initiative or Dodge as a bonus feat. At 6th level, he may select either Blind-fight or Eschew Materials as a bonus feat. At 10th level, he may select either Dash or Lightning Reflexes as a bonus feat.

Dark Knowledge: Three times per day, a hunter can draw upon his expansive knowledge of monsters, granting his allies benefits against the creatures they face. Doing this counts as a move action.
A hunter unlocks new dark knowledge abilities as his level increases and can also call upon his dark knowledge more often, gaining one additional daily use for every three hunter levels (4/day at 3rd level, 5/day at 6th level, and so forth).
Using dark knowledge requires a Knowledge check of a type appropriate to the creature faced. A Knowledge(arcana) check reveals secrets of constructs, magical beasts and dragons; Knowledge(dungeoneering) pertains to aberrations and oozes; Knowledge(local) applies to humanoids; Knowledge(nature) encompasses animals, fey, giants, monstrous humanoids, plants and vermin; Knowledge(religion) covers undead, and Knowledge (the planes) applies to outsiders and elementals. The DC of the check is 15. Most of the hunterís dark knowledge abilities increase in effectiveness if he succeeds on his Knowledge check by 10 or more. Dark knowledge can only be used once against any given creature.
The hunterís dark knowledge can affect a single creature or all creatures of the same race, depending on the effect used. A target creature must be within 60 feet, and the hunter must be aware of the creatureís presence, although he need not have a line of sight to it. The effects of dark knowledge last for 1 minute, unless stated otherwise.
-----Tactics: The hunter knows the general combat behaviors of creatures of that race, granting his allies a +1 bonus to attack rolls made against them. For example, a hunter confronted by carrion crawlers who succeeded on his Knowledge(dungeoneering) check would grant his allies the attack bonus against all the carrion crawlers they fought in that encounter. If the hunter succeeds on his Knowledge check by 10 or more, then this bonus increases to +2. If the hunter succeeds on his Knowledge check by 20 or more, then this bonus increases to +3.
-----Puissance: Starting at 5th level, the hunter can use his dark knowledge to help his allies fight off the corrupting influence of other creatures. Allies within 60 feet of the hunter gain a +1 bonus on saving throws against the affected creatureís abilities. If the hunter succeeds on his Knowledge check by 10 or more, this bonus increases to +2. If the hunter succeeds on his Knowledge check by 20 or more, this bonus increases to +3.
-----Foe: Starting at 8th level, a hunter can direct his allies to attack vital spots of his enemies. On a successful Knowledge check, he grants them a bonus to weapon damage rolls made against the target creatures equal to 1d6 points of damage. If the hunter succeeds on his Knowledge check by 10 or more, then this bonus increases to 2d6. If the hunter succeeds on his Knowledge check by 20 or more, then this bonus increases to 3d6.
-----Dread Secret: By speaking aloud a dread secret of the target creature, a hunter of 11th level or higher can dazzle a target creature for 1 round. Unlike other dark knowledge, this ability can be used only against a single creature. If the hunter succeeds on his Knowledge check by 10 or more, then the target is dazed for 1 round. If the hunter succeeds on his Knowledge check by 20 or more, then the target is stunned for 1 round (if the target is immune to being stunned but not immune to being dazed, such as most undead, then the hunter can choose to daze the target instead of stunning it).
-----Foreknowledge: Starting at 14th level, a hunter can better prepare his allies for the attacks of the affected creature, making it harder for the creature to land blows and successfully deal damage. Allies within 30 feet of the hunter gain a +1 insight bonus to Armor Class that applies to attacks by the affected creature only. If the hunter succeeds on his Knowledge check by 10 or more, this bonus increases to +2. If the hunter succeeds on his Knowledge check by 20 or more, this bonus increases to +3.

Improved Training: At 2nd level the hunterís training and ability within his school improves.
School of the Cat: The hunter gains a +1d6 sneak attack and advances to +2d6 at 10th level and +3d6 at 20th level.
School of the Griffin: The hunter gains Cleave as a bonus feat, even if he does not meet the prerequisites, adds his Intelligence modifier to weapon damage rolls made during a charge attack, and no longer takes the -2 penalty to his armor class for charging.
School of the Snapping Turtle: The hunter gains Uncanny Dodge as long as he wears heavy armor and gains Combat Expertise as a bonus feat. Additionally all attacks of opportunity made by the hunter gain a bonus equal to his Intelligence modifier to the damage rolls.

Honed Senses(Ex): Beginning at 3rd level the hunter becomes able to sharpen talents of detection and tracking, able to pick up on the slightest details. The hunter can now make a Concentration check as a swift action to gain a bonus to his Listen, Search and Spot checks as well as his Survival checks made to follow tracks. Additionally the hunter gains the trapfinding ability while his senses are honed.The higher the hunterís check the higher the bonus he gains. The hunter also gains various sensory abilities as he advances his senses. Beginning at 5th level the hunter gains low-light vision while honing his senses. At 10th level the hunter gains darkvision out to 60ft as long as he has gained at least a +3 bonus with hone senses. At 15th level the hunter gains the scent trait as long as he achieves a +5 or higher bonus when honing his senses. Finally at 20th level the hunter gains blindsense out to 15ft when honing his senses as long as he has achieved a +7 bonus or better. If the hunter is distracted or enters combat he cannot keep his senses honed and loses the bonus to his skills. Below are the DCs and the bonuses for this ability. The hunter cannot hone his senses while he fatigued or exhausted. Whenever the hunter his honed his senses he receives a -4 penalty to his saves against any sound-based or light-based effects.

DC_____Bonus
10_____+1
20_____+3
30_____+5
40_____+7
50_____+9

Meticulous Focus(Ex): Beginning at 4th level the hunter's mind has become sharpened and accurate. The hunter now adds his Intelligence modifier to all Concentration, Listen, Spot, and Survival checks in addition to the normally applied ability modifier.

Spells: Beginning at 4th level, a hunter gains the ability to cast a small number of arcane spells which are drawn from the hunter spell list below.
He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must (see below). To cast a spell, a hunter must have an Intelligence score equal to at least 10 + the spell level (Int 11 for 1st-level spells, Int 12 for 2nd-level spells, and so forth). The Difficulty Class for a saving throw against a hunterís spell is 10 + the spell level + the hunterís Intelligence modifier.
Like other spellcasters, a hunter can cast only a certain number of spells of each spell level per day. His base daily spell allotment is listed below above his spell list. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table 1Ė1: Ability Modifiers and Bonus Spells, page 8).
Unlike a wizard or a cleric, a hunter need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level.
Through 3rd level, a hunter has no caster level. At 4th level and higher, his caster level is one-half his hunter level.

Privatized Spells: A hunter has honed his magic to a concise and tactical point but has lost some of itís versatility in doing so. The hunterís beneficial spells that have a range of touch are personal spells for him, only able to imbue himself with his protective wards and defenses.

Life of a Hunter(Ex): At 6th level hunterís way of life is a harsh one, the man never being finished with his work and spending most of his time not hunting preparing for the next job that might come his way. However this rigorous devotion to his craft does not come without itís benefits. At 6th level the hunter gains a +2 bonus to either his Strength, Dexterity, Constitution, or Intelligence scores. He gains this ability again at 12th and 18th levels though he cannot choose an ability score more than once with this ability.

Advanced Training Beginning at 7th level the hunterís mastery of his school has improved.
School of the Cat: The hunter gains Spring Attack as a bonus feat and Skirmish as a scout with +1d6/+1 AC.
School of the Griffin: The hunter gains the Pounce ability, able to deliver a full-attack at the end of his charge, and his caster level is now equal to his Hunter class level.
School of the Snapping Turtle: The hunter gains Improved Uncanny Dodge as long as he is in heavy armor and now gains attacks of opportunity against creatures that miss him in melee combat.

Simple Gestures(Ex): Beginning at 7th level the hunter has learned how to harness his magic more readily, better to cast in the face of danger, and has developed simplified components for them. The hunter begins to be able to cast his spells without provoking attacks of opportunity as he gains levels. At 7th level the hunterís 1st level spells no longer provoke attacks, at 10th the hunterís 2nd level spells no longer provoke, at 13th the hunterís 3rd level spells no longer provoke, and finally at 16th the hunterís 4th level spells no longer provoke. Additionally the hunter gains the benefit of Sudden Quicken Spell once per day though it can only be applied on a spell thatís level is equal to or less than the hunterís Intelligence modifier.

Swift Tracking(Ex): Beginning at 8th level, a hunter can move at his normal speed while following tracks without taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.

Steady Resolve(Ex): Beginning at 9th level the hunter has learned to steady his mind in the face of frightening or persuasive influences. The hunter is now immune to all fear and charm effects.

Armed Defense(Ex): Beginning at 9th level the hunter has mastered the techniques to block blows with a single blade in the heat of combat. The hunter gains a +1 shield bonus to his AC as long as he wields a light or one-handed weapon in one hand. This shield bonus increases to +2 at 19th level. This bonus is unaffected by what the hunter does with his off-hand.

Ignore Natural Armor(Ex): Beginning at 10th level the hunter is able to drive an attack deep into his target, completely ignoring it's tough hide. The hunter can make an attack that ignores the natural armor of his target a few times each day. However he must have at least 10 ranks in the knowledge skill to which that creature would belong or has selected them as a favored prey. The hunter can perform this once per day at 10th level and twice per day at 20th.

Cunning Anticipation(Ex): Beginning at 11th level when the hunter lies in wait for his strike he is able to ensure a severe blow to his prey. Whenever the hunter readies an attack he may choose to move up to 10ft before or after he performs the attack. However this movement cannot be performed if it would provoke an attack of opportunity. Additionally the hunter gains a bonus on all weapon damage rolls equal to his Intelligence modifier when making a readied attack or attacking a flat-footed opponent. Finally the hunter gains a bonus on attack rolls made to confirm critical hits equal to his Intelligence modifier.
A hunter that possesses the Mobility feat can perform this movement even if it would provoke attacks of opportunity.
A hunter that possesses the Spring Attack feat can choose to move up to 5ft before and after a readied attack.

Greater Training Beginning at 12th level the hunter has nearly mastered his schools teachings.
School of the Cat: The hunter gains evasion as long as he wears light or no armor, gains woodland stride as a ranger, and gains a +10ft bonus to his landspeed.
School of the Griffin: The hunter gains Great Cleave as a bonus feat, even if he does not meet the prerequisites, and gains a bonus on the damage rolls of spells equal to his Intelligence modifier. Additionally he may move up to 10ft before making Cleave attacks. This movement does not count against the hunterís movement speed in a round but does provoke attacks of opportunity as normal.
School of the Snapping Turtle: Whenever the hunter fights defensively, uses total defense, or uses Combat Expertise and takes up to at least a -4 penalty to his attack rolls the hunter gains an insight bonus to his AC equal to his Intelligence modifier. Additionally he can now move to the side of an opponent attempting to charge, overrun, or bull rush him as an immediate action, allowing their movement to continue past him and provoke an attack of opportunity. Creatures charging him miss the hunter with their first attack as it continues to target the square he previously occupied and the opponent moves into the square with the momentum of his missed attack.

Opportunist(Ex): Beginning at 13th level a hunter is able to take advantage of even a momentary lapse in a creatureís attention. Once per round, the hunter can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the hunterís attack of opportunity for that round. Even a hunter with the Combat Reflexes feat canít use the opportunist ability more than once per round.

Master Training: At 17th level the hunter has become a master of his school of training.
School of the Cat: The hunter gains a bonus on all attack rolls equal to his Intelligence modifier. Additionally the hunter gains Sudden Strike +3d6.
School of the Griffin: The hunter can now cast a single standard action hunter spell once per round in the place of an attack. The casting of this spell does not interrupt the order of events of his turn. For instance he could cast a spell as a cleave attack during a full attack action and then continue with his full attack afterwards.
School of the Snapping Turtle: The hunter gains an attack of opportunity against creatures that attack him with a melee attack with reach and may move up to 10ft towards them before making this attack of opportunity if this movement would cause the hunter to threaten it. Additionally hunter adds his Intelligence modifier to weapon attack rolls made for attacks of opportunity.

Living Bestiary(Ex): Beginning at 19th level the hunter is able to determine a creatureís type by the merest sight or sound and is able to determine its abilities in seconds. Whenever the hunter sees a creature or hears a sound it makes he is able to determine itís type without a single check and gains a +5 bonus on all Knowledge checks when made in relation to a creature. Additionally any creature he succeeds on making a DC 20 Knowledge check against, including ones made for Dark Knowledge, allows the hunter to know all energy resistances, immunities, or weaknesses it may have; if it possesses Damage Reduction and what it is pierced by; and any forms of perception it may have such as scent, darkvision, blindsense, etc. This does not reveal any of the above traits if they are possessed by a creature from the effects of a spell or spell-like ability.

Legendary Training:Finally at 20th level the hunter has advanced his schools training to new heights, beyond what others had foreseen.
School of the Cat: Whenever the hunter successfully deals his Sudden Strike damage the attack automatically threatens a critical hit. Additionally he applies his Intelligence modifier to his damage rolls when he confirms a critical hit.
School of the Griffin: The hunter is now able to cast any single abjuration hunter spell he knows as an immediate action after casting another spell. However casting the spell in this way imposes a -10 penalty to his caster level for the spell. The hunter also gains a +1 bonus on melee attack and damage rolls during his round after each successful attack. This bonus stacks and lasts until the end of their round.
School of the Snapping Turtle: Whenever the hunter successfully strikes an opponent with an attack of opportunity he can make a second attack of opportunity, albeit with a -5 penalty on the attack roll.

Spell List
1st: Battering Ram(SpCmp), Burning Hands, Lesser Deflect(PHBII), Distract Assailant(SpCmp), Resist Energy, Swift Slow*

2nd: Charm Person, Deflect(PHBII), Hunterís Eye(PHBII), Ironthunder Horn(SpCmp), Protection from Energy, Scorch(SpCmp)

3rd: Atonement, Contingent Energy Resistance(SpCmp), Fireburst(SpCmp), Forcewave(SpCmp), Suggestion, Slow

4th: Blast of Flame(SpCmp), Charm Monster, Energy Aegis(PHBII), Power Word Daze*, Rejection(SpCmp), Stoneskin
*: Listed below
SpCmp: Spell Compendium
PHBII: Player's Handbook II


Power Word Daze
Enchantment(Compulsion)[Mind-Affecting]
Level: Htr 4, Sorc/Wiz 4
Components: V
Casting Time: 1 standard action
Range: Close (25ft + 5ft/2 levels)
Target: One living creature with 150 hp or less
Duration: See Text
Saving Throw: None
Spell Resistance: Yes

You speak a word of power that seems to render its target unable to act.

You utter a single word of power that instantly causes one creature of your choice to become dazed, whether the creature can hear the word or not.
The duration of the spell depends on the targetís current hit point total, as shown below. Any creature that currently has 151 or more hit points is unaffected by power word daze.

HP______________Duration
50 or less______1d2+1 rounds
51-100__________1d2 rounds
101-150_________1 round


Slow, Swift
Transmutation
Level: Htr 1, Brd 2, Wiz/Sor 2
Components: S
Casting Time: 1 swift action
Range: Close (25ft + 5ft/2 levels)
Target: One creature
Duration: 1d4 rounds
Saving Throw: Will negates
Spell Resistance: Yes

This spell functions like slow (PHB pg280.), except as noted above. This spell counters and dispels any haste effect on the target.


Spells Per Day
_________________________Spell Level_______________________
Level__________1st____________2nd__________3rd____ ______4th
1st_____________-______________-_____________-____________-
2nd_____________-______________-_____________-____________-
3rd_____________-______________-_____________-____________-
4th_____________1______________-_____________-____________-
5th_____________1______________-_____________-____________-
6th_____________1______________-_____________-____________-
7th_____________1______________-_____________-____________-
8th_____________1______________1_____________-___________-
9th_____________1______________1_____________-___________-
10th____________2______________1_____________-___________-
11th____________2______________1_____________1____ _______-
12th____________2______________1_____________1____ _______-
13th____________2______________2_____________1____ _______-
14th____________2______________2_____________2____ _______1
15th____________3______________2_____________2____ _______1
16th____________3______________2_____________2____ _______1
17th____________3______________3_____________2____ _______2
18th____________3______________3_____________3____ _______2
19th____________3______________3_____________3____ _______3
20th____________4______________4_____________4____ _______4



Oils
Silvershine:
A weapon covered in silvershine is treated as being silver for the purpose of overcoming damage reduction. Additionally the weapon's threat range increases by 1. This stacks with all other benefits that increase a weapon's threat range but is applied after all other effects.

Irontouch:
A weapon covered in irontouch is treated as being coldiron for the purpose of overcoming damage reduction. Additionally the weapon gains a +2 bonus attack rolls made to confirm threatened critical strikes.

Eversheen:
A weapon covered in eversheen is treated as being adamantine for the purpose of overcoming damage reduction. Additionally the weapon gains a +2 bonus on damage rolls.

Spellreaver:
A weapon covered in spellreaver is treated as being magic for the purpose of overcoming damage reduction. Additionally any creature struck by it takes a -1 penalty to their caster level and on saves against spells. This penalty is cumulative and lasts for 5 minutes.

Wraithwhisper:
A weapon covered in wraithwhisper is able to strike incorporeal and ethereal creatures with ease. Additionally any incorporeal or ethereal are become material and corporeal for 1 round.

Sear:
A weapon covered in sear inflicts +1d6 points of acid damage on it's target. Additionally it deals 1 point of damage to any worn armor and imposes a -1 penalty on a creature's natural armor with each strike. The penalty is removed after resting for 8 hours.

Blazen:
A weapon covered in blazen oil becomes hot to the touch and inflicts +1d6 points of fire damage with each strike. Additionally creatures that are particularly dry, furred, or weakened by fire, a mummy, a gnoll, or a troll for example; catch flame and continue to take 1d6 points of fire damage each round.

Shiver:
A weapon covered in shiver oil becomes freezing to the touch and inflicts +1d6 points of cold damage with each strike. Additionally creatures that are particularly fluid or weakened by cold, an ooze, a fire elemental, cold-blooded reptiles, and plant creatures for example; has it's landspeed reduced by 10ft and takes a -2 penalty to AC and on Reflex saves for 1 minute.

Crimsonflow:
A weapon covered in crimsonflow causes wounds to stop closing. Each strike causes the target to begin bleeding for 1 damage each round until it receives a DC 15 Heal check or any form of magical healing. Additionally any fast healing or regeneration that a target has is neutralized until the bleeding is stopped.

Alignius:
The alignius oil is a tricky concoction able to align a weapon as the hunter sees fit to overcome damage reduction. The oil must be made for a specific alignment at the time of crafting. Additionally a weapon covered in alignius oil inflicts 1 point of force damage on all attacks.

Equidem: DC 15, 30gp
This oil was developed by hunters to draw out their prey, helping them shorten the time it takes to find them. Unlike the hunterís other oils this is not applied to his weapon. It is in fact placed in an area in the hopes of drawing out the creature that smells it. Equidem is made for specific kinds of beasts, like trolls instead of giant-type creatures, and if the hunter knows the exact kind of creature he wishes to lure he can attempt to make the oil more concise, for example making an oil that might lure a cave troll over a standard troll. The oil lasts for 8 hours and with itís powerful and light scent it can be smelled out to 10 miles downwind, 2 and a half miles upwind, or out to a 5 mile radius on still days.

Bumble:
This oil hinders the coordination of living creatures, imposing a -4 penalty to the creatureís Dexterity checks and Dexterity-based skill checks. Additionally this hampers creatures that have different modes of travel, causing the maneuverability of fly speeds to be reduced by two steps and fly speeds and swim speeds are reduced by half.

Impervious:
A weapon coated in this oil is immune to damage for itís duration.


Hunter Bombs
Ostium: DC 25, 55gp
This grenade bursts with a toxic thick black and harsh smelling smoke the hinders sight, smell, and even the bodies ability to heal. The smoke bursts in a 10ft radius and grants cover to those within the smoke from those outside of itís area and grants cover to those outside of itís area from those within. Creatures caught in the blast must succeed on a DC 15 Fortitude save or take 1 point of Constitution damage. One minute later they must attempt the same saving throw or take 1 additional point of Constitution damage. A creature who takes at least 1 point of Constitution damage from this smoke loses the benefits of itís fast healing until it restores this Constitution loss. Additionally any creature caught in the area or within scent distance of the area loses itís scent ability as long as they remain within 10ft of the smoke and for 1 minute after. The smoke is thick but light and dissipates after 5 rounds. A strong wind blows it away in a single round.

Spinum: DC 20, 35gp
This grenade was made to help piece thick hides of creatures and even assist in tracking the beasts when they flee, a blood trail leading the hunter right back to their lairs. It is also an excellent follow up tool for the hunterís grenades that block his sight of his prey. A spinum grenade inflicts 3d6 points of damage in a small 10ft radius with a burst of metal shards. The damage is dealt in such a way that it is treated as slashing, piercing, and bludgeoning damage. A DC 15 Reflex save halves this damage. Any creature that takes 10 or more damage from this grenade also receives a bleeding wound, bleeding for 1 point of damage each round afterwards. This bleeding persists until the target receives a DC 15 Heal check or at least 1 point of magical healing. Fast healing likewise closes the wounds.

Sanctus: DC 25, 70gp
This useful tool was developed by a hunter in need of something to help him keep the undead away from their victims before they could reach them, the tool also turning out to heal the living with itís power. Upon itís use the sanctus grenade exudes a flash of powerful positive light out to a 15ft radius, dealing 2d4 points of damage to undead and healing 2d4 points of damage to the living within the area. Undead caught in the area also must succeed on a DC 15 Fortitude save or flee the area for 1 round as if they were turned by a good-aligned cleric. Additionally the area gains the benefits of the magic circle against evil spell cast by a 10th level caster for 5 rounds.

Fumus: DC 15, 20gp
This is a grenade the hunterís developed to allow them to swiftly and tactically slay an entire platoon of creatures without the great risk of open combat. The grenade emanates the effects of a fog cloud spell out to a 15ft radius around it. However this smoke bursts forth from itís source with such force that creatures within the area often have the smoke aggressively invade their lungs. Any creature within the area of the fog when it begins must make a DC 15 Fortitude save or become dazed for 1 round. The fog only remains in the area for 1 minute.

Lubricus: DC 20, 30gp
This grenade was something the hunterís developed to help them apply their talents with flame to a target with more certainty and to hinder the creatures prior. The lubricus grenade bursts in a 15ft radius, covering everything in the area in a highly flammable oil. Any creature in the area can attempt a DC 15 Reflex save to avoid being doused in the oil but must possess evasion or improved evasion to avoid it. Moving through a square covered in the oil requires a creature to move at half speed or risk falling. A creature moving at full speed must succeed on a DC 15 Reflex save or a DC 20 Balance check or fall prone in the square they moved into. A charging or running creature receives no saving throw or check and simply falls prone in the first oiled square they move into. Additionally any open fire sets the oil ablaze, the initial burst of flame dealing 2d6 points of fire damage to all creature in the area and continues to burn for 1 minute. Any creature doused in the oil receives an additional 1d6 points of damage initially and remains on fire even if they leave the area, burning for an additional 1d6 points of damage each round for 1 minute unless they succeed on putting out the fire(a DC 15 Reflex save, though dropping to the ground to put it out grants an additional +4 bonus).

Mico: DC 20, 35gp
The hunterís developed this device to blind seeing creatures and even confuse creatures that relied on sound. A mico grenade erupts in a huge flash of light and sound. Any creatures within 60ft of the grenade must succeed on a DC 15 Reflex save or be blinded for 1d4+1 rounds and must succeed on a DC 15 Fortitude save or be deafened for 1d4+1 minutes. Additionally this audible assault hampers with some creatures ability to feel around their environment. Any creature that has blindsense or blindsight due to itís ability to acutely hear itís surroundings loses the benefit of this ability for 5 rounds and receives no save against this effect.

Minuere: DC 25, 65gp
This small unassuming device exudes a pale gray mist after being thrown. It exudes the mist out to a 15ft radius and all who are within the area must succeed on a DC 15 Fortitude save. Anyone who fails this save becomes fatigued and must succeed on an additional DC 15 Fortitude save 1 minute later or fall unconscious for 1d4+1 minutes. This is not a magical effect and ignores elves and dragons natural immunity to sleep.


Hunter Potions
Vitalus: DC 25, 100gp
This potion was developed to allow the hunterís blows to inflict deeper wounds and also heal his own, albeit slowly. The hunter gains a +4 bonus to his Strength and fast healing 1 for 5 minutes after drinking the vitalus potion.

Celeritus: DC 25, 70gp
This potion has aided many hunters in saving their own lives as well as aiding them in keeping up with their fleeing prey. The hunter gains a +4 bonus to his Dexterity and a +15ft bonus to his landspeed for 1 hour.

Ennasia: DC 15, 35gp
This potion was made to allow the hunter to withstand grievous injuries and remain on his feet. The hunter gains a +6 bonus to his Constitution score and gains the benefit of the Diehard feat for 1 hour.

Solusia: DC 25, 75gp
The solusia potion was developed by a hunter who was forced to slay an entire village that had been slaughtered and arisen as ghosts and other undead. The hunter becomes immune to possession and become immune to ability damage to his Intelligence, Wisdom, and Charisma scores from magical or supernatural sources. Additionally he is able to see ethereal creatures and gains a +4 bonus on saves against gaining negative levels and on the saves made to remove negative levels he possesses. The effects of the potion last for 4 hours.

Purificus: DC 20, 60gp
The hunters developed this brew to help them prevent the nasty effects of poison and disease until they could be treated properly. In the end it also helps purge some of the ill effects of such ailments as well. A hunter who drinks this potion feels a burning sensation in their body that signifies that they have indeed been poisoned or are carrying a disease. After drinking the potion the hunter need not make any additional saving throws against poisons or diseases for the next 24 hours and the incubation periods of any diseases the hunter possesses is delayed for that time. The potion also heals 2 points of ability damage to each ability score that was damaged by poison or disease, though taking additional doses of this potion while itís duration is still active does not heal any further ability damage. This potion is effective against natural and magical or supernatural poisons and diseases. If the hunter is under the effects of this potion when he becomes afflicted with a poison or disease he immediately feels the burning sensation in his wound signifying disease or poison and need not make the initial save against it until the duration of the potion is finished.


************************************************** ************************************************** ****
SURVIVAL NEW USE
Forage for Crafting Materials
While survival is normally used primarily for providing food and water for a party or providing insight into the land, this use allows a cunning user to potentially lower the costs he would spend while crafting. Foraging for Crafting Materials can provide anything from wood, metal ore, and other naturally occurring materials that one might use in their craft. Making a check to forage for crafting materials requires 2 hours, whether that time is spent simply cutting wood or searching for a vein of ore makes no difference. The DC however is determined by the area a character is in and what material he is looking to harvest. For instance harvesting wood in a forest would not require much, most likely only being a DC 10. However a character attempting the same in a desert might not find any at all, raising the check to a DC 30 or even DC 50, the character might be lucky enough to find a broken down carriage or the like. Regardless a character who succeeds on this check can reduce the costs of an item he is making using those materials down to ⅙ the normal cost instead of ⅓. In the end the DM determines the DCs of these checks.

For DMs: A character out foraging for materials runs the risk of running into creatures on his journey. For every hour there is a 10% chance the character encounters a creature.

artimus261
2017-04-29, 10:49 AM
alright everybody, tell me what ya'll think, this class has a LOOOT to go over i know but it also brings together combat, cunning, and casting in a tight little package. anyone who wants to get into the nitty gritty of the Hunter Tools craft DCs and costs and such let me know if it's messed up, tried to keep the rules for crafting in mind but it was so much work i kinda glossed over the stuff, happy enough to have the tools the way i want <3

aimlessPolymath
2017-04-29, 11:33 AM
Immediate glance sees no large problems, although a number of small formatting issues.

Proficiencies traditionally includes all simple weapons- is there any specific reason for not having several proficiencies that wizards do?
Hunter's Tools sort of feels like it should be modeled after spellcasting, where a significant portion of the rules involving it should be moved down next to the descriptions of the hunter's items. Also, note that even the +6 bonus leaves a hunter with ~5 Con damage almost all the time at low levels.
Dark knowledge looks really nice in this class. That said, it feels a little strange in a class which feels (at least to me) like a solo fighter. It fits really well as an ability to describe "using knowledge to your advantage", but at the same time feels somewhat redundant next to Favored Enemy. I'd almost feel better if they were mixed in some fashion- You can use Dark Knowledge to gain Favored-Enemy-like bonuses due to your understanding of your foes, and Favored Enemy only gives a somewhat larger Knowledge bonus, representing your particular field of study.
Learned Defenses feels similarly redundant, and feels like it should be folded in to Dark Knowledge.
Honed Senses makes a great deal of sense. However, there are some tweaks I'd like to make.
-Instead of turning off when it enters combat, it turns off when the Hunter makes an attack, has an attack made against him, or is forced to make a saving throw. To counterbalance this, it requires a move action to activate. This lets it be used midcombat to a certain degree, which is important in dealing with invisible opponents. A minor thing, but I rather like the image of focusing your senses to locate a hidden foe, rather than just in tracking.
-Apply an equal penalty to saving throws against sonic effects. This one just feels right- a Thunderstone out of nowhere should be pretty nasty when you're that focused.
-Interpolate the DCs. If I can hit 15, I should get +2.
Privatized Spells is an incredibly flavorful ability- very nice!
Learned Offenses feels like it should be a Dark Knowledge thing.
I really like Cunning Anticipation! Feels like a neat ambush ability- what do you think of allowing Int to damage to stack if the foe is both flatfooted and it is a readied action.
Learned Penetration feels like it should be a Dark Knowledge thing.
Opportunist also feels a bit odd on a Hunter- it's a very teamworky thing.
Living Bestiary is pretty cool- reminiscent of Keen-Eared Scout. Saving throw thing goes under Dark Knowledge, though.

Small formatting things:
Honed senses should be a table.
Hunter's Tools associated skills could be compressed: "Each class of tool has a separate associated skill. If you have 5 or more ranks in the associated skill, you gain a +2 bonus to the check to make the tool, and such items gain a +2 bonus to their DC", followed by
Hunter's Oils: .... do not apply them to their Fortitude the hunter's oils. The associated skill for hunter's oils is Craft(Poisonmaking)
Hunter's Potions could drop some of the descriptive sentences, maybe? Two sentences describing the risks is definitely redundant.
Simple Gestures: "without provoking attacks of opportunity"

Item notes: The prices for the tools are very low for being class features, especially the high-DC items. Is this designed for a low-magic or low-money game?

It looks like there's roughly one oil for every creature type they fight? I'm a little disappointed by that, actually, for hard-to-explain reasons. It seems to eliminate meaningful decisions- rather than having a couple of broaded oils and choosing the variety which deals best with the situation at hand (oh, I'm fighting a flesh golem. Should I grab the DR-reducing oil to stab harder, or the one which splashes it with fire to slow it down?), you just pick the oil designed exactly for the specific class of foe you're dealing with. Also missing is the ability to apply oils to ammunition efficiently.
Example set of oils:
Silversheen/Ironchill(Cold iron- only effective on iron weapons)/Diamond Sheath(adamantine).
Energy damage oils, with a side effect- fire deals damage over time, cold slows movement, acid damages natural armor, electricity prevents taking full-round actions.
Anticlot- it deals bleed damage, as well as preventing fast healing/regeneration.
Marker Oil: Allows long-range detection via scent, easier tracking via scent. Anti-invisibility tech when combined with Honed Senses.
Featherbane Oil: On attacks vs. feathered targets, eliminates flight. On other flying winged targets, damages aerodynamics, reducing fly speed.
Bless/curse/axiomatic/anarchic oils, with the side effects of (- to attack) (- to AC) (- to ability DCs) (- to saving throws) applied to the target.
Spellbreaker oil- reduces caster level.
Ghostveil: Refers to tightening the "veil" between dimensions. Forces incorporeal beings to corporealize, makes teleportation unreliable.

Comparatively, I like the bombs a lot more. There's a bunch of general responses to classes of foes, although I am a little worried by the number of "hoser" bombs, which seem extremely good at low levels.

Hunter potions look very nice!

Main thing missing: scaling.

TL:DR: Dark Knowledge should be tweaked to incorporate Favored Enemy and similar abilities more smoothly, and I disagree with your design for oils. Pretty happy otherwise- I would definitely play the class.

artimus261
2017-04-29, 01:47 PM
thanks for reading! the main thing about they're favored 'enemy' (prey for them) is that they don't get the increases a ranger gets. A ranger in the end might have a +10 on something and +2 to everything else, the prey only ever gets that initial +3

The 'Learned' abilities i specifically didn't tie into dark knowledge due to the fact that it has a daily usage thing, i felt that rewarding the hunter with constant, albeit light, benefits for ranks in their knowledge was better off and would stack with the dark knowledge benefits, ensuring that even when the entire party is prepped with dark knowledge the hunter is still a step ahead of them

The oils I'll straight up admit are kind of a disaster. From top of the list to bottom they were written in that order and not even really sure what to do with them to fix them. On one hand i think they need something against all creature types due to the lack of scaling and advancing abilities, allowing them to always have a decent advantage over a creature for the first good chunk of a fight, but on the other i totally hear where you're coming from about it being a little silly that they have all of these broad oils and ALSO these type-specific ones for all of them, i stick by quite a few of them but like i said, not quite sure what road to go down with them. As for the costs, DCs, and time consumption for crafting this was my first real attempt at ever making things that had those things involved and it came out rough. I want these items to take them a good chunk of a day, making it not altogether convenient for him to make, the party not wanting to sit on their butts while the hunter makes his potions, bombs, and oils but not so long that even the hunter doesn't want to bother. Also wanted to somehow limit how many a hunter could carry but couldn't for the life of me figure out a way i liked that wasn't just "a hunter can only have blah blah blah" would feel much too forced. But in the end have no idea if the DCs and costs are appropriate. Hope you noticed that they don't level it up so the DCs are in a way a level constraint for the hunter for which he can make, but... it just didn't come out right. Hoping someone can help me mop it up a bit, though i like a lot of the oil ideas you posted and might swap around some of mine.

I liked your mention about some negatives while they're senses are honed, definitely wanna give them a -4 against sound effects and a -4 against light effects if someone catches them during that.

Also glad you liked cunning anticipation, i never see enough things for readied actions and wanted to throw that into a class and this felt right, and never actually thought about having an overlapping effect, i dont know about doubling the damage for it but maybe widening their threat range by Int or something would be cool, readying an attack against an unsuspecting ogre seems like something the hunter could do to crit more often

artimus261
2017-04-29, 01:59 PM
had been thinking about scaling the 'learned' abilities to rise with every 5 ranks above it's requirement for improved benefits, think i should? definitely helps the hunter end up with higher ACs, attack rolls, DCs and saves against things he's studied heavily

aimlessPolymath
2017-04-29, 02:55 PM
thanks for reading! the main thing about they're favored 'enemy' (prey for them) is that they don't get the increases a ranger gets. A ranger in the end might have a +10 on something and +2 to everything else, the prey only ever gets that initial +3

The 'Learned' abilities i specifically didn't tie into dark knowledge due to the fact that it has a daily usage thing, i felt that rewarding the hunter with constant, albeit light, benefits for ranks in their knowledge was better off and would stack with the dark knowledge benefits, ensuring that even when the entire party is prepped with dark knowledge the hunter is still a step ahead of them


My hypothetical Dark Knowledge variant would read as follows:

Applied Knowledge: A Hunter collects and memorizes vast amounts of information about his foes. When the Hunter makes a Knowledge check against a particular species of creature, he also can gain additional benefits, depending on his roll. As a swift action, he can retrieve a particular type of knowledge from his own mind, working out how to apply it to the situation at hand. For the purposes of this ability, the Knowledge roll is compared to a DC of 15- the general knowledge of the attributes of the given class of creature. If the result is less than 15, the retrieval fails.

Weakpoints: Upon retrieving this portion of knowledge, the Hunter gains a +1 bonus to attack rolls against the given species, plus 1 for every 5 points of roll beyond 15. The Hunter may communicate this knowledge to allies, granting them a +1 bonus to attack rolls, plus 1 for every 10 points beyond 15.
... etc.

The bonuses from the knowledge last five minutes before disappearing, as the memories grow faint once more.

Favored Enemy: The Hunter gains a +5 bonus to Knowledge rolls against the given kind of creature.

Notes:
-No usage limits- I figure that hunter tools/spells work fine as a limit on per-day activity, and it makes little sense to me that knowledge can only be used for one thing per day, on one particular class of bonus. Do you, like, forget the rest temporarily?
-There's room to get "free swift actions" to use on this, accelerating the knowledge gain, if you like.
-Fits a little better into action economy for a fighting-type
-Feels a bit closer to the Learned X abilities, so incorporating them is easier- a Learned X ability could be written which simply piggybacks off the Dark Knowledge skillcheck, rather than being based off the Knowledge skills.

artimus261
2017-04-29, 03:17 PM
i do like how that looks but i just don't quite think that dark knowledge is a problem for the class currently, i mean in the end they still end up having it like 9/day which should be enough for most given days

I'm starting to think that i need to just take the axe to favored prey and pump up the learned passives instead, that way they aren't having to worry about a bunch of potential conditional boosts and the like and just have to look at their knowledge skill and not a class feature to go along with it, additionally the learned abilities are far more comprehensive, some of them granting bonuses on as many as 5 different creature types, think favored prey just doesn't need to be here anymore

then i could still provide scaling to the learned abilities and help them get some more potency at higher levels, a hunter well educated in knowledge arcana getting like +5 attacks, +5 DCs, +5 saves, ignoring up to 10 DR and having +10 vs SR, +5 AC, think it could work out pretty nicely really

to an extent favored enemy made sense but on the other hand it always felt a little off because I didn't want them focused on any type in particular

could even throw in a damage boost somewhere and considering they already have hone senses for listen, search, spot, survival favored prey just feels like it's unnecessary at this point

artimus261
2017-04-29, 03:43 PM
was also thinking about hone senses granting low-light vision at 5th with a successful check, darkvision at 10th with a successful check of +3 or greater, and granting blindsense out to 15ft at 20th level with a successful check of +7 or better, think it'd be pretty cool <3

artimus261
2017-04-29, 04:16 PM
feeling lazy right now but at some point, no far off, i'm going to do a huge overhaul for the oils, though i can say for a certainty that some of the current ones will remain, wraithtouch, lycanbane, baneoil, and some others, but it's just too much for me to look at atm xP

aimlessPolymath
2017-04-30, 12:49 AM
Well, the thing about dark knowledge is that you only get one bonus from it at a time, which is a little silly, and makes it rather limited

Even if you could repeatedly use it, you would burn through uses super quickly.

And if you could repeatedly use it, with no uses limitation, the need to track multiple varying bonuses against multiple creatures (I have the +3 to attack against the world, +2 to attack but +3d6 to damage against the goblin riders, I wiffed the Save roll so we're at +1 saves but +2 AC against the summoned dretches, and I've used Dread Secret against the goblins, the dretches, but not the wolves).
Admittedly, there's less actual variance unless your Knowledge ranks aren't at the same level, but 6 knowledge skills + 3 craft skills + Concentration is a significant amount of skills to spread ranks over, so I wouldn't rule it out.

That's roughly the reasoning behind the feature I wrote up - it collects the Knowledge rolls into one roll per type of creature (separated into 5- or 10- point brackets), somewhat justifies explicitly the "grab one bonus each round" thing, and drops the limit of one bonus per creature type.

artimus261
2017-04-30, 06:30 AM
I did consider giving them higher skill points but decided against it. They don't need the crafts since their tools use their class level for the craft check instead of a skill check which helps and int is such an important part that they should be getting decent skills. And I'm pretty sure they can only gain one benefit from dark knowledge against any type of creature at a time. It is a little limited but considering that he can give the whole party +3d6 I'm not too concerned. I did forget to improve living bestiary, lifting the knowledge bonus to +5 now that prey is gone.

artimus261
2017-04-30, 09:13 AM
wow brain fart, earlier on living bestiary was supposed to give a +2 to knowledges against creatures but with prey and other things involved i struck the bonus, now that prey is gone it's back and it gives a +5 to all knowledge skills when made in relation to a creature. while this doesn't help their learned abilities it helps them achieve the highest dark knowledge benefit available with great ease, a hunter with even 10 ranks in knowledge arcana and 18 Int would still have a +19 to the check, ensuring that they could still get to that DC 35 benefit by rolling at least a 16, not great but definitely helps, also about to give them another ability i took away before and gonna be a little better

Meticulous Focus: The hunter now adds his Intelligence modifier to all Concentration, Listen, Spot, and Survival checks in addition to their normal ability modifiers.

Again this was something i took away over favored prey but again, it's gone now <3 think this will also helps ease some tension on the need for Concentration ranks as well as make them the most aware mother-effers around <3 getting honed senses, all the acuity traits it gives, and getting to add Int AND Wis to their Listen and Spots, even without uncanny dodge rogues won't like them i think ;P

Also, thoughts on giving them 8 + Int skill points? don't see it being a terrible idea but at the same time they get so much else, but then again much of it is in fact constrained by their skill points and the rest is limited usage stuff.... hmmm....

Westhart
2017-04-30, 04:35 PM
This may be old but:
Itís not much, but here is what comes through from a once over. (I always put it in a spoiler in cas someone PEACHíed before meÖ Write Ďem offline ^^) Also anything in spoilers in teh spoiler were more notes to myself as I went through it. If you see a bold were one was not in your quote I aded it to make more sense. I am not tailoring your quote in any malicious way, just suggesting better fixes/spelling errors/rephrazing etc.



The Hunter

Hit Die: d8

Class Skills
The Hunter's class skills (and the key ability for each skill) are Climb(Str), Concentration(Con), Craft(Int), Disable Device(Int), Escape Artist(Dex), Gather Information(Cha), Heal(Wis), Hide(Dex), Jump(Str), Knowledge[all](Int), Listen(Wis), Move Silently(Wis), Ride(Dex), Search(Int), Sense Motive(Wis), Sleight of Hand(Dex), Spellcraft(Int), Spot(Wis), Survival(Wis), Swim(Str), and Use Rope(Dex).

One idea would be to give them trapfinding since they have disable deviceÖ EDIT: You give that later when they focus their senses so nevermind.
Possible skills to add:
Intimidate (Cha): They may scare there foes to get an additional edgeÖ
Tumble (Dex): This can be used to dodge AoOís from movement which is useful, feel this should ve on the list for sure.
Just noting, 2 good saves and full BAB, along with 6+int skills and d8 hit die


Class Features
All of the following are class features of the Hunter.

Weapon and Armor Proficiencies: The hunter is proficient with the dagger, punching dagger, morningstar, light and heavy mace, light and heavy crossbow, handaxe, kukri, shortsword, longsword, scimitar, hand crossbow, light and heavy repeating crossbow, and the net. He is proficient with light armor but not with any shields. Additionally the somatic components for the hunterís spells are quite simple and do not incur any arcane failure chance as long as he wears only light armor.

Maybe all simple weapons and then give them the others not under that category?
Also need to add this:
A multiclass hunter still incurs the normal arcane spell failure chance for arcane spells received from other classes.


Hunterís Tools: The hunter has learned enough about the anatomies of creatures that he has been able to develop particular alchemical items that assist him in hunting his marks. To produce these items the Hunter makes a special Craft check that follows all the normal rules of the Craft skill. However the bonus he gains is derived from his level as opposed to a skill. A hunterís tools check is 1d20 + the hunterís class level + the hunterís Intelligence modifier. However this check can gain synergy benefits. A hunter who has 5 ranks in Craft(alchemy) gains a +2 bonus on this check to make potions and receives an additional +2 bonus on his Fortitude saves against them. A hunter who has 5 ranks in Craft(poisonmaking) also gains a +2 bonus on this check to make oils and the DCs of the oils gain a +2 bonus. A hunter who has 5 ranks in Craft(trapmaking) gains a +2 bonus on this check to make bombs and the DCs of the bombs gain a +2 bonus.

I would personally make this a bonus on the check equal to Ĺ or ľ their level, that way multiclass could still make them with the craft skill and not to have to worry about the whole non-witcher thing or being behind so far. Also if you do not do this make the +2 bonuses synergy so you can have epic synergy bonuses apply.


The hunter, while not forbidden from teaching others the methods of their potions, tend to guard the secrets to their potions and oils fiercely. However a hunter can attempt to show others how to make such items. A character with no hunter levels attempting to make these items must use one of three Craft skills: Craft(alchemy) to make potions, Craft(poisonmaking) to make oils, and Craft(trapmaking) to make bombs. However the craft DCs for such characters are 5 points higher and the character must spend a skill point to learn the formula for a single item of their choice from this list. The time it takes for a character to make these items is determined as if he were making progress by the week for each Craft check, though each check only requires 3 hours of work.

Seems alright, but in the long run a dedicated crafter actually might overcome a witcher at creating them because they can place level+3 into it and there are magic items that can aid with a skill check like thatÖ See my suggestion above.


-----Hunter Oils: The oils the hunter can make are all specifically designed for various types of creatures he hunts. The hunter can carry any number of these oils in vials but after application they only remain effective for 1 minute. Applying an oil to a weapon is a standard action that provokes an attack of opportunity. The effects of oils applied to a weapon stack with any enchantment the weapon may have, though a hunter cannot apply a poison and an oil to the same weapon, the two compounds ruining each other entirely. By beating the Craft DC by 5 or more when making an oil it lasts for an additional 5 rounds after being applied to a weapon and the DC for effects the oil has gains a +2 bonus. These oils qualify as poisons for the purpose of feats and qualifies the hunter as having poison use. However oils are not prevented by poison immunity and creatures with bonuses against poisons do not apply them to their Fortitude saves against the hunterís oils.

Hehe, can I apply more then one oil to a weapon?
As a player/DM feel it is kind of cheese but some will, or will tryÖ As a D I would probably have it make some noxious gas on the PC :belkar:
ďAs you apply the oils they fill the air, making you sickened.Ē


-----Hunterís Potions: The tradition of the hunters has always been to advance their abilities beyond the normal human limits to aid in their fight against the inhuman. To that end they have developed potions over the years to assist them in various ways. These potions are powerful tools and can achieve amazing effects despite their powerful stench and horrible taste. However these potions also come at a potential cost. The potions themselves strain the body of those who imbibe them and can even prove lethal to the frail. Anyone who drinks a hunterís potion must succeed on a DC 25 Fortitude save or take 3d6 points of Constitution damage. Thankfully the hunter has been exposed to these potions so much through his training that he has developed a remarkable resistance to the negative effects of them. A hunter receives an inherent +6 bonus on his Fortitude saves made against hunter potions and even on a failed save takes only one half of the damage(rounded down) he would normally take to his Constitution. A character must imbibe the entire vial of the solution before needing to make their Fortitude save and before gaining the effects of the potion, a sip or drop has no effect. By beating the Craft DC by 5 or more when making a potion the potion gains a mildly protective side effect and bestows a +1 bonus to all of the hunterís saves for the duration of the potion.

Do nonhunters gain the save bonus?
-----Hunterís Bombs: The primary tool of the hunterís lethal ambushes are their bombs. These tools allow them to inflict wounds to multiple foes without announcing their presence or revealing their location, the perfect tool for the start of a hunt. The DC for the hunterís bombs is increased by 1 point for every 5 points his craft check exceeds the craft DC of the bomb.

Track: A hunter gains Track as a bonus feat.

Bonus Feats: At 1st level, a hunter may select either Quick Draw or Rapid Reload as a bonus feat. At 2nd level, he may select either Improved Initiative or Dodge as a bonus feat. At 6th level, he may select either Blind-fight or Eschew Materials as a bonus feat. At 10th level, he may select either Dash or Lightning Reflexes as a bonus feat.
[/quote]
1st: alright
2nd: Dodge is nice, mostly because it is required for many PrCís
6th: hmm, they are alrightÖ
10th: meh, all in all it might be better if they could choose a bonus feat drom a small list (such as the scout in complete adventurer) instead of this or that. It works, I can honestly see other feats that some would like instead of these though. (As a DM I use retraining so not too much of a problem)


Dark Knowledge: Three times per day, a hunter can draw upon his expansive knowledge of monsters, granting his allies benefits against the creatures they face. Doing this counts as a move action.
A hunter unlocks new dark knowledge abilities as his level increases and can also call upon his dark knowledge more often, gaining one additional daily use for every three hunter levels (4/day at 3rd level, 5/day at 6th level, and so forth).
Using dark knowledge requires a Knowledge check of a type appropriate to the creature faced. A Knowledge(arcana) check reveals secrets of constructs, magical beasts and dragons; Knowledge(dungeoneering) pertains to aberrations and oozes; Knowledge(local) applies to humanoids; Knowledge(nature) encompasses animals, fey, giants, monstrous humanoids, plants and vermin; Knowledge(religion) covers undead, and Knowledge (the planes) applies to outsiders and elementals. The DC of the check is 15. Most of the hunterís dark knowledge abilities increase in effectiveness if he succeeds on his Knowledge check by 10 or more. Dark knowledge can only be used once against any given creature.
The hunterís dark knowledge can affect a single creature or all creatures of the same race, depending on the effect used. A target creature must be within 60 feet, and the hunter must be aware of the creatureís presence, although he need not have a line of sight to it. The effects of dark knowledge last for 1 minute, unless stated otherwise.
-----Tactics: The hunter knows the general combat behaviors of creatures of that race, granting his allies a +1 bonus to attack rolls made against them. For example, a hunter confronted by carrion crawlers who succeeded on his Knowledge(dungeoneering) check would grant his allies the attack bonus against all the carrion crawlers they fought in that encounter. If the hunter succeeds on his Knowledge check by 10 or more, then this bonus increases to +2. If the hunter succeeds on his Knowledge check by 20 or more, then this bonus increases to +3.
-----Puissance: Starting at 5th level, the hunter can use his dark knowledge to help his allies fight off the corrupting influence of other creatures. Allies within 60 feet of the hunter gain a +1 bonus on saving throws against the affected creatureís abilities. If the hunter succeeds on his Knowledge check by 10 or more, this bonus increases to +2. If the hunter succeeds on his Knowledge check by 20 or more, this bonus increases to +3.
-----Foe: Starting at 8th level, a hunter can direct his allies to attack vital spots of his enemies. On a successful Knowledge check, he grants them a bonus to weapon damage rolls made against the target creatures equal to 1d6 points of damage. If the hunter succeeds on his Knowledge check by 10 or more, then this bonus increases to 2d6. If the hunter succeeds on his Knowledge check by 20 or more, then this bonus increases to 3d6.
-----Dread Secret: By speaking aloud a dread secret of the target creature, a hunter of 11th level or higher can dazzle a target creature for 1 round. Unlike other dark knowledge, this ability can be used only against a single creature. If the hunter succeeds on his Knowledge check by 10 or more, then the target is dazed for 1 round. If the hunter succeeds on his Knowledge check by 20 or more, then the target is stunned for 1 round (if the target is immune to being stunned but not immune to being dazed, such as most undead, then the hunter can choose to daze the target instead of stunning it).
-----Foreknowledge: Starting at 14th level, a hunter can better prepare his allies for the attacks of the affected creature, making it harder for the creature to land blows and successfully deal damage. Allies within 30 feet of the hunter gain a +1 insight bonus to Armor Class that applies to attacks by the affected creature only. If the hunter succeeds on his Knowledge check by 10 or more, this bonus increases to +2. If the hunter succeeds on his Knowledge check by 20 or more, this bonus increases to +3.

Did not look through this much, figured it worked as the archivist?


Knowledge is Power(Ex): At 1st level, a hunter learns the bedrock of all of his training. Knowing your enemy is key, knowledge is power. For every 4 ranks a hunter has in a Knowledge skill he gains a +1 bonus to his weapon damage rolls against them.

Learned Defenses(Ex): Beginning at 2nd level the hunter has learned how to evade attacks made by the creatures heís studied. The hunter gains a +1 dodge bonus to his AC against creatures that fall under a knowledge skill that he has 5 ranks in. For every 5 ranks on a skill that the hunter has above 5 he gains an additional +1 dodge bonus.

Honed Senses(Ex): Beginning at 3rd level the hunter becomes able to sharpen talents of detection and tracking, able to pick up on the slightest details. The hunter can now make a Concentration check as a swift action to gain a bonus to his Listen, Search and Spot checks as well as his Survival checks made to follow tracks. Additionally the hunter gains the trapfinding ability while his senses are honed.The higher the hunterís check the higher the bonus he gains. The hunter also gains various sensory abilities as he advances his senses. Beginning at 5th level the hunter gains low-light vision while honing his senses. At 10th level the hunter gains darkvision out to 60ft as long as he has gained at least a +3 bonus with hone senses. At 15th level the hunter gains the scent trait as long as he achieves a +5 or higher bonus when honing his senses. Finally at 20th level the hunter gains blindsense out to 15ft when honing his senses as long as he has achieved a +7 bonus or better. If the hunter is distracted or enters combat he cannot keep his senses honed and loses the bonus to his skills. Below are the DCs and the bonuses for this ability. The hunter cannot hone his senses while he is fatigued or exhausted. Whenever the hunter his honed his senses he receives a -4 penalty to his saves against any sound-based or light-based effects.


Darkvision at 10th level if you get a +3 bonusÖ let us say 14 Con, and maxed ranks for a total of +23. Manageable on all
Scent at 15th if you get +5 bonus, we will say the same Con score for all and maxed for all so: +20 need a roll of 10 to get, 50% of time.
Blindsense 15 ft at 20th if +7 or more. +25 bonus, need a roll of 15 or higher, 25% of the time.



DC_____Bonus
10_____+1
20_____+3
30_____+5
40_____+7
50_____+9

[table="class: grid head"]

[CENTER]DC

Bonus


10
+1[//td]


[td]20
+3[//td]


[td]30
+5[//td]


[td]40
+7[//td]


[td]Additional +10
[td]Additional +2[//td]




Spells: Beginning at 4th level, a hunter gains the ability to cast a small number of arcane spells which are drawn from the hunter spell list below.
He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must (see below). To cast a spell, a hunter must have an Intelligence score equal to at least 10 + the spell level (Int 11 for 1st-level spells, Int 12 for 2nd-level spells, and so forth). The Difficulty Class for a saving throw against a hunterís spell is 10 + the spell level + the hunterís Intelligence modifier. Like other spellcasters, a hunter can cast only a certain number of spells of each spell level per day. His base daily spell allotment is listed below above his spell list. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table 1Ė1: Ability Modifiers and Bonus Spells, page 8 Playerís Handbook).
Unlike a wizard or a cleric, a hunter need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level.

You talk about them not needing to prepare twice in Second sentence and the last part.


Through 3rd level, a hunter has no caster level. At 4th level and higher, his caster level is one-half his hunter level.

Meh, they do it this way by the books but I always would have prefferred if it had been CL -4 instead of a Ĺ comes out better past 8th levelÖ Just ignore that, it is fine ^^í


Privatized Spells: A hunter has honed his magic to a concise and tactical point but has lost some of itís versatility in doing so. The hunterís beneficial spells that have a range of touch are personal spells for him, only able to imbue himself with his protective wards and defenses.

Well, he wonít be buffing anyoneÖ but seems alright.


Life of a Hunter(Ex): At 6th level hunterís way of life is a harsh one, the man never being finished with his work and spending most of his time not hunting preparing for the next job that might come his way. However this rigorous devotion to his craft does not come without itís benefits. At 6th level the hunter gains a +2 bonus to either his Strength, Dexterity, Constitution, or Intelligence scores. He gains this ability again at 12th and 18th levels though he cannot choose an ability score more than once with this ability.

Learned Offenses(Ex): At 7th level the hunter has learned to harness his knowledge to readily combat creatures he has studied. The hunter gains a +2 bonus to spell DCs and on weapon attack rolls used against creatures that full under a knowledge he has 10 ranks in. For every 5 ranks a hunter has in a knowledge skill the bonus to his attack rolls and spell DCs increase by +1.

Small spelling error ď...that Fall underÖĒ


Simple Gestures(Ex): Beginning at 7th level the hunter has learned how to harness his magic more readily, better to cast in the face of danger, and has developed simplified components for them. The hunter begins to be able to cast his spells without provoking attacks of opportunity as he gains levels. At 7th level the hunterís 1st level spells no longer provoke attacks, at 10th the hunterís 2nd level spells no longer provoke, at 13th the hunterís 3rd level spells no longer provoke, and finally at 16th the hunterís 4th level spells no longer provoke. Additionally the hunter gains the benefit of Sudden Quicken Spell once per day though it can only be applied on a spell thatís level is equal to or less than the hunterís Intelligence modifier.

Swift Tracking(Ex): Beginning at 8th level, a hunter can move at his normal speed while following tracks without taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.

Steady Resolve(Ex): Beginning at 9th level the hunter has learned to steady his mind in the face of frightening or persuasive influences. The hunter is now immune to all fear and charm effects.

Armed Defense(Ex): Beginning at 9th level the hunter has mastered the techniques to block blows with a single blade in the heat of combat. The hunter gains a +1 shield bonus to his AC as long as he wields a light or one-handed weapon in one hand. This shield bonus increases to +2 at 19th level. This bonus is unaffected by what the hunter does with his off-hand.

Ignore Natural Armor(Ex): Beginning at 10th level the hunter is able to drive an attack deep into his target, completely ignoring it's tough hide. The hunter can make an attack that ignores the natural armor of his target a few times each day. However he must have at least 10 ranks in the knowledge skill to which that creature would belong or has selected them as a favored prey. The hunter can perform this once per day at 10th level and twice per day at 20th.

Can this be used as part of a full attack? Is it a standard action? Otherwie seems alright.


Cunning Anticipation(Ex): Beginning at 11th level when the hunter lies in wait for his strike he is able to ensure a severe blow to his prey. Whenever the hunter readies an attack he may choose to move up to 10ft before or after he performs the attack. However this movement cannot be performed if it would provoke an attack of opportunity. Additionally the hunter gains a bonus on all weapon damage rolls when making a readied attack or attacking a flat-footed opponent equal to his Intelligence modifier. A weapon used to make a readied attack against a flat-footed creature gains a bonus to it's threat range equal to the hunter's Intelligence modifier. Finally the hunter gains a bonus on attack rolls made to confirm critical hits equal to his Intelligence modifier.

Expanding the crit range like that seems a bad idea, especially since by tect it stacks with other things that increase crit rangeÖ At level 20, with 5 ability increases and an 18 in Int this comes out to a Int of 23, or +6 bonus. Put this on a scimitar for a 12-20, keen it and you get a 4-20 or somewhere around there. If the keen goes first get a bonus of 16-20 the Int mod for a 10-20Ö
This could make a x4/x3 weapon deadlyÖ


A hunter that possesses the Mobility feat can perform this movement even if it would provoke attacks of opportunity.
A hunter that possesses the Spring Attack feat can choose to move up to 10ft before and after a readied attack.

Mobility: alright
Spring attack: So assuming 20í total? This looks good too.


Learned Penetration(Ex): Beginning at 12th level the hunter has learned to ignore some of the defenses of creatures he has studied. The hunter ignores 4 points of DR and gains a +4 on his caster level checks to ignore spell resistance against creatures that fall under a knowledge that he has 15 ranks in. For every 5 ranks the hunter has in a knowledge skill above 15 he ignores an additional 4 points of DR and gains an additional +4 bonus to his caster level checks.

Opportunist(Ex): Beginning at 13th level a hunter is able to take advantage of even a momentary lapse in a creatureís attention. Once per round, the hunter can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the hunterís attack of opportunity for that round. Even a hunter with the Combat Reflexes feat canít use the opportunist ability more than once per round.

Living Bestiary(Ex): Beginning at 17th level the hunter is able to determine a creatureís type by the merest sight or sound and is able to determine its abilities in seconds. Whenever the hunter sees a creature or hears a sound it makes he is able to determine itís type without a single check. Additionally the hunter gains a +1 bonus to all of his saving throws against attacks made by creatures for every 5 ranks he has in the knowledge skill that relates to them. For instance a 18th level hunter with 21 ranks in Knowledge(arcana) would gains a +4 bonus on all saving throws against effects made by magical beasts, constructs, or dragons.

Maybe a creature he has encountered before? Otherwise fine.


Spell List
1st: Battering Ram(SpCmp), Burning Hands, Lesser Deflect(PHBII), Distract Assailant(SpCmp), Resist Energy, Swift Slow*

2nd: Charm Person, Deflect(PHBII), Hunterís Eye(PHBII), Ironthunder Horn(SpCmp), Protection from Energy, Scorch(SpCmp)

3rd: Atonement, Contingent Energy Resistance(SpCmp), Fireburst(SpCmp), Forcewave(SpCmp), Suggestion, Slow

4th: Blast of Flame(SpCmp), Charm Monster, Energy Aegis(PHBII), Power Word Daze*, Rejection(SpCmp), Stoneskin
*: Listed below
SpCmp: Spell Compendium
PHBII: Player's Handbook II


Power Word Daze
Enchantment(Compulsion)[Mind-Affecting]
Level: Htr 4, Sorc/Wiz 4
Components: V
Casting Time: 1 standard action
Range: Close (25ft + 5ft/2 levels)
Target: One living creature with 150 hp or less
Duration: See Text
Saving Throw: None
Spell Resistance: Yes

You speak a word of power that seems to render its target unable to act.

You utter a single word of power that instantly causes one creature of your choice to become dazed, whether the creature can hear the word or not.
The duration of the spell depends on the targetís current hit point total, as shown below. Any creature that currently has 151 or more hit points is unaffected by power word daze.

HP______________Duration
50 or less______1d2+1 rounds
51-100__________1d2 rounds
101-150_________1 round


Slow, Swift
Transmutation
Level: Htr 1, Brd 1, Wiz/Sor 1
Components: S
Casting Time: 1 swift action
Range: Close (25ft + 5ft/2 levels)
Target: One creature
Duration: 1d4 rounds
Saving Throw: Will negates
Spell Resistance: Yes

This spell functions like slow (PHB pg280.), except as noted above. This spell counters and dispels any haste effect on the target.

1d4 rounds for a swift as a 1st level spell? Maybe first level for hunter 2nd for others and reduce to 1 round? (Swift haste is 1 round, as are all the other swift versions)


Spells Per Day
_________________________Spell Level_______________________
Level__________1st____________2nd__________3rd____ ______4th
1st_____________-______________-_____________-____________-
2nd_____________-______________-_____________-____________-
3rd_____________-______________-_____________-____________-
4th_____________1______________-_____________-____________-
5th_____________1______________-_____________-____________-
6th_____________1______________-_____________-____________-
7th_____________1______________-_____________-____________-
8th_____________1______________1_____________-___________-
9th_____________1______________1_____________-___________-
10th____________2______________1_____________-___________-
11th____________2______________1_____________1____ _______-
12th____________2______________1_____________1____ _______-
13th____________2______________2_____________1____ _______-
14th____________2______________2_____________2____ _______1
15th____________3______________2_____________2____ _______1
16th____________3______________2_____________2____ _______1
17th____________3______________3_____________2____ _______2
18th____________3______________3_____________3____ _______2
19th____________3______________3_____________3____ _______3
20th____________4______________4_____________4____ _______4

Oils
Crumble: DC 25, 70gp
This oil was made by hunters to destroy malfunctioning or runaway constructs, the compound not only being highly acidic but it also eats away at the magic that animates objects. When applied to a weapon, allows the hunter to inflict 4 points of acid damage with each successful melee attack. Additionally any construct hit by a weapon coated in crumble oil must succeed on a DC 15 Fortitude save or take 1d4 points of Wisdom damage. Upon reaching 0 Wisdom a construct is effectively unanimated and becomes a motionless mass of itís construction materials.

This does raise a question, can the body be reused and save the costs of the body for a construct? NExplains how hunters make money during down time ;)


Feyrot: DC 20, 50gp
This oil was produced by hunters to aid them in combating evil and troublesome fey. A weapon coated in feyrot is treated as being coldiron for the purpose of overcoming a feyís damage reduction. Additionally any fey struck with a weapon coated in feyrot takes 2 points of negative energy damage with each strike and must succeed on a DC 15 Fortitude save or receive 2 additional points of negative energy damage. A fey that suffers this negative energy damage must begin make additional Fortitude saves each minute afterwards. Each failed save deals an additional 2 points of negative energy damage to the fey. This continues to occur until the Fey succeeds on a Fortitude save. While under the continual effects of feyrot oil the fey cannot restore any hit points it has lost due to this negative energy damage. This effect can only be removed by receiving a remove curse, miracle, or wish.

Was going to say this was fine but remembered they can get higher, plus there are ways to increase them since they count as poisonsÖ maybe a max dexterity?


Wraithtouch: DC 25, 100gp
This oil was created to assist the hunter in slaying undead, the oil able to give an undead pause and granting the hunter the ability to strike those without physical form. This oil bestows the ghost touch ability to the weapon for the duration. Additionally an undead struck by a weapon covered in this oil must succeed on a DC 15 Fortitude save or it becomes immobilized and it receives a -4 penalty to melee attack and damage rolls for 1 round.

Silvershift: DC 30, 150gp
This oil is a tricky thing designed by hunters to assist in slaying elementals that have run amok. A true elemental struck by a weapon coated in this oil loses itís connection to the element that composes itís body and loses certain traits and begins to remain motionless at times. However due to the differences between elementals silvershift must be made for particular elementals beforehand, an oil made for an earth elemental being entirely useless upon an air elemental. All any elemental affected by the appropriate silvershift oil must succeed on a DC 15 Fortitude save. On a failed save the elemental has a 25% chance each round of being stunned until the start of itís next turn. Regardless of the success or failure of this saving throw an elemental becomes gravely impaired by the oil. Earth elementals lose their ability to earth glide for an hour. Air elementals have their flight speeds reduced to 25 and their maneuverability reduced to poor for one hour. Fire elementals suffer a -20ft penalty to their landspeed and lose their burn attack for one hour. Water elementals suffer a -30ft penalty to their swim speeds and lose the ability to use their vortex attack for one hour.

Wyrmwither: DC 30, 150gp
This oil was created by hunters to help them pierce the thick hide of dragons and weaken their biological abilities. A weapon coated in this oil allows the weapon to be treated as a magic weapon for the purpose of overcoming a dragonís DR and ignores 5 points of itís natural armor. Additionally a dragon struck by a weapon covered in this oil must succeed on a DC 20 Fortitude save or take a -5 penalty to the DC of its breath weapon.

Assuming the penalty is for the duration of the oil?


Veilreave: DC 25, 80gp
This oil was made by the hunterís to help weaken the powers of outsiders and lower their supernatural defenses. An outsider struck by a weapon covered in veilreave oil takes a -1 cumulative penalty to their caster levels and DCs for any spells or spell-like abilities they may have as the power they draw from their home plane becomes weakened on the material plane. The penalty lasts for 24 hours or until they are subject to a break enchantment, limited wish, wish, or miracle spell. Additionally they must succeed on a DC 15 Fortitude save when struck or take a -5 penalty to any energy resistances they possess and to any spell resistance they possess.

Parch: DC 20, 65gp
This oil was crafted after much study on oozes, in the past the things being one of the most difficult things for a hunter to predict and combat. This oil is a powerful base that counteracts the oozeís acidic anatomy. Firstly the weapon becomes immune to acid damage for the duration. Secondly attacks made with the weapon deal 4 points of damage to oozes and forces them to make a DC 15 Fortitude save. On a failed save an ooze takes 1d6 points of Constitution damage.

Slickrazor: DC 15, 25gp
This oil was created by the hunterís to allow them to deal more lethal blows to their targets. A slashing weapon coated in this oil gains a threat range of 17-20 and gains a +1 bonus to itís damage rolls. This replaces the weaponís normal threat range and is not subject to any other adjustments while it is active on the weapon.

I donít like slick razor. My keen scimitar has a 16-20, but my scythe is 20 only. Put this on a x4 and go to townÖ maybe increase the range by a certain number depending on multiplier?


Lycanbane: DC 20, 40gp
This oil is a key tool for a hunter seeking to slay a lycanthrope of any kinda. A weapon covered in this oil is treated as being silver for the purpose of overcoming a lycanthropeís damage reduction and is treated as a bane weapon against lycanthropes, functioning as if itís enhancement bonus was 2 points better and dealing an additional 2d6 points of damage against a lycanthrope.

Stunt: DC 20, 50gp
This oil is a difficult product for a hunter but it is able to stop a creatureís body from healing entirely. A creature struck by a weapon covered in stunt oil must succeed on a DC 20 Fortitude save or take a -2 penalty to itís Constitution score and lose the benefits of any fast healing or regeneration for the next 4 hours.

Powerful, very powerful. Lots of higher level CR creatures depend on their regen ot fast healing. For example this removes one of the diffculties from the tarrasque, making it easier to kill.


Baneoil: DC 25, 100gp
This oil is one of the hunterís most basic and effective oils, though itís usefulness is entirely dependent on the hunterís ability to identify his quarry before he encounters it. This oil bestows the bane effect on the weapon but does so against a genus of creatures as opposed to type. For example a hunter could make a trollbane oil that would have the bane effect against all trolls but would have no effect on other giants. Alternatively a hunter making giantbane oil would only gain its benefits when fighting true giants like cloud giants and hill giants, but no against any other creature that shared the giant type. This oil cannot be made for undead creatures or constructs, the oil working against (Deteriorating) the living biology of the creature.

Sanguinus: DC 30, 75gp
This oil was crafted by an ancient hunter whose village was overrun with the influence of a vampire. Firstly a weapon coated in this oil is treated as being silver and magical for the purpose of overcoming a vampires damage reduction. Secondly a vampire struck by a weapon or bolt covered in the sanguis oil is forced to return to his vampiric form, ending any alternative form he may be assuming(except for his gaseous form). Lastly the vampire must succeed on a DC 15 Fortitude save or have itís fast healing reduced to 1.

Adantine: DC 25, 65gp
This oil was created to allow the hunterís weapons to pierce thick hides and inflict deep wounds upon durable creatures. This oil allows the hunterís weapon to be treated as if it were adamantine in all respects. This means that it ignores hardness of 20 or less on objects as well. Additionally this weapon gains a 15-20 when wielded against creatures that have damage reduction overcome by adamantine and is able to inflict critical attacks against creatures regardless of type as long as itís damage reduction is [b]Overcome by[/n] adamantine. Finally the weaponís critical multiplier is increased by 1 multiple when striking a creature that has damage reduction overcome by adamantine.

Hmm almost worse then the other that increased crit range, suggest same fixes here as there. Increasing by a multiple is powerful but the extreme limits should keep it in line.


Imperius: DC 30, 120gp
This oil was made to allow the hunters to deal heavy damage to the undead, one of the more difficult forms of creatures to deal with. A weapon that is covered in imperius oil inflicts positive energy damage to an undead creature, dealing 4 points of damage with each strike. Additionally undead must succeed on a DC 10 Fortitude save when a weapon with this oil confirms a critical hit against them or be utterly destroyed.
This oil has another use however, the fluid able to be used as a curative. Imperius oil can be applied to an injured living creature to restore 1d4 points of damage. A flask of imperius has up to ten applications of this healing use, however each use of the oil in this fashion reduces the number of rounds it remains active on a weapon by 1.

Equidem: DC 15, 30gp
This oil was developed by hunters to draw out their prey, helping them shorten the time it takes to find them. Unlike the hunterís other oils this is not applied to his weapon. It is in fact placed in an area in the hopes of drawing out the creature that smells it. Like Bane Oil, Equidem is made for specific kinds of beasts, not just types, and if the hunter knows the exact kind of creature he wishes to lure he can attempt to make the oil more concise, for example making an oil that might lure a cave troll over a standard troll. The oil lasts for 8 hours and with itís powerful and light scent it can be smelled out to 10 miles downwind, 2 and a half miles upwind, or out to a 5 mile radius on still days.

Only smelled by creatures with scent? Or is the rang ewider for such creatures?


Corrusia: DC 20, 85gp
This oil is a powerful weapon against creatures of fire or ice. The oil begins having no true effect until it is exposed to fire or cold. Upon being exposed to one of these it becomes a powerful weapon against it. When a weapon covered in Corrusia strikes a creature with the fire subtype the weapon effectively gains a +4 bonus to itís damage and all of the weapons damage is treated as being cold damage in addition to it's normal types. Conversely when a weapon covered in Corrusia strikes a creature with the cold subtype it gains a +4 bonus to itís damage and all of the weapons damage is treated as being fire damage in addition to it's normal types.


Hunter Bombs
Ostium: DC 25, 55gp
This grenade bursts with a toxic thick black and harsh smelling smoke the hinders sight, smell, and even the bodies ability to heal. The smoke bursts in a 10ft radius and grants cover to those within the smoke from those outside of itís area and grants cover to those outside of itís area from those within. Creatures caught in the blast must succeed on a DC 15 Fortitude save or take 1 point of Constitution damage. One minute later they must attempt the same saving throw or take 1 additional point of Constitution damage. A creature who takes at least 1 point of Constitution damage from this smoke loses the benefits of itís fast healing until it restores this Constitution loss. Additionally any creature caught in the area or within scent distance of the area loses itís scent ability as long as they remain within 10ft of the smoke and for 1 minute after. The smoke is thick but light and dissipates after 5 rounds. A strong wind blows it away in a single round.

Spinum: DC 20, 35gp
This grenade was made to help piece thick hides of creatures and even assist in tracking the beasts when they flee, a blood trail leading the hunter right back to their lairs. It is also an excellent follow up tool for the hunterís grenades that block his sight of his prey. A spinum grenade inflicts 3d6 points of damage in a small 10ft radius with a burst of metal shards. The damage is dealt in such a way that it is treated as slashing, piercing, and bludgeoning damage. A DC 15 Reflex save halves this damage. Any creature that takes 10 or more damage from this grenade also receives a bleeding wound, bleeding for 1 point of damage each round afterwards. This bleeding persists until the target receives a DC 15 Heal check or at least 1 point of magical healing. Fast healing likewise closes the wounds.

Mention that it can hekp track si suggest adding:
If the creature continues bleeding anyone tracking it gains a +5 bonus on the survival skill check

.
Sanctus: DC 25, 70gp
This useful tool was developed by a hunter in need of something to help him keep the undead away from their victims before they could reach them, the tool also turning out to heal the living with itís power. Upon itís use the sanctus grenade exudes a flash of powerful positive light out to a 15ft radius, dealing 2d4 points of damage to undead and healing 2d4 points of damage to the living within the area. Undead caught in the area also must succeed on a DC 15 Fortitude save or flee the area for 1 round as if they were turned by a good-aligned cleric. Additionally the area gains the benefits of the magic circle against evil spell cast by a 10th level caster for 5 rounds.

Fumus: DC 15, 20gp
This is a grenade the hunterís developed to allow them to swiftly and tactically slay an entire platoon of creatures without the great risk of open combat. The grenade emanates the effects of a fog cloud spell out to a 15ft radius around it. However this smoke bursts forth from itís source with such force that creatures within the area often have the smoke aggressively invade their lungs. Any creature within the area of the fog when it begins must make a DC 15 Fortitude save or become dazed for 1 round. The fog only remains in the area for 1 minute.

Lubricus: DC 20, 30gp
This grenade was something the hunterís developed to help them apply their talents with flame to a target with more certainty and to hinder the creatures prior. The lubricus grenade bursts in a 15ft radius, covering everything in the area in a highly flammable oil. Any creature in the area can attempt a DC 15 Reflex save to avoid being doused in the oil but must possess evasion or improved evasion to avoid it. Moving through a square covered in the oil requires a creature to move at half speed or risk falling. A creature moving at full speed must succeed on a DC 15 Reflex save or a DC 20 Balance check or fall prone in the square they moved into. A charging or running creature receives no saving throw or check and simply falls prone in the first oiled square they move into. Additionally any open fire sets the oil ablaze, the initial burst of flame dealing 2d6 points of fire damage to all creature in the area and continues to burn for 1 minute. Any creature doused in the oil receives an additional 1d6 points of damage initially and remains on fire even if they leave the area, burning for an additional 1d6 points of damage each round for 1 minute unless they succeed on putting out the fire(a DC 15 Reflex save, though dropping to the ground to put it out grants an additional +4 bonus).

Mico: DC 20, 35gp
The hunterís developed this device to blind seeing creatures and even confuse creatures that relied on sound. A mico grenade erupts in a huge flash of light and sound. Any creatures within 60ft of the grenade must succeed on a DC 15 Reflex save or be blinded for 1d4+1 rounds and must succeed on a DC 15 Fortitude save or be deafened for 1d4+1 minutes. Additionally this audible assault hampers with some creatures ability to feel around their environment. Any creature that has blindsense or blindsight due to itís ability to acutely hear itís surroundings loses the benefit of this ability for 5 rounds and receives no save against this effect.

Minuere: DC 25, 65gp
This small unassuming device exudes a pale gray mist after being thrown. It exudes the mist out to a 15ft radius and all who are within the area must succeed on a DC 15 Fortitude save. Anyone who fails this save becomes fatigued and must succeed on an additional DC 15 Fortitude save 1 minute later or fall unconscious for 1d4+1 minutes. This is not a magical effect and ignores elves and dragons natural immunity to sleep.


Hunter Potions
Vitalus: DC 25, 100gp
This potion was developed to allow the hunterís blows to inflict deeper wounds and also heal his own, albeit slowly. The hunter gains a +4 bonus to his Strength and fast healing 1 for 5 minutes after drinking the vitalus potion.

Celeritus: DC 25, 70gp
This potion has aided many hunters in saving their own lives as well as aiding them in keeping up with their fleeing prey. The hunter gains a +4 bonus to his Dexterity and a +15ft bonus to his landspeed for 1 hour.

Ennasia: DC 15, 35gp
This potion was made to allow the hunter to withstand grievous injuries and remain on his feet. The hunter gains a +6 bonus to his Constitution score and gains the benefit of the Diehard feat for 1 hour.

Maybe also allows them to either halve the rate of continuos damage resulting from bleeding or immunity to bleeding effects?


Solusia: DC 25, 75gp
The solusia potion was developed by a hunter who was forced to slay an entire village that had been slaughtered and arisen as ghosts and other undead. The hunter becomes immune to possession and become immune to ability damage to his Intelligence, Wisdom, and Charisma scores from magical or supernatural sources. Additionally he is able to see ethereal creatures and gains a +4 bonus on saves against gaining negative levels and on the saves made to remove negative levels he possesses. The effects of the potion last for 4 hours.

For the cost of 75 gp you just made a very powerful defense...
...I feel the prices are too low...

EDIT: I do like it by the way :smallbiggrin:

artimus261
2017-04-30, 05:09 PM
I do want to mention, in the case of your threat range scenarios, that this bonus would be applied after a keen or improved critical so that hunter with improved critical kukri and 18 int who readied an attack against a flat-footed creature would only end up with a 11-20 which is still huge, but that's only on that one form of attack, I doubt they'd keep getting readied attacks against that same flat footed target. And in the instance of the oil the threat range literally becomes 17-20, it doesn't add that amount so it doesn't attack with things like that thankfully. The oils as a while are about to go through a lot of changes

Westhart
2017-04-30, 05:18 PM
I do want to mention, in the case of your threat range scenarios, that this bonus would be applied after a keen or improved critical so that hunter with improved critical kukri and 18 int who readied an attack against a flat-footed creature would only end up with a 11-20 which is still huge, but that's only on that one form of attack, I doubt they'd keep getting readied attacks against that same flat footed target. And in the instance of the oil the threat range literally becomes 17-20, it doesn't add that amount so it doesn't attack with things like that thankfully. The oils as a while are about to go through a lot of changes

Alright, but now I have a question XD
You say readied against flat footed foe, wasn't it flat footed foe or readied?
EDIT: If you would like I may have a bloodline for basing off of this :smallbiggrin:
Have a rough idea of what it would be already XP
If you want?

artimus261
2017-05-02, 08:34 AM
I do want to address some other things. A. I will be changing oils around. B. I can see why swift slow needs to be a 2nd level for sorc and bard but swift haste actually DOES have a 1d4 round duration in the spell compendium, so i felt this deserved to match. C. They may be getting a splash of sudden strike, i think getting maybe 3d6 over the course of their leveling wouldn't be too huge for them but still help them make powerful opening strikes against flat-footed creatures.

I also remember someone asking about their weapon proficiencies. I am kind of biased. I've always kinda hated that everyone gets simple, the last thing i can see is a wizard winching up his crossbow for a bolt, maybe it's just me, anyway i felt that since they receive a grand total of 4 exotic weapons that it might be best to limit their selection, after all i doubt hunter training bothers with everything, then again i doubt a fighter's does either... eh, that just goes back into the fact that rly i enjoy alternative methods for determining weapon proficiencies, if anyone wanted to give them simple have at it, it's definitely not a balance thing, kinda reasoned it in my head that they've spent so much time mastering crossbows of all shapes and sizes and the nets and the blades and such that they didn't have time for much else, i mean in the end we're looking at a class that without even trying could end up with something like a +28 attack roll at 20th before even factoring in magic goodies and leveled up stats which is pretty crazy (+20 bab, +4 attack from learned offense, +4 from Dex or Str, lord knows what else)

artimus261
2017-05-02, 07:00 PM
About to have a huge overhaul. The more I look at those learned abilities the lazier they look. Functional. Yes. Inventive. Not at all. About to make a path for the different schools of hunter based off the three Witcher schools in the game. One for each armor category: light, medium, and heavy.

artimus261
2017-05-03, 04:40 PM
have now added cool as eff schools of training
Edits that were made elsewhere, Cunning Anticipation underwent some heavy changes
Living Bestiary now earns it's name
Oils will be changed and added, had to delete, at current my class went over the character limit of an entry by 300 characters xP gonna make a smaller and more diverse list of oils as was suggested, should make for much more interesting choices and options

EDIT: With everything they have now it might be too much. Looking at taking the axe to Life of a Hunter and Ignore Natural Armor... thoughts???

EDIT EDIT: Also just touched up the School of the Snapping Turtle's Uncanny Dodge and Improved Uncanny dodge entry

Westhart
2017-05-04, 07:26 AM
Here's my outlook/PEACH/Whatever. Hope it helps.



School of Training: The hunters are divided up among the land into three schools of training. Each focus on different methods of combat. The School of the Cat focuses on precision, speed, and surprise. The School of the Griffin seeks to improve the hunter's magical and physical offensive ability as well as methods to hit an enemy hard and fast. The School of the Snapping Turtle focuses on the hunterís defense but contends with the other schools with their ability to strike in the blink of an eye when given the slightest opening. A hunter selects his school at 1st level and cannot change it afterwards. The benefits for this decision are listed below and advance as the hunter levels.
School of the Cat: The hunter begins adding his Intelligence modifier to his Reflex saving throws and Initiative checks in addition to his Dexterity modifier.
School of the Griffin: The hunter gains proficiency with medium armor, have the armor check penalties for medium armor reduced by 2 points, ignore the speed penalties, and does not incur the arcane failure chance medium armors normally incur. Additionally whenever the hunter casts abjuration spells on himself, he gains an amount of temporary hit points equal to the spellís level x his Intelligence modifier. These hit points last for 1 minute.
School of the Snapping Turtle: The hunter gains proficiency with medium and heavy armor and do not incur any arcane failure chance for wearing medium or heavy armor. He gains Combat Reflexes as a bonus feat and gain an additional number of attack of opportunity each round equal to his Intelligence modifier in addition to the effects of Combat Reflexes.

With a quick reading it seems that the schools are not balanced to each other... Specifically the Cat falls behind. Int to reflex and initiative is nice, but compared to griffen's -2 ACP, ignore speed reduction along with ASF, and heal with abjuration spells? Also the turtle should ignore speed reduction for medium and heavy armors. Turtle is still beter then cat, it needs more... oomph maybe?


Improved Training: At 2nd level the hunterís training and ability within his school improves.
School of the Cat: The hunter gains a +1d6 sneak attack and advances to +2d6 at 10th level and +3d6 at 20th level.
School of the Griffin: The hunter gains Power Attack as a bonus feat and adds his Intelligence modifier to weapon damage rolls made during a charge attack.
School of the Snapping Turtle: The hunter gains Uncanny Dodge as long as he wears heavy armor and gains an attack of opportunity against opponents making attacks against him that would otherwise have caught him flat-footed. Rogues that have at least four more rogue levels than the hunter's class level or creature's that naturally possess sneak attack and have four more HD than the hunter's class level do not provoke attacks for attacking the hunter.

I like snapping turtle, griffen could probably just get int to damage (swashbuckler gets it with any light/finessable weapon at 3rd). For cat I would make it so that it went in a numerical progression so it can continue into epic and give it a little more, such as 1d6 at 2, 2d6 at 6, 3d6 at 10, 4d6 at 14 and 5d6 at 18. This gives it more power, which it needs when compared to the other schools.
[/quote]
Advanced Training Beginning at 7th level the hunterís mastery of his school has improved.
School of the Cat: The hunter gains a bonus to his AC against all attacks of opportunity equal to his Intelligence modifier and gains Mobility as a bonus feat even if he does not meet the prerequisites.
School of the Griffin: The hunter gains a bonus to his caster level and a bonus on his Caster Level checks to overcome spell resistance equal to his Intelligence modifier.
School of the Snapping Turtle: The hunter gains Improved Uncanny Dodge as long as he is in heavy armor and now gains attacks of opportunity against creatures attacking him while flanking. Rogues that have at least four more rogue levels than the hunter's class level or creature's that naturally possess sneak attack and have four more HD than the hunter's class level do not provoke attacks for attacking the hunter while flanking him.
[/quote]
Cat: Mobility is nice; for prestige class entry due to the large amount of PrC's that require it. It is also nice with cunning anticipation. Int against AoO is ok, but I do not feel it keeps up with the snapping turtle.
Griffin: Int to SR is ok, but I feel that this is one fo the weakest school abilities, maybe allow them to apply it to all caster level checks (such as dispel magic etc?)
Turtle: This shines, but do they get an AoO every time a flanked foe attacks them or once? If every time this is a beauty


Cunning Anticipation(Ex): Beginning at 11th level when the hunter lies in wait for his strike he is able to ensure a severe blow to his prey. Whenever the hunter readies an attack he may choose to move up to 10ft before or after he performs the attack. However this movement cannot be performed if it would provoke an attack of opportunity. Additionally the hunter gains a bonus on all weapon damage rolls equal to his Intelligence modifier when making a readied attack or attacking a flat-footed opponent. Finally the hunter gains a bonus on attack rolls made to confirm critical hits equal to his Intelligence modifier.
A hunter that possesses the Mobility feat can perform this movement even if it would provoke attacks of opportunity.
A hunter that possesses the Spring Attack feat can choose to move up to 5ft before and after a readied attack.

looks good, maybe add the old crit increase if they have improved critical on a hunter weapon?


Greater Training Beginning at 12th level the hunter has nearly mastered his schools teachings.
School of the Cat: The hunter gains evasion as long as he wears light or no armor, gains Run as a bonus feat, and gains a +10ft bonus to his landspeed.
School of the Griffin: The hunter gains the benefits of Cleave and Great Cleave. Additionally he may move up to 10ft before making such attacks. This movement does not count against the hunterís movement speed in a round but does provoke attacks of opportunity as normal.
School of the Snapping Turtle: The hunter adds his Intelligence modifier to weapon damage rolls made for attacks of opportunity and as a competence bonus to his AC against attacks made while he is fighting defensively, using total defense, or using Combat Expertise with a penalty of at least -4. Additionally he can now move to the side of an opponent attempting to charge, overrun, or bull rush him as an immediate action, allowing their movement to continue past him and provoke an attack of opportunity.

Cat: Evasion is ok, run is ok, 10 ft bonus to speed is nice.
Griffen 2 feats, special movement, seems a bit better than cat still...
Turtle: More powerful than the others, can make uber chargers cry. Feel the others should be brought to this level.


Master Training: At 17th level the hunter has become a master of his school of training.
School of the Cat: The hunter gains a bonus on all attack rolls equal to his Intelligence modifier.
School of the Griffin: The hunter gains a +1 bonus on melee attack and damage rolls during his round after each successful attack. This bonus stacks and lasts until the end of their round.
School of the Snapping Turtle: The hunter begins to gain attacks of opportunity against creatures that attack him 3 or more times during a full attack action and may move up to 10ft towards them before making this attack of opportunity if this movement would cause the hunter to threaten it.

Like the cat's maybe to damage too (Cat needs a boost to be worth as much as the others)
Griffin: this is pretty much a +1/+2/+3/+4 bonus on weapons...If successful, not sure what to say on this one.
Turtle: Great! I think if you do not get the schools up to this level most players will choose turtle.


Living Bestiary(Ex): Beginning at 19th level the hunter is able to determine a creatureís type by the merest sight or sound and is able to determine its abilities in seconds. Whenever the hunter sees a creature or hears a sound it makes he is able to determine itís type without a single check and gains a +5 bonus on all Knowledge checks when made in relation to a creature. Additionally any creature he succeeds on making a DC 20 Knowledge check against, including ones made for Dark Knowledge, allows the hunter to know all energy resistances, immunities, or weaknesses it may have; if it possesses Damage Reduction and what it is pierced by; and any forms of perception it may have such as scent, darkvision, blindsense, etc.

Hmmm, kinda powerful now... maybe only ones deriving from racial features? An elf with fire immunity from a spell should not let the hunter know he has it.


Legendary Training:Finally at 20th level the hunter has advanced his schools training to new heights, beyond what others had foreseen.
School of the Cat: The hunter gains the effects of Improved Critical for all weapons he is proficient with by virtue of the hunter class. This effect does not stack with any other ability that increases the threat range of his weapons. Additionally he applies his Intelligence modifier to his damage rolls when he confirms a critical hit.
School of the Griffin: The hunter gains the Pounce ability, able to deliver a full attack at the end of a charge and also no longer takes the -2 penalty to his AC when charging.
School of the Snapping Turtle: Whenever the hunter successfully strikes an opponent with an attack of opportunity he can make a second attack of opportunity, albeit with a -5 penalty on the attack roll.

Cat: Like it, possibly just give them Int to damage instead of only when confirmed.
Griffin: Love it, Pounce is a great ability.
Turtle: Alright, this is nice.

ALL in all I feel that cat needs more work to bring it to the others and that griffin can use a little more lovin'. I am loving the class though.
EDIT: The class abilities that do things (such as healing with abjuration spells) need to be specified that it only works for things from the witcher class. Otherwise a 1 level dip for an abjurist looks beautiful here.

artimus261
2017-05-04, 08:21 AM
thanks for readin em over! i do wanna clarify some things here and there

As far as the griffin's 1st thing all it rly lets them do is wear medium without being screwed for it, not a huge deal, and the 'healing' is actually just temp hp, sure it takes up some damage but it won't fix them when they have it, also it doesn't do squat until 4th level so all in all it's rly just the armor abilities vs. the cat's int to Ref and Init which considering they get evasion ends up being pretty amazing on a good Ref class, by 12th level when they get evasion it's lookin like they'll have at least a +14 or more Ref which for an evasion class is nothing to scoff at, and if they wanna rly pump it up they can still get lightning reflexes as a bonus feat at 10th boosting it to +16 or better before they even get close to late levels, lookin at a +20 or better Ref save at 20th
As for snapping turtle they are particularly meant to deal with the heavy armor penalties, but the school teaches them to use these to gain the benefits you see there. Enemies never expect a plate wearing hunter to be able to strike the way they do, gives them the openings they end up getting for AoOs

The big thing about the cat is they don't have to perform anything to get their benefits more often than not. Griffin's gotta worry about dropping foes to even get their cleave benefits going and only gain their Int to charge attacks. As long as the school of the cat hunter is flanking they end up having up to +3d6 which is far better than simply getting int. Also meant to be far more accurate than the others but not hitting as hard. Oils will still be a huge thing for them all to help supplement this

Then considering the cat gets int and mobility against AoOs you're looking at someone who can circle about enemies while gaining an extra +7 or more AC for doing so, not to mention retaining their Dex to AC when running which isn't crazy but it's something.

Also the Griffin does get a bonus to their caster level checks AND their caster level itself. A 7th level school of the griffin with 16 Int suddenly has a Caster Level of 6 for their spells but also gains an additional +3 on their caster level checks against SR, making the total bonus +9 at 7th level

In the end Cat i think ends up being the most freely functional, only needing to be concerned with surprise and flanking, everything else for them is free roam. Griffin has to bring the pain hard to truly benefit from their abilities and depending on how an encounter is set up don't even benefit properly, if enemies are too far away during their full attacks or there's only the big bad boss in the fight. Though if circumstances are proper they could potentially keep attacking all effin day. Snapping Turtle has worse penalties than the others but also is able to gain a multitude of opportunities to attack enemies that think to take advantage of their cumbersome armor, not needing to move as often as the others.

I mean a Cat might only get Int to all attack rolls, which is truly amazing considering they're already a good bab class, but if they want some damage that gives them a whole extra boost they could put towards power attack if they went that way. A 20th level school of the cat might have something like a +27 attack not even taking into account magical gear. That means he could still take a whopping -12 and still have a +15 on his attack for an extra 12 damage (or 24 if two-handing a longsword). They might not stand out the way the others do but they end up being more functional i feel, having a d8, two good saves, good bab, evasion, potentially Dodge AND Mobility for free basically throwing spring attack at them. The Int to Crit along with the Crit range is just the icing on the cake, making sure that if they crit they still get their Int x the weapon's threat range, so a scimitar damage roll, not considering enchantments AND oils which would be thrown on, would look like this, +27/+22/+17/+12; 1d6+3; 15-20/x2 (with 18 Int on crit: 2d6+14)

artimus261
2017-05-04, 08:44 AM
Gonna make 1 edit to cat, gaining tumble as skill at 1st and gaining int as bonus to it

Edit: Also good call on Living Bestiary, added the text that made it not reveal those traits if they were bestowed by a spell or spell-like ability

EditEdit: Also gonna go ahead and kick Crossbow Sniper to the Cat at 17th. Already they are the only ones who can apply some of their features to ranged attacks, able to sneak attack up to 30ft away unlike the griffin and turtle who have to leap into the fray. Now they'll be able to sneak attack out to 60ft with a crossbow and gain 1/2 their Dex as damage on the rolls. between these two small boosts they should be just fine

Westhart
2017-05-04, 10:52 AM
Gonna make 1 edit to cat, gaining tumble as skill at 1st and gaining int as bonus to it

Edit: Also good call on Living Bestiary, added the text that made it not reveal those traits if they were bestowed by a spell or spell-like ability

EditEdit: Also gonna go ahead and kick Crossbow Sniper to the Cat at 17th. Already they are the only ones who can apply some of their features to ranged attacks, able to sneak attack up to 30ft away unlike the griffin and turtle who have to leap into the fray. Now they'll be able to sneak attack out to 60ft with a crossbow and gain 1/2 their Dex as damage on the rolls. between these two small boosts they should be just fine

Yes, that should do nicely.

artimus261
2017-05-04, 10:58 AM
still thinking about takin off Life of a Hunter and Ignore Natural Armor. With how good the schools are i don't feel like they need the stat boosts and they more than make up for a lack of the other ability, think i'm gonna do it unless someone talks me out of it xP, the potions they get already boost stats when they need it and the oils and bombs help them deal with various kinds of enemies. I still need to redo oils darn it, probably gonna be only 5-9 of them this time around, small but varied unlike last time

Westhart
2017-05-04, 11:14 AM
I would not care if you remove the life of a hunter ability but the Ignore natural armor is really nice. I would keep that because on the Int heavy arrior finding just the chink in the dragon's armor is thematically fit, although OMV

aimlessPolymath
2017-05-04, 03:49 PM
Here's my thoughts on the schools:
School of the Cat:
L1: A decent level. Gives near-invulnerability to attacks of opportunity thanks to massive Tumble checks. It's clear that this school defends itself by not giving its opponents the opportunity to fight back (initiative checks).
L2: And continuing with that theme... yeah.
L7: Unnecessary AC bonus given Tumble skills. Mobility is a nice feat for prereqs, I guess.
L12: Evasion! Nice. Run! Less nice. +speed! Decent, if possibly unneeded.
L17: Um. I may have been fighting in melee for the past 16 levels, making use of my tumble checks to dodge around foes to get flanking, and trying to get lots of attacks to capitalize on Sneak Attack, so forgive me if I'm not enthusiastic about crossbows at this point in my career. Int to attack is very nice, though.
L20: Yeah, a crit build! Works decently with the "many attacks" style of combat, but not with crossbows other than the repeating one. Also, if I wanted Imp Critical for a build, I would have taken it already?
Verdict: A decent ability, other than level 7, which is redundant after level 1, and level 17's Crossbow thingy, which forces a weapon way too late in the class.

School of the Griffin:
L1: Interesting. Is this the "caster" school? Decent but not spectacular temporary hit points, although I expect that they will scale quickly. A fine middle ground. Temp hit points are useless at this level since you have no spells yet.
L2: Okay, it's general offense via Power Attack? Int to damage on charge attacks is another very specialized ability, but in a different direction. This school hasn't settled on a build yet.
L7: Is that a bonus to CL equal to Int bonus? Wow. And then that seems to be applied twice (once from the bonus to CL and once from the bonus to CL checks) against spell resistance? Possibly overkill.
L12: Two feats? And better at moving between attacks? This school is all over the place. Implied pattern seems to be cast a swift spell for temp hp -> charge and hope to get a kill -> Cleave combos? The thing is, Cleave is increasingly unreliable at high levels due to increased hit point/attack damage ratios.
L17: Oh, I want lots of accurate attacks? You mean not charging so I can full attack, and lower Power Attacks for better accuracy? Okay, let me just change my build again.
L20: Oh! Oooh. Pounce makes the school come together really well, but it needs to come in way earlier for the school to be coherent. If you do that, it's probably OK. Situational +2 attack doesn't make a huge difference at this level, which also pushes me to say it should be lower level.
Verdict: Earlier Pounce and it comes together way better. That said, it feels much more locked into a certain combat style than the other schools, which might not be what you want?

Turtle:
L1: Absurd attacks of opportunity, but nothing to spend them on. Full armor is nice, though.
L2: Uncanny Dodge and a bizarre ability which lets you attack back, but only when you're surprised? Would prefer the ability to ready actions out of combat, which while still odd, makes more sense within the class. Oddly, those creatures still can't sneak attack, but don't provoke. Odd.
L7: Improved uncanny dodge! The attack of opportunity thing, again, makes this character prefer to be flanked, which generates perverse incentives. Also breaks the pattern of each school getting Int to something at this level.
L12: Oh, now it gets Int to something. And it's... damage. And AC for a combat style which it hasn't been focusing on for the past 11 levels, quite possibly. Immediate action move is nice, but possibly nonfunctional: Note that charging people get to attack as soon as they get within reach of their target, so sidestepping does little.
L17: This is a good way to get reliable attacks of opportunity. Too bad I already took Karmic Strike multiple levels ago. Again, punishing characters in a nonintuitive way, though.
L20: Doubling attacks of opportunity is nice. It does make me wish that the L12 ability gave Int to attack rolls with attacks of opportunity instead of damage.
Verdict: Needs more of an overhaul than other classes. Contrary to the school description, this school is all about punishing people for playing optimally rather than punishing openings, forcing them to avoid bonuses from surprise, attacking the character repeatedly, and trying to flank. It's a thing which might make sense on a different class (some kind of warrior-poet who finds openings where there are none and reverses successes into failures, vice-versa?), but not on this one.

artimus261
2017-05-05, 08:08 AM
thanks for the review polymath <3 you're a cruel god but you tell me like it is. I will be editing these things, you made many many valid points, like pounce coming in as a capstone... ugh... and in the end i think this will all work out better, cat and griffin will have some easy edits to make them smoother to play and broaden them out

snapping turtle i'm kind of stumped on.
I can easily add in a detail on the side-step ability to cause the charge attack to target the hunter's previous square, causing it to miss and the momentum move him into the hunter's previous square.... but besides that I'm not sure how they don't stand up to scrutiny. all manner of beasts and killers attempt ambushes and flanking and i'm not sure how them MAKING their own openings when others see none seems like exactly what they should be doing given the heavy armor they wear. I will admit that the sneak attack thing at 2nd was a little wishy-washy, i always thought it had the same loop-hole as improved uncanny for rogues and the like so fixed that. as for the INT to AC i thought that worked out pretty well for their theme. They don't move about the way the cat and even griffin does and no matter what anyone can fight defensively and still make AoOs. To top it off even if they don't have Combat Expertise they get that ability at a feat level and can snatch it right up, allowing them to take a -4 to get a +8 or better AC bonus. gonna give them Int to attack AND damage for AoO's so that'll also help diminish the penalty for that AC bonus making them pretty vicious. also wanted to add that it was somewhat intentional that they hunger for Int less than the others, letting them spend their ability points on Strength and Con over Dex and Int.

now, i'm off to do some edits <3 thanks for always readin over my classes! it sometimes hurts to get math-slapped but it's a necessary part of class building xD

artimus261
2017-05-05, 12:33 PM
Surprise! Griffin is gonna be able to cat a single spell in place of any one attack once per round. Also gonna end up getting int to spell damage AND!!! able to cat an abjuration spell as a swift whenever they cast another spell, but at 1/2 CL

artimus261
2017-05-05, 02:38 PM
Cat and Griffin have been edited. Think I might give Cat Int to all damage at 20th but unsure still. would suit them considering they are the most vulnerable AC-wise of the three schools

artimus261
2017-05-06, 08:32 PM
finally doing the oils for anyone waiting xP gettin off my lazy butt

aimlessPolymath
2017-05-06, 09:11 PM
The essential issue I have with Turtle is that it counterintuitively makes situations which are normally worse for him, better than ones which are good for him. A hypothetical assassin without sufficient levels in rogue trying to ambush him will want to announce his presence ahead of time, because if the Hunter is surprised, he'll get a free attack, but if he sees it coming, he won't get an attack.

It also somewhat irritates me that 70% of the school can be emulated through taking Karmic Strike. (Actually, given the later upgrades to using Combat Expertise, it wouldn't be out of line to give Combat Expertise + Karmic Strike or Lord Robilar's Gambit as feats)

Also, an ability I thought of, which might fit the school's philosophy:
When a foe strikes at a student of the Turtle, they inevitably leave openings. Whenever a creature makes an attack against the Hunter, the Hunter gains a +2 (nonstacking, +1 if stacking) bonus to the next attack roll against them within 1 round.


I will say that School of the Cat getting crossbow specialization still feels a little like it's pigeonholing the school into ambush + crossbow instead of just plain ambush. For example, Crossbow Sniper works well as one of the feat choices you make as part of the Bonus Feats class feature. If the player wants to be a crossbow user, they can take it, if not, they can leave it.
The Improved Critical ability does feel a little bit off at level 20- it doesn't really fit into the ambushy, aggro build that the school had gone for up until then. A crit-build thrives on lots of attacks over time and deals somewhat inconsistent but powerful damage, which is the opposite of what an ambusher wants- they want the fight to last no longer than one or two rounds, reliably, before the counterattack takes them down.

With that in mind: What do you think of adding Sudden Strike dice equal to their Sneak Attack dice at 20th level, effectively doubling their Sneak Attack damage during the first round of combat? I think it fits well within the school's philosophy.


School of the Griffin looks really really good! I might swap +Int to caster level for just increasing CL to his full class level- it feels more consistent to me.
I would rate it 9/10, the ability to
charge -> full attack -> cleave anyone you dropped -> instead of making your last iterative, cast a spell as a shield
feels incredibly solid in the class for sustained power, and there's room for adaptation just from the spell-as-iterative option + temporary hit point gain.

artimus261
2017-05-06, 09:52 PM
Lol glad you like Griffin. I was really proud of it. And the class level for caster level does feel better and just easier to apply. I have been thinking about throwing turtle robilars instead and some other things and hearing your assassin example I can understand where you're coming from entirely xD this drunken idiot doesn't provoke but this highly skilled trained assassin getting right behind me without me noticing? I got this. Yeah doesn't make any sense xD love the attack roll idea you had and gonna work on them. As for the cat I looooove the sudden strike bonus at the end and I'm sure I can think of something for 7th in place of sniper

artimus261
2017-05-07, 09:02 AM
OKAY schools have been refurbished. The way it is now the AoOs that the turtle gets would in fact go great alongside Robilar's or Karmic, ensuring that no matter the result of the opponents attack, hit or miss, they get an AoO, not to mention if they did a full attack and one did and one didn't since normally AoO's can only be performed once for each similar provoking instance. They also got something to make them arguably more tanky than griffin which i felt was necessary since they are meant to be the tanks. Now in the end a character applying the turtle right, assuming they pick up karmic cuz no i didn't just give it to them, they shouldn't WANT to get hit normally, they could A combat expertise to -4 Attack +4 AC, B. Karmic Strike to take off the +4 AC but now strike when hit, and C still gain Int to attack and damage on said AoO's allowing them to come away with, assuming 18 Int, no penalty to attack, no penalty to AC, Int to AoO damage and an AoO for being hit OR missed in melee. Also edited the sidestep AoO to ensure that chargers don't get to still take a swat at you and now technically provokes 2 attacks, one from moving into hunter's square and one for missed attack. however a pouncing opponent could continue his full attack against them as normal. also touched up the other AoO generator for them so that now anything attempting to strike them with any form of reach provokes and lets him dart forward to punish them.

Cat got touched up and now can actually get up to a +10d6 bonus if they perform the tactics rights, Hunter's Eye for +3d6 sneak attack, +3d6 base sneak attack, +3d6 sudden strike, +1d6 skirmish. all in all a character could cast hunter's eye as a swift, quietly move up to them from behind, gaining skirmish, and get a full rogue's sneak attack... just a lot more hoops to jump through. also their level 20 thing just blew up xD

AND ALMOST DONE WITH OILS! SOON MY DOGS OF WAR!!!

really took your lead on oil ideas aimlessPoly but some things i'm still avoiding, i don't want them to have an oil for each energy type, avoiding sonic and electric, but aside from that it's gonna all look pretty similar, but also giving each oil that is just good for puncturing DR a slight practical use against stuff to make them not completely useless outside of the things intended purpose so they can kinda apply them to a weapon even if it isn't the oil they rly need right now for some small benefit

tedcahill2
2017-05-07, 10:06 AM
Right off the bat I'm going to say I did not read all of the comments, so someone may have already said this.

I think a hunter (aka witcher) is far better suited to being a prestige class. Base classes are generally broad allowing for multiple play styles within a single base class. Your hunter seems to be more focus with it's play style.

Secondly, a base class represents something that anyone (in theory) can be. Whereas witchers were members of an elite order of monster hunters, so again, falls much more in line with being a prestige class.

What I would suggest is to make it a 15 level PrC (like the prestige ranger or prestige paladin) so a characters first 5 levels would be derived from a different base class, or classes. Then they would need to pass a test to join the hunters, would be simple, kill X monster bring back their head, sort of thing.

Those are my thoughts anyway.

artimus261
2017-05-07, 10:24 AM
i definitely won't argue with it in concept, a lot of my classes i make end up feeling somewhat better of as PrC but I feel like PrCs are kinda overdone, they definitely serve a purpose but I like giving my players exactly what they want right out of the gate. and some base classes don't quite fit that definition. CAN everyone be a monk? Sure... i guess. but rly doesn't that also feel more like a prestige? did a young farmer just wake up one day and decide to be a monk? or did he join an order that showed him how to be just that? i feel like it's the latter. but it is still a base class. in the end i think almost any class could be argued as a prestige depending on the backstory of a character and even if someone didn't want to exactly have an order of hunters kind of thing that shouldn't stop them from taking the class, and there are so many options in this class it rly gives a character a wide variety of outcomes for themselves

tedcahill2
2017-05-07, 10:57 AM
i definitely won't argue with it in concept, a lot of my classes i make end up feeling somewhat better of as PrC but I feel like PrCs are kinda overdone, they definitely serve a purpose but I like giving my players exactly what they want right out of the gate. and some base classes don't quite fit that definition. CAN everyone be a monk? Sure... i guess. but rly doesn't that also feel more like a prestige? did a young farmer just wake up one day and decide to be a monk? or did he join an order that showed him how to be just that? i feel like it's the latter. but it is still a base class. in the end i think almost any class could be argued as a prestige depending on the backstory of a character and even if someone didn't want to exactly have an order of hunters kind of thing that shouldn't stop them from taking the class, and there are so many options in this class it rly gives a character a wide variety of outcomes for themselves

I would say monk doesn't make sense as a PrC, because you can't just say "I'm good at punching" and qualify to be a monk. It generally represents years of training and practice, so base class makes sense. What doesn't make sense is cross-classing into a monk after level 1. Rogues likely grew up on the streets, fighters joined the town militia, and wizards spent years as an apprentice or at a magic school. Base classes say a lot about where your character came from (and how they grew up), PrCs are where you're going. It's like working a ****ty job then finally getting that big promotion.

Even though it's technically allowed by the rules, cross-classing into monk, or many classes for that matter, make very little sense from a character perspective. But, I don't want to derail your thread talking about the issues with crossclassing. I like your class, but it feels like something that should be exclusive (which is what PrCs represent to me). Hunters shouldn't esist as level 1 character imo, they should have to prove that they have what it take to be a hunter before they are able to learn the secrets of the dark arts, etc. etc. I can go on all day about this, but I think you get the point.

Ultimately it's a non-issue from a mechanical perspective. Just my opinion about the fluff of the class.

artimus261
2017-05-07, 11:00 AM
yea no i do hear you, it is a much more specific thing than some but think it's broad enough i practice that i can sleep at night, cuz honestly im all about the fluff xD

aimlessPolymath
2017-05-07, 02:14 PM
Do note that Lord Robilar's Gambit, unlike Karmic Strike triggers on any attack, not on being hit. It's probably OK, though.
17th level School of the Snapping Turtle should just say that the Hunter can move up to 10 ft before making the AoO- I think that DnD rules should cover the rest.

artimus261
2017-05-07, 02:17 PM
Whoa. So honestly if a turtle hunter had karmic and robilars and their normal thing they'd get an aoo for being attached period, over for being missed and one for being hit. Pretty cool stuff :D

artimus261
2017-05-07, 02:20 PM
Did have one question about what you think. For the effective DR they get I'm starting to think it might be better as delection bonus to AC equal to the spell level for a number rounds equal to their int modifier. Thoughts?

aimlessPolymath
2017-05-07, 07:32 PM
I think a deflection bonus doesn't work well with their spell list- it doesn't stack with Lesser Deflect (which, inexplicably, has a different AC bonus type than Deflect- which itself does not stack with the Armed Defense class feature).

I'd rather see them get the Int-to-AC-while-Combat-Expertising thing that they did before, which fits well with their focus on stalling. If they got a spell-related feature (they don't need to- the Griffin school works fine in that space), I would rather see some kind of attack bonus vs. people affected by their spells (If someone failed a save vs. a Hunter spell in the last round...), representing them taking advantage of the momentary openings produced by their spells.

artimus261
2017-05-07, 09:57 PM
Oils! Done! Throwin those saves right out the window!