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The Hunter

Build Name

A short description of the build and where they might be common.

Basic Detail

HP Die: d10
Bonus HP Per HD: +5
Attack Curve: High
Magical Prowess: Basic
Sub-Type: Generalist
Skill Growth: 4 + Intelligence modifier (4x as much at first level)
Suggested Skills: Acrobatics, Balance, Bushcraft, Conceal, Disguise, Escape Artist, Heal, Investigate, Knowledge (Nature), Listen, Move Silently, Profession (Hunter), Ride, Spot, Swim, and Use Rope.
Known Skills: 8 + Intelligence modifier
Weapon Proficiency: A Weapon Group of choice
Armor Proficiency: Light and Medium
Saves: 1 High and 2 Low.
Primary Mental Attribute(PMA): Wisdom

Suggested Attribute Distribution: Str 16, Dex 18, Con 14, Int 14, Wis 16, Cha 12

Progression


HD Perk Base Attack High Save Low Save Spell
Proficiency
1 HunterD, Weapon Group Fixation F, Animal Companion A, Favored Target +1 +2 +0 +0
2 Careful AimF +2 +3 +0 +0
3 Offensive Group TrainingF +3 +3 +1 +0
4 AlertF +4 +4 +1 +0
5 Bushmaster +2D and Favored Target +5 +4 +1 +0
6 Forceful ShotF +6/+1 +5 +2 +0
7 Petal ShroudA +7/+2 +5 +2 +0
8 Bushmaster +3 +8/+3 +6 +2 +0
9 Improved Group FixationF +9/+4 +6 +3 +0
10 Improved Petal ShroudA, Improved Group OffensiveF and Skulker +3D +10/+5 +7 +3 +1
11 - +11/+6/+1 +7 +3 +1
12 Deadly AccuracyF, Bushmaster +4, and Skulker +4 +12/+7/+2 +8 +4 +1
13 Weapon AbilityA +13/+8/+3 +8 +4 +1
14 - +14/+9/+4 +9 +4 +1
15 Critical FocusF and SpeedyD +15/+10/+5 +9 +5 +1
16 Rending CriticalF, Bushmaster +5, and Skulker +5 +16/+11/+6/+1 +10 +5 +1
17 - +17/+12/+7/+2 +10 +5 +1
18 Crack ShotF +18/+13/+8/+3 +11 +6 +1
19 Greater Petal ShroudA +19/+14/+9/+4 +11 +6 +1
20 UnleashA, WardD +6, Bushmaster +6, and Skulker +6 +20/+15/+10/+5 +12 +6 +2

F Feat, A Ability, and D Definition


The Breakdown

The hunter is typically a ranged class. They use an animal companion to located, and often tie up their target while they used ranged weapons. This does not mean they are defenseless in melee. They focus on a spectrum of weapons rather than a singular weapon. Understanding of nature magic also grants the hunter a lot of utility in combat.

Hunter: This is the primary definition. It grants a growing bonus called favored target. It also removes access to the generalist list of spells, and instead grants access to the nature list of spells.

Target Category
Aberrations
Animal
Attendant
Construct
Dragon*
Elemental
Humanoid, Beast*
Humanoid, Elf*
Humanoid, Human*
Undead
Favored Target: At first level, and every 5th HD, gain a favored target. The hunter gains a +2 circumstance bonus on listen, discern intent, spot, survival, attack and damage rolls against the target. Every time they gain another favored target, the hunter can choose another favored target, or increase the bonuses against an existing one by +2.

Humanoids: There are several kinds of humanoids and in them several sub varieties. Human includes all cultures of humans. Elf includes elves, winged elves, orcs, and goblins. Beast includes all lizard-folk and beast-folk varieties.

Dragon: This will include all dragons, as well as kobolds, qilin, and any character with draconic bloodline.

Weapon Group Fixation: This provides a +1 training bonus to hit on all weapons within the weapon group; it does not stack with the weapon selected for weapon fixation.

Animal Companion: Gain an Animal Companion typical a canine or bird of prey.

Careful Aim: Ignore partial concealment and never hit the wrong target if the target is grappled.

Weapon Group Offensive: This provides a +2 training bonus to damage on all weapons within the weapon group; it does not stack with the weapon selected for weapon fixation.

Alert: Gain +3 inherent bonus to spot, listen, and Initiative rolls

Forceful Shot: +1 attack and damage when using ranged weapons within 30 ft. of target.

Bushmaster: Trackers will suffer a -5 when using bushcraft to track the hunter Gain a +1 competency bonus to Knowledge(Nature) and bushcraft. This bonus will increase by +1 for every 4 HD.

Petal Shroud Gain the ability Petal Shroud.

Improved Weapon Group Fixation: All weapons within the weapon group will now have a +2 training bonus on rolls to Hit.

Improved Petal Shroud: Upgrade Petal Shroud to Improved Petal Shroud.

Improved Weapon Group Offensive: All weapons within the weapon group will now have a +4 training bonus to damage rolls.

Skulker: Tracking DCs against the Hunter are now 5 higher. Gain a +1 competency bonus to Conceal and Move Silently. This bonus will increase by +1 for every 4 HD.

Deadly Accuracy: Select a preferred weapon from within the selected weapon group, and double its critical threat range. E.g. from 20 to 19-20, from 19-20 to 17-20, or from 18-20 to 15-20.

Weapon Ability: Selected one of the following abilities depending on weapon preferences: Hail of Arrows, Wind Slash, or Piercer.

Critical Focus: Gain a +5 circumstantial bonus when confirming critical hits with the weapon selected for deadly accuracy.

Speedy: The base speed of the character is increased by 20 ft.

Rending Critical: The weapon selected for deadly accuracy gains +1d10 damage with a x2 weapon, +2d10 damage with a x3 weapon, and +3d10 damage with a x4 when rolling damage on a critical hit with the weapon selected for Deadly Accuracy.

Crack Shot: Gain an extra attack with a bow during the round but all attacks suffer a -2 penalty.

Greater Petal Shroud: Upgrade Improved Petal Shroud to Greater Petal Shroud.

Unleash: Gain the ability Unleash

Ward: The hunter can no longer be caught flat-footed on the first round of combat, even if surprised. They also gain a +1 competency bonus to Spot and Listen checks this bonus increases by 1 for every 4 HD they have.

Spell Casting

Caster Level: A basic caster's caster level (CL) is considered to be their HD divided in half, round down. So a level 11 basic caster has a CL of 5. This affects many aspects of a spell, like range, number of damage dice, duration, etc...

Spells Known: Spells known are spells that a caster does not have to prepare ahead of time. A basic magic user does not get many of these. This does not mean, however, that they cannot cast spells. They can carry a spell book around and put any spell into it from their specified list. (Arcane, Divine, or Generalist).

Spells Per Day: Also called spell slots, these are how many of a given spell level can be cast per day. Sometimes a level will have 0 listed. This means they are able to cast spells at that level, given that they have a high enough PMA to get bonus spells per day.

Memorizing Spells: Spells in a spell book must be memorized and will, 'take,' a spell per day to do so. It will be kept as a prepared spell until cast. A memorized spell's slot can be used to cast any known spell instead.

Spell Proficiency: Spell proficiency is added to Spells, spell-like abilities(Sp), supernatural abilities(Su) DC's, as well as any non-touch attack roll. It is also applied as a flat bonus for each damage/healing/warding dice for Spells, Spell-like abilities(Sp), or Supernatural Abilities(Su). For example, if a character has a spell that deals 5d6 damage and has a Casting Proficiency of 2 it will be 5d6+10 damage.

Spells Known
HD 1st 2nd 3rd 4th
1 - - - -
2 - - - -
3 1 - - -
4 1 - - -
5 1 - - -
6 1 - - -
7 1 1 - -
8 1 1 - -
9 2 1 - -
10 2 1 - -
11 2 1 1 -
12 2 1 1 -
13 2 1 1 -
14 2 2 1 -
15 3 2 1 1
16 3 2 1 1
17 3 2 2 1
18 3 2 2 1
19 3 2 2 1
20 3 3 2 2
Spells Per Day
HD 1st 2nd 3rd 4th
1 - - - -
2 0 - - -
3 1 - - -
4 1 - - -
5 2 - - -
6 2 0 - -
7 2 1 - -
8 2 1 - -
9 2 1 - -
10 3 2 0 -
11 3 2 1 -
12 3 2 1 -
13 3 2 1 -
14 3 3 1 0
15 4 3 1 1
16 4 3 2 1
17 4 4 2 1
18 4 4 2 2
19 4 4 2 2
20 5 4 2 2

Suggested Spells by Level

Since the Hunter has basic magic, enemies will resist the magic much easier. The best kind of spells will be spells that do not require, or elicit, a saving throw. Typically, things that enhance the performance of the Hunter's, or their group's, combat capabilities. As is the case with everything, these spells are suggestions, not required.

Simplex

Level 1

Level 2

Level 3

Level 4