Hunter Class Features/Abilities

Hunter Features
Divine Hunter Features
Urban Hunter Features
Colluding Scoundrel Features
Forester Marksman Features
Wandering Marksman Features
Divine Hound Features

 

Hunter Features

Animal Companion

Unlike normal animals of its kind, an animal companion's Hit Dice, abilities, skills, and feats advance as the druid advances in level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their druid reaches 4th or 7th level, depending on the companion.

Weapon and Armor Proficiency

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

Precise Companion

At 2nd level, a hunter chooses either Precise Shot or  Outflank as a bonus feat. She does not need to meet the prerequisites for this feat.

Hunter Tactics

At 3rd level, the hunter automatically grants her teamwork feats to her animal companion. The companion doesn't need to meet the prerequisites of these teamwork feats.

 

Second Animal Focus

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

Raise Animal Companion

At 10th level, a hunter gains raise animal companion as a spell-like ability. At 16th level, this functions as resurrection instead of raise dead, but otherwise operates as normal.

One with the Wild

At 17th level, the hunter's animal companion are 6 respected or even feared by other animals. The hunter and her companion can attempt to demoralize all animals in 30 feet radius as a swift action, as if using dazzling display.

Master Hunter

At 20th level, a hunter becomes a master hunter. He gains the ability to receive the animal focus benefits any amount of times per day.

 

Teamwork Feat

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

Raise Animal Companion

At 10th level, a hunter gains raise animal companion as a spell-like ability. At 16th level, this functions as resurrection instead of raise dead, but otherwise operates as normal.

Nature Sense

A hunter gains a +2 bonus on Lore (Nature) checks.

 

Animal Focus

At 1st level, the hunter can grant an animal aspect to her animal companion. Unlike with the hunter herself, there is no duration on the animal aspect applied to her animal companion. An aspect applied in this way remains in effect until the hunter changes it. If the hunter's animal companion is dead, the hunter can apply her companion's animal focus to herself instead Of her animal companion. Additionally, a hunter can take on the aspect of an animal as a swift action. She gets the same benefits as the current animal companion focus. The hunter can use this ability for a number Of minutes per day equal to her level. This duration does not need to be consecutive, but must be spent in I-rninute increments.

 

 

Divine Hunter Features

Animal Companion

Unlike normal animals of its kind, an animal companion's Hit Dice, abilities, skills, and feats advance as the druid advances in level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their druid reaches 4th or 7th level, depending on the companion.

Weapon and Armor Proficiency

A hunter gains proficiency in heavy armor. A steelblood can cast bloodrager spells while wearing heavy armor without incurring an arcane spell failure chance.

Precise Companion

At 2nd level, a hunter choses either Precise Shot or Outflank as a bonus feat. She does not need to meet prerequisites of this feat.

Domain Selection (Hunter)

At 3rd level, a divine hunter learns to call upon the power of her deity. The divine hunter must select one domain from those available to her deity. She gains the granted powers Of this domain, using (her hunter level — 2) as her cleric level for determining when the powers are gained and what effects they have. Once she chooses this domain, it cannot be changed. If the divine hunter selects the animal domain, she does not gain a second animal companion upon reaching an effective cleric level of 4th. When the divine hunter would gain that ability, her animal companion instead gains two ability score points increases gaining +1 to two different ability scores or +2 to one ability score). In addition, the divine hunter adds the 1-Ievel domain spell from her domain to her list of spells known. She adds the 2-Ievel domain spell at the level, the 3-Ievel domain spell at 9th level, the 4-Ievel domain spell at 12th level, the 5•level domain spell at 15th level, and the 6-Ievel domain spell at 18th level

 

Second Animal Focus

At 8th level. whenever a hunter uses her animal focus ability, she selects two different animal aspects for herself insºtead of one, and can assign two aspects to her companion instead of one.

One with the Wild

 At 17th level, the hunter's animal companion are respected or even feared by other animals. The hunter and her companion can attempt to demoralize all animals in 30 feet radius as a swift action, as if using dazzling display. 

Master Hunter

 At 20th level, a hunter becomes master hunter. He gains the ability to receive the animal focus benefits any amount of time per day.

Otherworldly Companion

At 3rd level, a hunter’s companion takes on otherworldly features. If the divine hunter is good (or worships a good deity), the animal companion gains the celestial template. If the hunter is evil (or worships an evil deity), the animal companion gains the fiendish template. If the hunter is neutral and worships a neutral deity, she must choose either the celestial or fiendish template; once this choice is made, it cannot be changed. The companion’s CR is considered to be equal to its Hit Dice for the purpose of the celestial or fiendish template.

Nature Sense

A hunter gains a +2 bonus on Lore (Nature) checks.

Animal Focus

At 1st level, the hunter can grant an animal aspect to her animal companion. Unlike with the hunter herself, there is no duration on the animal aspect applied to her animal companion. An aspect applied in this way remains in effect until the hunter changes it. If the hunter's animal companion is dead, the hunter can apply her companion's animal focus to herself instead of her animal companion. Additionally, a hunter can take on the aspect of an animal as a swift action. She gets the same benefits as the current animal companion focus. The hunter can use this ability for a number of minutes per day equal to her level. This duration does not need to be consecutive, but must be spent in 1-minute increments.

 

 

Urban Hunter Features

Animal Companion

Unlike normal animals of its kind, an animal companion's Hit Dice, abilities, skills, and feats advance as the druid advances in level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their druid reaches 4th or 7th level, depending on the companion.

Animal Focus

At 1st level, the Urban Hunter can grant an animal aspect to her animal companion. Unlike with the Urban Hunter herself, there is no duration on the animal aspect applied to her animal companion. An aspect applied in this way remains in effect until the Urban Hunter changes it. If the Urban Hunter's animal companion is dead, the Urban Hunter can apply her companion's animal focus to herself instead of her animal companion. Additionally, a Urban Hunter can take on the aspect of an animal as a swift action. She gets the same benefits as the current animal companion focus. The Urban Hunter can use this ability for a number of minutes per day equal to her level. This duration does not need to be consecutive, but must be spent in 1-minute increments.

Precise Companion

At 2nd level, a Urban Hunter choses either Precise Shot or Outflank as a bonus feat. She does not need to meet prerequisites of this feat.

Animal Insight

At 5th level, an urban hunter and her animal companion learn to combine their insights to defeat deception and manipulation. As long as they are within 30 feet of each other, both hunter and animal companion gain an insight bonus on Sense Motive checks equal to half the urban hunter’s hunter level. They also gain a +2 insight bonus on Will saving throws against illusions and mind-affecting effects.

 

Nature Sense

A hunter gains a +2 bonus on Lore (Nature) checks.

Raise Animal Companion

 At 10th level, a Urban Hunter gains raise animal companion as a spell-like ability. At 16th level, this functions as resurrection instead of raise dead, but otherwise operates as normal. 

Captor

At 6th level and every 3 levels thereafter, the urban hunter selects a bonus feat from the following list to be gained by both the hunter and her animal companion. Neither the hunter nor her animal companion needs to meet the prerequisites for these bonus feats.

Master Hunter

 At 20th level, a Urban Hunter becomes master Urban Hunter. He gains the ability to receive the animal focus benefits any amount of time per day.

 

Animal Insight

At 5th level, an urban hunter and her animal companion learn to combine their insights to defeat deception and manipulation. As long as they are within 30 feet of each other, both hunter and animal companion gain an insight bonus on Sense Motive checks equal to half the urban hunter’s hunter level. They also gain a +2 insight bonus on Will saving throws against illusions and mind-affecting effects.

Frightful Ferocity

At 17th level, an urban hunter and her animal companion can each attempt an Intimidate check to demoralize a foe as a swift action.

 

 

 

 

 

 

Colluding Scoundrel Features

Animal Companion

Unlike normal animals of its kind, an animal companion's Hit Dice, abilities, skills, and feats advance as the druid advances in level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their druid reaches 4th or 7th level, depending on the companion.

Weapon and Armor Proficiency

A hunter gains proficiency in heavy armor. A steelblood can cast bloodrager spells while wearing heavy armor without incurring an arcane spell failure chance.

Precise Companion

At 2nd level, a hunter choses either Precise Shot or Outflank as a bonus feat. She does not need to meet prerequisites of this feat.

Hunter Tactics

At 3rd level, the hunter automatically grants her teamwork feats to her animal companion. The companion does not need to meet prerequisites of those teamwork feats

 

Raise Animal Companion

At 10th level, a hunter gains raise animal companion as a spell-like ability. At 16th level, this functions as resurrection instead of raise dead, but otherwise operates as normal.

One with the Wild

At 17th level, the hunter's animal companion are 6 respected or even feared by other animals. The hunter and her companion can attempt to demoralize all animals in 30 feet radius as a swift action, as if using dazzling display.

Teamwork Feat

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

Backstabber

At 8th level, a colluding scoundrel deals 2d6 additional points Of damage on attacks against a target threatened by an ally currently designated as the scapegoat. This increases to 3d6 points of damage at 15th level. This is precision damage and is not multiplied on a critical hit, but it does stack with sneak attack and similar effects.

 

Master Backstabber

At 20th level, a colluding scoundrel becomes a master at dispatching distracted targets. As a standard action, she can make a single attack against a foe that is taking the penalties of her scapegoat ability and is adjacent to an ally currently designated as the scapegoat. If the attack hits, the target takes damage normally and must succeed at a Fortitude saving throw (DC=10 + half the colluding scoundrel's level + her Wisdom modifier) or be slain. Whether or not the target succeeds, it cannot be targeted by this ability again (by any colluding scoundrel) for 24 hours.

Nature Sense

A hunter gains a +2 bonus on Lore (Nature) checks.

Scapegoat

A colluding scoundrel is adept at redirecting a foe's hostility toward another creature, creating openings for her own attacks. A number of times per day equal to her hunter level, as a swift action, she can target one foe within 30 feet and designate one willing ally adjacent to that foe as a scapegoat. For the following minute, the target takes a —2 penalty on attacks against any creature other than the designated scapegoat, and the target has a 10% spell failure chance on spells that don't target the scapegoat or include the scapegoat in their area of effect. The penalty increases to —4 at 8th level and —6 at 15th level.The colluding scoundrel can designate her animal companion as a scapegoat without it counting against her daily uses Of this ability.

 

 

 

Forester Features

Weapon and Armor Proficiency

A hunter gains proficiency in heavy armor. A steelblood can cast bloodrager spells while wearing heavy armor without incurring an arcane spell failure chance.

Precise Companion

At 2nd level, a hunter chooses either Precise Shot or Outflank as a bonus feat. She does not need to meet the prerequisites for this feat.

Animal Insight

At 5th level, an urban hunter and her animal companion learn to combine their insights to defeat deception and manipulation. As long as they are within 30 feet of each other, both hunter and animal companion gain an insight bonus on Perception checks equal to half the urban hunter's hunter level. They also gain a +2 insight bonus on saving throws against mind-affecting effects.

Second Animal Focus

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

 

Raise Animal Companion

At 10th level, a hunter gains raise animal companion as a spell-like ability. At 16th level, this functions as resurrection instead of raise dead, but otherwise operates as normal.

Master Hunter

At 20th level, a hunter becomes a master hunter. He gains the ability to receive the animal focus benefits any amount of times per day. 

Animal Companion

Unlike normal animals of its kind, an animal companion's Hit Dice, abilities, skills, and feats advance as the druid advances in level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their druid reaches 4th or 7th level, depending on the companion.

Captor

At 6th level and every 3 levels thereafter, the urban hunter selects a bonus feat from the following list to be gained by both the hunter and her animal companion. Neither the hunter nor her animal companion needs to meet the prerequisites for these bonus feats.

 

Animal Focus

At 1st level, the hunter can grant an animal aspect to her animal companion. Unlike with the hunter herself, there is no duration on the animal aspect applied to her animal companion. An aspect applied in this way remains in effect until the hunter changes it. If the hunter's animal companion is dead, the hunter can apply her companion's animal focus to herself instead of her animal companion. Additionally, a hunter can take on the aspect of an animal as a swift action. She gets the same benefits as the current animal companion focus. The hunter can use this ability for a number of minutes per day equal to her level. This duration does not need to be consecutive, but must be spent in I-minute increments.

Frightful Ferocity

At 17th level, an urban hunter and her animal companion can each attempt an Intimidate check to demoralize a foe as a swift action. 

Nature Sense

A hunter gains a +2 bonus on Lore (Nature) checks.

 

 

 

Wandering Marksman Features

Animal Companion

Unlike normal animals of its kind, an animal companion's Hit Dice, abilities, skills, and feats advance as the druid advances in level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their druid reaches 4th or 7th level, depending on the companion.

Weapon and Armor Proficiency

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

Precise Companion

At 2nd level, a hunter chooses either Precise Shot or Outflank as a bonus feat. She does not need to meet the prerequisites for this feat.

Self-Reliance

At 6th level, whenever the animal companion is 10 feet or more away from the hunter, it gets a morale bonus to AC equal to +1 for each hunter's 4 levels. 

 

Second Animal Focus

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

Emergency Swap

At 9th level once per encounter level for a standard action, the wandering marksman can swap his animal companion and himself without provoking Attack Of Opportunity if they are within 30 feet range to each

Raise Animal Companion

At 10th level, a hunter gains raise animal companion as a spell-like ability. At 16th level, this functions as resurrection instead of raise dead, but otherwise operates as normal.

Imminent Attack

At 15th level hunter as a standard can shoot an ammunition 3 times per day, which marks all enemies is 10 feet area as prey. Against such creatures the animal companion gets a +3 morale bonus to attack and damage, and its attacks bypass DR N/cold iron, N/mithral, N,/adamantine, and hardness. Whenever the animal companion kills a marked enemy, all its attacks' critical range increases by 1 until the end of combat. Multiple applications of this effect stack.

 

One with the Wild

At 17th level, the hunter's animal companion are respected or even feared by other animals. The hunter and her companion can attempt to demoralize all animals in 30 feet radius as a swift action, as if using dazzling display.

Master Hunter

At 20th level, a hunter becomes a master hunter. He gains the ability to receive the animal focus benefits any amount of times per day. 

Animal Companion

Unlike normal animals of its kind, an animal companion's Hit Dice, abilities, skills, and feats advance as the druid advances in level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their druid reaches 4th or 7th level, depending on the companion.

Planned Distraction

At 3rd level, whenever the hunter attacks the enemy who is engaged in melee combat with his animal companion, the hunter gets a +1 circumstance bonus to attack and damage. This bonus increases to +2 at 12th level and to a +3 at 18th level. 

 

Nature Sense

A hunter gains a +2 bonus on Lore (Nature) checks.

 

 

 

 

 

Divine Hound Features

Second Judgment

At 8th level, whenever an inquisitor uses her judgment ability, she selects two different judgments, instead of one. This only consumes one use of her judgment ability. As a swift action, she can change one of these judgments to another type.

Weapon and Armor Proficiency

A hunter gains proficiency in heavy armor. A steelblood can cast bloodrager spells while wearing heavy armor without incurring an arcane spell failure chance.

Precise Companion

At 2nd level, a hunter choses either Precise Shot or Outflank as a bonus feat. She does not need to meet prerequisites of this feat.

Hunter Tactics

At 3rd level, the hunter automatically grants her teamwork feats to her animal companion. The companion does not need to meet prerequisites of those teamwork feats.

Third Judgment

At 16th level, whenever an inquisitor uses her judgment ability, she selects three different judgments, instead of just two. This only consumes one use of her judgment ability. As a swift action, the inquisitor can change one of these judgments to another type.

One with the Wild

 At 17th level, the hunter's animal companion are respected or even feared by other animals. The hunter and her companion can attempt to demoralize all animals in 30 feet radius as a swift action, as if using dazzling display. 

Judgment

Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made. At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter, the inquisitor can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type.

Teamwork Feat

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

Nature Sense

A hunter gains a +2 bonus on Lore (Nature) checks.

Animal Focus

At 1st level, the hunter can grant an animal aspect to her animal companion. Unlike with the hunter herself, there is no duration on the animal aspect applied to her animal companion. An aspect applied in this way remains in effect until the hunter changes it. If the hunter's animal companion is dead, the hunter can apply her companion's animal focus to herself instead of her animal companion. Additionally, a hunter can take on the aspect of an animal as a swift action. She gets the same benefits as the current animal companion focus. The hunter can use this ability for a number of minutes per day equal to her level. This duration does not need to be consecutive, but must be spent in 1-minute increments.

Animal Companion

Unlike normal animals of its kind, an animal companion's Hit Dice, abilities, skills, and feats advance as the druid advances in level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their druid reaches 4th or 7th level, depending on the companion.

Companion Judgment

Divine Hound gains the inquisitor's Judgment ability. Additionally, he shares all the bonuses gained from Judgment with his animal companion. 

 




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