Hunter
The hunters of Algol
The hunters of Algol
The Hunter's 6 character skills are
Intimidate [CHA]
Pilot [Dex]
Ride [Dex]
Sense Motive [WIS]
Primal Arts [INT]
Weapon Arts [STR]
1: Nei Bond
2: Ring of Defense
3: Mag Bauble
4: War Cry
5: Bonus Feat
6: Nei Damage I
7: Mag Bauble
8: Sup. Weapon Focus
9: Bonus Feat
10: Nei Defense I
11: Mag Bauble
12: Nei Damage II
13: Bonus Feat
14: Nei Defense II
15: Sup. Weapon Specialization
16: Nei Critical
17: Mag Bauble
18: W/S/A Proficiency +1
19: Bonus Feat
20: Nei Mastery
At first level the Hunter chooses a type of weapon i.e. longsword, then bonds with a masterwork version of the weapon. This bond is what allows the Hunter to use their abilities with the weapon. A Hunter may transfer the bond to another masterwork weapon of the same type but only after training for five eight hour days with the new weapon.
A hunter can have a bond with one weapon from each group they are Proficient with from this specific class.
Core Ability: Ring of Defense
Coordinate fellow defenders into a ring of defense,
Once per session as a full action, the Hunter may choose a number of teammates or allies within verbal contact up to his charisma modifier to become defenders. the Hunter may be one of the defenders himself, if he is the only defender, he need not speak in order to activate the ability, the Hunter also designates one hostile character
or object to become the defenders' target, those allies gain +1 to attack when attacking the designated target, if attacked by the targeted hostile
Character or object they also gain a +1 bonus to defense for each defender within 10 ft the duration for this ability is for a number of minutes equal to half Hunter's class level.
A Hunter's skill with his weapon is so finely honed that he is able to channel his meta energies through it.
Starting at 6th level - you may choose, after scoring a hit but before confirming a critical, to do full damage instead of rolling to determine damage once in a round, once per day per every 4 class levels. This action consumes 8 Control and cannot be discounted in any way.
At 12th level this ability cost's 4 Control per activation and can be used once per day per every 2 class levels.
At 8th level a Hunter's focus in combat becomes so adept it seems his enemies move slower.
Add +1 to the Hunter's attack bonus with his weapon of class. This stacks with the Weapon Focus and Greater Weapon Focus feats.
At 10th level a Hunter's defense with his weapon has become finely honed.
Gain a +1 dodge bonus to defense when wielding your weapon of class.
This bonus increases to +2 at 14th level.
If user is Telepathic, Warcry can be used in this method.
As a Hunter grows more experienced with the use of his weapon, he becomes more adept at using it.
At 15th level the Hunter gains a +1 damage bonus with his weapon of class. This ability stacks with the Weapon Specialization feat.
As the Hunter grows even more experienced, his skill with his weapon grows. A 16th level a Hunter gains Nei Critical which is a class-specific version of Improved critical feat. [shown below] that only affects the Hunter classes default weapon types - Brute sword, Wired lances, Polearms and Slashers.
If you already possess the Improved Critical feat for the specific weapon type -> increase the threat range of the weapon by two steps instead of one step.
Once the Hunter reaches the 20th level, his skill with his weapon is at its peak.
The Critical Multiplier for his weapon of class is increased by 1.
You can choose to automatically confirm a critical hit twice per day per class level. This ability can be used on the same attack as Nei Damage.
This Action consumes 10 Control
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