Hunter

The hunters of Algol

Overview:A name almost synonymous with 'adventurer' in Algol, the Hunter is a weapon specialist that focuses strictly on melee and non-ballistic ranged weaponry, from Sabers to Slashers.
Required Allegiance - Hunter's Guild
Most Hunters come from various backgrounds, from soldiers to competitive fighters to self-taught practitioners of self-defense, but all are considered Hunters by their prowess in close-range combat. A Hunter's motivation to adventure varies just as much as the Hunters themselves. Some see it as a job with high risks and great rewards, some see it as a chance to test their skills, some view themselves as protectors of the Imperium and some just do it because they like to fight. Whatever their motivation, they tend to be the first to jump for dangerous assignments.


Strength is always a key factor for Hunters, allowing them to deal more damage and hit more efficiently with their weapons.
Dexterity is better for Hunters who use Slashers or light weapons, or those who want specific feats.
Constitution increases the number of HP a Hunter has.
Attributes: Wound Point Bonus: +2 Chakra Point Die: 1d8

The Hunter's 6 character skills are

Intimidate [CHA]

Pilot [Dex]

Ride [Dex]

Sense Motive [WIS]

Primal Arts [INT]

Weapon Arts [STR]


Skill Points at 1st Level: (6 + Intelligence Modifier) x4 Skill Points At Each Additional Level: 4 + Intelligence Modifier
Weapon/Spell/Armor proficiency
Choose 2: Wired lances +1 or Brute sword +1 or Polearms +1 or Slashers +1
Gain Militia Proficiency +1Gain Body armor +1Gain Holtzman Units [SAR] or General Choice +1
Hunters gain an additional proficiency point at Level 18.
Starting Meseta: 14,000

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

Nei Bond

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

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.

Nei Damage I,II

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.

Superior Weapon Focus

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.

Nei Defense I,II

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.

Warcry

Starting at 4th level, you can cry out in anger, antagonizing all nearby enemies to attack you.
You can use this ability a number of times per day equal to 1/2 your class level + your Charisma bonus (minimum once per day)
Your enemies must have the sense of hearing and the ability to do so to be the target of this ability.
Language does not matter since Warcry is a Nei ability that bypasses language barriers.

Examples:
Would not work in the vacuum of space but it would over comms.
Would not work in water unless both speaker and listener can communicate in aquatic environs.
As a swift action, you can expend one use of your Warcry to cause all your enemies within 100 feet with a CR greater than or equal to your character level minus 2 to make Will saves (DC 10 + 1/2 your class level + your Cha modifier). Creatures that fail this save are forced to attack you with their ranged or melee attacks in preference over other available targets. If a foe attacks by casting a spell or using a supernatural ability, he must target you with the attack or include you in the effect's area.
An opponent compelled to act in this manner is not thrown into a mindless rage and does not have to move to attack you in melee if doing so would provoke attacks of opportunity against him. In such a case, he can use ranged attacks against you or attack any opponents he threatens as normal. If anyone other than you attacks the target, the effect of the Warcry ends for that specific target.
If you are reduced to 0 or fewer hit points by an opponent forced to attack you due to this ability, you gain one additional use of your Warcry for that day. This additional use comes from increased confidence and the knowledge that you have proved your mettle as a hunter against your enemies by calling out foes even against overwhelming odds. This additional use disappears if you have not used it by the start of the next day. You can only gain one additional use of your Warcry ability in this manner per day.
The effect of a Warcry lasts for a number of rounds equal to 5 + your Charisma bonus (if any).
Whether a creature fails or succeeds on its save against your Warcry, it can only be targeted by this effect once per day unless the user of warcry pays 5 control to refresh the ability [per valid target]
  • If user is Telepathic, Warcry can be used in this method.

Superior Weapon Specialization

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.

Nei Critical

Nei Critical:

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.


Improved Critical (Combat)Attacks made with your chosen weapon are quite deadly.Prerequisite: Proficient with weapon, base attack bonus +8.
Benefit: When using the weapon you selected, your threat range is increased by +1 step. [20 becomes 19-20. 19-20 becomes 18-20 and so on.]Special: You can gain Improved Critical multiple times. The effects do not stack. Each time you take the feat, it applies to a new type of weapon.
This effect doesn’t stack with any other character effect that expands the threat range of a weapon except the Hunter's Nei Critical ability.Weapon enchantments are not character effects as the boon is coming from the weapon and not the character.

Nei Mastery

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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