This kit is not available at character creation and must be unlocked by meeting special requirements, listed below. This kit has 10 available levels.

A ranger with this kit cannot cast spells.

Description

A Hunter is someone who fights with cunning and guile, they utilize dexterity and speed to sneak up on their opponent or face them head on.

A Hunter is a cunning fighter that can dispatch his opponents before they even see him, or if he so chooses, can meet them face to face.

Hunters are loners in a wild world. They fend for themselves, live by themselves, and their might is matched by none in their forests.

A Hunter is exactly what their namesake implies, they hunt, whether their prey be animal or elf, orc or dragon, they always find it, and they always kill or capture it.


Requirements

Race: Any

Alignment: Any

Class: Ranger


Kit Features

- Hit Die: d8

- Base Attack Bonus: High

- High Saves: Fortitude, Reflex

- Weapon Proficiencies: A hunter gains no weapon proficiencies.

- Armor Proficiencies: A hunter gains no armor proficiencies.

- Skill Points: 6 + Int Modifier.

- Class Skills: Concentration, Craft (alchemy, armor, trap, weapon), Disable Device, Heal, Hide, Listen, Lore (Dungeoneering, Geography, Nature, Local, Religion), Move Silently, Parry, Search, Set Trap, Spot, and Survival.

- Spells per Day/Spells Known: Ranger spellcasting is forfeited.

Kit Feats

Level

Features Gained

1 Hunter Trapping, Trapfinding
2 Fast Movement
3 Uncanny Dodge
4 Extra Favored Enemy I
5 Rapid Shot
6
7
8
9 Extra Favored Enemy II
10 Manyshot

- Bonus Feats: The hunter adds a number of trap-enhancing choices to the ranger's bonus-feat-list.

- Trapfinding A Hunter can use the search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. A Hunter can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.


- Barbed Traps:

Perequisites: Hunter Trapping

Specifics: A quarry who sets of a trap without succeeding the reflex saving throw is now slowed by barbs specifically designed to impair its movement. The slow effect lasts for one round per four hunter levels and is always three rounds minimally. If the target succeeds the reflex throw saving throw the slow effect is still applied but only for two rounds.

Use: Automatic


Entangling Traps:

Perequisites: Hunter Trapping

Specifics: A quarry who sets of a trap without succeeding the reflex saving throw is now entangled. The entanglement lasts for one round per four hunter levels and is always three rounds minimally.

Use: Automatic


Poisoned Traps:

Perequisites: Hunter Trapping

Specifics: You add a poison to your traps. The Poison is applied if the target fails the reflex saving throw. The Poison DC scales to 14, 17 21,24,27 and 30, whenever the reflex saving throw's DC reaches this threshold. The base poison DC is 10. All poisons do constitution damage.

Use: Automatic

Hunter Trapping

Specifics: A hunter can lay down an improvised trap once every turn. A trap does 1d6 piercing damage for every ranger level, with a reflex save to halve the damage. The reflex save is 10, +1 for every five hunter levels, and +1 for every five ranks in the craft trap skill. The number of traps a hunter can have active at the same time is one for every 10 ranger levels. The maximum number is four, the first trap being granted at level one, the second at level 10, and so on. Higher level hunters gain a progressing cooldown reduction and so are able to lay traps more quickly. At levels 6, 10 and 14 ten seconds are deducted. And from 14 onwards the cooldown is reduced by one round for every four levels, finally reaching one round at level 30.

Use: Selected

Extra Favored Enemy

Specifics: You may select an additional Favored Enemy feat at hunter level 4 and 9. These stack with your progression as a ranger.

Use: Selected through conversation

Notes

- Hunter Trapping's cool down reduction is not properly displayed, it starts the timer at 60 seconds only in the end it deducts the reduced cool down. So if you are supposed to have a 10 seconds reduced cool down it will simply be available again once it hits the 10 seconds remaining cool down.

- The traps saving throw DCs are not displayed, however you can look at them by trying to disable your own traps.

- It is also not displayed if enemies fail their saving throws or not, neither for the trap itself nor for the poison they might apply if the Poisoned Traps feat was selected


Class courtesy of Rasael and thorough testing by the Quality Control Team.



Gameplay Notes: fast movement is granted per travel domain feat, so it doesn't stack with Barbarian fast movement.