Master Hunter (3.5e Class)
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|Editing:||please do not edit before discusing unless it is a typo|
A Master Hunter is best suited in ranged combat utilizing his pet as a front line assailant. The Master Hunter travels with an animal companion at his side helping him track and hunt his prey. The Master Hunter rarely travels with others unless he deems it necessary or crucially beneficial to his current objectives. Unusually social Master Hunters may occasionally guide travelers through various terrain and/or wilderness to gain supplies or materials that he may not otherwise obtain in the wilds. Some Master Hunters train animals and collect essential ingredients for medicines and remedies for trade in towns, cities or exclusive patrons as a way of income.
Characteristics: Dexterity (DEX) is the Master Hunters way of survival. Dexterity provides him with a better armor class (AC) due to lacking the proficiency to wear heavy armor. It grants them a greater ability not to be hit from melee weapons when caught in close combat. Dexterity also provides a greater ability to hit with his ranged weaponry. Wisdom (WIS) is essential for the Master Hunters ability to use druidic magic. Due to their close ties to nature, they bear several of the qualities of a traditional druid. Charisma (CHA) is required for a Master Hunter to use his companion and befriend other wildlife to aid in battles or objectives. Constitution (CON) can also be useful for the Master Hunter to provide him with extra hit points needed when fighting in close combat situations.
Races: The Master Hunter path is most often chosen by Elves, Half-Elves and Humans. Due to the nature of a Master Hunter, Elves are best suited for this class because of their connection with nature.
Religion: A Druid reveres nature above all. He gains his magical powers either from the force of life itself or from a nature deity. The typical druid pursues a mystic spirituality of transcendent union with nature rather than devoting himself to a divine entity. Still, some druids revere or at least respect Obad-Hai(god of nature) or Ehlonna (goddess of the woodlands).
(via PHB 3.5e pg. 33)
Background: Within most Druidic conclaves or societies, young druids seek to obtain a higher level of self-awareness and a greater connection with nature. Though all Druids seek this intense experience few can achieve the goal of becoming a Master Hunter. Once a druid obtains this level it is no longer necessary for him to rely on his Druidic clan or society to survive. However, few Master Hunters decide to help other Druids to achieve their position and rank or become chieftain of the conclave. Those that don't stay with their clan learn abilities of a ranger to survive by ones self in the wilderness.
NOTE: The Master Hunter is a Druidic path instead of a Druidic Prestige.
|Saving Throws||Special||Spells per Day|
|1st||+1||+2||+2||+0||Animal Companion, 1st Favored Enemy, Wild Empathy||3||1||—||—||—||—||—||—||—||—|
|2nd||+2||+3||+3||+1||Track, Combat Style, Woodland Stride||4||2||-||—||—||—||—||—||—||—|
|3rd||+3||+3||+3||+1||Trackless Step, Nature Sense, Weapon Finesse||4||2||1||-||—||—||—||—||—||—|
|4th||+4||+4||+4||+2||Venom Resistance, Endurance, Ironwood||5||3||2||-||—||—||—||—||—||—|
|5th||+5||+4||+4||+2||2nd Favored Enemy, Bonus Feat||5||3||2||1||-||—||—||—||—||—|
|6th||+6/+1||+5||+5||+3||Improved Combat Style||5||3||3||2||-||—||—||—||—||—|
|10th||+10/+5||+7||+7||+5||3rd Favored Enemy, Bonus Feat||5||4||4||3||3||2||—||—||—||—|
|11th||+11/+6/+1||+7||+7||+5||Combat Style Mastery||5||4||4||4||3||2||1||—||—||—|
|13th||+13/+8/+3||+8||+8||+6||A Thousand Faces, Camouflage||5||4||4||4||4||3||2||1||—||—|
|15th||+15/+10/+5||+9||+9||+7||Timeless Body, 4th Favored Enemy||5||4||4||4||4||4||3||2||1||—|
|17th||+17/+12/+7/+2||+10||+10||+8||Hide in plain sight||5||4||4||4||4||4||3||3||2||1|
|20th||+20/+15/+10/+5||+12||+12||+10||5th Favored Enemy, Bonus Feat||5||4||4||4||4||4||3||3||3||3|
Class Skills (6 + Int modifier per level, ×4 at 1st level)
All of the following are class features of the Master Hunter.
Weapon and Armor Proficiency: Master Hunters are proficient with all simple and martial weapons including composite bows.
Master Hunters are proficient with Light Armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. Master Hunters are not proficient with any shields. Master Hunters are strictly prohibited from wearing or wielding any type of metal for armor or weapons. (You can touch metal but, can't wield it.)
Spells: A Master Hunter casts divine spells, which are drawn from the Druid Spell list. His alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A Master Hunter must choose and prepare his spells in advance.
To prepare or cast a spell, the Master Hunter must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class (DC) for a saving throw against a Master Hunter’s spell is 10 + the spell level + the Master Hunter’s Wisdom modifier.
Like other spell casters, a Master Hunter can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on the Table above. In addition,he receives bonus spells per day if he has a high Wisdom score (via PHB 3.5e pg. 8 table 1-1: Ability Modifiers and bonus spells). He does not have access to any Domain Spells (PHB 3.5e pg. 185-189), as a Cleric or Paladins.
A Master Hunter prepares and casts spells the way a Cleric would, though he can lose a prepared spell to cast a cure spell in its place. A Master Hunter may prepare and cast any spell on the Druid spell list(via PHB 3.5e pg. 189-191; full description pg. 196-303) provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.
Spontaneous Casting: A Master Hunter can channel stored spell energy into summoning spells that he hasn’t prepared ahead of time. He can “lose” a prepared spell in order to cast any summon nature’s ally spell of the same level or lower. For example, a master hunter who has prepared "Repel Vermin" (a 4th level spell) may lose "Repel Vermin" in order to cast "Summon Nature's Ally IV" (also a 4th level spell). (via PHB 3.5e pg. 35)
Chaotic, Evil, Good, and Lawful Spells: A Master Hunter can’t cast spells of an alignment opposed to his own or his deity (if he has one). For example, a neutral good Master Hunter cannot cast evil spells. Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions. (via PHB 3.5e pg. 35)
Automatic Languages: A Master Hunter’s automatic language is Druidic (the secret language of the druids).
Bonus Languages: A Master Hunter’s bonus languages are Sylvan (the language of woodland creatures) and Elven. This choice is in addition to the bonus languages available to the character because of his race. For every one intelligence modifier you gain one bonus language. Example: if a character has an 18 intelligence score he gains 4 bonus languages.
Animal Companion: A Master Hunter may begin play with an animal companion selected from the following list: Badger, Camel, Dire Rat, Dog, Riding Dog, Eagle, Hawk, Horse (light or heavy), Owl, Pony, Snake (Small or Medium Viper, or Wolf. If the Dungeon Master (DM) has campaign that takes place wholly or partly in an aquatic environment, the DM may add the following creatures to the list of options: Crocodile, Porpoise, Medium Shark, and Squid. This animal is a loyal companion that accompanies the Master Hunter on his adventures as appropriate for its kind.
A 1st-level Master Hunter’s companion is completely typical for its kind except as noted below. As a Master Hunter advances in level, the animal’s power increases as shown on the table. If a Master Hunter releases his companion from service, he may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer. This ceremony can also replace an animal companion that has perished.
A Master Hunter of 4th level or higher may select from alternative lists of animals (see below). Should he select an animal companion from one of these alternative lists, the creature gains abilities as if the character’s Master Hunter level were lower than it actually is. Subtract the value indicated in the appropriate list header from the character’s Master Hunter level and compare the result with the Master Hunter level entry on the table to determine the animal companion’s powers. (If this adjustment would reduce the Master Hunter’s effective level to 0 or lower, he can’t have that animal as a companion.) For example, a 6th-level Master Hunter could select a leopard as an animal companion. The leopard would have characteristics and special abilities as if the Master Hunter were 3rd level (taking into account the -3 adjustment) instead of 6th level.
(All in this section via PHB 3.5e pg. 35)
Favored Enemy: At 1st level, a Master Hunter may select a type of creature from among those given on table 3-14 of the PHB 3.5e pg. 47:Ranger Favored Enemies. Due to his extensive study of his chosen type of foe and training in the proper techniques for combating such creatures, the Master Hunter gains a +2 bonus on Bluff, Listen, Sense Motive, Spot and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.
At 5th level and every five levels thereafter(10th,15th and 20th level), the Master Hunter may select an additional favored enemy from those given on the table. in addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2.
If the Master Hunter chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy (for instance, devils are both evil outsiders and lawful outsiders), the Master Hunter's bonuses do not stack; he simply uses whichever bonus is higher.
(via PHB 3.5e pg. 47)
Wild Empathy: A Master Hunter can use body language, vocalization and demeanor to improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The Master Hunter rolls 1d20 and adds his Master Hunter level and his Charisma modifier (1d20 + Char lvl + Cha mod)to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the Master Hunter and the animal must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
A Master Hunter can also use this ability to influence a magical beast with an intelligence score of 1 or 2 (such as a basilisk or a girallon), but he takes a -4 penalty on that check.
(via PHB 3.5e pg.35)
Track: A Master Hunter gains Track (see PHB 3.5e pg.101) as a bonus feat.
Combat Style: At 2nd level, a Master Hunter must select one of two combat styles to pursue: Archery or two-weapon combat. This choice affects the character’s class features but does not restrict his selection of feats or special abilities in any way.
If the Master Hunter selects archery, he is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat.
If the Master Hunter selects two-weapon combat, he is treated as having the Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.
The benefits of the Master Hunter’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.
(via PHB 3.5e pg. 48)
Woodland Stride: Starting at 2nd level, a Master Hunter may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect his.
(via PHB 3.5e pg. 36)
Trackless Step: Starting at 3rd level, a Master Hunter leaves no trail in natural surroundings and cannot be tracked. He may choose to leave a trail if so desired.
(via PHB 3.5e pg. 36)
Nature Sense: A Master Hunter gains a +2 bonus on Knowledge(nature) and Survival checks.
(via PHB 3.5e pg. 35)
Weapon Finesse: With a light weapon, Rapier, Whip, or Spiked Chain made for a creature of your size category, you may use your Dexterity modifier instead of Strength modifier on attack rolls. If you carry a sheild, its armor check penalty applies to your attack rolls.
(via PHB 3.5e pg. 102)
Venom Resistance: At 4th level a Master Hunter gains resistance to all poisons by 50 percent. He takes only 1/2 damage from poison effects and may remain unaffected by status penalties for twice the normal amount of time a common human would succomb to them. Example: If a poison would deal 1 point of con damage every 4 hours, it instead takes 8 hours of untreated presence in the master hunters system to take effect.
Endurance: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage (see pg. 84 PHB 3.5e), Constitution checks made to continue running (see pg. 144 PHB 3.5e), Constitution checks made to avoid nonlethal damage from a forced march (see pg. 164 PHB 3.5e), constitution checks to avoid nonlethal damage from starvation or thirst (see pg. 304 DMG 3.5e), Fortitude saves made to avoid nonlethal damage from hot or cold environments (see pg. 302-303 DMG 3.5e), and Fortitude saves made to resist damage from suffocation (see pg. 304 DMG 3.5e). Also, you may sleep in Light or Medium Armor without becoming fatigued.
(via PHB 3.5e pg. 93)
Ironwood: Upon reaching 4th level a Master Hunter learns how to cast Ironwood as a spell like ability once a fortnight (2 weeks). The Master Hunter casts Ironwood as a spell-like ability as if permanency has also be cast.
Improved Combat Style: At 6th level, a Master Hunter aptitude in his chosen combat style (Archery or Two-Weapon Combat)improves. If he selects Archery at 2nd level he is treated having the "Manyshot" feat (pg. 97 PHB 3.5e), even if he does not have the normal prerequisites for that feat.
If the Master Hunter selected Two-Weapon Combat at 2nd level, he is treated as having "Improved Two-Weapon Fighting" feat (pg. 96 PHB 3.5e), even if he does not have the normal prerequisites for this feat.
As before, the benefits of the Master Hunter's chosen style applies only when he wears Light or no armor. He loses all benefits of his combat style when wearing Medium or Heavy Armor.
(via PHB 3.5e pg. 48)
Evasion: At 7th level, a Master Hunter can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon's fiery breath or a "Fireball" spell), he instead takes no damage. Evasion can be used only if the Master Hunter is wearing Light or no armor. A helpless Master Hunter (such as one who is unconscious or paralyzed) does not gain the benefit of "Evasion".
(via PHB 3.5e pg. 48)
Venom Immunity: At 9th level, a Master Hunter gains immunity to all poisons and their status effects.
(via PHB 3.5e pg. 37)
Combat Style Mastery: At 11th level, a Master Hunter’s aptitude in his chosen combat style (Archery or Two-Weapon Combat) improves again. If he selected Archery at 2nd level, he is treated as having the Improved Precise Shot feat, even if he does not have the normal prerequisites for that feat.
If the Master Hunter selected Two-Weapon Combat at 2nd level, he is treated as having the Greater Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.
As before, the benefits of the Master Hunter’s chosen style apply only when he wears Light or no armor. He loses all benefits of his combat style when wearing Medium or Heavy Armor.
(via PHB 3.5e pg. 48)
A Thousand Faces: At 13th level, a Master Hunter gains the ability to change his appearance at will, as if using the "Alter Self" spell (see pg. 197 PHB 3.5e), but only while in his normal form.
(via PHB 3.5e pg. 37)
Camouflage: A Master Hunter of 13th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.
(via PHB 3.5e pg. 48)
Timeless Body: After attaining 15th level, a Master Hunter no longer takes ability score penalties for aging (see table 6-5:Aging Effects,pg. 109 PHB 3.5e) and cannot be magically aged. Any penalties he may have already incurred, however, remain in place. Bonuses still accrue, and the druid still dies of old age when his time is up.
(via PHB 3.5e pg. 37)
Hide in Plain Sight: While in any sort of natural terrain, a Master Hunter of 17th level or higher can use the "Hide" skill even while being observed.
(via PHB 3.5e pg. 48)
Master Hunter's Companion
A Master Hunter’s animal companion is different from a normal animal of its kind in many ways. The companion is treated as a magical beast, not an animal, for the purpose of all effects that depend on its type (though it retains an animal's HD, BAB, saves, skill points, and feats). It is superior to a normal animal of its kind and has special powers, as described below.
(All the following information has been collected from PHB 3.5e pg. 36)
|1st–2nd||+0||+0||+0||1||Link, Share Spells|
Animal Companion Basics: Use the base statistics for a creature of the companion’s kind, as given in the monster manual (3.5e), but make the following changes.
Class Level: The Master Hunter’s class levels stack with levels of any other classes that are entitled to an animal companion for the purpose of determining the companion’s abilities and the alternative lists available to the character.
Bonus Hit Die (HD): Extra eight-sided (d8), each of which gains a Constitution modifier, as normal. Remember that extra HD improve the animal companion’s base attack and base save bonuses. An animal companion’s base attack bonus (BAB) is the same as that of a Master Hunter of a level equal to the animal's HD. An animal companion has good Fortitude (FORT) and Reflex (REF) saves (treat it as a character whose level equals the animal’s HD). An animal companion gains additional skill points and feats for bonus HD as normal for advancing a monster's HD.
Natural Armor: The number noted here is an improvement to the animal companion’s existing natural armor bonus.
STR/DEX Adj: Add this value to the animal companion's STR and DEX scores.
Bonus Tricks: The value given in this column is the total number of “bonus” tricks that the animal knows in addition to any that the Master Hunter might choose to teach it (see the Handle Animal skill pg. 74 PHB 3.5e). These bonus tricks don’t require any training time or Handle Animal checks, and they don’t count against the normal limit of tricks known by the animal. The Master Hunter selects these bonus tricks, and once selected, they can’t be changed.
Link: A Master Hunter can handle his animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The Master Hunter gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Share Spells: At the Master Hunter’s option, he may have any spell (but not any spell-like ability she casts upon herself also affect his animal companion. The animal companion must be within 5 feet of him at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 5 feet away and will not affect the animal again, even if it returns to the Master Hunter before the duration expires. Additionally, the Master Hunter may cast a spell with a target of “You” on him animal companion (as a touch range spell) instead of on himself. A Master Hunter and his animal companion can share spells even if the spells normally do not affect creatures of the companion’s type (animal).
Evasion and Improved Evasion: If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw. With Improved Evasion on a failed saving throw the damage is halved.
Devotion: An animal companion's devotion is to its master is so complete that it gains a +4 morale bonus on Will saves against enchantment spells and effects.
Multiattack: An companion gains Multiattack as a bonus feat if it has three or more natural attacks and does not already have that feat. If it does not have the requisite three or more natural attacks, the animal companion instead gains a second attack with its primary natural weapon, albeit at a –5 penalty.
Alternative Animal Companions: A Master Hunter of sufficiently high level can select her animal companion from one of the following lists, applying the indicated adjustment to the Master Hunter’s level (in parentheses) for purposes of determining the companion’s characteristics and special abilities.
Master Hunter Starting Package
Feat: Point Blank Shot.
Gear: Adventurer's Pack (Bedroll, Backpack, Flint & Steel, and waterskin), Shortbow, Quiver (30 arrows), Bone Dagger(s).
(Created By Chuck and Chad)