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|“||All these Trophies...... Im gonna need a bigger Den.||”|
|—Rengar, Leonin Monster Hunter|
|Editing:||Constructive edits welcome|
 Monster Hunter
A Monster Hunter is exactly that, a hunter. He lives to hunt powerful prey and then uses that prey to hunt even stronger. They tend to work alone or in small groups depending on thier mark.
 Making a Monster Hunter
A Monster Hunter is a man of the land, he lives and gains power from the creatures he slays and may even extend that power to his party through masterfully, though primitive, equipment. His power grows as his accomplishments grows. A powerful party can lead to a powerful aresnal. A Monster hunter is bad in communication, he can be easily talked down and cannot lie for the life of him, he is born and bred in the wilderness.
Abilities: A Monster Hunter Needs a High Strength and Dexterity, constitution Score.
Races: Anything intuned with Nature.
Starting Age: Moderate
|Saving Throws||Special Skills|| Natural|
|1st||+1||+2||+2||+0||Magical Mastery, Crafter's Affinity, Arcane Retardation, Hunter's Stamina||+3|
|2nd||+2||+3||+3||+0||Hunter's Sense, Hunter's Instinct||+4|
|4th||+4||+4||+4||+1||Magical Mastery +1, Bonus Feat||+5|
|6th||+6/+1||+5||+5||+2||Imbue Instinct +1||+6|
|7th||+7/+2||+5||+5||+2||Imbue Ability +1||+6|
|8th||+8/+3||+6||+6||+2||Magical Mastery +2, Bonus Feat||+7|
|10th||+10/+5||+7||+7||+3||Imbue Power +1, Crafter's Mastery||+8|
|12th||+12/+7/+2||+8||+8||+4||Magical Mastery +3, Imbue Instinct +2, Bonus Feat||+9|
|13th||+13/+8/+3||+8||+8||+4||Imbue Ability +2||+9|
|15th||+15/+10/+5||+9||+9||+4||Imbue Power +2||+10|
|16th||+16/+11/+6/+1||+10||+10||+5||Magical Mastery +4, Bonus Feat||+11|
|18th||+18/+13/+8/+3||+11||+11||+5||Imbue Instinct +3||+12|
|19th||+19/+14/+9/+4||+11||+11||+6||Imbue Ability +3||+12|
|20th||+20/+15/+10/+5||+12||+12||+6||Magical Mastery +5, Imbue Power +3, Bonus Feat||+13|
Class Skills (6+ Int modifier per level, ×4 at 1st level)
 Class Features
The Majory of a Monster Hunters class features focus on crafting the remains of creatures. All of the following are class features of the Monster Hunter.
Weapon and Armor Proficiency: The Monster Hunter is not proficient in any Weapons, Armors or Shields.
Crafter's Affinity/Mastery: A first level Monster Hunter has a natural proficiency with any gear she crafts. As long as she practices with the weapon for atleast 24 hours. This proficiency only works on individual items, instead of item types. The Monster Hunter Also gains Weapon Focus at level 10.
Arcane Retardation: A Monster Hunter repells Arcane Knowledge, in order to attune themselves with the nature they must forfit any Arcane related knowledge. They can never learn to cast arcane spells and lose all arcane spells they may have previously had. Also anything crafted by a Monster Hunter cannot be magically enhanced.
Magical Mastery: A monster hunter has the ability to craft superiour gear through the remains of magical creatures. At first level she can craft Masterwork equipment (Dc 20). Every four levels there after this bonus increases by +1 (Dc +5) allowing him to craft magic items and are treated exactly as such for the pruposes of dealing damage. These items do not glow and are not magical in any way.
Hunter's Stamina: A monster hunter has gained improved endurance and stamina due to his time in the wilderness, granting him a Natural Armor bonus, immunity to poisons and diseases, and immunity to paralysis, stunning, fatigue, and exhaustion.
Hunter's Sense: A monster hunter has the profound ability to sense and track creatures with incredible skill. You gain scent, tremor sense, blindsense, and blind sight 30, as the monster hunter perfects all forms of detection. In addition, +8 is made to listen checks, +8 to track, and +8 to spot checks. You also gain a +4 dodge bonus to AC.
Hunter's Instinct: A monster hunter's instincts guides him, making him more fierce. You cannot be flanked or sneak attacked, you gain a +5 to initiative checks, and you are always aware during surprise rounds.
Hunter's Skill: At third level a monster hunter become so skilled with the gear they craft, to the point that using them seems like second nature, all weapons you have crafted that are equipped are treated as your Primary Natural Weapon.
Soul Entrapment: At fifth level the Monster Hunter is capable of capturing the soul of a creature in an item by crafting his remains. The item acts as an intellegent item based on the stats of the creature. It retains all of it's supernatural and special abilities as well as it's int, wis, and cha scores. It's alignment remains and it can act freely of it's own will. The monster hunter cannot capture more than one soul in one item. A monster Hunter cannot entrap a soul of any creature who's CR is higher than his Monster Hunter Class level 1/2 + Int.
Imbue Instinct: At Sixth level the Monster hunter is able to feel and draw from the natural instincts of the creatures he crafts into items. Items crafted by the Monster Hunter give misc skill bonuses to the wielder based on the the creatures highest skills. The ammount and power of these skills increase at 12th level to +2 from the creatures 2 highest skills and again at 18th level to +3 of it's 3 highest skills. The skills are drawn from the creature whom has the most mass within the crafted item.
Imbue Ability: At Seventh level the monster hunter is able to draw natural abilities of creatures into items he crafts. The abilities are adjusted based on the size of the item. Every six levels thereafter she can imbue another ability into the item from the same base creature.
Hunter's Prowl: At Ninth level the monster hunter can prowl through nature unseen looking for it's next prey, you may as a full-round action choose to jump out of combat a distance of 10 x Dexterity modifier, if you do you are not considered to be in the encounter and enemies cannot target you, and you gain Total-Concealment. This effect ends the second you make an attack against an enemy, and you are considered in combat and are able to be attacked.
Imbue Power: Starting at Tenth level the monster hunter can imbue supernatural powers and spells into her crafts. Her caster level for such spells is the hunters Class level at the time the item was created 1/2 + Her Int. Every five levels thereafter she can imbue additional cast per day or new spells from the same base creature. The times per day cannot exceed the the ammount the base creature could cast. Nor can she imbue any spells who's spell level is greater than 1/2 her Monster Hunter Class level.
Hunter's Pounce: At Eleventh level, while under the effects of Hunter's Prowl you may as a move action make an attack that starts a Surprise Round, deals 5d8 extra damage, and the target is knocked prone.
Hunter's Mark: At Fourteenth level, any attack made by the monster hunter using his crafted gear marks his target for 1d4 turns, dealing 1 ongoing bleeding damage. Every additional attack successful refreshes the duration and increases the bleeding damage by 1.
Lone Hunter: The monster hunter perfoms better without teammates and gains a +4 to AC, Attack/Damage Rolls, and all saves when there are no allies adjacent to him.
 Epic Monster Hunter
|21st||Soul Entrapment +1|
|24th||Imbue Instinct +4 Bonus Feat|
|25th||Imbue Ability +4, Magical Mastery +6|
|26th||Imbue Power +4|
|30th||Magical Mastery +7|
6 + Int modifier skill points per level.
Bonus Feats: The epic Monster Hunter gains a bonus feat (selected from the list of epic Monster Hunter bonus feats) every 3 levels after 20th.
Epic Monster Hunter Bonus Feat List: Blinding Speed, Combat Archery, Distant Shot, Epic Endurance, Epic Prowess, Epic Speed, Epic Toughness, Fast Healing, Improved Manyshot, Legendary climber, Legendary Rider, Legendary Tracker, Perfect Health, Perfect Two-Weapon Fighting, Storm Of Throws, Swarm Of Arrows, Two-Weapon Rend, Uncanny Accuracy
 Human Monster Hunter Starting Package
Weapons: Deer Bone Dagger, Composite Short Bow.
Skill Selection: Pick a number of skills equal to 10 + Int modifier.
Feat: Point Black Shot
Bonus Feats: Rapid Shot.
 Campaign Information
 Playing a Monster Hunter
Religion: Monster Hunters Tend to not believe in gods, or occasionally believe in dieties of Nature.
Other Classes: Monster hunters tend to get along best with Rangers and Druids. Tend to dislike Rogues.
Combat: Plays as an archer or fighter would.
Advancement: To increase combat potential, fighting and ranger classes. To increase people relation skills, a rogue.
 Monster Hunter's in the World
|“||Another man may take knowledge from a victory. We take everything from a victory.||”|
|—Praetoir, Elven Monster Hunter|
Daily Life: Spends his day in the wilds. Seaking prey, living off the land.
Organizations: Monster Hunters tend to run very small villages, occasionally hunting in group to fell powerful prey.
NPC Reactions: As would Druid.
 Monster Hunter Lore
Characters with ranks in Knowledge (Nature) can research Monster Hunter's to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|5||Monster Hunter's off the land.|
|10||Monster Hunter's use every bit of a kill.|
|15||Monster Hunters create rare and powerful weapons|
|20||Monster Hunter's Can trap the soul of a creature within his gear.|
 Monster Hunter's in the Game
Monster Hunter can work as crafters outside of battle, and as rangers within combat. Players might stumble across a Monster Hunter Village while wandering the wilderness.
Adaptation: Ranger Variant.
Sample Encounter: Monster Hunter village deep in the wildernes.