Hunter (3.5e Prestige Class)
From D&D Wiki
|“||"We saw him in town the day before, throwing coins to a beggar. He must've been tailing us. It seems that during, the day he carries out his espionage, and at night he acts upon it.||”|
|—Karpool, Human, Alchemist|
Becoming a Hunter
- Alignment: any nonlawful
- Skills: Move Silently +8, Climb +10, Jump + 8, Gather Information +9
- Special: Must have a unique fighting style. Must have mastered at least 1 terrain
|1st||+0||+0||+1||+1||Tail From A Distance, Conversion|
|2nd||+0||+1||+2||+1||Hide in Plain Sight|
|3rd||+0||+1||+3||+2||One With The Terrain, Night Vision|
|4th||+1||+1||+4||+3||Night Vision +1|
|5th||+1||+2||+4||+4||Shadow To Shadow|
|9th||+2||+4||+8||+5||Night Vision +2|
|Class Skills (6 + Dex modifier per level)|
Bluff (Cha), Decipher Script (Int), Disguise (Cha), Gather Information (Cha), Hide (Dex) Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis)
These are Class Features of a Hunter.
Tail From A Distance: Hunters must develop keen senses, not only to spot their prey at night, but to hear what is being said and see what's going on during the day.
Conversion: A Hunter must develop two different mind states. At night he is a merciless, practically invisible, silent killer, but during the day he is cool, calm and collected, fitting in to most social situations.
Hide in Plain Sight: A Hunter can use the Hide skill even while being observed. As long as he is within 10 feet of some sort of shadow, a Hunter can hide himself from view in the open without anything to actually hide behind. He cannot, however, hide in his own shadow.
One With The Terrain: A Hunter must develop a connection with a certain terrain. This is considered as beyond Terrain Mastery. He should be able to navigate it with his eyes closed, metaphorically speaking.
Night Vision: A Hunter has developed a keen night vision, almost as good as his vision during the day, however, he is stunned for 1d6 rounds if a bright light shines in his face. This penalty increases by 1d6 for every advancement of the Skill.
Shadow To Shadow: Easily mistaken by his foes as shimmering, a Hunter can move from shadow to shadow extremely fast. The limit to the distance he can move is 4 squares. If the shadows are more than 4 squares apart and a Hunter tries to use this skill, he will trip after he reaches the end of the 4th square.
Assume Identity: Hunters can 'become' different people if they have studied the person for 1 round.
Get Close: He could be breathing down your neck and you would be none the wiser.
Night Stalker: A Hunter has mastered the night. He gains a +4 bonus on move silently, hide, spot, listen and climb checks during the night.
Stab Dash: He can be 2 squares away and still reach your heart with his medium dagger.
Playing a Hunter
Hunters in the World
Characters with ranks in can research to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
Hunters in the Game