Monster Hunter, Variant (3.5e Class)
From D&D Wiki
|“||All these Trophies...... I'm gonna need a bigger Den.||”|
|—Rengar, Leonin 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 their 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 arsenal. 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 because of melee combat, Intelligence for creating weapons, Dexterity for bonus armor and ranged attack, Wisdom to control your intelligent weapons at later levels and Constitution score helps but not completely necessary.
Races: Anything in tune with Nature.
Starting Age: Moderate
|Saving Throws||Special Skills||Natural|
|1st||+1||+2||+0||+2||Magical Mastery, Crafter's Affinity, Hunter's Stamina||+2|
|2nd||+2||+3||+0||+3||Hunter's Sense, Hunter's Instinct|
|4th||+4||+4||+1||+4||Magical Mastery +1, Bonus Feat||+3|
|6th||+6/+1||+5||+2||+5||Imbue Instinct +1|
|7th||+7/+2||+5||+2||+5||Imbue Ability +1||+4|
|8th||+8/+3||+6||+2||+6||Magical Mastery +2, Bonus Feat|
|10th||+10/+5||+7||+3||+7||Imbue Power +1, Crafter's Mastery||+5|
|12th||+12/+7/+2||+8||+4||+8||Magical Mastery +3, Imbue Instinct +2, Bonus Feat|
|13th||+13/+8/+3||+8||+4||+8||Imbue Ability +2||+6|
|15th||+15/+10/+5||+9||+4||+9||Imbue Power +2, Soul Entrapment|
|16th||+16/+11/+6/+1||+10||+5||+10||Magical Mastery +4, Bonus Feat||+7|
|18th||+18/+13/+8/+3||+11||+5||+11||Imbue Instinct +3|
|19th||+19/+14/+9/+4||+11||+6||+11||Imbue Ability +3||+8|
|20th||+20/+15/+10/+5||+12||+6||+12||Magical Mastery +5, Imbue Power +3, Bonus Feat|
Class Skills (6+ Int modifier per level, ×4 at 1st level)
The majority of a Monster Hunter's class features focus on crafting the remains of creatures and enhancing the crafted gear further. 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 at least 24 hours. This proficiency only works on individual items, instead of item types. The Monster Hunter also gains Weapon Focus with any weapon she crafts at level 10.
Magical Mastery: A monster hunter has the ability to craft superior 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 purposes 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 of +2 that increases by +1 at every third level, immunity to poisons and non-magical/non-supernatural 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 as the monster hunter perfects all forms of natural detection. In addition, +4 is made to listen checks, +4 to track, and +4 to spot checks. You also gain a +2 dodge bonus to AC.
Hunter's Instinct: A monster hunter's instincts guide him, making him more fierce. you gain a +4 to initiative checks, and you are always aware during surprise rounds.
Hunter's Skill: At third level a monster hunter becomes so skilled with the gear they craft, to the point that using them seems like second nature. All weapons they have crafted that are equipped are treated as a Natural Weapon.
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 competence bonuses to the wielder based on the the creature's highest skills. The amount and power of these skills increase from +1 of the creature's highest skill, to +2 from the creature's two highest skills at 12th level, and again at 18th level to +3 of the creature's three highest skills. The skills are drawn from the creature whose remains contributed the most to the crafted item.
Imbue Ability: At Seventh level the monster hunter is able to draw natural abilities of creatures into items he crafts. Every six levels thereafter she can imbue another ability into the item from the same base creature. The abilities placement in items must make sense: i.e. regeneration must be placed on armor, attacks must be placed in weapons, etc.
Hunter's Prowl: At Ninth level the monster hunter can prowl through nature unseen looking for its next prey, you may as a full-round action choose to jump out of combat a distance of 5ft x Strength modifier, if you do you are not considered to be in the encounter and enemies cannot target you, gaining Total-Concealment. This effect ends the second you make an attack against an enemy, and you are considered back in combat and are able to be attacked.
Imbue Power: Starting at Tenth level the monster hunter can imbue supernatural powers and or spells into her crafts. Her caster level for such spells is the Hunter's Class level at the time the item was created 1/2 + Int Modifier. Every five levels thereafter she can imbue an additional cast per day or new spells from the same base creature. The times per day cannot exceed the amount 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 (Balance save to become staggered instead).
Hunter's Mark: At Fourteenth level, any attack made by the monster hunter using his crafted gear marks his target for 1d4 rounds, dealing 1 ongoing Bleed damage per round. Every additional successful attack refreshes the duration and increases the Bleed damage by 1 point.
Soul Entrapment: At fifteenth 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 intelligent item based on the stats of the creature. It retains all of its supernatural and special abilities as well as its Int, Wis, and Cha scores. Its alignment remains and for all other purposes functions as the spell Trap the Soul. 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.
Lone Hunter: The monster hunter performs better without teammates and gains a +4 to AC and all saves when there are no allies adjacent to him, and can no longer be flanked.
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.
Playing a Monster Hunter
Religion: Monster Hunters Tend to not believe in gods, or occasionally believe in deities 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. Seeking prey, living off the land.
Organizations: Monster Hunters tend to run very small villages, occasionally hunting in groups to fell powerful prey.
NPC Reactions: As would Druid.
Monster Hunter Lore
Characters with ranks in Knowledge (Nature) can research Monster Hunters to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|5||Monster Hunters live off the land.|
|10||Monster Hunters use every bit of a kill.|
|15||Monster Hunters create rare and powerful weapons|
|20||Monster Hunters Can trap the soul of a creature within his gear.|
Monster Hunters 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 wilderness.