Zamorjen Hunter (3.5e Prestige Class)
From D&D Wiki
|“||The boomerang is your life in up South. On the top of the world, you must defend your own and hunt for your own.||”|
|—Janus Jansen, human hunter|
Zamorjen Hunters belong to the Zamorjen Tribe of southern Vonaisu. The Zamorjen are the only tribesmen who know how to harvest Ais, and protect this secret passionately. The Hunters not only hunt for food, but also protect the Zamorjen territories. They use their unique Hawk Boomerang to ricochet into foes from odd angles and strike them more than once.
Becoming a Hunter
|Base Attack Bonus:||+7.|
|Skills:||Survival 4 ranks.|
|Feats:||Improved Hawk Boomerang Proficiency, Exotic Weapon Proficiency (Hawk Boomerang), Rapid Shot|
|Special:||Must own a Hawk Boomerang, 18 Dexterity|
|2nd||+2||+0||+3||+0||Skipping Throw 25 ft|
|5th||+5||+1||+4||+1||Skipping Throw 35 ft|
|8th||+8||+2||+6||+2||Skipping Throw 45 ft|
Class Skills (6 + Int modifier per level)
All of the following are class features of the Zamorjen Hunter.
Bounce (Ex): A Soklylie returns to it owner because the enchantment on its feather-chains cause it to reverse direction after hitting an object or reaching its maximum range. The first thing a Hunter learns to do is to subvert this enchantment by altering the way he throws it. Essentially, the way he throws his boomerang, he can make the enchantment act as though the throwing point is at a different point (until it reaches that point). Thus he can throw the boomerang, hit one target, and then have it hit another target and then return to him. The first bounce can be a wall or floor, allowing him to attack from odd angles. The Hunter may, when he hits a target, select a second target up to 15 feet away from the first and no more than 30 feet away from him. He takes a -2 penalty to the second attack. If he bounces his boomerang off of a wall, floor, or tree, he first "attack" it (AC 15). The DM may add up to a +5 AC bonus to the wall for especially rough terrain. Bouncing a boomerang is a standard action.
Skipping Throw (Ex): At 2nd level, the Hunter learns to throw the boomerang so that it hits every target along a line. As a standard action, he may throw his boomerang, making all targets in a 25ft line make two Reflex saves (one for the throw, one for the return), DCs(10 + class level + Dex mod). Every target take weapon damage once for each of his own failed saves. At levels 5 and 8, the line increases in length by 10 ft.
Double Bounce (Ex): A 4th level Hunter learns to bounce his Soklylie an additional time. The Hunter may, when he hits his second target, select a third target up to 15 feet away from the first and no more than 40 feet away from him. He takes a -4 penalty to the third attack. The Hunter may only bounce into the same target up to two times per throw.
Quick Return (Ex): A 6th level Hunter is able to return his boomerang to himself faster, allowing him to attack again. Instead of bouncing his boomerang to its maximum target, he may instead bounce it back to himself, if he is within 15 feet of his second target. He may then throw his boomerang again as a swift action. All attacks that the second throw makes take a -4 penalty to hit and a -1 penalty to damage.
Triple Bounce (Ex): A 7th level Hunter learns to bounce his Soklylie an additional time. The Hunter may, when he hits his third target, select a fourth target up to 15 feet away from the first and no more than 50 feet away from him. He takes a -5 penalty to the fourth attack. The Hunter may only bounce into the same target up to two times per throw.
Whirlwind Return (Ex): A 9th level Hunter is able throw his boomerang such that it moves faster, allowing it to return even faster, without using up a bounce to do so. Once the Hunters boomerang returns to him, if the last target was at most 20 ft away from him, he may then throw his boomerang again as a swift action. All attacks that the second throw makes take a -2 penalty to hit.
Quadruple Bounce (Ex): A 10th level Hunter learns to bounce his Soklylie an additional time. The Hunter may, when he hits his fourth target, select a fifth target up to 15 feet away from the first and no more than 60 feet away from him. He takes a -6 penalty to the fifth attack. The Hunter may only bounce into the same target up to two times per throw.
Bonus Feats: .
Playing a Zamorjen Hunter
Combat: Hunters usually make use of their many attacks to spread the damage across the field. There are many tricks that Hunters learn to use their abilities to do. An example is the technique referred to as "skipping". The Hunter can increase the effective range of his boomerang by bouncing it off of the ground or a wall, allowing him to increase his range up to 60 feet by level 10. He may also attack two targets smart enough to stay apart by skipping the boomerang in between them, or attack twice at long range by using his last bounce to skip the boomerang back to within 20ft of him, using Whirlwind Return to attack again. The distance his opponents are from himself and each other is important for him to keep track of.
Advancement: Most Hunters are Fighters, specializing in thrown weapons.
Resources: Hunters are loners, preferring to stalk and hunt prey (or foes) alone. Hunters have been know to team up for important missions, and when they do they are a force to be reckoned with. A team of five hunters alone can dish out more damage than 20 military archers at short ranges. Most Hunters form
Zamorjen Hunters in the World
Zamorjen Hunter Lore
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.
Zamorjen Hunters in the Game
Adaptation: Most of the Paramýth flavor of the Zamorjen Hunter is separate from the actual class mechanics, making it simple to remove the flavor and make the Hunter just a boomerang wielding warrior.