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"...[name] stood in the [name2] Hall, a hundred peers watching from the galleys above. She called her Provider's name, and all could feel the power she commanded. [name3] summoned his wards, but all that watched knew his efforts were in vain. The next name she offered was his, and the misery of [name3] was legend."

translated from Dekàlan fragment found in ruins of Ilduùn

 

Book of Hunters

Hunters are found in most rural areas of the World of Teréth End.

World of Teréth End Hunters are very loosely based on the OGC variant classes included in the "AEG: Mercenaries" book (AEGMpp29-32) and the "D20 Hârn Guide" (HGpp..).  It was determined however, that those classes were too unbalanced and so Details of the class are included below.

Starting Hunter (3d6* seasons)
City
x3
Rural
x2
Wilderness
x1
No Teacher
x2 to above
* A player may re-roll one die (and keep the lowest of the two) for each +1 Intelligence modifier to determine the length of training.  Every five ranks of Profession: Teacher that an instructor has reduces the time by 1 season.

Name Index

...

Class Details

A Hunter can be an assassin, a bounty hunter, a scout or someone who stalks wild game to support his clan or village.  Unlike other combat classes, the Hunter specializes in ending combat before combat begins.  Though not all Hunters hunt animals, class skills are weighted toward wilderness hunting because it is the common background for most members of the class.  Hit Die: d8.  Starting Wealth:  6d4 x 10d.   Requirements: Strength, Dexterity and Wisdom are important to the Hunter.  Class Skills: Climb (Str), Craft (Int), Disguise (Cha), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Knowledge - Nature (Int), Move Silently (Dex), Perform - Animal Sounds (Cha), Ride (Dex), Sense Motive (Cha), Smell (Wis), Spot (Wis), Survival (Wis), Swim (Str) and Use Rope (Dex).  Skill points at each level: 4 + Int modifier.  Class Features: All of the following are class features of the Hunter class.  Weapon and Armor Proficiency: Hunters are proficient with all simple and martial weapons and light armor.

Class
Level
BAB
Fort
Save
Ref
Save
Will
Save
Special
1st
+0
+2
+0
+0
Expert Aim, Hunter's Strike +1d8
2nd
+1
+3
+0
+0
Prey Devotion: Track
3rd
+2
+3
+1
+1
Hunter's Aim +1
4th
+3
+4
+1
+1
Hunter's Strike +2d8
5th
+3
+4
+1
+1
Prey Devotion: Behavior
6th
+4
+5
+2
+2
Hunter's Aim +2
7th
+5
+5
+2
+2
Hunter's Strike +3d8
8th
+6/+1
+6
+2
+2
Prey Devotion: Maneuver
9th
+6/+1
+6
+3
+3
Hunter's Aim +3
10th
+7/+2
+7
+3
+3
Hunter's Strike +4d8
11th
+8/+3
+7
+3
+3
Prey Devotion: Sight
12th
+9/+4
+8
+4
+4
Hunter's Aim +4
13th
+9/+4
+8
+4
+4
Hunter's Strike +5d8
14th
+10/+5
+9
+4
+4
Prey Devotion: Wound
15th
+11/+6/+1
+9
+5
+5
Hunter's Aim +5
16th
+12/+7/+2
+10
+5
+5
Hunter's Strike +6d8
17th
+12/+7/+2
+10
+5
+5
Prey Devotion: Kill
18th
+13/+8/+3
+11
+6
+6
Hunter's Aim +6
19th
+14/+9/+4
+11
+6
+6
Hunter's Strike +7d8
20th
+15/+10/+5
+12
+6
+6
Prey Devotion: Bane

Special Abilities:  All of the Hunter's class abilities are devoted to the use of one type of ranged weapon (composite longbow, light crossbow, shortbow, longbow, etc.) and one type of prey (i.e. animal, beast, dragon, humanoid (Ortor), etc.).  At no point during the Hunter's career may he change the target of his Prey Devotion or the type of weapon he has mastered; Hunter's Aim:  The Hunter gains a competency bonus to ranged attacks against his prey when using his chosen ranged weapon.  This bonus does not apply if the Hunter is in a melee threatened hex;  Hunter's Strike: The hallmark of a successful Hunter is the ability to quickly incapacitate quarry.  This ability grants the Hunter additional damage against any foe with his chosen type of ranged weapon.  Hunter's Strike does Xd8 damage against chosen prey, and Xd6 damage against all other opponents.  The target must be denied his Dexterity bonus (i.e. flat-footed, etc.) to be subject to Hunter's Strike.  This ability has no effect on creatures that are immune to critical hits.  Hunter's Strikes must occur within 30 ft. of the target at 1st level, 35 ft. from the target at 4th, 40 ft. from the target at 7th, etc.; Prey Devotion: Track: The Hunter gains a +3 competency bonus on Survival skill checks used to track his chosen prey; Prey Devotion: Behavior:  The Hunter understands the prey's behavior and gains a +1 competency bonus to Bluff, Craft - Trapmaking, Listen, Sense Motive, Smell and Spot checks used against chosen prey; Prey Devotion: Maneuver:  Due to the Hunter's familiarity with the prey's abilities, he gains a +1 dodge AC bonus against prey in combat. The Hunter also becomes immune to Attacks of Opportunity when using his chosen weapon type amidst melee combat; Prey Devotion: Sight:  The Hunter can spot his prey from "miles away".  Any benefit a prey receives from concealment are halved against the Hunter; Prey Devotion: Wound: The critical range of the Hunter's chosen weapon is increased by 1 against the chosen prey; Prey Devotion: Kill:  The critical multiplier of the Hunter's chosen weapon is increased by 1 against the chosen prey;  Prey Devotion: Bane: Your reputation precedes you among members of your prey's race. The Hunter gains a +3 circumstance bonus to all Intimidate checks against prey.  If the Hunter successfully Intimidates his prey before or during a battle, his enemies suffer -1 morale penalties to all attack, save and skill rolls during the combat.


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Hunters
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Class Index

Adept (Adp)
Aristocrat (Ari)
Assassin (Asn)
Barbarian (Bbn)
Bard (Brd)
Cleric (Clr)
Commoner (Com)
Druid (Drd)
Expert (Exp)
Fighter (Ftr)
Gladiator (Gld)
Hunter (Htr)
Monk (Mnk)
Paladin (Pal)
Psion (Psi)
Psychic Warrior (Psw)
Ranger (Rgr)
Rogue (Rog)
Shaman (Sha)
Sorcerer (Sor)
Warrior (War)
Wizard (Wiz)

 

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