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The Dark Hunters |
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Rangers and rogues are the most natural
candidates for becoming dark hunters. Often, they're a multiclassed
combination of the two. Bards and fighters also do well as dark hunters.
Specialized spell progression makes it unlikely that dedicated sorcerers,
wizards, or clerics will find the prestige class attractive, though the
rangers, rogues, bards, and fighters who become dark hunters often have
dabbled in the pure spellcasting classes.
NPCs compose the majority of the dark
hunters. Sworn to serve the Queen of Air and Darkness, they are elite troops.
Though found most often in the Plane of Faerie, dark hunters travel
extensively on a variety of missions for their monarch. Hit Die: d6 Requirements To become a dark hunter, a character must
fulfill the following criteria. Base Attack Bonus: +5. Skills: Hide 5 ranks, Knowledge (nature) 3 ranks, Move Silently 8 ranks, Ride
5 ranks, Wilderness Lore 8 ranks. Feats: Improved Initiative, Track. Special: Entry into the class must be approved by the Queen
of Air and Darkness, and each Dark Hunter must swear an annual oath to obey
her. Class Skills The dark hunter's class skills (and the key
ability for each skill) are Animal Empathy (Cha, exclusive skill), Climb
(Str), Concentration (Con), Handle Animal (Cha), Heal (Wis), Hide (Dex),
Intuit Direction (Wis), Jump (Str), Knowledge (local) (Int), Knowledge
(nature) (Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Search (Int),
Sense Motive (Wis), Spot (Wis), Swim (Str), Use Rope (Dex), and Wilderness
Lore (Wis). See Chapter 4 of thePlayer's Handbookfor
skill descriptions. Skill Points at Each Level: 4 + Int modifier. Table: Dark Hunter
*Provided the dark hunter has sufficient
Wisdom to have a bonus spell of this level. Class Features All of the following are class features of
the dark hunter prestige class. Weapon and Armor Proficiency: A dark hunter gains no new weapon, armor or shield
proficiencies. Spells: Beginning at 1st level, a dark hunter gains the ability to cast a
small number of arcane spells. To cast a spell, the dark hunter must have a
Wisdom score of at least 10 + the spell's level, so a dark hunter with a
Wisdom of 10 or lower cannot cast these spells. Dark hunter bonus spells are
based on Wisdom, and saving throws against these spells have a DC of 10 +
spell level + the dark hunter's Wisdom modifier (if any). When the dark
hunter receives 0 spells of a given level, such as 1st-level spells at 1st
level, the dark hunter gets only bonus spells. A dark hunter without a bonus
spell for a particular level cannot yet cast a spell of that level. The dark
hunter's spell list appears below. A dark hunter prepares and casts spells
just as a sorcerer does and the spells are arcane. He has a limited number of
spells known.
Low-Light Vision (Su): A dark hunter gains low-light vision. A dark hunter
can see twice as far as a human in starlight, moonlight, torchlight, and
similar conditions of poor illumination. He retains the ability to
distinguish color and detail under these conditions. If the dark hunter
already had lowlight vision, his ability increases by one factor (if
previously able to see twice as far as a human, he can now see three times as
far). Fast Mount (Su): A dark hunter can spur his mount to speeds faster
than the norm for its kind by +10 feet when wearing no barding (and not
carrying a heavy load). At 5th level, the speed increases by an additional
+10 feet (to +20 feet), and at 8th level, the speed increases again by an
additional +10 feet (to +30 feet). Thus, a light war horse ridden by an
8th-level dark hunter moves at a speed of 90 ft. Fast Movement (Ex): At 2nd level, dark hunter has a speed faster than
the norm for his race by +10 feet when wearing no armor, light armor, or
medium armor (and not carrying a heavy load). At 5th level, the speed
increases by an additional +10 feet (to +20 feet), and at 8th level, the
speed increases again by an additional +10 feet (to +30 feet). Darkvision (Su): A dark hunter can see in the dark as though he were
permanently under the effect of adarkvision spell. Uncanny Dodge (Ex): Starting at 4th level, a dark hunter gains the
ability to react to danger before his senses would normally allow him to do
so. At 4th level and above, he retains his Dexterity bonus to AC (if any)
regardless of being caught flat-footed or struck by an invisible attacker.
(He still loses his Dexterity bonus to AC if immobilized.) At 7th level, the dark hunter can no longer
be flanked; he can react to opponents on opposite sides of him as easily as
he can react to a single attacker. This defense denies others the ability to
use a flank attack to sneak attack him. The exception to this defense is that
a rogue at least four levels higher than the dark hunter can flank him (and
thus sneak attack him). Scent (Su): The dark hunter can detect approaching enemies,
sniff out hidden foes, and track by sense of smell. He can detect opponents
within 30 feet by sense of smell. If the opponent is upwind, the range
increases to 60 feet; if downwind, it drops to 15 feet. When a dark hunter detects
a scent, the exact location is not revealed -- only its presence somewhere
within range. The dark hunter can take a move action to note the direction of
the scent. Whenever the dark hunter comes within 5 feet of the source, he
knows the source's location.
A dark hunter can track by scent, making a
Wilderness Lore check to find or follow a track. The typical DC for a fresh
trail is 10 (no matter what kind of surface holds the scent). This DC
increases or decreases depending on how strong the quarry's odor is, the
number of creatures, and the age of the trail. For each hour that the trail
is cold, the DC increases by 2. The ability otherwise follows the rules for
the Track feat. Creatures tracking by scent ignore the effect of surface
conditions and poor visibility. Freedom of Movement (Su): For a total time per day of 1 round per class level,
the dark hunter can act normally regardless of magical effects that impede
movement (similar to the effects of the spellfreedom of movement).
This effect occurs automatically as soon as it applies, lasts until it runs
out or is no longer needed, and can operate multiple times per day (up to the
total daily limit of rounds). Discern Location (Sp): Once
per day, a dark hunter candiscern location as the spell. Code of Conduct: A dark hunter is sworn to unquestioningly obey the
commands of the ruler of the Unseelie Court, the Queen of Air and Darkness.
The queen is a capricious creature, quite chaotic and quite evil. Ex-Dark Hunters A dark hunter who disobeys the Queen of Air
and Darkness or refuses to swear his yearly oath (or his oath upon gaining a
new level) cannot gain new levels as a dark hunter but retains all dark
hunter abilities. |
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