Marsh Hunter
Prestige Class
Requirements:
Race: Scrags(Marsh Trolls), Lizardfolk
Base Attack Bonus: +6
Feat: Weapon Focus (any spear or javelin), Tracking
Skills:
Swim 12 ranks
Wilderness Lore 8 ranks
Craft: Trapmaking 6 ranks
Special: Must participate in 'naked hunt' ritual, going into the swamp, armed only with a spear, and bringing back the carcass of a giant predator- often a crocodile or dinosaur.

Class Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

1st

+1

+1

+1

+0

Favored Prey

2nd

+2

+2

+1

+0

Animal Friendship 1/day

3rd

+3

+2

+2

+0

Detect Animals or Plants 3/day

4th

+3

+3

+2

+1

Sneak Attack +1d6

5th

+4

+4

+2

+2

Hunters Bond

6th

+5

+4

+3

+2

Sneak Attack +2d6

7th

+6

+5

+3

+2

Hunter's Strike

8th

+7

+5

+3

+2

Favored Prey II

9th

+7

+6

+4

+2

Sneak Attack +3d6

10th

+8

+6

+4

+3

Favored Prey III

Favored Prey I, II, and III: Beginning at 1st level, a Marsh-Hunter can choose a favored type of prey similar to a Ranger's favored enemy, except that the bonus is equal to the Hunter's wisdom bonus (or +1 if the Hunter has no wisdom bonus). The Hunter can only choose from Animals, Beasts, Magical Beasts, Plants, Shapechangers and Vermin. A second type of 'favored prey' can be chosen at level 8 and a third type can be chosen at level 10.

Animal Friendship 1/day: The hunter may conduct a ritual once per day to win the loyalty of an animal according to the spell. Note that this does not summon an animal, it merely wins it's loyalty. This is considered a divine spellcasting ability.

Detect Animal/Plant: The hunter can conduct a ritual to detect any given type of animal or plant up to 3 times per day. This is considered a divine spellcasting ability.

Sneak Attack (+1d6/+2d6/+3d6): This ability works exactly as the rogue ability of the same name, and under the same set of circumstances.

Hunter's Bond: At this level, the hunter gains a unique tracking abilty. Anytime the hunter manages to wound a creature he is hunting, but doesn't kill it.. he can sense the general direction of his prey by using a 'sense direction' skill at DC:20. This effect is permanenty until either the hunter or the prey dies.

Hunter's Strike: If a hunter manages to sneak up on prey within 30 feet and spend two consecutive rounds hiding and moving silently without being detected, he may make an attack on the third round with a +20 insight bonus (as if the hunter had cast True Strike). If this attack hits, it counts as an automatic critical hit. This ability can only be used once per encounter.

 

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