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.