Monster Hunter (based on the game itself)

Monster Hunter prestige class:

Monster Hunter (character class)

Lying somewhere between a ranger and a rogue, a monster hunter is an adventurer trained to, well, hunt monsters and either capture them, or their hides and other items. Over time they also learn how to use items gathered from monsters to enhance existing items or even create new ones.

Hit Dice: d8
Alignment: Any
Attacks: As Ranger
Saves: As rogue (all)
Requirements: Wis 14+, Dex 14+, Str 11+, Survival 5 ranks, Appraise 5 ranks, Handle Animal 5 ranks, Self-Sufficient Feat, Rogue 5+, Ranger 5+

Rogue and Ranger do not count towards multiclassing XP penalties when compared to this class.

Skill Points at 1st Level

(7 + Int modifier) ×4.

Skill Points at Each Additional Level

7 + Int modifier.

A monster hunter has all the class skills of the rogue and the ranger, plus Knowledge for any monster type.

Progression:

Format is Lv,Attacks,Fort,Will,Ref,Special


1,+1,+0,+0,+2,Skinning (normal beasts), Item Sense
2,+2,+0,+0,+2,Two free ranks of Appraise and Survival
3,+3,+1,+1,+3,Poaching (normal beasts)
4,+4/+4,+1,+1,+3,Skinning (magical beasts), Flurry of Blows (weapons)
5,+5/+5,+1,+1,+4,Capture (normal beasts)
6,+6/+6/+1,+2,+2,+4,Carry Capacity plus 30%
7,+7/+7/+2,+2,+2,+5,Mixing (poached item + any)
8,+8/+8/+3,+2,+2,+5,Poaching (magical beasts)
9,+9/+9/+4,+3,+3,+6,Mixing (any two items)
10,+10/+10/+5,+3,+3,+6,Capture (magical beasts)

Weapon and Armor Proficiency

A monster hunter is proficient with all simple and martial weapons, and with light armor and shields (except tower shields).

Special:

A monster hunter gains attack progression as though he had the monk's flurry of blows, without penalty.

Item Sense (Ex):

When rolling on any item table, a monster hunter gets to roll a number of times equal to his Wisdom modifier (minimum twice total), taking the most favorable item choice. If the item selection is non random, he will find an item with N qualities or +n of a bonus better than he would otherwise, where n is half his Wisdom modifier, rounded down. (Edited so it isn't a broken ability).

Skinning (Ex):

A monster hunter can skin the corpse of a monster by rolling his Wisdom modifier + his Dexterity modifier + his MH level versus a DC of 10 + the monster's HD.

Poaching (Ex):

A monster hunter can poach all usable items the corpse of a monster by rolling his Wisdom modifier + his Dexterity modifier + his MH level versus a DC of 20 + the monster's HD. He acquires one item, up to the limit of possible items, plus one for every 2 points on the roll higher than the DC.

Mixing (Ex):

By mixing two items (limited or not depending on his MH level), a monster hunter can gain an item better than the sum of the two, determined by the DM. The item's properties and values are not known right off, but they can be researched via the Appraise skill. To mix, the MH rolls his Wisdom modifier + his MH level v. a DC of 20

Capture (Ex):

When a monster is reduced to a critically injured state (20% maximum HP or less), the MH will gain an understanding of the fact that the monster is critically injured. At that point, he can attempt to capture (as a full action) by rolling his Dex mod + his Wis mod + his MH level v. a DC of 25 + the beast's HD for normal beasts, and 35 + the beast's HD for magical ones. On a success, he can trap the monster and put it in a permanent sleep effect. The MH must have a suitable means to trap the monster. Capturing will fetch particularly high prices.

Suggested Attributes:

Wisdom represents one's instinctual abilities and natural talent of handling hides and other monster-based items. This is essential for all special class abilities.

Dexterity is needed for effectively and precisely handling the hides and useful parts of monsters. This factors in on Capturing, Poaching and Skinning.

Strength is useful also, as you will be carrying a lot of the fruits of your labor.

All class power actions are standard actions unless explicitly defined as otherwise.

Monster hunters are a boon to arcane casters who need certain material components, druids who need all-natural materials, nobles looking for a status symbol, armorers who desire new materials for gear, and other classes as needed. As adventurers, every hunt is a way to challenge oneself, learn new skills, earn money, and often to survive in unfavorable conditions.
 
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