Nifft
Penguin Herder
Hunter-Killer
Prerequisites:
BAB: +5
Skill Ranks: Hide 8+, listen 8+, move silently 8+, spot 8+, survival 8+.
Special: Must be able to cast 1st level spells as a Ranger.
Special: Must have at least one Favored Enemy.
Benefits:
HD: d6
BAB: Full
Good save: Reflex
Class Skills: Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
Skill Points: 4 + Int bonus / level
Special Abilities:
-- N
Prerequisites:
BAB: +5
Skill Ranks: Hide 8+, listen 8+, move silently 8+, spot 8+, survival 8+.
Special: Must be able to cast 1st level spells as a Ranger.
Special: Must have at least one Favored Enemy.
Benefits:
HD: d6
BAB: Full
Good save: Reflex
Class Skills: Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
Skill Points: 4 + Int bonus / level
Code:
[u]Lev BAB F/R/W Special[/u]
1 +1 0/2/0 Spellcasting, extra favored enemy, poison use
2 +2 0/3/0 Sneak attack +1d6
3 +3 1/3/1 +1 save against poison, extra spells (1st)
4 +4 1/4/1 Favored Sneak Attack
5 +5 1/4/1 +2 save v. poison, extra favored enemy, extra spells (2nd)
6 +6 2/5/2 Sneak attack +2d6
7 +7 2/5/2 +3 save against poison, extra spells (3rd)
8 +8 2/6/2 Favored Death Attack
9 +9 3/6/3 +4 save against poison, extra spells (4th)
10 +10 3/7/3 Sneak attack +3d6, extra favored enemy
Special Abilities:
- Spellcasting: A character's hunter-killer levels stack with his ranger levels for the purpose of spells known and spells per day.
- Extra Spells: At the indicated levels, the character adds the following spells to his ranger spell list:
- 1st: disguise self, feather fall, obscuring mist, true strike
- 2nd: alter self, darkness, invisibility, undetectable alignment
- 3rd: deeper darkness, misdirection, locate creature, nondetection
- 4th: dimension door, glibness, greater invisibilty, modify memory, poison - Extra Favored Enemy: At 1st, 5th and 10th level, the hunter-killer may select an additional favored enemy from those given to rangers. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2.
- Poison Use (Ex): Hunter-killers are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.
- Save Bonus against Poison (Ex): The hunter-killer gains the indicated saving throw bonus to all poisons.
- Sneak Attack (Ex): This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 at levels 2, 6 and 10. If a hunter-killer gets a sneak attack bonus from another source the bonuses on damage stack.
- Favored Sneak Attack (Ex): If a hunter-killer makes a sneak attack against a favored enemy, he may trade his favored enemy bonus for additional sneak attack dice, at the rate of +2 favored enemy damage for +1d6 sneak attack.
- Favored Death Attack (Ex): If an hunter-killer studies a favored enemy for 3 rounds and then makes a sneak attack that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (hunter-killer's choice). While studying the victim, the hunter-killer can undertake other actions so long as his attention stays focused on the target and the target does not detect the hunter-killer or recognize the hunter-killer as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + the hunter-killer's class level + the hunter-killer's favored enemy bonus) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the hunter-killer. If the victim's saving throw succeeds, the attack is just a normal sneak attack. Once the hunter-killer has completed the 3 rounds of study, he must make the death attack within the next 10 rounds. If a death attack is attempted and fails (the victim makes her save) or if the hunter-killer does not launch the attack within 10 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack.
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