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Optional Core Class: Hunter w/Epic Progression
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<blockquote data-quote="Ferrix" data-source="post: 602611" data-attributes="member: 6115"><p>Here's a basic work up so far, they're probably over-powered at the moment but that's the point of the board and revisions. Now I just need a decent name.</p><p></p><p>Hit Die: d8</p><p>BAB: Fighter</p><p>Good Saves: Fort & Refl</p><p>Bad Saves: Will</p><p></p><p>Skills: Balance, Climb, Heal, Hide, Intimidate, Intuit Direction, Jump, Listen, Move Silently, Sense Motive, Spot, Swim, Tumble, Wilderness Lore</p><p>Skills per level 4 + Int modifier (x4 at 1st)</p><p></p><p>Excluded skills (cannot be taken at 1st level as cross class) - alchemy, appraise, craft (anything but primative), decipher script, disable device, disguise, forgery, knowledge (any), open lock, profession (any), read lips, ride, scry, speak language, spellcraft, use magic device.</p><p></p><p>Must be non-lawful.</p><p></p><p>Incurs an experience penalty of 10% if they multiclass per additional class regardless of favored class.</p><p></p><p>Level 1:</p><p>Track</p><p></p><p>Natural weapon (body) - 1d6</p><p>Ability to make natural attacks with their body (legs, arms, teeth if you so choose, headbutt, etc) for the listed damage.</p><p>Can make 1 natural attack at highest BAB or 2 at a -2 penalty.</p><p></p><p>Natural armor = Con modifier + 1 per 5 additional levels</p><p></p><p>No armor proficiency, receives double non-proficiency penalty in armor, even if proficiency is gained receive half non-proficiency penalty regardless. Loses the lope ability and any ability (pounce, rend, leap, sprint) if wearing any armor or if encumbered.</p><p>Proficient with dagger, club, halfspear, shortspear, quarterstaff, sling, bolas, dart and javelin.</p><p></p><p>Illiterate as per barbarian</p><p></p><p>Level 2:</p><p>Animal Affinity - animals are non-hostile to the character so long as he makes no hostile action.</p><p></p><p>Predatory Ambush: Opponent must be flat-footed. Natural weapons only. +1d6 damage except creatures immune to crits.</p><p></p><p>Level 3:</p><p>Lope +10 ft. Run on all fours, can have nothing in either hand or a shield on either arm, cannot be in armor or encumbered.</p><p></p><p>Feral Nature = level/3</p><p>Feral Nature - a number which gradually increases as you level, penalty to applicable social rolls the character attempts (diplomacy, gather information) but also applies as a bonus against sense motive (isn't there a penalty for attempting to sense motive on a creature not of your race).</p><p></p><p>Level 4:</p><p>Feral Mind: is no longer considered a medium humanoid but is instead treated as an animal or beast (?) or something like that.</p><p></p><p>Bonus feat/ability selected from the following list: alertness, brachiation, endurance, faster healing, improved grab, improved trip, leap, multiattack, pounce, rake, rend, resist disease, resist poison, run, scent, shadow, sprint, surival instinct, unnerving gaze.</p><p></p><p>Level 5:</p><p>Deadly Fang - strike as if a +1 weapon</p><p></p><p>Natural weapon increases to 1d8</p><p></p><p>Third natural attack at -4</p><p></p><p>Level 6:</p><p>Lope +20 ft.</p><p></p><p>Level 7:</p><p>Predatory Ambush +2d6</p><p></p><p>Level 8:</p><p>Versatile Strike: able to change the damage they deal with natural attacks from bludgeoning to slashing or piercing.</p><p></p><p>Bonus feat/ability</p><p></p><p>Level 9:</p><p>Natural weapon increases to 2d6</p><p></p><p>Lope +30 ft.</p><p></p><p>Level 10:</p><p>Deadly Fang - strike as if a +2 weapon</p><p></p><p>Fourth natural attack at -4</p><p></p><p>Level 11:</p><p>Feral Mind II: is considered a magical animal/beast.</p><p></p><p>Level 12:</p><p>Predatory Ambush +3d6</p><p></p><p>Bonus feat/ability</p><p></p><p>Level 13:</p><p>Lope +40 ft.</p><p></p><p>Level 14:</p><p>Natural weapon increases to 3d6</p><p></p><p>Deadly Fang - strike as if a +3 weapon</p><p></p><p>Level 15:</p><p>Fifth natural attack at -8</p><p></p><p>Level 16:</p><p>Bonus feat/ability</p><p></p><p>Level 17:</p><p>Predatory Ambush +4d6 - can inflict predatory ambush damage against creatures immune to criticals</p><p></p><p>Lope +50 ft</p><p></p><p>Level 18:</p><p>Deadly Fang - strike as if a +4 weapon</p><p></p><p>Level 19:</p><p>Bonus feat/ability</p><p></p><p>Level 20:</p><p>Sixth natural attack at -8</p><p></p><p>Ability descriptions:</p><p>Leap - You may make a jump check with a +10 bonus, if successful you make two attacks at your highest base attack rating with natural weapons against a creature within jump range. The attacks automatically inflict double damage.</p><p></p><p>Rake - must have gotten a hold with the improved grab ability, you can then make two rake attacks at your highest base attack bonus inflicting your normal natural weapon damage, if you pounce on an opponent you can also rake.</p><p></p><p>Rend - if you strike with your first two natural attacks you may automatically rend your opponent for an additional 2d6 + strength bonus.</p><p></p><p>Survival Instinct - You may make a Sense Motive check in place of any Spot, Listen or Search check. The DC is reduced by ten, however you do not gather exact information but have a feeling of direction, general number, etc.</p><p></p><p>Unnerving Gaze - as a gaze attack against a single creature within thirty feet, they must make a will save dc 10 + half your level + cha modifier. On a failure, creatures with 4 or fewer HD become panicked for 2d6 rounds and those with 5 more more HD become shaken for 2d6 rounds. A creature that succeeds remains immune to the characters gaze for one day.</p></blockquote><p></p>
[QUOTE="Ferrix, post: 602611, member: 6115"] Here's a basic work up so far, they're probably over-powered at the moment but that's the point of the board and revisions. Now I just need a decent name. Hit Die: d8 BAB: Fighter Good Saves: Fort & Refl Bad Saves: Will Skills: Balance, Climb, Heal, Hide, Intimidate, Intuit Direction, Jump, Listen, Move Silently, Sense Motive, Spot, Swim, Tumble, Wilderness Lore Skills per level 4 + Int modifier (x4 at 1st) Excluded skills (cannot be taken at 1st level as cross class) - alchemy, appraise, craft (anything but primative), decipher script, disable device, disguise, forgery, knowledge (any), open lock, profession (any), read lips, ride, scry, speak language, spellcraft, use magic device. Must be non-lawful. Incurs an experience penalty of 10% if they multiclass per additional class regardless of favored class. Level 1: Track Natural weapon (body) - 1d6 Ability to make natural attacks with their body (legs, arms, teeth if you so choose, headbutt, etc) for the listed damage. Can make 1 natural attack at highest BAB or 2 at a -2 penalty. Natural armor = Con modifier + 1 per 5 additional levels No armor proficiency, receives double non-proficiency penalty in armor, even if proficiency is gained receive half non-proficiency penalty regardless. Loses the lope ability and any ability (pounce, rend, leap, sprint) if wearing any armor or if encumbered. Proficient with dagger, club, halfspear, shortspear, quarterstaff, sling, bolas, dart and javelin. Illiterate as per barbarian Level 2: Animal Affinity - animals are non-hostile to the character so long as he makes no hostile action. Predatory Ambush: Opponent must be flat-footed. Natural weapons only. +1d6 damage except creatures immune to crits. Level 3: Lope +10 ft. Run on all fours, can have nothing in either hand or a shield on either arm, cannot be in armor or encumbered. Feral Nature = level/3 Feral Nature - a number which gradually increases as you level, penalty to applicable social rolls the character attempts (diplomacy, gather information) but also applies as a bonus against sense motive (isn't there a penalty for attempting to sense motive on a creature not of your race). Level 4: Feral Mind: is no longer considered a medium humanoid but is instead treated as an animal or beast (?) or something like that. Bonus feat/ability selected from the following list: alertness, brachiation, endurance, faster healing, improved grab, improved trip, leap, multiattack, pounce, rake, rend, resist disease, resist poison, run, scent, shadow, sprint, surival instinct, unnerving gaze. Level 5: Deadly Fang - strike as if a +1 weapon Natural weapon increases to 1d8 Third natural attack at -4 Level 6: Lope +20 ft. Level 7: Predatory Ambush +2d6 Level 8: Versatile Strike: able to change the damage they deal with natural attacks from bludgeoning to slashing or piercing. Bonus feat/ability Level 9: Natural weapon increases to 2d6 Lope +30 ft. Level 10: Deadly Fang - strike as if a +2 weapon Fourth natural attack at -4 Level 11: Feral Mind II: is considered a magical animal/beast. Level 12: Predatory Ambush +3d6 Bonus feat/ability Level 13: Lope +40 ft. Level 14: Natural weapon increases to 3d6 Deadly Fang - strike as if a +3 weapon Level 15: Fifth natural attack at -8 Level 16: Bonus feat/ability Level 17: Predatory Ambush +4d6 - can inflict predatory ambush damage against creatures immune to criticals Lope +50 ft Level 18: Deadly Fang - strike as if a +4 weapon Level 19: Bonus feat/ability Level 20: Sixth natural attack at -8 Ability descriptions: Leap - You may make a jump check with a +10 bonus, if successful you make two attacks at your highest base attack rating with natural weapons against a creature within jump range. The attacks automatically inflict double damage. Rake - must have gotten a hold with the improved grab ability, you can then make two rake attacks at your highest base attack bonus inflicting your normal natural weapon damage, if you pounce on an opponent you can also rake. Rend - if you strike with your first two natural attacks you may automatically rend your opponent for an additional 2d6 + strength bonus. Survival Instinct - You may make a Sense Motive check in place of any Spot, Listen or Search check. The DC is reduced by ten, however you do not gather exact information but have a feeling of direction, general number, etc. Unnerving Gaze - as a gaze attack against a single creature within thirty feet, they must make a will save dc 10 + half your level + cha modifier. On a failure, creatures with 4 or fewer HD become panicked for 2d6 rounds and those with 5 more more HD become shaken for 2d6 rounds. A creature that succeeds remains immune to the characters gaze for one day. [/QUOTE]
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