I use my hunter class. I had posted it before but it seems to have been pushed off the bottom of page 4. So here it is again minus the fluff.
@ Al the absentminded
Here's a wierd idea for Rangers and Favored Enemies:
....Snip..
Not really weird I guess as that is pretty much what this class does.
The Hunter
Code:
[B]Level BAB Fort Ref Will Special[/B]
1 +1 0 2 0 Quarry, Track, Wild Empathy
2 +2 0 3 0 Lesser Style Mastery
3 +3 1 3 1 Favored Terrain 1
4 +4 1 4 1 Awareness
5 +5 1 4 1 Quarry
6 +6 2 5 2 Improved Style Mastery
7 +7 2 5 2 Unfettered
8 +8 2 6 2 Swift Tracker
9 +9 3 6 3 Favored Terrain 2, Evasion
10 +10 3 7 3 Smite Quarry
11 +11 3 7 3 Greater Style Mastery
12 +12 4 8 4 Quarry
13 +13 4 8 4 Camouflage
14 +14 4 9 4 Smite Quarry 2/day
15 +15 5 9 5 Favored Terrain 3,
16 +16 5 10 5 Ranged Smite
17 +17 5 10 5 Hide in Plain Sight
18 +18 6 11 6 Smite Quarry 3/day
19 +19 6 11 6 Quarry
20 +20 6 12 6 Slay Quarry
Game Rule Information
Hunters have the following game statistics.
Abilities: Dexterity is one of the most important abilities for the hunter because many of their skills are derived from dexterity and because of the tendency to wear lighter armors high dexterity is also essential for staying alive. It also helps with a hunter who uses ranged attacks. Strength and constitution also have a high importance for hunters who are combatants. Wisdom is needed for several skills a hunter has especially their tracking ability.
Alignment: Any
Hit Dice: d8
Class Skills
The Hunter's class skills (and the key ability for each) are Climb (Str.), Concentration (Con.), Craft (Int.), Handle Animal (Cha.), Heal (Wis.), Hide (Dex.), Jump (Str.), Knowledge; (dungeoneering) (Int.), Knowledge; (geography), Knowledge; (nature), Listen (Wis.), Move Silently (Dex.), Profession(Wis.), Ride (Dex), Search (Int.), Spot (Wis.), Survival (Wis.), Swim (Str.), and Use Rope (Dex.)
Skill Points at 1st Level: (6 + Int. modifier) x4.
Skill Points at Each Additional Level: 6 + Int. modifier.
Class Features
All the following are class features of the Hunter.
Weapon and armor proficiency: Hunters are proficient with all simple and martial weapons and with light armor and shields, but not tower shields.
Quarry (Ex): Being expert trackers hunters are adept at finding a particular adversary and dealing with them. To begin with a hunter must first designate their quarry. This can be done in one of two ways. The first, and easiest, way to choose a quarry is to study them directly. This requires 3 rounds of doing little more than studying the target. During this time a hunter may move and defend them self, but may not undertake any other actions. After this time the target is considered quarry. The second way is by studying an area that the target has spent a significant amount of time in, such as a camp site, battle field or their home. You must spend 30 minutes studying this area after which you make a survival check DC = 15 + target HD. If the check succeeds you learn enough about the target to make them quarry. A hunter gains many significant bonuses against their chosen quarry. They receive +2 bonus on Bluff, Listen, Sense Motive, Spot and Survival checks against their chosen quarry. They also gain a +2 bonus on weapon damage against such targets. At 5th, 12th and 19th level a Hunter can make a choice than can choose to improve their quarry ability by either becoming better against a single opponent and gaining an additional +2 to all quarry bonuses or to increase the numbers of targets they can count as quarry. So at 19th level a hunter could have +8 to a single quarry or +2 to 4 quarry targets or any combination in between.
Track: A hunter gains track as a bonus feat.
Wild Empathy (Ex): This works exactly like the Ranger ability found in the PHB.
Lesser Style Mastery: Perhaps hunters do not have the same dedication to the martial arts as a fighter has, but they possess a great aptitude for certain ways of fighting. At 2nd level a Hunter may choose a style from either archery, two weapon fighting or mounted combat. The hunter then gains a select feat regardless of prerequisites corresponding to their chosen style. The feats are Rapid Shot, Two Weapon Fighting and Mounted Combat. This only applies when the Hunter is wearing light or no armor and not carrying a medium or heavy load.
Favored Terrain: At 3rd level a Hunter may select a type of terrain from the list below. Due to their extensive study and knowledge of the features found in this terrain the Hunter gains a +2 bonus on all hide, listen, move silently, search, spot and survival skills. They also gain a +2 bonus to all reflex saves as long as the Hunter is wearing light or no armor and not carrying a medium or heavy load. These bonuses are only effective while within their chosen terrain. At 9th level and at 15th the hunter may choose an additional terrain from the list. Also at these intervals the bonuses in any given terrain may be increased by an additional +2. For example a Hunter who has two favored terrains gains a +4 bonus to all hide, listen, move silently, search, spot and survival skills as well as a +4 bonus to all reflex saves, and for the other terrain they gain +2. At 15th level they have 3 favored terrains and they gain an additional +2 bonus which can be added to any one of their favored terrains. Thus the bonuses could be +4, +4 and +2 or +6, +2, and +2.
Favored Terrains
Hills
Plains
Forest
---Artic
---Temperate
---Tropical
Mountains
Underground
Urban
Aquatic
Marsh
Awareness: At 4th level a Hunter becomes intimately aware of their chosen terrain. They gain the ability to find traps as a rogue might, even magical ones, while in their favored terrain. This does not grant them the ability to disarm them however; they just know that they are there.
Improved Style Mastery: At 6th level a Hunter’s dedication to certain fighting styles is heightened they gain a second feat in accordance with their chosen style, again ignoring prerequisites. The feats are Many Shot, Improved Two Weapon Fighting and Mounted Archery. This only applies when the Hunter is wearing light or no armor and not carrying a medium or heavy load.
Unfettered: When moving through their favored terrain a Hunter has learned how to move through areas that would impede the progress of others. When in their favored terrain a Hunter may move through any undergrowth, slopes, dense rubble without impediment they also don't take damage from things such as brambles. If these features were magically created or are enchanted then hunters treat them normally. Hunters also gain their favored terrain bonus to all balance checks made in their favored terrain. A Hunter must be relatively unhindered to use this feat so it only applies when the Hunter is wearing light or no armor and not carrying a medium or heavy load.
Greater Style Mastery: At 11th level a Hunter’s dedication to certain fighting styles is complete they now gain a final feat based on their chosen style again ignoring prerequisites. The feats are Improved Precise Shot, Greater Two Weapon Fighting and Ride by Attack. This only applies when the Hunter is wearing light or no armor and not carrying a medium or heavy load.
Swift Tracker: As the ranger class ability but only usable in favored terrain.
Evasion: At 9th level a hunter becomes able to react to certain dangers quickly this helps them to avoid some damage. They are granted evasion this allows them to take no damage on a successful saving throw against attacks where they would normally take half damage (such as a dragon's breath weapon or fireball). This can be used only if a Hunter is wearing light or no armor or carrying a medium or heavy load. If the Hunter already has evasion from a different class they gain improved evasion instead but, only when wearing light or no armor or carrying a medium or heavy load.
Smite Quarry: Once per day at 10th level a Hunter can focus their skill at fighting a certain target into a normal melee attack. This attack is made at the Hunter's highest BAB and allows the Hunter to add their class level plus their wisdom mod. So a 10th level Hunter with 16 strength and wisdom, wielding a great sword would have the damage potential of 2d6 + 4, +10 (for class level) +3 (for wisdom mod.) for a total of 2d6+17 plus any additional modifiers for magical weapons or other misc. modifiers. If the smite attack is also a critical hit add up the damage for the critical hit first then add the smite damage. A Hunter may only smite once a day normally but they gain an additional use at levels 14th and again at 18th. This damage only affects targets chosen as quarry if it used against non quarry then the attempt fails and is wasted. At 16th level this ability can be used with ranged attacks as well.
Camouflage: As the ranger class ability but only usable in favored terrain.
Hide in Plain Sight: As the ranger class ability but only usable in favored terrain.
Slay Quarry: At 20th level a hunter’s abilities are such that they can attempt to slay any foe designated as their quarry in a single blow. To do this a hunter must use a smite foe attempt. Instead of doing additional damage though a successful strike forces the quarry to make a Fortitude save (DC = half the hunters class level + wisdom mod. + quarry bonus) or die. This ability only works on foes with a discernable anatomy.