Monster Hunter

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Monster Hunter Monster Hunter oundless swathes of strange and dangerous Alignment: Any beasts inhabit all corners of the known world; Hit Die: d8 from the small and ravenous goblin to the Parent Classes: Alchemist and inquisitor apocalyptic tarrasque. For centuries, these Starting Wealth: 5d6 x 10 gp (average 175gp) creatures have plagued the humanoid races; kept awake by their hideous wailing in the night Class Skills and tormented by the stories of ill-fated B The monster hunter's class skill are Appraise (Int), Climb encounters. Despite all the horrors brought about by these monstrosities, there are a select few who stand to defy them. (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Knowledge Monster hunters, sometimes called hexers, have spent (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge years studying the habits and weaknesses of beasts and (local) (Int), Knowledge (nature) (Int), Knowledge (planes) monsters alike; able to employ their knowledge and skill, as (Int), Knowledge (religion) (Int), Perception (Wis), Profession well as rudimentary magic, and powerful alchemy to bring (Wis), Ride (Dex), Sense Motive (Wis), Survival (Wis), Swim low the cursed creatures. (Str). Role: Skilled trackers, herbalists, and combatants, Skill Ranks per Level: 6 + Int modifier monster hunters prove to be invaluable allies to any adventurer. Due to the varied training amongst the different Class Features schools of monster hunters, they can fill a handful of different The following are class features of the monster hunter. roles within and without combat. Their endless knowledge of Weapon and Armor Proficiency: A monster hunter is all things monstrous coupled with their combat experience proficient with all simple and martial weapons as well as also makes them brilliant tacticians and strategists. Woe to bastard swords and hand crossbows. They are also proficient the beast that accrues the ire of a skilled monster hunter; for with light and medium armor, but not shields. when a hexer bears down on his quarry, the usual predator becomes the prey. Table 1-1: Monster Hunter Level Base Attack Bonus Fort Save Ref Save Will Save Special 1st +0 +2 +2 +0 School, alchemy, monster lore, mutagen 2nd +1 +3 +3 +0 Cunning initiative, track 3rd +2 +3 +3 +1 Sigil, school feat 4th +3 +4 +4 +1 School ability 5th +3 +4 +4 +1 Studied quarry 6th +4 +5 +5 +2 Bane, sigil 7th +5 +5 +5 +2 Meditation 8th +6/+1 +6 +6 +2 School ability 9th +6/+1 +6 +6 +3 Sigil 10th +7/+2 +7 +7 +3 Swift tracker 11th +8/+3 +7 +7 +3 Stalwart 12th +9/+4 +8 +8 +4 School ability, sigil 13th +9/+4 +8 +8 +4 Improved studied quarry 14th +10/+5 +9 +9 +4 Greater bane 15th +11/+6/+1 +9 +9 +5 Sigil 16th +12/+7/+2 +10 +10 +5 School ability 17th +12/+7/+2 +10 +10 +5 Persistent mutagen 18th +13/+8/+3 +11 +11 +6 Tireless tracker, sigil 19th +14/+9/+4 +11 +11 +6 Greater studied quarry 20th +15/+10/+5 +12 +12 +6 School mastery MONSTER HUNTER | WWW.PODCALLEDQUEST.COM 1 School School of the Behemoth Monster hunters' training is extensive as to prepare them for The School of the Behemoth consists of monster hunters the rigorous task of dispatching deadly foes. This training, that set their focus on foes that are larger than themselves. while similar in many regards across all monster hunters, They train with weapons much larger than would be normal varies based on their background. Each monster hunter for a person of their size, and study ways to eliminate belongs to a different discipline or "school" that grants them opponents that tower over them. access to distinct abilities. Class Skill Escape Artist At 1st level, a monster hunter chooses one school to belong Bonus Feats 1st-Combat Expertise, 3rd- Improved Trip. to. Once this choice is made, it cannot be changed. Each School Abilities school grants a number of school abilities, depending on the Jotungrip (Ex) level of the monster hunter, as well as additional class skills. Starting at 4th level, a monster hunter of the Behemoth It also grants bonus feats at 1st, and 3rd level (the monster School can wield two-handed melee weapons intended for hunter does not need to meet the prerequisites for these creatures one size category larger than himself, treating them feats). as two-handed weapons. He takes an additional –2 penalty on A monster hunter gains his first school ability at 4th level and attack rolls when using an over-sized two-handed weapon (for every 4 levels thereafter. a cumulative penalty of -4) The attack roll penalty for using The available school choices are listed below. weapons too large for his size is reduced by 1 for every 4 levels beyond 4th. School of the Bear Evade Reach (Ex) The Bear School concentrates on enduring all the At 8th level, as a swift action, whenever a member of the punishment a monster could possibly deal out. Focusing their Behemoth School successully designates a studied quarry, efforts on defense, members of the bear school spend years his quarry’s reach is treated as if it were 5 feet shorter with strengthening their bodies and adapting their fighting style to respect to reaching the monster hunter, and this reduction withstand blows from even the largest and most powerful increases by 5 feet for every four levels beyond 8th. beast. Unstoppable Momentum (Ex) Class Skill: Intimidate Starting at 12th level, the monster hunter gains a +2 bonus Bonus Feats: 1st- Toughness, 3rd- Combat Expertise. on combat maneuver checks and to CMD while wielding a School Abilities weapon sized for a creature of a larger size category. Armor Training (Ex) At 15th and 18th level, this bonus increases by 1. When At 4th level, the monster hunter gains access to the fighter's wielding over-sized weapons, the monster hunter can attempt armor training ability. Whenever he is wearing armor, he to bull rush, drag, overrun, reposition, and trip creatures up reduces the armor check penalty by 1 (to a minimum of 0) to two sizes categories larger than himself. and increases the maximum Dexterity bonus allowed by his Focused Study (Ex) armor by 1. These bonuses increase by +1 at 10th level and Members of the Behemoth School have spent a great deal of 16th level to a maximum –3 reduction of the armor check time studying the weaknesses and abilities of giants. Starting penalty and a +3 increase of the maximum Dexterity bonus at 16th level, the bonuses the monster hunter receives from allowed. his studied quarry ability are doubled if that quarry has the In addition, a monster hunter can also move at his normal giant subtype. speed while wearing medium armor. Damage Reduction (Ex) School of the Cat At 8th level, a member of the Bear School learns to shrug off Members of the School of the Cat are agile combatants; a portion of each hit he endures. The monster hunter gains fighting with deft agility and poise. These monster hunters DR1/- when wearing armor. This increases by 1 point for are less focused on striking their quarry hard and are more every 3 levels beyond 8th to a maxmimum of DR5/- at 20th inclined to attack precisely in the right spot. All the while, level. effortlessly avoiding their opponents attacks altogether. Improved Stalwart (Ex) Class Skill Acrobatics At 12th level, a member of the Bear School's mental and Bonus Feats 1st- Weapon Finesse, 3rd- Combat Reflexes. physical resiliency to avoid attacks improves beyond that of School Abilities other monster hunter. This works like stalwart, except that Experienced Strike (Ex) while the monster hunter still avoids effects on a successful At 4th level, whenever a member of the Cat School makes an Fortitude or Will saving throw against attacks, he henceforth attack roll to confirm a critical threat, he gains a competence takes only the reduced effect on a failed save. A helpless bonus on the attack roll equal to his Wisdom modifier. monster hunter does not gain the benefit of improved Improved Critical (Ex) stalwart. At 8th level, a monster hunter of the Cat School gains Unmovable (Ex) Improved Critical as a bonus feat and does not need to meet At 16th level, the monster hunter becomes extremely difficult its prerequisites to use it. for his quarry to get the better of. He gains a competence Opportune Confirmation (Ex) bonus on his CMD equal to half his monster hunter level Starting at 12th level, whenever a member of the Cat School against his studied quarry. A helpless monster hunter does rolls a critical threat against an opponent who is denied their not gain this bonus. Dexterity bonus to AC, the monster hunter automatically confirms that critical. MONSTER HUNTER | WWW.PODCALLEDQUEST.COM 2 Deadly Critical (Ex) School of the Eagle Starting at 16th level, while wielding a weapon with which Members of the School of the Eagle have a keen eye for they have the Improved Critical feat, the monster hunter archery and ranged combat; their quarry taken down by a increases the critical multiplier of that weapon by 1 step barrage of arrows. against his studied quarry. Class Skill Fly Bonus Feats 1st- Point Blank Shot, 3rd- Far Shot. School of the Dragon School Abilities Monster hunters belonging to the School of the Dragon have Heavy Draw (Ex) come to the conclusion that the best way to deal with ancient Starting at 4th level, once per day, a monster hunter of the bestial entities is with today's most modern weapon: the Eagle School can resolve an attack against touch AC instead firearm.
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