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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 '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 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. Utilizing the inherent volatility of black powder, the of normal AC when firing a bow at a target within its first Dragon School aims to bring swift explosive death to their range increment. At 12th level and every 4 levels thereafter, foes. the monster hunter can use this ability an additional time per Additionally, a monster hunter of the School of the Dragon day. gains one firearm at 1st level just like the gunslinger's Sharp Shooter (Ex) gunsmith ability. At 8th level, whenever the monster hunter attacks his studied Class Skill Knowledge (engineering) quarry with a bow, he ignores the effects of concealment Bonus Feats 1st- Exotic Weapon Proficiency (firearms), (though not total concealment) and cover (other than total 3rd- Gunsmith. cover) against that shot. School Abilities Vigilant Shooter (Ex) Quick Clear (Ex) Starting at 12th level, a monster hunter of the Eagle School At 4th level, once per day as a standard action, the monster never provokes attacks of opportunity from his studied quarry hunter can remove the broken condition from a single when firing a bow. firearm he is currently wielding, as long as that condition was Pinning Shot (Ex) gained by a firearm misfire. Starting at 12th level, once per Starting at 16th level, once per day, when attacking its day, when the monster hunter rolls a misfire with a gun that studied quarry with a bow, the monster huner can attempt to has the broken condition, he can prevent the gun from pin down its quarry with the arrow. If the attack hits, it pins exploding, though it retains the broken condition. the quarry to a nearby object, to a wall, or to the ground, Deadeye (Ex) entangling and staggering the quarry. While pinned by the Starting at 8th level, once per day, the monster hunter can arrow, the quarry cannot move out of its space until it takes a resolve an attack against touch AC instead of normal AC standard action to free itself from the pinning arrow, except when firing one increment beyond his firearm’s first range by means of teleportation. The monster hunter can use this increment. The monster hunter still takes the –2 penalty on ability an additional time per day at 20th level. attack rolls for shooting a target outside the firearm’s first range increment. School of the Griffin At 12th level and every 4 monster hunter levels thereafter, The School of the Griffin was the first school to develop the he can use this ability one additional time per day. A monster ability to use sigils and thus holds a much deeper hunter can spend multiple daily uses to resolve an attack at a understanding of their power. Members of the Griffin School further range increment (for instance, he can spend three hold mastery over this basic magic in ways other monster uses to resolve an attack three increments beyond his first hunters couldn't dream of. range increment). Class Skill Spellcraft Gun Training (Ex) Bonus Feats 1st- Skill Focus (Knowledge [arcana]), Starting at 12th level, the monster hunter can select one 3rd- Eldritch Heritage (Arcane bloodline). specific type of firearm (such as an axe musket, blunderbuss, School Abilities musket, or pistol). He gains a bonus equal to his Dexterity Competent Usage (Ex) modifier on damage rolls when firing that type of firearm. At 4th level, a member of the Griffin School counts his Furthermore, when he misfires with that type of firearm, the monster hunter level as his caster level for the usage of his misfire value of that firearm increases by 2 instead of 4. Every sigils. four levels thereafter (16th, and 20th), the monster hunter Quick Sigil (Ex) picks up another type of firearm, gaining these bonuses for A monster hunter of the Griffin School is able to use sigils those types as well. much more quickly and efficiently. At 8th level, the monster Evasive (Ex) hunter may use sigils as a move action. At 16th level, he may At 16th level, for a number of rounds per day equal to 1/2 his use sigils as a swift action. monster hunter level, the monster hunter gains the benefit of Extra Sigil (Su) the evasion, uncanny dodge, and improved uncanny dodge At 12th level, a monster hunter of the Griffin School may rogue class features. These rounds do not need to be choose an additional sigil in addition to the sigil already consecutive. The monster hunter can activate this ability as a earned at 12th level. free action. He uses his monster hunter level as his rogue level for improved uncanny dodge.

MONSTER HUNTER | WWW.PODCALLEDQUEST.COM 3 Twin Sigil (Su) Practiced Stealth (Ex) Through rigorous study and practice, a member of the Griffin At 8th level, a member of the Viper School gains an insight School can utilize two sigils at once. At 16th level, once per bonus on stealth checks equal to his Wisdom modifier. At day, the monster hunter can use two sigils or two spell effects 12th level, the monster hunter can always take 10 on stealth from one sigil with one activation of his sigil ability. checks. Roguish Knack (Ex) School of the Manticore At 12th level, the monster hunter gains the fast stealth rogue The members of the Manticore School employ a unique talent. tactic in comparison to the rest of the disciplines; they've Advanced Roguish Knack (Ex) mastered the concoction and utilization of special poisons to At 16th level, the monster hunter gains the hunter's surprise weaken their foes. rogue advanced talent. Class Skill Bluff Bonus Feats 1st- Skill Focus (Craft [alchemy]), 3rd- Poison School of the Wolf Focus. The Wolf School is likely the most common of all the monster School Abilities hunter schools, holding the largest number of members. Its Poison Lore (Ex) training concentrates on striking with intensity and vigor, all A monster hunter of the Manticore School has a deep while still remaining light on your feet. One of the most understanding and appreciation for poisons. At 4th level, he famous monster hunters in history was a member of the Wolf cannot accidentally poison himself when applying poison to a School, and tales of his exploits still drip from the tongues of weapon. If the monster hunter spends 1 minute physically bards across the world. examining the poison, he can attempt a Knowledge (nature) Class Skill Sense Motive check to identify any natural poison or Knowledge (arcana) Bonus Feats 1st- Power Attack, 3rd- Cleave. check to identify any magical poison (DC = the poison’s School Abilities saving throw DC). Lastly, once a poison is identified, he can Experienced Maneuver (Ex) spend 1 minute and attempt a Craft (alchemy) check (DC = Starting at 4th level, members of the Wolf School gain a the poison’s saving throw DC) to neutralize 1 dose of the competence bonus to combat maneuver checks equal to their poison. Success renders the dose harmless. The monster Wisdom modifier. hunter has no chance of accidentally poisoning himself when Weapon Training (Ex) examining or attempting to neutralize a poison. Starting at 8th level, a monster hunter of the Wolf School Poisoner's Aptitude (Ex) gains access to the fighter's weapon training ability. The At 8th level, a member of the Manticore School gains a +4 monster hunter selects one of the fighter weapon groups bonus on all saving throws against poison as well as any listed on the fighter class page. Whenever he attacks with a Sleight of Hand check made to apply a poison to a weapon. weapon from this group, he gains a +1 bonus on attack and These bonuses increases to +6 at 11th level. At 14th level, the damage rolls. Every four levels thereafter (12th, 16th, and monster hunter becomes completely immune to poison. 20th), a monster hunter becomes further trained in another Swift Apothecary (Ex) group of weapons. He gains a +1 bonus on attack and Starting at 12th level, a monster hunter of the Manticore damage rolls when using a weapon from this group. In school can create poisons in half the time and for half of the addition, the bonuses granted by previous weapon groups usual cost. He can also apply poisons as a swift action. increase by +1 each. For example, when a monster hunter Instant Apothecary (Ex) reaches 12th level, he receives a +1 bonus on attack and Starting at 16th level, a member of the Manticore School can damage rolls with one weapon group and a +2 bonus on create poisons with almost supernatural speed. He can create attack and damage rolls with the weapon group selected at any poison as a full-round action if he succeeds at the Craft 8th level. Bonuses granted from overlapping groups do not (alchemy) check and has the appropriate resources at hand to stack. Take the highest bonus granted for a weapon if it fund the creation. He can apply poison to a weapon as an resides in two or more groups. immediate action. A monster hunter also adds this bonus to any combat maneuver checks made with weapons from his group. This School of the Viper bonus also applies to the monster hunter’s Combat Maneuver Hidden in the shadows are the members of the Viper School; Defense when defending against disarm and sunder attempts striking down their quarry before it is even aware of their made against weapons from this group. presence. They are expert assassins and masters of stealth. Stunning Strike (Ex) Class Skill Stealth At 12th level, whenever a monster hunter of the Wolf School Bonus Feats 1st- Weapon Finesse, 3rd- Two-Weapon hits its studied quarry while using Power Attack, the quarry Fighting. must make a Fortitude saving throw (DC equal to 10 + 1/2 School Abilities monster hunter level + Wisdom modifier) or be stunned for 1 Sneak Attack (Ex) round. Starting at 4th level, a monster hunter of the Viper School Studied Accuracy (Ex) gains the rogue's sneak attack ability, counting 1/2 his Starting at 16th level, members of the Wolf School treat their monster hunter levels + 1 as rogue levels for the number of base attack bonus as equal to their monster hunter level additional damage dice. when attacking their studied quarry.

MONSTER HUNTER | WWW.PODCALLEDQUEST.COM 4 Alchemy (Su) Creating extracts consumes raw material, but the cost of Monster hunters are highly trained in the creation of those materials is insignificant—comparable to the valueless mundane alchemical substances and magical potion-like material components of most spells. If a spell normally has a extracts. When using Craft (alchemy) to create an alchemical costly material component, that component is expended item, a monster hunter gains a competence bonus equal to during the consumption of that particular extract. Extracts his class level on the skill check. In addition, a monster cannot be made from spells that have focus requirements; hunter can use Craft (alchemy) to identify potions as if using extracts that duplicate divine spells never have a divine focus detect magic. He must hold the potion for 1 round to attempt requirement. such a check. A monster hunter uses the alchemist formulae list to Like an alchemist, a monster hunter prepares his spells by determine the extracts he can know. A monster hunter can mixing ingredients and a tiny fraction of his own magical prepare an extract of any formulae he knows. To learn or use power into a number of extracts, and then effectively casts an extract, a monster hunter must have at least an Wisdom the spell by drinking the extract. These extracts have score equal to 10 + the extract’s level. The saving throw DC powerful effects, but they are also bound to their creator. for an monster hunter’s extract is equal to 10 + the extract’s Extracts behave like spells in potion form, and as such their level + the monster hunter’s Wisdom modifier. effects can be dispelled by dispel magic and similar effects, A monster hunter does not store his formulae in a special using the monster hunter’s level as the caster level. tome like his full-fledged alchemist brethren. He knows a A monster hunter can create only a certain number of small number of formulae and prepares them each day from extracts of each level per day. His base daily allotment of memory. At 1st level, the monster hunter knows two 1st-level extracts per day is given on Table 1-2: Extracts Per Day. In formulae of his choice. At each new monster hunter level, he addition, he receives bonus extracts per day if he has a high learns one or more new formulae, as indicated on Table 1-3: Wisdom score, in the same way a wizard receives bonus Formulae Known. (Unlike extracts per day, the number of spells per day. formulae a monster hunter knows is not affected by his When a monster hunter mixes an extract, he infuses the Wisdom score) chemicals and reagents in the extract with magic siphoned Upon reaching 5th level, and at every third monster hunter from his own magical aura. An extract immediately become level thereafter (8th, 11th, and so on), a monster hunter can inert if it leaves the monster hunter’s possession, reactivating choose to learn a new formulae in place of one he already knows. In effect, the monster hunter “loses” the old formulae as soon as it returns to his keeping—a monster hunter cannot normally pass out his extracts for allies to use. An in exchange for the new one. The new formulae’s level must extract, once created, remains potent for 1 day before losing be the same as that of the formulae being exchanged, and it its magic, so a monster hunter must reprepare his extracts must be at least one level lower than the highest-level every day. Mixing an extract takes 1 minute of work. formulae he can cast. Table 1-2: Extracts Per Day Table 1-3: Formulae Known Level 1st 2nd 3rd 4th 5th 6th Level 1st 2nd 3rd 4th 5th 6th 1st 1 - - - - - 1st 2 - - - - - 2nd 2 - - - - - 2nd 3 - - - - - 3rd 3 - - - - - 3rd 4 - - - - - 4th 3 1 - - - - 4th 4 2 - - - - 5th 4 2 - - - - 5th 4 3 - - - - 6th 4 3 - - - - 6th 4 4 - - - - 7th 4 3 1 - - - 7th 5 4 2 - - - 8th 4 4 2 - - - 8th 5 4 3 - - - 9th 5 4 3 - - - 9th 5 4 4 - - - 10th 5 4 3 1 - - 10th 5 5 4 2 - - 11th 5 4 4 2 - - 11th 6 5 4 3 - - 12th 5 5 4 3 - - 12th 6 5 4 4 - - 13th 5 5 4 3 1 - 13th 6 5 5 4 2 - 14th 5 5 4 4 2 - 14th 6 6 5 4 3 - 15th 5 5 5 4 3 - 15th 6 6 5 4 4 - 16th 5 5 5 4 3 1 16th 6 6 5 5 4 2 17th 5 5 5 4 4 2 17th 6 6 6 5 4 3 18th 5 5 5 5 4 3 18th 6 6 6 5 4 4 19th 5 5 5 5 5 4 19th 6 6 6 5 5 4 20th 5 5 5 5 5 5 20th 6 6 6 6 5 5 MONSTER HUNTER | WWW.PODCALLEDQUEST.COM 5 Monster Lore (Ex) Fire (Su): The monster hunter unleashes a gout of flame The monster hunter adds his Wisdom modifier on from his hand. This sigil functions as the spell burning hands. Knowledge skill checks in addition to her Intelligence Earth (Su): The monster hunter summons a protective modifier, when making skill checks to identify the abilities shield that absorbs incoming damage. He gains a number of and weaknesses of creatures. temporary hit points equal to his monster hunter level + his Wisdom modifier for 1 minute. Mutagen (Su) He always loses these temporary hit points first, even At 1st level, a monster hunter discovers how to create a before other temporary hit points. If an attack deals less mutagen that he can imbibe in order to heighten his physical damage than he still has as temporary hit points from his prowess at the cost of his personality. It takes 1 hour to brew sigil of earth, it still reduces those temporary hit points but a dose of mutagen, and once brewed, it remains potent until otherwise counts as a miss for the purpose of abilities that used. A monster hunter can only maintain one dose of trigger on a hit or a miss. Air (Su): The monster hunter is able to release a blast of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract, a mutagen that is force in a 15ft. cone. Otherwise, this sigil functions as force not in a monster hunter’s possession becomes inert until a punch. monster hunter picks it up again. Water (Su): The monster hunter is able to utilize this sigil When a monster hunter brews a mutagen, he selects one to influence both people and monsters alike. This spell may function as either charm person or command (the effect is physical ability score—either Strength, Dexterity, or Constitution. It’s a standard action to drink a mutagen. Upon chosen at activation). being imbibed, the mutagen causes the monster hunter to Sun (Su): A monster hunter learns to protect himself from grow bulkier and more bestial, granting him a +2 natural spells. As an immediate action, the monster hunter is treated armor bonus and a +4 alchemical bonus to the selected as if effected by a lesser globe of invulnerability spell till the ability score for 10 minutes per monster hunter level. In start of his next turn. addition, while the mutagen is in effect, the monster hunter Moon (Su): The monster hunter learns to force ethereal creatures to partially apparate. This sigil functions as takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his ghostbane dirge except it effects a stationary 10 ft. radius Intelligence. If it enhances his Dexterity, it applies a penalty centered on the monster hunter at the time of activation. to his Wisdom. If it enhances his Constitution, it applies a Salt (Su): A monster hunter can create a protective space penalty to his Charisma. that stops certain types of creatures from entering it. This A non-monster hunter who drinks a mutagen must make a sigil functions as antilife shell except it only effects creatures Fortitude save (DC 10 + 1/2 the monster hunter’s level + the with the outsider and undead monster type. monster hunter’s Wisdom modifier) or become nauseated for Iron (Su): As a swift action, the monster hunter infuses his weapons with magic. The monster hunter’s weapons count as 1 hour—a non-monster hunter can never gain the benefit of a mutagen, but a monster hunter can gain the effects of magic for the purposes of bypassing damage reduction. At another monster hunter’s mutagen if he drinks it. (Although if 12th level, the monster hunter’s weapons also count as the other monster hunter creates a different mutagen, the adamantine for the purpose of overcoming damage reduction effects of the “stolen” mutagen immediately cease.) The (but not for reducing hardness). This effect lasts for 1 round effects of a mutagen do not stack. Whenever a monster per monster hunter level. hunter drinks a mutagen, the effects of any previous mutagen immediately end. Studied Quarry (Ex) Monster hunters hold a wealth of knowledge regarding Cunning Initiative (Ex) monsters and their weaknesses, and are trained to exploit At 2nd level, a monster hunter adds his Wisdom modifier on them whenever possible. At 5th level, a monster hunter can initiative checks, in addition to his Dexterity modifier. take a standard action to study a specific target in sight. He must make a Knowledge check to determine the target’s Track (Ex) abilities and weaknesses as part of this standard action. If At 2nd level, a monster hunter adds half his level on Survival successful, the monster hunter not only notes the appropriate skill checks made to follow or identify tracks. abilities and weaknesses, as detailed under the Knowledge skill, but also gains a +2 competence bonus on all attack rolls Sigil and weapon damage rolls made against that enemy, as well Monster hunters learn a number of rudimentary magic tricks, as a +2 dodge bonus to AC against attacks from that enemy. called sigils, that grant them aid or effect foes. At 3rd level, a Note that this bonus on attack and damage rolls and AC monster hunter gains one sigil of his choice. He gains an applies only to that specific creature. This bonus lasts for the additional sigil for every 3 levels beyond 3rd as noted on duration of an encounter, or until the monster hunter Table 1-1: Monster Hunter. A monster hunter cannot select attempts a new Knowledge check to use this ability on a an individual sigl more than once. different target. At 10th level, the monster hunter can use this Unless otherwise noted, using a sigil is a standard action ability as a move action. At 15th level, he can use this ability that does not provoke an attack of opportunity. The monster as a swift action. hunter must have one hand free in order to activate a sigil. The save to resist a sigil is equal to 10 + 1/2 the monster hunter’s level + the monster hunter’s Wisdom modifier. For the effects of sigils, use 1/2 the monster hunter's level as his caster level.

MONSTER HUNTER | WWW.PODCALLEDQUEST.COM 6 Also, if the monster hunter succeeds on a Survival check Improved Studied Quarry (Ex) made to track a creature, they can spend a standard action to At 13th level, the monster hunter's ability to hunt and slay use their studied quarry ability (as well as the appropriate their quarry improves. When using his studied quarry, the Knowledge check to identify the creature's abilities and monster hunter can always take a 10 on the required weaknesses). The bonuses gained from using their studied Knowledge check to identify his quarry, even during combat. quarry in this manner last as long as they can properly track His competence bonus to attack and damage rolls and dodge the creature (or until the monster hunter attempts a new bonus to AC increase to +4. Knowledge check to use this ability on a different target). Tireless Tracker (Ex) Bane (Su) Starting at 18th level, a monster hunter can always move at At 6th level, a monster hunter can imbue one of his weapons full speed while using Survival to follow tracks without with the bane weapon special ability as a swift action. He penalty. must select one creature type when he uses this ability (and a subtype if the creature type selected is humanoid or outsider). Greater Studied Quarry (Ex) Once selected, the type can be changed as a swift action. This At 19th level, the monster hunter has mastered his ability to ability only functions while the monster hunter wields the identify and take down his quarry. He can now utilize his weapon. If dropped or taken, the weapon resumes granting studied quarry ability as a free action and can now take 20 on this ability if it is returned to the monster huner before the the required Knowledge check to identify his quarry. duration expires. This ability lasts for a number of rounds per day equal to the monster hunter’s level. These rounds do not School Mastery need to be consecutive. At 20th level, the monster hunter becomes the pinnacle of his school of study; a master of his craft. The monster hunter Meditation (Su) gains his school's Master Ability. The following are the Starting at 7th level, a monster hunter can spend short Master Abilities for each monster hunter school. periods of time quieting his mind in order to heal small wounds. Whenever the monster hunter is not in immediate School of the Bear danger or distracted, he can spend up to 1 minute meditating, Bear's Resilience (Ex) usually kneeling or sitting. During this time, the monster The monster hunter's body has sustained so many blows hunter gains fast healing equal to 1 per 5 levels of monster from the many beasts he has fought that his inherent hunter he possesses (minimum 1). If his meditation is physicality is far more tough than those of other schools. At interupted, he loses the fast healing ability and does not gain 20th level, his Constitution score permanently increases by 2 any further hp from that meditation. points. Once a monster hunter has used his meditation ability, he cannot use it again for one hour. A monster hunter can School of the Behemoth meditate once per day for every 5 levels of monster hunter he Behemoth's Judgment (Ex) possesses (minimum 1). Members of the School of the Behemoth have spent so much time studying and fighting giant foes that they are able to Swift Tracker (Ex) perfectly predict the creature's next move. Once per day as an Beginning at 10th level, a monster hunter can move at his immediate action, whenever the monster hunter makes an normal speed while using Survival to follow tracks without attack roll, skill check, ability check or other roll against or taking the normal –5 penalty. He takes only a –10 penalty regarding a creature with the giant subtype, he can utilize his (instead of the normal –20) when moving at up to twice extensive training, gaining insight that allows him to select normal speed while tracking. the exact result of one die roll before the roll is made. This effect can alter an action taken by the monster hunter only, Stalwart (Ex) and cannot be applied to the rolls of others. At 11th level, a monster hunter can use mental and physical resiliency to avoid certain attacks. If he makes a Fortitude or School of the Cat Will saving throw against an attack that has a reduced effect Feline's Fury (Ex) on a successful save, he instead avoids the effect entirely. At 20th level, a monster hunter of the Cat School is able to This ability can only be used if the monster hunter is wearing strike at his quarry with the agility of the ferocious cat's their light armor, medium armor, or no armor. A helpless monster school draws its name from. When attacking his studied hunter does not gain the benefit of the stalwart ability. quarry, a monster hunter of the Cat School gains the pounce monster ability. Greater Bane (Su) At 14th level, whenever a monster hunter uses his bane ability, the amount of bonus damage dealt by the weapon against creatures of the selected type increases to 4d6.

Persistent Mutagen (Su) At 17th level, the effects of a mutagen last for 1 hour per level.

MONSTER HUNTER | WWW.PODCALLEDQUEST.COM 7 School of the Dragon Dragon's Breath (Ex) Members of the School of the Dragon have learned to utilize their mastery of alchemy in their creation of black powder. This allows them to fire much more powerful shots. At 20th level, a monster hunter of the Dragon School always resolves attacks against his studied quarry against touch AC, even those outside his first range increment. The monster hunter still receives the appropriate penalties for attacks beyond his range increment. School of the Eagle Eagle's Volley (Ex) Monster hunters of the School of the Eagle become masters of raining death down on their quarry. At 20th level, as a full- round action, the monster hunter can make a single bow attack at his highest base attack bonus against any number of creatures in a 15-foot radius burst centered on his studied quarry, making separate attack and damage rolls for each creature. School of the Griffin Griffin's Aptitude (Su) At 20th level, a monster hunter of the Griffin School learns to use the rudimentary magic of sigils in a way that others cannot. Any DC for a saving throw associated with his sigils is equal to 15 + 1/2 his monster hunter level + his Wisdom modifier. School of the Manticore Sting of the Manticore (Ex) At 20th level, members of the School of the Manticore become the pinnacle of poison users. Whenever the monster hunter hits their studied quarry with a poisoned weapon, the DC for that poison is increased by half the damage dealt. School of the Viper Fang of the Viper (Ex) The monster hunter is able to deal far more deadly amounts of damage with a sneak attack when fighting against his studied quarry. At 20th level, whenever a monster hunter of the Viper School deals sneak attack damage against his studied quarry, he can treat his full level as rogue levels for the number of additional damage dice. School of the Wolf Cunning of the Wolf (Ex) A monster hunter of the School of the Wolf becomes able to manipulate their foes movements with eases; leaving them open to deadly attacks. At 20th level, whenever a monster hunter hits while using Power Attack against his studied quarry, he may attempt a free combat maneuver at his full base attack bonus.

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