Leviathan Hunter

== Leviathan Hunter ==
(Stormwrack variant, p. 61)
The leviathan hunter is dedicated to hunting down creatures of the perilous depths.
==== Requirements ====
Base Attack Bonus: +5
Skills: Knowledge (nature) 1 ranks
Feats: Iron Will , Track
Special: Favored enemy (aberrations, animals, dragons, or magical beasts).
==== Hit die ====
d10
==== Skill points ====
4 + Int
==== Class Features ====
Hunter's Insight (Ex): You possess significant bits of knowledge regarding the types of creatures you battle. You gain an insight bonus equal to your class level + 5 on all Knowledge checks made to identify an aberration, animal, dragon, or magical beast or its special powers or vulnerabilities. You gain the same bonus on Survival checks made to track such creatures.
Trophy (Su): You have the ability to wear your enemy and protect yourself from its power. Whenever you slay a
Huge or larger aberration, animal, dragon, or magical beast, you can take a body part as a trophy, such as a horn, tooth, or claw. You must have dealt damage to the creature in the encounter that killed it (you can't just watch the wizard blast it and then claim the trophy), and you must harvest the trophy within 1 minute of the creature's death. You must then treat the trophy with a mixture of precious oils and magical preservatives costing at least 500 gp. This process takes 24 hours. When worn, a trophy grants you a +2 competence bonus to AC and on saves against all creatures of that type. For instance, wearing the claw of a red dragon grants you the bonus against the attacks of red dragons (but not other kinds of dragons). At 5th level, the bonus to AC and saving throws improves to +4. A trophy works only for the leviathan hunter who created it. Although you can create many trophies, you can benefit from the effects of no more than one trophy per class level. Simultaneously wearing more trophies than this negates the effects of all trophies.
Fell the Leviathan (Ex): You learn to place your attacks where they will have the most harmful effect against big creatures. Beginning at 2nd level, you deal an extra 1d6 points of damage with any melee attack made against an aberration, animal, dragon, or magical beast of Huge or greater size. This extra damage increases to 2d6 points at 4th level.
Clever Wrestling: You face many creatures capable of crushing you in their tentacles, claws, or teeth. To better resist such attacks, you gain Clever Wrestling (see page 92) as a bonus feat at 3rd level, even if you would not otherwise qualify for the feat.
Immunity to Fear (Ex): You eventually learn to steel your will against the terror that defeats those of less determination. When you reach 5th level, you become immune to fear.
=== Advancement ===
Level	BAB 	Fort	Ref	Will	Special
1st 	Hunter's insight, trophy +2	 	 	 	
2nd 	Fell the leviathan +1d6 	 	 	 	
3rd 	Clever Wrestling 	 	 	 	
4th 	Fell the leviathan +2d6 	 	 	 	
5th 	Immunity to fear, trophy +4