Monster Hunter

Monster Hunters are trained in the art of tracking down monsters and slaying them for trophies, a practice highly regarded not only in the Netherworld but on Earth as well. Monster hunters have had a long legacy of being heroes and slaying deadly beasts from all over the universe. Though some netherworlds are beginning to outlaw the practice due to some monster type demons being rare, demonic poachers still hunt intelligent beasts in search of the most dangerous game.

**Hit Die**: D10

**Requirements**

**Base Attack Bonus**: +10

**Feats**: Skill Focus Survival, Harvest Parts, Grisly Ornament

**Special:** Must have slain at least 1 legendary creature, or named mythical creature that has been a nuisance to a surrounding settlement, or has a history and could earn renown from it’s defeat.

**Class Skills**

The MONSTER HUNTER's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Martial Knowledge (Blades, Light) (Int), Martial Knowledge (Blades, Heavy) (Int), Martial Knowledge (Bows) (Int), Martial Knowledge (Spears/Polearms) (Int), Martial Knowledge (Axes) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).

**Skill Ranks at Each Level**: 6 + Int modifier.

**Class Features**

All of the following are class features of the MONSTER HUNTER prestige class.

**Weapon and Armor Proficiency**: A MONSTER HUNTER gains no weapon proficiencies.

**Techniques and Spells Known**: At levels 2, 3, and 4, a MONSTER HUNTER gains the ability to ready martial techniques as if they had leveled up in it's previous class. If it had more than one previous class you must choose which class at Each level. You do not learn new techniques from this and must still train to learn them just as before.

**Hunter Specialization:**

Your levels in Monster Hunter count as levels in it’s respective class for the following class features. Favored Enemy, Track, Favored Terrain, Hunter’s Bond, Slayer Talents, Sneak attack, Studied Target, Nature Bond, Greensight, Wild Empathy, Trapfinding, Geo Change, Animal Companion, Beast Mastery, Inquisition, Judgment, Stern Gaze, Knowledgeable Defense, Trap, and Bane. Any of these abilities that the Monster Hunter may possess, their levels are counted as levels in the respective class that granted those abilities for the purpose of determining their strength, and in the case of the Inquisition, Favored Enemy, Trap, and Favored Terrain you gain new options at the same rate as you usually would.

**Hunter’s Journal (Su, Sp, or Ex):**

The Monster Hunter gains a Hunter’s Journal at 1st level. This journal is where the Monster Hunter records information, weaknesses, and abilities that they learn whilst battling against various creatures in the wilderness. Every morning, as part of the Monster Hunter’s morning routine, they study what they have learned and memorize important bits of data for the day ahead. The Monster hunter may select one of the following abilities from the Journal. Each day the Monster Hunter may select a new ability from the journal when they study it. If the Monster Hunter takes an hour at any point during the day, the monster hunter can swap out one of the abilities for another on the list. At levels 3 and 5 the Monster Hunter can select additional options, to a maximum of 3 options being available to him each day.

·        *Tracking (Ex):* The Monster Hunter adds it’s Monster Hunter level to any skill check made to locate a creature with the monster subtype.

·        *Slaying (Su):* The Monster Hunter gains the bane enchantment to all weapon damage rolls against creatures with the monster subtype.

·        *Beast Slaying Technique (Su):* The Monster Hunter selects a single martial technique that they possess. When facing off against a creature with the monster subtype, the Monster Hunter spends 1 less technique slot to activate that technique.

·        *Beast Defense (Ex):* Once per round when the Monster Hunter is attacked by a creature with the monster sub type, the Monster Hunter may take a -10 penalty to armor class and make an attack roll using their highest bonus against the creature’s attack roll with an additional +10 bonus. If the Monster Hunter’s attack roll is higher than the enemy’s, the enemy’s attack is cancelled. If the Monster Hunter rolls a critical threat and beats the monster’s attack, the Monster hunter may take an attack of opportunity against the monster if it possesses attacks of opportunity still within the round.

·        *Monster Dodge (Ex):* Whenever the Monster Hunter successfully avoids an attack from a creature with the monster subtype, they can move 10 feet in any direction.

·        *Blood Hunter (Su):* Whenever the Monster Hunter successfully damages a creature with the monster subtype, the Monster Hunter heals a number of hitpoints equal to it’s Monster Hunter level. This amount is multiplied on a critical hit.

·        *Blood Biography (Sp):* The Monster Hunter can cast the spell Blood Biography at will without any spell components. This spell only activates if used to learn information from a creature with the monster sub type.

·        *Deadly Juggernaut (Sp):* The Monster Hunter is always effected by a Deadly Juggernaut spell, however the Monster Hunter only gains the benefits when it slays a creature with the monster subtype.

·        *Monster Spotter (Ex):* The Monster Hunter gains the Monster Spotter feat as a bonus feat without needing to meet it’s prerequisites.

·        *Preparedness (Ex):* The Monster Hunter selects a bonus combat feat that it meets the prerequisites for. This can be selected multiple times, selecting a different feat each time.

·        *Blood Souls (Su):* The Monster Hunter can spend a standard action to heal himself a number of hitpoints equal to 1d10 per monster hunter level as well as an additional amount equal to the Monster Hunter’s Wisdom modifier multiplied by it’s monster hunter level. The Monster Hunter can do this an additional time per day at 3rd and 5th level.

·        *Hunter’s Resistance (Ex):* The Monster Hunter gains Damage Reduction overcome by nothing equal to twice his monster hunter level when taking damage from a creature with the monster subtype.

·        *Ornamental Headdress (Ex):* When using the Grisly Ornament ability, you can apply ornaments to locations that already are equipped with magic items, up to 1 per level in Monster Hunter.

**Hunter’s Brand (Su)**

At 1st level the Monster Hunter can cast his hunter’s brand on a creature as a swift action. This creature must be a creature that the Monster Hunter can see, which possesses the Monster Subtype. This creature becomes the target of the Hunter’s brand and is marked for death by the Monster Hunter. The creature takes +1d10 additional damage from the Monster hunter, and the Monster hunter always adds it’s monster hunter level to attack rolls, critical hit confirmations, and skill checks made against the object of it’s hunter’s brand. The additional damage increases to +2d10 at 3rd level and +3d10 at 5th level. The Monster Hunter can spend a full minute concentrating, and make a knowledge check against the creature with a DC of 10+ the creature’s hit dice+ the creature’s wisdom modifier. If successful, the Monster Hunter is given information on approximately how far away the target is, What the terrain the creature is in looks like, and a direction toward the creature, usually this information is vague but enough for the hunter to locate the creature or at least get some headway. The Hunter’s Brand lasts until the Monster Hunter kills the creature. The Monster Hunter can end the Hunter’s Brand at any time, though they cannot select a new one until 1 hour after they give up chasing the first. At levels 3 and 5 the Monster Hunter can have an additional creature effected by the Hunter’s Brand.

**Hunter’s Quarry (Su or Ex)**

At 1st level, and every other level afterward, the Monster Hunter selects a Hunter’s Quarry. These abilities are unique abilities the Monster Hunter learns to battle it’s foes and track it’s prey. If the Monster Hunter’s Quarry possesses a saving throw DC, the DC is always 10+ twice their level in the monster hunter class+ Wisdom modifier. Some of the Hunter’s Quarry abilities can be selected multiple times.

*Hunter’s Garb (Ex):* You gain a specific costume you can enter as a standard action. Once you select this ability the disguise is always the same afterward. You can choose to pretend to be someone else in this form and add twice your Monster Hunter level to disguise and bluff checks to pretend to be another creature. While in this form you gain a +4 bonus to a single ability score and a -4 penalty to another. Finally you select one of the following types of outfit.

* *Nautical Costume:* While in your disguise, you gain a bonus to swim checks equal to your Monster Hunter level as well as a 20 foot swim speed. This bonus becomes a +20 foot swim speed if you already possess a swim speed. You gain a +2 bonus to attack and damage rolls vs. monsters with the aquatic subtype.
* *Military Uniform:* While in your disguise, you gain a bonus to Knowledge Nobility/Royalty, and intimidate checks equal to your Monster Hunter level. You gain a +2 bonus to attack and damage rolls vs. monsters with levels in an overlord class, Dragons, Nether Nobles, Noble, or demons generally considered to be royalty or part of a military industrial complex.
* *Gym Outfit:* While in your disguise, you gain a bonus to acrobatics checks equal to your Monster Hunter level as well as a +10 foot bonus to your base land speed. In addition you gain a +2 bonus to attack and damage rolls against monster classes gains a bonus to strength, dexterity, or constitution from leveling up.
* *Mascot Costume:* While in your disguise, you gain a bonus to diplomacy checks equal to your Monster Hunter level. In addition you can take 10 on all perform checks. While in this form you gain a +4 bonus to attack and damage rolls vs. Prinnies, Eryngii, Dragons, Succubi, Nekomata, Slumber Cats, and Catsabers.
* *Beach outfit:* While in your disguise, you gain a bonus equal to your Monster Hunter level to charisma based skill checks vs. creatures that may find you attractive. In addition your armor class increases by +2. You gain a +1 bonus to attack and damage rolls vs. any monster subtype creature with the feats Extra Thicc, Super Sexy, Glorious Thickness, Distracting Body, Over Endowed, or Shortstack. This bonus increases by +1 for each of the feats that creature possesses.
* *Winter Holiday Costume:* While in your disguise, you gain a +2 bonus to fortitude saving throws and Frost resistance 5. This becomes a +5 increase if you already possess frost resistance. You gain a +2 bonus to attack and damage rolls vs. Arctic, cold, or winter themed creatures with the monster subtype.
* *School Uniform:* While in your disguise, you gain a bonus to knowledge local, and knowledge history checks equal to your monster hunter level. In addition you gain a +20 bonus to your movement speed in any urban environment. You gain +2 to attack and damage rolls vs. any monster type creature with the Delinquent or Honor student feat or that attends a school or is of a school attending age.
* *Hero Costume:* While in your disguise, you gain a bonus to intimidate checks vs. Evil creatures equal to your monster hunter level. In addition, allies within 30 feet of you gain a +2 bonus to all saves vs. Evil effects or fear effects. You gain +2 to attack and damage rolls vs. any monster type creature with an evil alignment.
* *Halloween Costume:* While in your disguise, you gain a bonus to intimidate checks vs. Good creatures equal to your monster hunter level. In addition, allies within 30 feet of you gain a +2 bonus to all saves vs. Good effects or fear effects. You gain +2 to attack and damage rolls vs. any monster type creature with a good alignment.
* *Formal Outfit:* While in your disguise, you gain a bonus to all charisma based skill checks against creatures that are of a lower status than you, equal to your level in monster hunter. In addition you gain a +1 morale bonus to all saving throws. You gain +2 to attack and damage rolls vs. any monster type creature who is not wearing armor.

*Improved Brand (Su):* You do not have to wait an hour before selecting a new target for your Brand. Instead you must wait only a minute. The additional damage dealt to targets of your brand is increased by +1 damage die, and the target is always effected by a bane spell so long as it is the target of the Hunter’s Brand. It gains no saving throw against this.

*Hunter’s Curse (Sp):* Creatures targeted by your Hunter’s Brand must make a will saving throw or be effected by the spell Black Spot. Creatures can only be effected by this spell once per day, and if they succeed in their saving throw

*Slayer Talent:* The Monster Hunter can select a single Slayer Talent that it meets the prerequisites for. This uses the creature’s Monster Hunter level as it’s Slayer level to determine what it can select. If the Monster possesses levels in slayer, it adds it’s slayer levels to this to determine what can be selected. This can be selected multiple times.

*Manslaughter:* The Monster Hunter can select a single humanoid subtype (Human, Demon, Angel, Ect…), or creature type (Construct, Undead, Dragon, Ect…) Creatures of this type are treated as if they were a monster subtype creature for the purposes of any class ability the Monster Hunter possesses.

*No Escape (Su):* The Monster Hunter’s Brand works like a Symbol of Scrying, and you can choose for it to trigger at any point that you wish. In addition the Monster Hunter can now use it’s Brand on a creature that it cannot see, that it simply knows about or believes exists. The creature however gains a will saving throw to ignore this effect. A creature cannot be targeted by the same Monster Hunter’s brand again if it has already succeeded in  it’s saving throw against the brand from that monster hunter within the last 24 hours.

*Improved Journal:* The Monster Hunter can select another option from the journal at the beginning of the day.

*Trap (Ex):* You gain a trap that you can set as if you were a Trapper Ranger of 5th level. If you already possess levels in Trapper, you can select two additional traps when you select this. This can be selected multiple times, however every time after the first only grants knowledge of 1 new trap.

*Monster Hunter Fashion Master (Su):* You must possess the Hunter’s Garb ability to select this. You gain a number of new outfits following the same rules as the first, equal to the number of levels you possess in the Monster Hunter Class.

*Monster Slayer (Ex):* Creatures with the Monster Subtype have their damage reduction and energy resistance lowered by 2 per monster hunter level whenever you deal damage to them. This penalty only applies to damage dealt by you.

*Ignore Fortification (Ex):* Creatures with the monster subtype that are immune to critical hits have only a 75% chance to ignore the additional critical effects when attacked by you. Monsters with fortification of any kind have their fortification lowered by 25% whenever you land a critical hit or some form of precision damage against them.

*No rest for the Monstrous (Su):* Creatures with the monster subtype whom you land a critical hit on are fatigued for 1 hour afterward. Creatures that are already fatigued that take critical damage from you are instead exhausted for 1 hour and fatigued for 2 hours after that. Monsters that you have damaged within the last 24 hours only benefit from ½ of the effects of sleeping, regaining only ½ of their spells, techniques, and hitpoints.

*Technique Killer (Su):* When casting a spell or performing a technique against a creature with the monster subtype, you add your Monster Hunter level to the saving throw DC.

*Hunter’s Resolve (Su):* Once per day, when a creature with the monster subtype would drop you to 0 or fewer hitpoints, you can choose to survive and stay at 1 hitpoint instead.

*Always in the Red (Su):* If you possess the red alert feats, they are always active when facing off against a creature with the monster subtype.

*Fast action Hunter (Ex):* When rolling initiative, you gain a +2 bonus for every monster subtype enemy in the encounter, and you can always act on the surprise round during encounters against a creature with the monster subtype.

*Oversized Weapons (Ex):* Gain the feat Monkey Grip as a bonus feat without needing to meet the prerequisites. At 5th level you gain the feat Fierce One Arm Style as a  bonus feat as well. If you already possess these feats you can select different combat feats that you meet the prerequisites for.

*Beastcrafter (Su):* You know how to use parts from monsters to create powerful weapons or armor. By spending 10 minutes with a dead monster, and using your Grisly Ornament ability, you can gain materials from the creature as if you had trapped it in a soul vial as per the Soul Vial rules. These materials are always equal to ½ that of a normal Soul vial’s value.

*Greater Ornaments (Su):* When using your Grisley Ornament ability, you treat all creatures CR as if it were increased by an amount equal to twice your Monster Hunter Level to determine the strength of the ornaments.

*Bounty Hunter (Su):* Whenever you successfully slay a creature you have marked with your Hunter’s Brand, you gain an amount of hl equal to 500 times the creatures hit dice. At level 5 this becomes 1,000 times the creature’s hit dice.

**Monster Hunter’s Defense (Ex):**

At 2nd level, The Monster Hunter applies it’s monster Hunter level to armor class and saving throws against attacks made by creatures with the monster subtype.

**Monster Hunter’s Evasion (Ex):**

At 3rd level, Whenever the Monster hunter makes a reflex saving throw for half damage against an attack made by a creature with the monster subtype, it takes no damage instead of half damage. If the Monster Hunter is within reach of the creature of the attacking creature and succeeds it’s saving throw, it gains an attack of opportunity against that creature.

**Hunting Grounds (Su):**

At 4th level, the Monster Hunter can select a single kind of terrain from the favored terrain list. This can be altered every time the Monster Hunter changes it’s effects from the Hunter’s Journal. While in this location, the Monster Hunter confirms all critical hits against creatures of the monster subtype. Whenever the Monster Hunter lands a critical hit against a creature with the monster subtype while within it’s hunting grounds, the creature takes bleed damage every round equal to the damage dealt from it’s Monster Hunter’s Brand ability for a number of rounds equal to twice the creatures levels in monster hunter. Finally while within this terrain the Monster Hunter is effected by a freedom of movement spell using his overall character level as his caster level, but only if the Monster hunter has dealt damage to a creature of the monster subtype within the last minute.

**Legend Slayer (Su):**

At 5th level, the Monster Hunter becomes a master of killing creatures, whenever a Monster Hunter is facing off against a monster subclass creature, it may re-roll any d20 roll it makes, or make the monster re-roll a d20 roll that it makes. The Monster Hunter may choose which roll is used in either scenario. This can be used once per round. The Monster Hunter gains the benefits of the keen enchantment on all weapons it wields against a monster. If the Monster Hunter possesses Keen or improved critical, the bonus increases by +1 after applying the ability. In addition the critical multiplier of all weapons used against a creature of the monster subtype increases by one step. Finally while within the Hunting Grounds, you gain fast healing equal to twice your Monster Hunter level.