Hunter

Hunter is one of the hybrid classes available.

## Abilities

### Favored Enemy

At 1st level, a Hunter selects a creature type from the Hunter favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A Hunter may make Knowledge skill checks untrained when attempting to identify these creatures.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the Hunter may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.

If the Hunter chooses ponykin or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. If a specific creature falls into more than one category of favored enemy, the Hunter’s bonuses do not stack; he simply uses whichever bonus is higher.

 Vermin

### Track

At 2nd Level, A Hunter adds half their level (minimum 1) to Survival skill checks made to follow tracks. At 8th level, he can move at full speed while following tracks without taking a penalty, and they only take a -10 penalty for moving double speed.

### Sneak Attack

At 3rd level, if a Hunter catches an opponent unable to defend itself effectively from his attack, he can strike a vital spot for extra damage. The Hunter's attack deals extra damage anytime his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the Hunter flanks his target. This additional damage is 1d6 at 3rd level, and increases by 1d6 every 3 levels thereafter. Should the Hunter score a critical hit with a sneak attack, this additional damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a weapon that deals nonlethal damage (like a sap, whip, or unarmed strike), a Hunter can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

The Hunter must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A Hunter cannot use sneak attack while striking a creature with concealment.

### Danger Sense

At 3rd level, a Hunter gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level).

### Always Ready

At 4th Level, a Hunter can no longer be caught Flat-Footed, nor do they lose their Dex bonus to AC due to their opponent being invisible. The Hunter can still lose their Dex bonus due to being immobilized, however.

### Hunter's Bond

At 4th level, a Hunter forms a bond with his companions. This bond allows him to spend a move action to grant half his favored enemy bonus against a single target of the appropriate type to all allies within 30 feet who can see or hear him. This bonus lasts for a number of rounds equal to the Hunter's Wisdom modifier (minimum 1). This bonus does not stack with any favored enemy bonuses possessed by his allies; they use whichever bonus is higher.

### Counter-Flank

At 7th Level, the Rogue cannot be flanked. This denies any bonuses, special attacks, or effects that are given from flanking an opponent to the enemies, unless that enemy's class level is 4 or more levels higher than your Rogue level.

### Evasion

At 9th Level, a Hunter can avoid even magical and unusual attacks with great agility. If they makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, they instead take no damage. Evasion can be used only if the Hunter is wearing light armor, medium armor, or no armor. A helpless Hunter does not gain the benefit of evasion.

### Weakness

At 10th Level, the Hunter knows how to exploit the weakness of their favored enemies. When attacking your favored enemy, the critical threat range doubles and the critical damage modifier increases by 1 (x2 turns to x3).

### Quarry

At 11th Level, a Hunter can, as a standard action, denote one target within their line of sight as their quarry. Whenever they are following the tracks of their quarry, the Hunter gains a +4 bonus to Survival checks for following the trail. In addition, they receives a +2 insight bonus on attack rolls made against the quarry. A Hunter can have no more than one quarry at a time. The Hunter can dismiss this effect at any time as a free action, but they cannot select a new quarry for 24 hours. If the Hunter sees proof that the quarry is dead, they can select a new quarry after waiting 1 hour.

### Improved Evasion

At 16th Level, the Hunter now takes only half damage on a failed Reflex saving throw. This otherwise functions as Evasion.

### Improved Quarry

At 19th level, the Hunter's ability to hunt his quarry improves. He can now select a quarry as a free action, and can now take 20 while using Survival to track his quarry, while moving at normal speed without penalty. His insight bonus to attack his quarry increases to +4. If his quarry is killed or dismissed, he can select a new one after 10 minutes have passed.

### Hunter-Killer

At 20th Level, the Hunter always moves at double speed while using Survival to follow tracks without penalty. Furthermore, if the Hunter scores a critical hit against their favored enemy, the creature can be either knocked unconscious or instantly slain, by the Hunter's choice. The creature must roll a Fortitude saving throw of 10 + 1/2 the Hunter's level + Dexterity modifier or suffer the additional effect. Once a creature has been the target of a hunter-killer attack, regardless of whether or not the save is made, that creature is immune to that Hunter's hunter-killer for 24 hours. Creatures that are immune to critical hits are also immune to this ability.