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| paths:hunter_path [2023/11/20 21:30] – [Path of the Huntsman] elfinlocks | paths:hunter_path [2025/07/11 01:12] (current) – [The Hunter’s Quarry] vondor | ||
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| ====== Path of the Huntsman ====== | ====== Path of the Huntsman ====== | ||
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| - | For those who relish the thrill of the hunt, there are only predators and prey. Be they scouts, trackers, or bounty hunters, followers of this Path share much in common: unique mastery of the wilds, skill at stalking even the most elusive game, and the expertise to defeat a wide range of quarries. Knowledgeable, | ||
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| {{: | {{: | ||
| </ | </ | ||
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| + | //For those who relish the thrill of the hunt, there are only predators and prey. Be they scouts, trackers, or bounty hunters, followers of this Path share much in common: unique mastery of the wilds, skill at stalking even the most elusive game, and the expertise to defeat a wide range of quarries. Knowledgeable, | ||
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| + | ---- | ||
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| ===== Key Skills ===== | ===== Key Skills ===== | ||
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| ==== Mastery of Nature ==== | ==== Mastery of Nature ==== | ||
| - | **Requirements: | + | **Requirements: |
| Become immune to extreme heat or extreme cold in your favored terrain(s) (pick one for each terrain you possess, if you have multiple). In addition, you ignore difficult terrain in your favored terrain (whether it be magical or mundane), and all travel time for you and your companions within your favored terrain is halved. | Become immune to extreme heat or extreme cold in your favored terrain(s) (pick one for each terrain you possess, if you have multiple). In addition, you ignore difficult terrain in your favored terrain (whether it be magical or mundane), and all travel time for you and your companions within your favored terrain is halved. | ||
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| ==== Favored Enemy ==== | ==== Favored Enemy ==== | ||
| - | **Requirements: | + | **Requirements: |
| Select a specific creature type from the Table: Favored Enemies. You gain a bonus equal to your Secondary Attribute modifier on Bluff, Knowledge, Perception, Sense Motive, and Survival checks, as well as weapon attack and damage rolls, against creatures of your selecting typing. You may make Knowledge checks untrained if they pertain to this creature type. | Select a specific creature type from the Table: Favored Enemies. You gain a bonus equal to your Secondary Attribute modifier on Bluff, Knowledge, Perception, Sense Motive, and Survival checks, as well as weapon attack and damage rolls, against creatures of your selecting typing. You may make Knowledge checks untrained if they pertain to this creature type. | ||
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| If you select humanoids or outsiders as a favored enemy, you must select an associated subtype, as indicated on the table. If a creature falls into more than one category, you do not gain the bonus multiple times. | If you select humanoids or outsiders as a favored enemy, you must select an associated subtype, as indicated on the table. If a creature falls into more than one category, you do not gain the bonus multiple times. | ||
| - | You may purchase this Talent multiple times to gain multiple Favored | + | This is a circumstance bonus similar |
| + | |||
| + | You may buy an additional favored enemy at [[chargen: | ||
| + | |||
| + | </ | ||
| + | |||
| + | <WRAP round box> | ||
| + | ==== Exploit Weakness ==== | ||
| + | |||
| + | **Requirements: | ||
| + | |||
| + | As a Half Action you may make a Combat Maneuver against an adjacent Favored enemy. If successful you may choose one of the following: | ||
| + | |||
| + | * **Restrain**: | ||
| + | * **Spellfoul**: | ||
| + | * **Firefighting**: | ||
| + | * **Defensive Maneuver**: You gain DR 10 against the target for 1 round +1 round per 5 points you beat their CMD | ||
| + | |||
| + | </ | ||
| + | |||
| + | <WRAP round box> | ||
| + | ==== De-Fang ==== | ||
| + | |||
| + | **Requirements: | ||
| + | |||
| + | As a Half Action you may make a Combat Maneuver against an adjacent | ||
| + | |||
| + | * **Nailbiter**: | ||
| + | * **De-Fang**: | ||
| + | * **Mock Menace**: The target loses any Fear based abilities | ||
| + | * **Eye Pluck**: The target loses any Gaze abilities it has | ||
| + | * **Cork the Dragon**: The target loses any Breath weapons it has | ||
| + | * **Antagonize**: | ||
| + | |||
| + | </ | ||
| + | |||
| + | <WRAP round box> | ||
| + | ==== Limb-Breaker ==== | ||
| + | |||
| + | **Requirements: | ||
| + | |||
| + | As a Half Action, against | ||
| </ | </ | ||
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| ==== Quarry ==== | ==== Quarry ==== | ||
| - | **Requirements: | + | **Requirements: |
| - | As a Standard | + | As a Half Action, you may denote one target within your line of sight as your Quarry. You may track your Quarry through terrain that would otherwise not allow you to track them. If the creature does not leave tracks or otherwise hides it's presence via Su, Sp, Ex, or Spell effect (not a skill effect) |
| You may choose to focus solely on your Quarry. If you do, you lose one of your Favored Enemy categories until you kill your Quarry or give up on hunting them. During the course of hunting your Quarry, you gain your Favored Enemy bonuses against it. If you give up hunting, you may not select a new Quarry for 24 hours. If you find proof that your Quarry is dead, you may select a new Quarry immediately. | You may choose to focus solely on your Quarry. If you do, you lose one of your Favored Enemy categories until you kill your Quarry or give up on hunting them. During the course of hunting your Quarry, you gain your Favored Enemy bonuses against it. If you give up hunting, you may not select a new Quarry for 24 hours. If you find proof that your Quarry is dead, you may select a new Quarry immediately. | ||
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| ==== Exhaustion Hunter ==== | ==== Exhaustion Hunter ==== | ||
| - | **Requirements: | + | **Requirements: |
| You may now designate your Quarry as an Immediate Action. While hunting your Quarry, you may ignore natural environmental effects (such as extreme heat or cold), and the need to eat, drink, or sleep (in turn, you become immune to Fatigue and Exhaustion effects) for a number of days equal to your ranks in Knowledge Nature. Additionally, | You may now designate your Quarry as an Immediate Action. While hunting your Quarry, you may ignore natural environmental effects (such as extreme heat or cold), and the need to eat, drink, or sleep (in turn, you become immune to Fatigue and Exhaustion effects) for a number of days equal to your ranks in Knowledge Nature. Additionally, | ||
| </ | </ | ||
