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Path of the Huntsman

No weather, time of day, or terrain will keep a Huntsman from their prey.

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, patient, and skilled hunters, these individuals hound man, beast, and monster alike, gaining insight into the way of the predator, skill in varied environments, and ever more lethal martial prowess. While some track man-eating creatures to protect the frontier, others pursue more cunning game — even fugitives among their own people.


Key Skills

Upon selecting the Path of the Huntsman, you gain the following Key Skills:

The Hunter’s Trail

Woodland Stride

Requirements: Survival 3, Knowledge Nature 3, 10 EXP

You may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect you.

Trackless Step

Requirements: Woodland Stride, Survival 5, Knowledge Nature 5, 10 EXP

You leave no trail in natural surroundings and cannot be tracked. You may choose to leave a trail if so desired.

Tracker

Requirements: Woodland Stride, Survival 5, 10 EXP

You may move at normal speed whilst tracking, and you may always take 10 on the check to do so.

Improved Tracker

Requirements: Tracker, Survival 10, 20 EXP

You may track at double normal speed, and may always take 10 on the check to do so. Alternatively, you may take 20, and move at half normal speed.

Favored Terrain

Requirements: Trackless Step, Survival 7, Knowledge Nature 7, Knowledge Geography 7, 15 EXP

You may select a type of terrain from the Table: Favored Terrains. You gain a bonus equal to your Secondary Attribute modifier to Initiative, Knowledge Geography, Perception, Stealth, and Survival checks as long as you are within that specific terrain. If a specific type of terrain falls into more than one category, you do not receive stacking bonuses.

You may buy this Talent multiple times. Each time you do, its EXP cost doubles (For example, your second Favored Terrain is 30 EXP, your third is 60 EXP, your fourth is 120 EXP, etc.).

Camouflage

Requirements: Favored Terrain, Stealth 5, Survival 8, Knowledge Geography 10, 25 EXP

When you are in your favored terrain(s), you may use the Stealth skill to hide, even if the terrain doesn’t normally grant cover or concealment to do so.

Mastery of Nature

Requirements: Favored Terrain, 7 HD, Survival 12, Knowledge Nature 12, 30 EXP

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.

Hide in Plain Sight

Requirements: Stealth 10, Survival 15, Knowledge Geography 12, 35 EXP

When in your favored terrain(s), you may always Stealth, even when observed.

The Hunter’s Quarry

Favored Enemy

Requirements: BaB 3, Knowledge Nature 3, 15 EXP

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.

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 Enemies. Each time you do, the EXP cost of this Talent doubles (for example, your second Favored Enemy costs 30 EXP, your third costs 60 EXP, your fourth costs 120 EXP, etc).

Quarry

Requirements: Favored Enemy, Improved Tracker, Knowledge Nature 8, 25 EXP

As a Standard 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, compare your HD to theirs - if your HD meets or exceeds their HD, you may track them anyway.

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.

Exhaustion Hunter

Requirements: Quarry, BaB 8, Perception 15, Knowledge Nature 12, 35 EXP

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, your bonuses against your Quarry are doubled, if you choose to focus solely upon them. Lastly, you may take 20 on checks to track your Quarry whilst moving at normal speed.