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Path of the Huntsman
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, CST 11, 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: CST 5, 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.
This is a circumstance bonus similar to flanking. These bonuses rarely stack and you must select which bonus you are using when multiple apply. (If a GM indicates a unique circumstance bonus stacks that it can be used in tandem with Favored Enemy, but merely flanking will not be enough in most cases to out weigh you favored foe.)
You may purchase this Talent multiple times to gain multiple Favored Enemies. Each time you do, the EXP cost of this Talent increases by 10 (for example, your second Favored Enemy costs 25 EXP, your third costs 35 EXP, your fourth costs 45 EXP, etc).
Exploit Weakness
Requirements: Favored Enemy, CST 8, Sense Motive 8, 10 EXP
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:The target can not use any form of nonstandard movement for 1 round +1 for each 5 points you beat their CMD
- Spellfoul: You gain SR 20 against any spells or spell like abilites from the target for 1 round +1 for each 5 points you beat their CMD
- Firefighting: You gain Energy Resistance 20 against any one energy type the target can use for 1 round +1 for each 5 points you beat their CMD
- Defensive Maneuver: You gain DR 10 against the target for 1 round +1 round per 5 points you beat their CMD
De-Fang
Requirements: Exploit Weakness, CST 12, Perception 14, 10 EXP
After dealing damage to a Favored Enemy and spending 5 TP; the target of the attack must make a DC 5 + damage dealt Fortitude save or become Exhausted for 1 minute, the target is instead fatigued on a successful save.
Limb-Breaker
Requirements: De-Fang, CST 16, Perception 16, 25 EXP
As a Half Action, against your favored enemy, you may roll an attack against any limb that is not a head or body at no penalty. If the target is Exhausted this damage is done directly as Wounds.
Quarry
Requirements: Favored Enemy, Improved Tracker, Knowledge Nature 8, 25 EXP
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 ignore that ability and track it mundanely.
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, CST 12, 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.

