Night elf hunter


Any, but many hunters are neutral, seeking to aid the balance of nature along with their druidic allies.


Dexterity is prized among hunters, granting them greater accuracy with ranged weapons and a greater chance to avoid harm in combat. Charisma is important in aiding their animal taming abilities, as well as keeping the hunter friendly with the outside world. Wisdom improves their unique style of combat.

Level BAB Fort Ref Will Special
1st +1 +0 +2 +0 Animal empathy, serpent sting, sting 3/day
2nd +2 +0 +3 +0 -
3rd +3 +1 +3 +1 Aspect of the monkey
4th +4 +1 +4 +1 -
5th +5 +1 +4 +1 Tame animal, sting 4/day
6th +6 +2 +5 +2 Aspect of the hawk
7th +7 +2 +5 +2 Eagle eye
8th +8 +2 +6 +2 -
9th +9 +3 +6 +3 Aspect of the beast
10th +10 +3 +7 +3 Scorpid sting, sting 5/day
11th +11 +3 +7 +3 -
12th +12 +4 +8 +4 Aspect of the cheetah
13th +13 +4 +8 +4 -
14th +14 +4 +9 +4 Tame magical beast
15th +15 +5 +9 +5 Aspect of the pack, sting 6/day
16th +16 +5 +10 +5 -
17th +17 +5 +10 +5 -
18th +18 +6 +11 +6 Aspect of the wilds
19th +19 +6 +11 +6 -
20th +20 +6 +12 +6 Sting 7/day, viper sting

Hit Die: d8

Class Skills (4 + Int modifier per level): are Climb (Str), Craft (Int), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (nature) (Int), Listen (Spt), Move Silently (Dex), Profession (Wis), Search (Int), Spot (Wis), Survival (Wis), Swim (Str) and Use Rope (Dex).

All of the following are Class Features of the hunter class.

Weapon and Armor Proficiency: A hunter is proficient with all simple and martial weapons and with light and medium armor.

Animal Empathy (Ex): A hunter has a +2 bonus on Handle Animal checks.

Sting (Su): A hunter can conjure poisons and apply them to projectiles as he fires or throws them. Three times per day, before making an attack roll with a ranged weapon, the hunter can declare that the attack is a sting of any type he knows. If the attack hits and deals damage, the poison takes effect (the exact effects depend on the sting’s type, as described below). You can only have one sting on a person at a time.

The hunter can use a sting three times per day at 1st level and one additional time per day at 5th level and every five levels thereafter. If the attack misses, the sting has no effect but is still used up. Creatures immune to poison are immune to stings.

Serpent Sting: The attack deals 1 additional point of poison damage, and the poison deals 1 point of damage each round for a number of rounds equal to the hunter’s class level.

Scorpid Sting: The target must make a Fortitude save (DC 10+1/2 the hunter’s class level+the hunter’s Wisdom modifier) or lose 1d4 points of Strength and 1d4 points of Agility for a number of rounds equal to the hunter’s class level.

Viper Sting: The target must make a Will save (DC 10+1/2 the hunter’s class level+the hunter’s Wisdom modifier) or be unable to cast spells for one full round. This sting has no effect on non-spellcasters.

Aspects (Su): At 3rd level, a hunter’s connection to the wilds allows him to adopt the natural attacks and defenses of the natural world. By mimicking certain aspects of a creature’s behavior, the hunter gains animalistic abilities that appear impossible.

A hunter may adopt only one aspect at a time. Switching aspects is a free action, though the hunter can switch aspects only once per round and only on his turn. The hunter can use any aspect he knows any number of times per day, and the aspect’s bonuses last until the hunter switches aspects. No overt signs indicate that an aspect is active, although the hunter’s behavior slightly. For example, a hunter adopting the aspect of the monkey moves with a lanky stride, arms swinging, but when he adopts the aspect of the hawk he makes sudden movements and his keen eyes dart about.

A hunter can choose to have no aspect active if he wishes.

Aspect of the Monkey: The hunter gains evasion. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. The hunter can use evasion only if he is wearing light armor or no armor. A helpless hunter (such as one who is unconscious or paralyzed) does not gain the benefit of evasion.

Aspect of the Hawk: The hunter easily perceives his opponents’ vulnerabilities. He gains +1 insight bonus on ranged weapon damage rolls for every three hunter levels he possesses, to a maximum of +5 at 15th level.

Aspect of the Beast: The hunter moves with the grace of an animal, allowing him to pass through natural terrain without leaving a trail and making him impossible to track. In addition, the hunter may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas and similar terrain) at his normal speed and without taking damage or suffering any other impairment. Magically manipulated thorns, briars and overgrown areas still affect him, however.

Aspect of the Cheetah: The hunter mimics the cheetah’s legendary swiftness. His base movement rate increases by 5 feet for every five hunter levels he possesses.

Aspect of the Pack: The hunter reads his companions’ movements with preternatural instinct, moving to support their attacks. When the hunter or the hunter’s pet and an ally are both adjacent to an enemy, the ally is considered to be flanking that enemy.

Aspect of the Wilds: The hunter becomes deeply in tune with nature, granting him protection from the world’s dangers. He gains a +4 insight bonus on all saving throws.

Tame Animal (Su): At 5th level, the hunter gains a supernatural bond with animals that allows him to interact with them on a spiritual level. A hunter may attempt to tame any animal whose Hit Dice are equal to or less than his hunter level minus two. (A 10th-level hunter can attempt to tame an animal with up to 8 Hit Dice, for instance.) The hunter uses both natural and supernatural means to compel the creature to become his ally. To do this, the hunter must be within 30 feet of the creature and they must be able to see and hear each other. The attempt takes one round per Hit Die of the target. At the end of this time, the hunter must make a Handle Animal check (DC 18 the creature’s Hit Dice the creature’s Charisma bonus).

He takes a –2 penalty on this check for every creature in the area (including PCs) that appears threatening to the target. If the check fails, the creature’s attitude toward the hunter does not change, but the hunter cannot attempt to tame that creature again for 24 hours.

If the hunter succeeds, the creature becomes the hunter’s companion, and gains several benefits (see “The Hunter’s Companion” below). A hunter can have only one such companion at a time, and can release it whenever he wishes. If his companion is slain or released, he cannot attempt to tame another for 24 hours. If the hunter wounds or threatens a creature, he cannot attempt to tame that creature for 24 hours. Once tamed, a creature is loyal to the hunter and, if the hunter treats it well, serves him faithfully.

Eagle Eye (Ex): At 7th level, a hunter’s sight improves. The range increments for all ranged weapons he wields increase by 150%. (This ability stacks with the Far Shot feat.) He gains a +2 bonus on Spot checks, and his Spot checks take a –1 penalty for every 20 feet of distance between himself and the target, instead of –1 for every 10 feet.

Tame Magical Beast (Su): At 14th level, the hunter can tame magical beasts just as he can tame animals; however, he takes a –4 penalty on his Handle Animal checks to do so.

The Hunter’s Companion

After the hunter tames a creature, he can spend 8 uninterrupted hours with it to develop a spiritual link, after which the creature gains the benefits described below.

Hunter Level Bonus Hit Dice Natural Armor Adj. Str/Dex Adj. Bonus Tricks Special
5th-6th +0 +1 +0 +2 Evasion, link
7th-8th +0 +2 +1 +3 Devotion, share aspect
9th-11th +1 +3 +1 +4 Multiattack
12th-14th +1 +4 +2 +5 -
15th-17th +1 +5 +2 +6 Improved Evasion
18th-20th +2 +6 +3 +7 -

Companion Basics: Use the creature’s base statistics, but make the following changes.

Class Level: The hunter’s class level.

Bonus HD: Extra d8 Hit Dice, each of which gains a Stamina modifi er, as normal. Remember that extra Hit Dice improve the companion’s base attack and base save bonuses and grant additional skill points.

Natural Armor Adj.: This number is an improvement to the companion’s existing natural armor bonus.

Str/Agy Adj.: Add this value to the companion’s Strength and Agility scores.

Bonus Tricks: This value is the total number of bonus tricks that the companion knows in addition to any that the hunter teaches it. These bonus tricks don’t require any training time or Handle Animal checks, and they don’t count against the normal limit of tricks the companion knows. The hunter selects these bonus tricks, and once selected, they can’t be changed.

Evasion (Ex): If the companion is subjected to an attack that normally allows a Refl ex saving throw for half damage, it takes no damage if it makes a successful saving throw.

Link (Ex): A hunter can handle his companion as a free action or push it as a move action, even if he doesn’t have any ranks in the Handle Animal skill. The hunter gains a +4 circumstance bonus on Handle Animal checks regarding his companion.

Devotion (Ex): The companion gains a +4 morale bonus on Will saves against enchantment spells and effects.

Share Aspect (Su): The companion benefits from the hunter’s active aspect, just as if it also possessed that aspect.

Multiattack: The companion gains Multiattack as a bonus feat if it has three or more natural attacks and does not already have that feat. If it does not have the requisite three or more natural attacks, it instead gains a second attack with its primary natural weapon, albeit at a –5 penalty.

Improved Evasion (Ex): When subjected to an attack that normally allows a Refl ex saving throw for half damage, the companion takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.


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