Jeux de r�le Qu�bec - MoonZar
 
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Chasseur sauvage

Description
Introduction
Certains chasseurs des bois sont devenu maitre sur leur territoire, pouvant chasser leur ennemi naturel dans les pires conditions.
D� de vie
(d8)
Alignement
Pour joindre les chasseurs sauvages, il faut avoir un alignement qui n'est pas loyal.
Pr�requis
To qualify to become a hunter of the wild, a character must fulfill all the following criteria.
Base Attack Bonus: +5
Skills: Hide 5 ranks, Listen 5 ranks, Move silently 5 ranks, Spot 5 ranks and Survival 5 ranks.
Feats: Track, Dodge
Skills
The hunter of the wild class skills (and the key ability for each skill) are Climb(Str), Craft(Int), Heal(Wis), Hide(Dex), Jump (Str), Knowledge(nature)(Int), Listen(Wis), Move silently(Dex), Profession(Wis), Ride(Dex), Search(Int), Sport(Wis), Survival(Wis), Swim(Str) and Use rope(Dex). See chapter 4 of the Player's Handbook for skill descriptions.

Nombre de skills par niveau: 6 + Modificateur d'Intelligence

Chasseur sauvage
NiveauBase AttackFortitudeR�flexeVolont�Habilit�s de classe
1+1+2+2+0Choosen Foe +2, Sneak attack + 1d6
2+2+3+3+0Uncanny dodge
3+3+3+3+1Sneak attack + 2d6
4+4+4+4+1Swift Tracker (Ex)
5+5+4+4+1Choosen Foe +4, Sneak attack + 3d6
6+6+5+5+2Improved uncanny dodge
7+7+5+5+2Sneak attack + 4d6
8+8+6+6+2Dodge critical
9+9+6+6+3Sneak attack + 5d6
10+10+7+7+3Death attack, Choosen Foe +6

Habilet�s de classe
Animal companion
The hunter level are consider in the effective level calculation for a ranger or druid animal companion. However in the case of a druid animal companion only half the hunter level are considered.
Spell per day
When a new hunter level is gained, the character gains new spells per day as if he had also gained a level in the ranger class. He does not, however, gain any other benefit a character of that class would have gained except if specified in the hunter class description.
Weapon and armor proficiency
The hunter gain no proficiency with any weapon or armor.
Choosen Foe +2
Due to his extensive study of a foe and training in the proper techniques for combating them, a hunter of the wild gain a +2bonus onBluff, Listen, Sense Motive, Spot and Survival checks when using theseskills against the choosen foe. He gets the same bonus on weapon damage rolls against these creatures. A hunter also gets the bonus on damage with ranged weapons, but only against targets within 30feet (the hunter cannot strike with deadly accuracy beyond thatrange). The bonus on damage does not apply to creatures that are immune to critical hits. At 1st, 5th and 10th level, the hunter of the wild's bonus goes up by +2. This bonus stack swith a favored enemybonus (if any) acquired throught ranger levels to a maximum of +10 bonus. All the bonus apply only for one choosen foe (choose from theranger favored enemies list).
Sneak attack + 1d6
If a hunter of the wild can catch an opponent when she is unable todefend herself effectively from his attack, he can strike a vitalspotfor an extra 1d6 points of damage. For complete details on thesneak attack ability, see the description of the rogue in the Player's Handbook. This ability can be use on any foe, not only his choosen foe.
Uncanny dodge
Starting at 2nd level, a hunter of the wild gains the ability to reactto danger before his sense would normally allow him to do so. Heretains his Dexterity bonus to Armor Class (if any) regardless ofbeing caught flat-footed or struck by an invisible attacker. He stillloses his Dexterity bonus to AC if immobilized. If a hunter of thewild already had the uncanny dodge ability from another class, thecharacter automatically gains improved uncanny dodge instead.
Swift Tracker (Ex)
Beginning at 4th level, a hunter can move at his normalspeed while following tracks without taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.
Improved uncanny dodge
At 5th level and higher a hunter of the wild can no longer be flanked, since he can react to opponents on opposite sides of him as easily ashe can react to a single attacker. This defense denies other characters the ability to use flank attacks to sneak attack him. The exception to this defense is that a rogue of at least four levelshigher than the character can flank him and use sneak attack.
Dodge critical
Although often more skilled than their foes, hunter of the wild have seen too many battles won by one lucky blow. At 8th level, a hunter becomes able to turn even the luckiest blow in to a normal strike. Once per day a hunter of the wild can make a Reflex savingthrow (DC20) to turn a critical hit dealt upon him into a normal hit. The hunter of the wild must be aware of the attack and not flat-footed,and he must declare his attempt to reduce the effect of the critical hit before the damage from the hit is rolled.
Death attack
If a 10th level hunter of the wild studies a particular choosenfoefor 3 rounds and then make a sneak attack with amelee weaponthat successfully deals damage the sneak attack has the additionaleffect of possibily killing the target.

While studying the foe,the hunter can undertake other actions as long as his attention staysfocused on the target and the target does not detect the hunter of thewild or reconize him as an enemy. If the victim of such an attackfails a fortitude save(DC 10 + the hunter class level + the hunter ofthe wild Int modifier), he dies. If the victim saving thrown succeeds,the attack is just a normal sneak attack. Once the hunter of the wildhas completed the 3 rounds of study, he must make the death attackwithin the next 3 rounds of study. If a death attack is attempted andfails (the victim makes his save) or if the hunter of the wild doesnot launch the attack within the next 3 rounds of completing thestudy, 3 new rounds of study is required before he can attempt anotherdeath attack.
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