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Green Lightning – Bounty Hunter Class – Beta Rules

Bounty Hunter

LevelBase AttackSave BonusAC BonusAbility
1121Track, Wild Empathy, Snare
2231Weapon Focus
3332 
4442Trap, Trap Sense
5543 
6653Extra Action, Quick Track, +1 use of Snare
7753 
8864Pin Down, +1 use of Trap
9964 
101075Ambush Sense
111175 
121285Extra Action, +1 use of  Snare
131386 
141496 
151597 
1616107+1 use of Trap
1717107 
1818118Extra Action
1919118 
2020129Pin Down Radius +40ft area

A Bounty Hunter is a skilled hunter in urban environments. Skilled warriors built to bring justice down upon the wicked of the world.

Track– A Bounty Hunter adds half her level (minimum 1) to Survival skill checks made to follow or identify tracks. They can move and track taking a -10 to the skill at normal speed, or -60 at double speed.

Wild Empathy – A Bounty Hunter can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The Bounty Hunter rolls 1d20 and adds her Bounty Hunter level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

Snare – at level 1, a Bounty Hunter can target an single enemy within 120ft, the enemy must roll a will save DC 10 + Bounty Hunter Level or become Immobile till the subject can break the DC. The Bounty hunter gets 3/day uses of this ability.

Weapon Focus – at level 2, a Bounty Hunter favors a single weapon type and because of this when using that type of weapon they gain a +2 bonus on Focus with that weapon (This is stackable with bonuses from other classes)

Trap – At level 4, the Bounty Hunter can choose a 10ft spot where no one else is occupying within 120ft of them, the trap is triggered as a target makes a movement is made through the trap Avoidance save DC 10+WIS MOD vs 1d12 damage and Halts movement, the bounty hunter has 3/day. 

Trap Sense – At level 4, the Bounty Hunter can sense traps nearby at a +10 Notice within 10ft of the trap

Quick Track – Beginning at 6th level, a Bounty Hunter can move at her normal speed while using Survival to follow tracks without taking the normal –10 penalty. She takes only a –30 penalty (instead of the normal –60) when moving at up to twice normal speed while tracking.

Extra Action – At 6th level, and again at 12th and 18th levels, the Bounty Hunter gains one extra action per round to make a second attack or make another movement action. 

Pin Down – At 8th level, the Bounty hunter can cause a 20ft of their choosing and make them make a Will save DC 10+Will Mod vs immobile, lasts till save is broken or spell / ability is used to free themselves

Ambush Sense – At 10th level, the Bounty Hunter gains a bonus +20 Notice vs an Ambush from impending threats, letting them and allies to not be caught surprised.

Weapon Proficiencies: Simple, Martial

Armor Proficiencies: Shields, Light, Medium

Hit Die: 1d8

Skills: (points per level 40 + INT MOD),  Acrobatics, Athletics, Atonement , Bluff, Craft, Drive, Forgery, Gather Info, Intimidate, Knowledge Nature, Knowledge Area, Knowledge Law, Medical, Notice, Profession, Stealth, Survival, Taunt, Tech

Class Saves: Avoidance, Will

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