Bounty Hunter
Level | Base Attack | Save Bonus | AC Bonus | Ability |
1 | 1 | 2 | 1 | Track, Wild Empathy, Snare |
2 | 2 | 3 | 1 | Weapon Focus |
3 | 3 | 3 | 2 | |
4 | 4 | 4 | 2 | Trap, Trap Sense |
5 | 5 | 4 | 3 | |
6 | 6 | 5 | 3 | Extra Action, Quick Track, +1 use of Snare |
7 | 7 | 5 | 3 | |
8 | 8 | 6 | 4 | Pin Down, +1 use of Trap |
9 | 9 | 6 | 4 | |
10 | 10 | 7 | 5 | Ambush Sense |
11 | 11 | 7 | 5 | |
12 | 12 | 8 | 5 | Extra Action, +1 use of Snare |
13 | 13 | 8 | 6 | |
14 | 14 | 9 | 6 | |
15 | 15 | 9 | 7 | |
16 | 16 | 10 | 7 | +1 use of Trap |
17 | 17 | 10 | 7 | |
18 | 18 | 11 | 8 | Extra Action |
19 | 19 | 11 | 8 | |
20 | 20 | 12 | 9 | Pin 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