TEXT: EXPERT CLASSES 
   
   
   
  ? 
   
  HUNTER (EXPERT) 
   
  When the world is overrun with vicious monsters, cackling 
  wizards, scheming demons, the morally bankrupt, and the racially 
  impure, the Hunter makes his move. A vigilante or villain seeking 
  to bring about control or destruction, he puts his specialized 
  knowledge to effective use when dealing with the oddities of the 
  world. With an arsenal fit for a full-sized militia, and the 
  experienced know-how to put it all to good use, the Hunter takes a 
  stand against a particularly favored enemy, and makes sure he's got 
  the goods to back him up. Equal parts researcher, ranger, and 
  roughhouser, the Hunter is always on a mission, and knows a 
  hundred-and-one ways to accomplish his goal. 
  Depending on your campaign, a Hunter could be... 
   A dedicated vampire slayer, seeking to rid high society of the 
  undead who stalk its sophisticated circles 
   A young construct built to find and slay the tyrannical robot 
  masters who oppress the downtrodden mortals of the land 
   An adventurer who travels the nation with his brother, solving 
  paranormal mysteries involving spirits and specters by relying 
  on their wits and their friends 
   A duty-bound paladin riding across the countryside and 
  striking down enemies of her faith and of the laws 
   A cheery, wealthy war veteran who puts his marksmanship 
  to the ultimate test; hunting the Most Dangerous Game 
   
  Party Role: Specialist/Combatant. While the 
  name "Hunter" implies a cold-blooded killer, you've filled 
  your skillset and toolset with a wide array of useful 
  techniques, gadgets, gear, and methods. You use 
  these to inform and aid your teammates, recruit or 
  rely on potential allies, and disable (then destroy) 
  those that you have sworn to eliminate. 
  CLASS FEATURES 
  Requirements: Wisdom 13+, Survival 6+ ranks, 
  Challenge Basics feat 
  Favored Attributes: Wisdom, Intelligence, 
  Strength 
  Class Skills: Athletics, Blend, Haggle, 
  Investigate, Notice, Search, Survival, Sense 
  Motive, Sneak, Tactics 
  Skill Points: 6 + Int modifier per 
  level 
  Vitality: 9 + Con modifier per level 
  CORE ABILITY 
  Done Your Research: With a little aid from the local 
  lore, you can find all you need about your bounty. You may 
  spend an action die to increase your threat range with attacks 
  and skill checks by 1 for each study you have relating to your 
  target (maximum of 2). This lasts until you have scored a 
  number of threats equal to your Wis modifier (minimum 1) or 
  until the end of the scene, whichever comes first.  
  CLASS ABILITIES 
  Bounty Hunter: A Hunter is defined first and foremost by the 
  prey they stalk. Pick one of the following bounties: 
   Animals (Animal type) 
   Any 2 faiths (Alignment Interest) 
   Any 2 nations (possessing the appropriate Native Culture 
  Study) 
   Beasts (Beast type) 
   Criminals (possessing any appropriate Interests, such as Study: 
  Pickpocketing, or Language: Thieves’ Cant) 
   Fey (Fey type) 
   Flora (Ooze or Plant type) 
   Folk (Folk type) 
   Planar Threats (Horror or Outsider type) 
   Spellcasters (Caster Level of 1+) 
   The Created (Construct or Elemental type) 
   The Restless (Spirit or Undead Type) 
   
  You gain 1 Reputation at the end of an adventure in which you 
  defeat a mob of standard characters of your bounty, and another 1 
  Reputation for each special character of that bounty you defeat. 
  Also, once per session you may reroll a single failed skill check or 
  saving throw targeting or prompted by a character of your bounty. 
  At Level 4, you may choose an additional bounty for a total 
  of 2. You may earn the Reputation award for defeating a 
  standard mob up to twice per adventure. 
  At Level 8, you may choose an additional bounty for a 
  total of 3. You may earn the Reputation award for 
  defeating a standard mob up to three times per 
  adventure. 
  Challenge Seeker I: At level 2, you gain 
  the Challenge Mastery feat, and your maximum 
  Investigate rank increases to your Career 
  Level +5. 
  Challenge Seeker II: At level 7, you 
  gain the Challenge Supremacy feat, and your 
  maximum Investigate rank increases to your Career 
  Level +8. 
  Leads: While on the prowl, you always keep a 
  few tactics and tools in your mind and pack. At 
  Levels 3, 5, 7, and 9, you may choose one of 
  the following abilities. Each of these 
  abilities may only be chosen once. 
   Between the Scales: It costs you 1 
  fewer action dice to activate 
  critical hits against characters of 
  your bounty (minimum 0). 
   Dead or Alive (city): The Reputation gained from 
  your Bounty Hunter ability reward for special 
  characters increases by 1 from kills, or by 2 if 
  your bounty is captured and brought alive to a 
  city that desires such a capture. 
  
  (EXPERT CLASS) 
   
   
   
  ? 
   
   
  Table X.X: Hunter 
  Level 
  BAB 
  Fort 
  Ref 
  Will 
  Def 
  Init 
  Lifestyle 
  Legend 
  Abilities 
  1 
  +0 
  +2 
  +1 
  +0 
  +1 
  +2 
  +0 
  +1 
  Bounty hunter, done your research 
  2 
  +1 
  +3 
  +2 
  +0 
  +1 
  +3 
  +0 
  +1 
  Challenge seeker I 
  3 
  +2 
  +3 
  +2 
  +1 
  +2 
  +4 
  +1 
  +2 
  Leads 
  4 
  +3 
  +4 
  +2 
  +1 
  +2 
  +5 
  +1 
  +2 
  Bounty hunter, predator 
  5 
  +3 
  +4 
  +3 
  +1 
  +3 
  +5 
  +1 
  +3 
  Leads 
  6 
  +4 
  +5 
  +3 
  +2 
  +4 
  +6 
  +2 
  +3 
  Of books and blades 
  7 
  +5 
  +5 
  +4 
  +2 
  +4 
  +7 
  +2 
  +4 
  Challenge seeker II, leads 
  8 
  +6 
  +6 
  +4 
  +2 
  +5 
  +8 
  +2 
  +4 
  Bounty hunter, my only weakness! 
  9 
  +6 
  +6 
  +4 
  +3 
  +5 
  +9 
  +3 
  +5 
  Leads 
  10 
  +7 
  +7 
  +5 
  +3 
  +6 
  +10 
  +3 
  +5 
  Hunter's guild 
   
   Expertise: Choose one skill: Athletics, Blend, Haggle, 
  Investigate, Notice, Search, Sense Motive, Sneak, Survival, 
  Tactics. Taking 10 with this skill doesn’t take twice as long and 
  taking 20 takes only 10 times as long. 
   Huntsman's Turning: Choose one bounty. Once per combat, 
  you may turn characters of this Type or description (see 
  Fantasy Craft, page. 223). 
   Keen Senses: Your visual, hearing, and scent range increments 
  increase by 20 ft. 
   Know Thy Enemy: You gain the Mark feat, and you may learn 
  any Save bonus or Wound total of characters of your bounty in 
  place of skills when you use your Mark feat. 
   No Escape: When tracking a character of your bounty, you 
  suffer no penalty for moving up to your full Speed while 
  making a Track check, and if you move no faster than 1/2 
  Speed (rounded down), you do not permanently lose a trail 
  until you fail 3 Track checks in a row. 
   Sneak Attack: You gain an additional die of sneak attack 
  damage. 
   
  Predator: At Level 4, you gain 1 Heroic or Military Renown. 
  Of Books and Blades: At Level 6, you may choose to gain 1 
  additional interest and proficiency, or 2 of either.  
  My Only Weakness!: Your sources have whispered to you the 
  secrets of defeat for your chosen bounty. Once per adventure, at 
  Level 8, you may produce and hold aloft an object that serves to 
  ward, repel, or weaken a character of one of your bounties in its 
  presence as a full-round action. So long as the repellant object 
  remains within Close Quarters of the specified character, their 
  Error ranges with Skill Attack checks vs you and your allies in 
  increased by an amount equal to your starting action dice, and if 
  you possess any studies relevant to the character then all their 
  attributes are further reduced by one. An object produced in this 
  way is lost at the end of the scene.  
  Hunter's Guild: Your legend as a Hunter has grown, earning 
  you a place among your comrades in the thrill of the hunt. At Level 
  14, action dice you and your allies roll to boost attacks, damage or 
  opposed skill checks against your bounties increase by 1 die type 
  (d4s become d6s, d8s become d10s, etc.). Also, you gain a contact 
  with an XP value no greater than 30 and a Trust level of Associate. 
  This contact doesn’t represent a particular person, but instead 
  represents calling upon you fame within the Hunter’s Guild to 
  solicit help from a random Hunter’s Guild member. You can 
  upgrade this contact with Reputation as normal, and it does not 
  count as a Prize for you. Also, you gain the Safe House feat. This 
  feat functions so long as there are at least 40 people within a 25-
  mile radius (e.g. a small swamp-side dock, a nomad camp in a vast 
  desert, etc.) or 1 Hunter’s Guild member NPC present, as you find 
  shelter with a Hunter’s Guild member. Finally, one holding you 
  own is upgraded with the Trophy Room special room at no cost, 
  and taking up no special room allotment in the holding. 
  NPC CLASS ABILITIES 
   
  The following new class abilities from the Hunter expert class 
  are available to NPCs using the class ability NPC quality (see 
  Fantasy Craft, page 231). 
  Table X.X: NPC Class Abilities 
  Class Ability 
   
  XP Value 
  Between the Scales (must have a Bounty) 
  2 
  Bounty (from Bounty Hunter ability) 
  1 per bounty 
  Huntsman's Turning (must have a Bounty) 
  2 
  No Escape (must have a Bounty) 
  4 
  Sneak attack 
  2 per grade 
   
  Class design by Curator with help from the Crafty forum-ites. 
  Art by angellasasser of deviantART. 
   
   
   
   
   
   
  
SOURCE: textdata/thevault/FantasyCraft/Homebrew/03 - Expert - Hunter (ver 2.0) (LtI).pdf