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Author Topic: The Hunter, a new martial adept, PEACH [3.5 base class]  (Read 414 times)
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molten_dragon
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Posts: 4


« on: April 20, 2010, 05:49:44 PM »

Ever since I first got the Tome of Battle, I've loved it.  It fixes so much of what I thought was wrong with fighter types in this game, and makes them much more fun and interesting to play.  That being said, I've always thought it had two glaring errors.  First off, it doesn't offer a remake of the ranger class.  And secondly, it doesn't offer any schools focusing on ranged combat.  A few weeks ago, I had enough free time that I decided to do something about those two issues.  The results of my efforts are a new 20-level martial class, the Hunter, and two new schools of maneuvers, both focusing on ranged combat.  These schools are Striking Eagle and Wolf Wind.

So far none of this has been playtested yet, but I've got a player who is creating one for the campaign I just started so hopefully soon I'll get to see how it does in an actual game.

Please let me know what you think and offer any constructive criticism you can think of.  Also, if you have some ideas for better names for the maneuvers, please suggest them, I'm not real happy with what I have at the moment.  

The Hunter
The diving hawk, the tireless wolf, the stalking lion, these are the creatures that a hunter seeks to emulate.  The hunter is a martial adept that stalks the wild places of the world.  Hunters are wild men and women much more at home in the depths of a primeval forest, or the burning wastes of a desert than in the comfort of a bustling city.  Their connection to nature gives hunters abilities which are beyond the normal.  Hunters are gifted in the use of the bow, and are the only martial adepts that can make use of the ranged disciplines.

Making a Hunter
A hunter differs in many ways from the other martial adepts.  They are average melee fighters at best.  They also do not gain the spells or animal companions of a ranger.  They make up for these shortcomings through their peerless ability with ranged weapons.  
Abilities: Dexterity and Constitution are the most important abilities to a Hunter.  Intelligence and wisdom are useful to gain skill points and make best use of those he has.  Strength and Charisma are helpful, but a hunter is less reliant on these abilities than others.
Races: Most hunters are humans, elves, and half-elves, because they are the most likely to live in the wild places of the world and have a deep connection to nature.  Halflings and Half-orcs take to the hunter class less often.  Dwarven and Gnomish hunters are nearly unheard of.
Alignment:  A hunter can choose any alignment, but lawful hunters are a rarity.
Starting Gold: 5d4x10 gp (125 gp)
Starting Age:  As ranger (PH 109)
Hit Die: d8

Class Features
A hunter prefers not to engage in fair fights.  He prefers to stalk his prey from a distance, and strike before the prey is even aware that he is there.  To make this possible, a hunter can use a number of ranged martial maneuvers from two different disciplines.  He also has a number of class features which improve his ability to move swiftly and silently through the wilderness.
Weapon and Armor Proficiency:  A hunter is proficient with all simple and martial weapons and light armor.  
Maneuvers:  A hunter begins his career with the knowledge of 3 martial maneuvers.  The disciplines available to him are Tiger Claw, Striking Eagle, and Wolf Wind. Once you know a maneuver you must ready it before you can use it.  Upon reaching 4th level and every even-numbered hunter level thereafter, a hunter can choose to learn a new maneuver in place of one he already knows.  
Maneuvers Readied: At first level, a hunter can ready all 3 maneuvers that he knows, but as he advances in level, he must choose which maneuvers to ready.  A hunter readies his maneuvers by meditating for 5 minutes.  He does not need to rest or sleep before readying maneuvers, and can change which ones are readied at any time by spending 5 minutes meditating.  A hunter begins combat with all his readied maneuvers unexpended, and when he uses a maneuver it is considered expended for the current encounter.  A hunter can recover a single expended maneuver as a swift action.
Stances Known: Stances Known:  A hunter begins play with the knowledge of 1 stance from any discipline open to him.  At 6th, 11th, and 16th level he can choose an additional stance.  At 5th, and 15th levels he can replace one stance he knows with another if he wishes.


Output
Custom
Code:

Level BAB              Fort Ref  Will  Maneuvers Known  Maneuvers Readied  Stances Known   Special
1st   +1               +2   +2   +0    4                3                  1               Fleet of Foot, Track
2nd   +2               +3   +3   +0    5                3                  1               Trackless Step
3rd   +3               +3   +3   +1    6                4                  1              
4th   +4               +4   +4   +1    6                4                  1               Stalk the Prey
5th   +5               +4   +4   +1    7                4                  1               Bonus Feat, Wild Stride
6th   +6/+1            +5   +5   +2    7                5                  2              
7th   +7/+2            +5   +5   +2    8                5                  2               Far Shot
8th   +8/+3            +6   +6   +2    8                5                  2               Swift Tracker
9th   +9/+4            +6   +6   +3    9                6                  2              
10th  +10/+5           +7   +7   +3    10                6                  2               Bonus Feat
11th  +11/+6/+1        +7   +7   +3    10                6                  3               Camouflage
12th  +12/+7/+2        +8   +8   +4    11                7                  3              
13th  +13/+8/+3        +8   +8   +4    11                7                  3              
14th  +14/+9/+4        +9   +9   +4    12                7                  3              
15th  +15/+10/+5       +9   +9   +5    12                8                  3               Bonus Feat
16th  +16/+11/+6/+1    +10  +10  +5    13                8                  4              
17th  +17/+12/+7/+2    +10  +10  +5    14                8                  4              
18th  +18/+13/+8/+3    +11  +11  +6    14                9                  4              
19th  +19/+14/+9/+4    +11  +11  +6    15                9                  4              
20th  +20/+15/+10/+5   +12  +12  +6    16                9                  4               Bonus Feat

Class Skills (6+Int modifier per level, x4 at 1st level):  Climb, Concentration, Craft, Escape Artist, Handle Animal, Hide, Jump, Knowledge (dungeoneering), Knowledge (geography), Knowledge (nature), Knowledge (Local), Listen, Move Silently, Profession, Ride, Spot, Survival, Swim, Tumble

Track:  A hunter gains the track feat (PH 101) for free at 1st level.
Fleet of Foot:  A hunter gains a 10-foot bonus to his movement speed at 1st level.  He loses this bonus if he is wearing medium or heavy armor, or carrying a medium or heavy load.
Trackless Step: Beginning at 3rd level, a hunter cannot be tracked in natural surroundings.  See the druid class feature (PH 36).
Stalk the Prey: Beginning at 4th level, a hunter gains a bonus to hide and move silently checks equal to his hunter level divided by 4 (round down).
Wild Stride: Starting at 5th level, a hunter can move through any sort of natural terrain that slows movement (such as undergrowth, rubble, etc.) at his normal speed and without taking damage of suffering other impairment.  This ability does not let him move more quickly through terrain that requires a swim or climb check to navigate, nor can he move more quickly through terrain that has been magically manipulated to impede movement.  A hunter loses this ability if wearing medium or heavy armor or carrying a medium or heavy load.
Bonus feat:  At 5th level and every 5 levels thereafter, a hunter gains a bonus feat, which must be selected from the following list.  Able sniper, adaptive style, alertness, animal affinity, athletic, brachiation, deadeye shot, defensive archery, improved precise shot, improved rapid shot, manyshot, point blank shot, precise shot, quick reconnoiter, rapid shot, sharp-shooting, shot on the run, and stealthy.
Deadeye:  At 7th level, a hunter gains the far shot feat for free.
Swift tracker: Beginning at 8th level, a hunter can move at his normal speed 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.
Camouflage:  A hunter of 11th level or higher can use the hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.
« Last Edit: April 20, 2010, 06:17:26 PM by molten_dragon » Logged
molten_dragon
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« Reply #1 on: April 20, 2010, 05:54:28 PM »

Striking Eagle
An adept of the striking eagle discipline realizes that a single perfect strike can do more harm to a foe than a thousand misses.  He fires his weapons slowly and deliberately, and even strikes which are not deadly can cripple their targets.  The key skill for striking eagle maneuvers is spot.  Weapons associated with striking eagle include the shortbow and longbow (and their composite versions), and crossbows. 

1st level
Longshot:  Strike – Treat target as 1 range increment closer.
Aimed shot:  Strike – Gain +2 to hit and damage but takes as much time as full attack
Eagle Eye:  Boost – get a +5 on a single spot check
Hunter’s stance:  stance - +4 bonus to confirm critical hits.

2nd level
Leg shot:  Strike – deal normal damage and halve movement speed.
Eagle Strike: Strike – deal 2d6 extra damage.
Heavy impact: boost – shots can knock target down for 1 round

3rd level
Sniper shot:  Strike – make a single attack followed immediately by a hide check at no penalty.
Improved eagle strike: - strike deal 4d6 extra damage.
Sniper’s stance:  Stance – Trade iterative attacks for 2d6 damage each.

4th level
Improved longshot:  Strike – Ignore range penalties.
Arm shot:  Strike – deal normal damage and 6 strength damage.
Eagle’s gaze: boost – ignore cover and concealment for 1 round.

5th level
Eagle’s grace: stance – add dexterity bonus instead of strength bonus to damage with ranged attacks.
Heavy pull: strike – make ranged touch attack to deal 3d6 extra damage, ignores DR
Penetrating shot:  Boost – Attacks deal damage in a 60-foot line.

6th level
Hand Shot:  Strike – deal extra 3d6 damage, 6 dex damage, drops what it is holding.
Greater eagle strike: strike – deal extra 8d6 damage
Hunter’s mark: boost – attacks are automatically critical hits for 1 round.

7th level
Head shot: strike – deal extra 6d6 damage, target is stunned for 1 round
Extra heavy pull: strike – ranged touch attack deals 6d6 extra damage, ignores DR

8th level
Master eagle strike: strike – deal 12d6 extra damage
Eagle talon stance: stance – critical modifier for ranged weapons goes up by one

9th level
Heart shot:  strike – slay foe with an arrow to the heart

Maneuver and Stance descriptions

Aimed Shot
Striking Eagle (Strike)
Level:  Hunter 1
Initiation Action:  1 full-round action
Range:  Same as weapon
Target:  1 creature
Duration:  Instantaneous
Saving throw:  None

You steady your arms and nerves, making sure your shot is lined up perfectly before releasing it to strike your foe where he is most vulnerable.

As you initiate this strike, make a single ranged attack against a creature.  This strike takes as much time to initiate as a full attack action.  You gain a +2 to hit and damage with this attack.

Arm Shot
Striking Eagle (Strike)
Level:  Hunter 4
Initiation Action:  1 standard action
Range:  Same as weapon
Target:  1 creature
Duration:  1 minute
Saving throw:  None

You fire an arrow and lodge it in your foe’s arm or similar appendage.  This cripples his ability to attack properly. 

As part of this maneuver, make a single ranged attack against an opponent.  In addition to dealing normal damage, you also deal 6 points of strength damage to the target.  A successful fortitude save (DC 14 + your Dex modifier) halves this strength damage, but has no effect on the normal damage the strike deals.  Your target does not have to have arms for this ability to work, but it must have some sort of discernible anatomy.  This strike affects even creatures like undead and constructs which are normally immune to ability damage.

Eagle Eye
Striking Eagle (Boost)
Level:  Hunter 1
Initiation Action:  1 swift action
Range:  personal
Target:  you
Duration:  End of turn

You focus your mind on your eyes, shutting out your other senses momentarily to better see.

When you initiate this maneuver, you gain a +5 bonus on the next spot check you make in this round.  This bonus is untyped, and stacks with enhancement bonuses such as those granted by eyes of the eagle.

Eagle Strike
Striking Eagle (Strike)
Level:  Hunter 2
Initiation Action:  1 standard action
Range:  Same as weapon
Target:  1 creature
Duration:  Instantaneous
Saving throw:  None

You carefully line up your shot, making sure your aim is good, then release it to strike your opponent where they are vulnerable.

When you initiate this maneuver, make a single ranged attack at your highest attack bonus.  If it hits, this attack deals an extra 2d6 damage.

Eagle Talon Stance
Striking Eagle (Stance)
Level:  Hunter 8
Initiation Action:  1 swift action
Range:  Personal
Target:  You
Duration:  Stance

You line your shots up perfectly, placing each arrow where it can deal the most damage.

While in this stance, the critical modifier for any ranged weapon you wield increases by one.  For example, the critical modifier for a longbow would increase from x3 to x4. 

Eagle’s Gaze
Striking Eagle (Boost)
Level:  Hunter 4
Initiation Action:  1 swift action
Range:  personal
Target:  you
Duration:  End of turn

Your aim is impeccable, allowing you to ignore obstacles in your way and strike the smallest targets on your foe.

When you initiate this maneuver, any ranged attacks you make during this round ignore the effects of concealment, and any cover less than total cover. 

Eagle’s Grace
Striking Eagle (Stance)
Level:  Hunter 5
Initiation Action:  1 swift action
Range:  Personal
Target:  You
Duration:  Stance

You aim your shots superbly, striking your opponents where they are weak, relying on good aim instead of brute strength to deal damage.

While in this stance, you add your dexterity modifier instead of your strength modifier to the damage for  any ranged attacks you make.

Extra Heavy Pull
Striking Eagle (Strike)
Level:  Hunter 7
Initiation Action:  1 standard action
Range:  Same as weapon
Target:  1 creature
Duration:  Instantaneous
Saving throw:  None

You draw your bow back to its fullest extension, testing the limits of its construction, then loose a shaft that penetrates deep into your target.

When you initiate this maneuver, make a single ranged touch attack at your highest attack bonus.  If it hits, this attack deals an extra 6d6 damage, and ignores any damage reduction the target might have.

Greater Eagle Strike
Striking Eagle (Strike)
Level:  Hunter 2
Initiation Action:  1 standard action
Range:  Same as weapon
Target:  1 creature
Duration:  Instantaneous
Saving throw:  None

You take careful aim before releasing a single exquisitely aimed shot that strikes your target in a weak point. 

When you initiate this maneuver, make a single ranged attack at your highest attack bonus.  If it hits, this attack deals an extra 8d6 damage.

Hand Shot
Striking Eagle (Strike)
Level:  Hunter 6
Initiation Action:  1 standard action
Range:  Same as weapon
Target:  1 creature
Duration:  1 minute
Saving throw:  None

You fire an arrow and lodge it in your foe’s hand or similar appendage.  This makes it difficult to use his hand, and may cause him to drop anything he was holding.

As part of this maneuver, make a single ranged attack against an opponent.  This attack deals an additional 3d6 points of damage beyond your normal ranged damage.  You also deal 6 points of dexterity damage to the target, and cause it to drop anything it is holding in that hand.  A successful fortitude save (DC 16 + your Dex modifier) halves this dexterity damage, but has no effect on the normal damage the strike deals.  Your target does not have to have hands for this ability to work, but it must have some sort of discernible anatomy. 

Head Shot
Striking Eagle (Strike)
Level:  Hunter 7
Initiation Action:  1 standard action
Range:  Same as weapon
Target:  1 creature
Duration:  1 round
Saving throw:  None

You fire an arrow that strikes your target in the head, dealing massive damage and stunning him.

As part of this maneuver, make a single ranged attack against an opponent.  This attack deals an additional 6d6 points of damage and stuns the target for 1 round.  A successful fortitude save (DC 17 + your Dex modifier) means the creature is only dazed instead of stunned.  Your target does not have to have a head for this ability to work, but it must have some sort of discernible anatomy. 

Heart Shot
Striking Eagle (Strike)
Level:  Hunter 9
Initiation Action:  1 standard action
Range:  Same as weapon
Target:  1 creature
Duration:  Instantaneous
Saving throw:  None

You fire a perfectly aimed shot that strikes your opponent in the heart, killing him instantly.

As part of this maneuver, make a spot check with a DC equal to your opponent’s AC.  If the check succeeds, you can then make a single ranged attack against your foe, also as part of this maneuver.  The target is considered flat-footed against this attack.  If your attack deals damage, your opponent must attempt a fortitude save (DC 19 + your Dex modifier).  If this save fails, your target is instantly slain (his hit points drop to his – Con score).  If the save is successful, you deal an extra 20d6 points of damage in addition to your normal weapon damage.  Your target does not have to have a heart for this ability to work, but it must have some sort of discernible anatomy.  Creatures immune to critical hits are immune to the death effect of this strike.  If your spot check fails, you may make a single ranged attack normally.  This maneuver is still considered expended.

Heavy Impact
Striking Eagle (Boost)
Level:  Hunter 2
Initiation Action:  1 swift action
Range:  personal
Target:  you
Duration:  End of turn

You draw back farther than normal on your bow, causing your shots to hit with extra force that can knock your targets from their feet.

When you initiate this maneuver, any ranged attacks you make during this round can knock your target prone.  A creature hit by one of your ranged attacks must make a reflex save (DC 12 + your Dex modifier) or fall prone in the square they are standing in.

Heavy Pull
Striking Eagle (Strike)
Level:  Hunter 7
Initiation Action:  1 standard action
Range:  Same as weapon
Target:  1 creature
Duration:  Instantaneous
Saving throw:  None

You draw your bow back as far as you can, then loose a shaft that penetrates deep into your target.

When you initiate this maneuver, make a single ranged touch attack at your highest attack bonus.  If it hits, this attack deals an extra 3d6 damage, and ignores any damage reduction the target might have.

Hunter’s Mark
Striking Eagle (Boost)
Level:  Hunter 6
Initiation Action:  1 swift action
Range:  personal
Target:  you
Duration:  End of turn

You quickly analyze the enemies around you, searching for chinks in their armor and weak points in their anatomy, before firing arrows aimed to take advantage of those weak spots.


When you initiate this maneuver, any ranged attacks you make during this round are automatically critical hits if they hit their targets.  This ability does not allow you to make critical hits against targets which would normally be immune to them.

Hunter’s Stance
Striking Eagle (Stance)
Level:  Hunter 1
Initiation Action:  1 swift action
Range:  Personal
Target:  You
Duration:  Stance

You aim your shots at weak points in your opponents’ armor or anatomy in order to take advantage of those weaknesses

While in this stance, you gain a +4 bonus on all rolls made to confirm critical hits.

Improved Eagle Strike
Striking Eagle (Strike)
Level:  Hunter 3
Initiation Action:  1 standard action
Range:  Same as weapon
Target:  1 creature
Duration:  Instantaneous
Saving throw:  None

You take careful aim and release a well-timed shot that strikes your foe for extra damage.

When you initiate this maneuver, make a single ranged attack at your highest attack bonus.  If it hits, this attack deals an extra 4d6 damage.

Improved Longshot
Striking Eagle (Strike)
Level:  Hunter 4
Initiation Action:  1 standard action
Range:  Same as weapon
Target:  1 creature
Duration:  Instantaneous
Saving throw:  None

You draw your bow back, sighting along the arrow, releasing it at a target hundreds of feet away.  The arrow strikes with unerring accuracy

When you initiate this maneuver, make a single ranged attack at your highest attack bonus.  You ignore any range penalties that you might normally incur for firing at a target beyond 1 range increment.  Your maximum distance is still 5 range increments for thrown weapons and 10 range increments for bows and crossbows.

Leg Shot
Striking Eagle (Strike)
Level:  Hunter 2
Initiation Action:  1 standard action
Range:  Same as weapon
Target:  1 creature
Duration:  1 round
Saving throw:  None

You fire an arrow and lodge it in your foe’s leg or similar appendage.  This makes movement difficult


As part of this maneuver, make a single ranged attack against an opponent.  This attack deals normal damage and halves your target’s movement speed.  Your target does not have to have legs for this ability to work, but it must have some sort of discernible anatomy. 

Longshot
Striking Eagle (Strike)
Level:  Hunter 1
Initiation Action:  1 standard action
Range:  Same as weapon
Target:  1 creature
Duration:  Instantaneous
Saving throw:  None

You fire your arrow on an arcing trajectory, allowing you to hit targets further away with better accuracy.

When you initiate this maneuver, make a single ranged attack at your highest attack bonus.  When determining penalties due to range for this shot, treat your target as if it were one range increment closer than it actually is.

Master Eagle Strike
Striking Eagle (Strike)
Level:  Hunter 8
Initiation Action:  1 standard action
Range:  Same as weapon
Target:  1 creature
Duration:  Instantaneous
Saving throw:  None

You take precise aim and release a single perfect shot, dealing deadly damage.

When you initiate this maneuver, make a single ranged attack at your highest attack bonus.  If it hits, this attack deals an extra 12d6 damage.

Penetrating Shot
Striking Eagle (Boost)
Level:  Hunter 1
Initiation Action:  1 swift action
Range:  personal
Target:  you
Duration:  End of turn

You focus your senses and strength, allowing your arrows to penetrate clear through targets for a short time.

When you initiate this maneuver, for one round, any ranged attacks you make deal damage in a 60-foot line, rather than only damaging a single target.

Sniper Shot
Striking Eagle (Strike)
Level:  Hunter 3
Initiation Action:  1 standard action
Range:  Same as weapon
Target:  1 creature
Duration:  Instantaneous
Saving throw:  None

You take a shot and then quickly duck under cover to prevent return fire.

When you initiate this maneuver, make a single ranged attack at your highest attack bonus.  Regardless of whether it hits, you may also make a hide check as part of the maneuver at no penalty.  This does not allow you to hide if you would not normally be able to do so.

Sniper’s Stance
Striking Eagle (Stance)
Level:  Hunter 8
Initiation Action:  1 swift action
Range:  Personal
Target:  You
Duration:  Stance

You carefully line up your shots, trading multiple strikes for a single well-aimed shot that does greater damage.

While in this stance, when making ranged attacks, you may choose to forgo your iterative attacks in order to make a single attack with a bonus to hit and damage.  For each iterative attack beyond the first that you would normally have, you gain a +1 to hit and an extra 2d6 damage on the single attack you make.  Making this single attack requires the same amount of time as making a full attack would.  For example, an 11th level hunter would normally have 3 attacks at bonuses of +11/+6/+1.  Instead of making those three attacks, he could instead use a full attack action to make one attack at an attack bonus of +13, and dealing an extra 4d6 damage. 
Logged
molten_dragon
Monkey bussiness
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Posts: 4


« Reply #2 on: April 20, 2010, 05:58:59 PM »

Wolf Wind
An adept of the wolf wind discipline realizes that often the weight of numbers can bring down foes that a single strike could not fell.  Wolf wind adherents learn to fire rapid volleys of arrows almost faster than the eye can see.  This quickness bleeds over into their other abilities as well.  The key skill for wolf wind maneuvers is tumble.  Weapons associated with wolf wind include the shortbow and longbow (and their composite versions). 

1st level
Arrow flurry:  Strike – Rapidly fire two arrows
Snap shot:  Strike – Fire a single arrow as a move equivalent action with a -2 to hit
Pack tactics:  Boost – Use aid another action at range (within 30 feet)
Distracting shooter:  Stance – Allies get +1 to hit for 1 round against any foe you hit.

2nd level
Fistful of arrows: Strike – arrows deal 2d6 damage in a cone.
Speed Shooting:  Boost – Fire one extra arrow with full attack action, all attacks at -1
Dive for cover:  Counter – Make tumble check instead of reflex save

3rd level
Rushing tumble: Stance – Gain +10 ft. bonus to movement speed and tumble at up to your full movement speed
Takedown:  Boost – Trip with ranged weapon within 30 feet.
Double tap:  Strike – Land two arrows quickly in the same spot, ignore DR and hardness

4th level
Greater arrow flurry:  Strike – Rapidly fire three arrows
Roll with it:  Counter:  Make tumble check instead of fortitude save
Mark the target:  Boost – Any foe you hit in this round is counted as flanked for 1 round

5th level
Fluid draw:  Stance – fire in threatened area without provoking attacks of opportunity
Greater fistful of arrows: Strike – Arrows deal 6d6 damage in a cone.
Greater Speed Shooting:  Boost – Fire two extra arrows with full attack action, all attacks at -2

6th level
Endless strike: Strike – Every time attack hits, make additional attack at further penalty
Ranged Opportunist:  Boost – Make attacks of opportunity with ranged weapon, threaten 30 ft.
Greater snap shot:  Strike – Fire single shot as a swift action at a -5 to hit.

7th level
Master arrow flurry:  Strike – Rapidly fire four arrows
Quicksilver Rush:  Boost – Make move action as a swift action.

8th level
Master fistful of arrows: Strike – arrows deal 10d6 damage in a cone.
Fast Aim: Stance – fire one extra shot when taking full attack (stacks with rapid shot)
Master Speed Shooting:  Boost – Fire three extra arrows with full attack action all attacks at -3

9th level
Rain of Arrows:  Strike – rain of arrows deals 100 points of damage in an area

Maneuver and Stance descriptions

Arrow flurry
Wolf wind (Strike)
Level:  Hunter 1
Initiation Action:  1 standard action
Range:  Same as weapon
Target:  1 or more creatures
Duration:  Instantaneous
Saving throw:  None

You rapidly draw and fire a pair of arrows in the time it would take most archers to fire a single one.


As you initiate this strike, make two ranged attacks with your weapon of choice at your highest attack bonus.  These attacks may be against the same, or different creatures.  In order to use this maneuver, reloading your weapon must be a free action.

Distracting Shooter
Wolf wind (Stance)
Level:  Hunter 1
Initiation Action:  1 swift action
Range:  Personal
Target:  You
Duration:  Stance

Your attacks distract your foes as they are forced to defend themselves from ranged and melee attacks at the same time.

When you are in this stance, your allies get a +1 to hit with melee attacks made against any creature you have damaged this round.

Dive for Cover
Wolf wind (Counter)
Level:  Hunter 2
Initiation Action:  1 immediate action
Range:  Personal
Target:  You
Duration:  Instantaneous

You can use your skill at tumbling to better evade spells and other effects. 

You can use this maneuver any time you would be required to make a reflex save.  Roll a tumble check instead of the reflex save and use the result of that check to determine the save’s success.  You must use this maneuver before you roll the reflex save.  A result of a natural 1 on your tumble check is not an automatic failure.

Double Tap
Wolf wind (Strike)
Level:  Hunter 3
Initiation Action:  1 standard action
Range:  Same as weapon
Target:  1 creature
Duration:  Instantaneous
Saving throw:  None

You rapidly land two shots in the same spot on your target.  Landing so close together lets both shots penetrate farther than they normally would.

As you initiate this strike, make a single ranged attack roll at your highest base attack bonus for both shots.  If you hit, roll damage separately for each of them.  This maneuver ignores hardness and damage reduction.  In order to use this maneuver, reloading your weapon must be a free action.


Endless Strike

Wolf wind (Strike)
Level:  Hunter 6
Initiation Action:  1 full-round action
Range:  Same as weapon
Target:  1 creature
Duration:  Instantaneous
Saving throw:  None

Your arms move in a blur, drawing and firing arrows faster than the eye can see.

As part of this maneuver, make a single ranged attack against an opponent.  If the attack hits, resolve your damage as normal.  You can then make another attack against that foe with a -4 penalty on your attack roll.  If that attack hits, you can make another attack at a -8 penalty.  You continue to make additional attacks, each one with an additional -4 penalty, until you miss or your foe is reduced to -1 hit points or fewer.  You must direct all these attacks at a single target.   In order to use this maneuver, reloading your weapon must be a free action.

Fast Aim
Wolf wind (Stance)
Level:  Hunter 8
Initiation Action:  1 swift action
Range:  Personal
Target:  You
Duration:  Stance

You focus your mind and senses and let your instincts take over, allowing you to draw, aim, and fire your bow faster than normal.

When you are in this stance, any time you make a full attack action with a ranged weapon, you may make one additional attack at your highest base attack bonus.  This stance stacks with rapid shot and other abilities that let you make additional ranged attacks.  In order to use this stance, reloading your weapon must be a free action.

Fistful of Arrows
Wolf wind (Strike)
Level:  Hunter 2
Initiation Action:  1 standard action
Range:  30 ft
Area:  cone
Duration:  Instantaneous
Saving throw:  Reflex half

You nock several arrows at once and fire them all at the same time.  They spread out in a cone, striking multiple creatures.


When you initiate this maneuver, you fire several arrows in a cone in front of you, dealing 2d6 piercing damage.  Creatures in the area can attempt a reflex save (DC 12 + your Dex modifier) for half damage.  This maneuver is a supernatural ability. 

Fluid Draw
Wolf wind (Stance)
Level:  Hunter 5
Initiation Action:  1 swift action
Range:  Personal
Target:  You
Duration:  Stance

You nimbly bob and weave away from your enemies as you fire your bow, not breaking the rhythm of your movements.

When you are in this stance, making ranged attacks in a threatened area does not provoke attacks of opportunity.

Greater Arrow flurry
Wolf wind (Strike)
Level:  Hunter 4
Initiation Action:  1 standard action
Range:  Same as weapon
Target:  1 or more creatures
Duration:  Instantaneous
Saving throw:  None

You rapidly draw and fire three arrows in the time it would take most archers to fire a single one.

As you initiate this strike, make three ranged attacks with your weapon of choice at your highest attack bonus.  These attacks may be against the same, or different creatures.  In order to use this maneuver, reloading your weapon must be a free action.

Greater Fistful of Arrows
Wolf wind (Strike)
Level:  Hunter 5
Initiation Action:  1 standard action
Range:  30 ft
Area:  cone
Duration:  Instantaneous
Saving throw:  Reflex half

You nock several arrows at once and fire them all at the same time.  They spread out in a cone, striking multiple creatures.

When you initiate this maneuver, you fire several arrows in a cone in front of you, dealing 6d6 piercing damage.  Creatures in the area can attempt a reflex save (DC 15 + your Dex modifier) for half damage.  This maneuver is a supernatural ability. 

Greater Snap Shot
Wolf wind (Strike)
Level:  Hunter 6
Initiation Action:  1 swift action
Range:  Same as weapon
Target:  1 creature
Duration:  Instantaneous
Saving throw:  None

You draw and fire a single arrow in the time it would take most creatures to blink.  Firing so quickly has its drawbacks however, and your aim suffers.

When you initiate this maneuver, you fire a single arrow as a swift action against a single target.  This attack suffers a -5 to hit, and deals normal damage if it hits.

Greater Speed Shooting
Wolf wind (Boost)
Level:  Hunter 5
Initiation Action:  1 swift action
Range:  Personal
Target:  You
Duration:  End of turn

You focus your mind and senses in order to be able to fire faster.  Your arms blur into motion as you fire a volley of arrows.

While this boost is in effect, any time you make a full attack action with a ranged weapon, you may make two additional attacks at your highest base attack bonus.  All attacks you make in this round suffer a -2 penalty to hit.  This boost stacks with rapid shot and other similar effects that let you make additional attacks.  In order to use this boost, reloading your weapon must be a free action.

Mark the Target
Wolf wind (Boost)
Level:  Hunter 4
Initiation Action:  1 swift action
Range:  Personal
Target:  You
Duration:  End of turn

You time your shots to distract your enemies and assist your allies. 

While this boost is in effect, any target you hit with a ranged attack is treated as if it were flanked for 1 round.  This does not affect targets which cannot ordinarily be flanked.

Master Arrow flurry
Wolf wind (Strike)
Level:  Hunter 7
Initiation Action:  1 standard action
Range:  Same as weapon
Target:  1 or more creatures
Duration:  Instantaneous
Saving throw:  None

You rapidly draw and fire four arrows in the time it would take most archers to fire a single one.

As you initiate this strike, make four ranged attacks with your weapon of choice at your highest base attack bonus.  These attacks may be against the same, or different creatures.  In order to use this maneuver, reloading your weapon must be a free action.

Master Fistful of Arrows
Wolf wind (Strike)
Level:  Hunter 8
Initiation Action:  1 standard action
Range:  30 ft
Area:  cone
Duration:  Instantaneous
Saving throw:  Reflex half

You nock several arrows at once and fire them all at the same time.  They spread out in a cone, striking multiple creatures.

When you initiate this maneuver, you fire several arrows in a cone in front of you, dealing 10d6 piercing damage.  Creatures in the area can attempt a reflex save (DC 18 + your Dex modifier) for half damage.  This maneuver is a supernatural ability. 

Master Speed Shooting
Wolf wind (Boost)
Level:  Hunter 8
Initiation Action:  1 swift action
Range:  Personal
Target:  You
Duration:  End of turn

You focus your mind and senses in order to be able to fire faster.  Your arms blur into motion as you fire a volley of arrows.


While this boost is in effect, any time you make a full attack action with a ranged weapon, you may make three additional attacks at your highest base attack bonus.  All attacks you make in this round suffer a -3 penalty to hit.  This boost stacks with rapid shot and other similar effects that let you make additional attacks.  In order to use this boost, reloading your weapon must be a free action.

Pack Tactics
Wolf wind (Boost)
Level:  Hunter 1
Initiation Action:  1 swift action
Range:  Personal
Target:  You
Duration:  End of turn

Like a wolf pack, you are skilled at assisting your allies when they are in combat

While this boost is in effect, you can use the aid another action with a ranged weapon as long as your target is within 30 feet. 

Quicksilver Rush
Wolf wind (Boost)
Level:  Hunter 7
Initiation Action:  1 swift action
Range:  Personal
Target:  You
Duration:  End of turn

In the blink of an eye, you make your move.  Your heightened reflexes allow you to make a fast, bold move that catches your foes off guard.

This maneuver requires a swift action to activate.  You can take a fee move action after you initiate this maneuver.  You can use any of the options available for a move action.  You can then use the rest of your actions as normal.  The move action you gain from this maneuver provokes attacks of opportunity as normal.

Rain of Arrows
Wolf wind (Strike)
Level:  Hunter 9
Initiation Action:  1 standard action
Range:  100 ft
Area:  20 ft radius burst
Duration:  Instantaneous
Saving throw:  Reflex half

Faster than the eye can see, you fire volley after volley of arrows into the sky and watch them rain to earth, dealing massive damage to anything in their path.

When you initiate this maneuver, you fire dozens of arrows in an arcing trajectory.  They land in a 20 foot radius burst, centered at any location you choose within 100 feet.  Creatures in the area can attempt a reflex save (DC 20 + your Dex modifier) for half damage.  In order to use this maneuver, reloading your weapon must be a free action.  This maneuver is a supernatural ability. 

Ranged Opportunist
Wolf wind (Boost)
Level:  Hunter 6
Initiation Action:  1 swift action
Range:  Personal
Target:  You
Duration:  End of turn

For a short time, you are able to fire your weapon quickly and accurately enough to take advantage of a foe when they leave themselves vulnerable.


While under the effects of this maneuver, you can make attacks of opportunity with a ranged weapon.  You threaten a 30-foot radius around yourself.  This maneuver does not allow you to make more attacks of opportunity than you would normally be able to.

Roll with it
Wolf wind (Counter)
Level:  Hunter 4
Initiation Action:  1 immediate action
Range:  Personal
Target:  You
Duration:  Instantaneous

You can use your skill at tumbling to quickly evade attacks that could cripple or kill you.

You can use this maneuver any time you would be required to make a fortitude save.  Roll a tumble check instead of the fortitude save and use the result of that check to determine the save’s success.  You must use this maneuver before you roll the fortitude save.  A result of a natural 1 on your tumble check is not an automatic failure.

Rushing Tumble
Wolf wind (Stance)
Level:  Hunter 3
Initiation Action:  1 swift action
Range:  Personal
Target:  You
Duration:  Stance

Your reflexes and acrobatic skill allow you to move quicker than normal and evade attacks without slowing.

When you are in this stance, you gain a +10 ft. bonus to your movement speed.  You can also tumble at your normal movement speed, rather than half speed as you usually do.

Snap Shot
Wolf wind (Strike)
Level:  Hunter 1
Initiation Action:  1 move-equivalent action
Range:  Same as weapon
Target:  1 creature
Duration:  Instantaneous
Saving throw:  None

You draw and fire a single arrow in the time it would take most creatures to draw and nock one.  Firing so quickly has its drawbacks however, and your aim suffers.

When you initiate this maneuver, you fire a single arrow as a move-equivalent action against a single target.  This attack suffers a -2 to hit, and deals normal damage if it hits.

Speed Shooting
Wolf wind (Boost)
Level:  Hunter 2
Initiation Action:  1 swift action
Range:  Personal
Target:  You
Duration:  End of turn

You focus your mind and senses in order to be able to fire faster.  Your arms blur into motion as you fire a volley of arrows.

While this boost is in effect, any time you make a full attack action with a ranged weapon, you may make one additional attack at your highest base attack bonus.  All attacks you make in this round suffer a -1 penalty to hit.  This boost stacks with rapid shot and other similar effects that let you make additional attacks.  In order to use this boost, reloading your weapon must be a free action.

Takedown
Wolf wind (Boost)
Level:  Hunter 3
Initiation Action:  1 swift action
Range:  Personal
Target:  You
Duration:  End of turn

Like a wolf, you are skilled at tripping your target, allowing you to deal with him more easily.

While this boost is in effect, you can make trip attempts with a ranged weapon.  If you hit an opponent, you deal normal damage, then resolve the trip attempt by making a dexterity check, opposed by your foe’s strength or dexterity check, as normal. 
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EjoThims
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Posts: 1945


The Ferret

jeiph@mac.com EjoThims
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« Reply #3 on: April 22, 2010, 04:44:34 AM »

Just in case you haven't seen it:

Sublime Way Ranger

Some of the formatting may be off from the board changes, but I can't recall where to find better rehosts.
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molten_dragon
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Posts: 4


« Reply #4 on: April 22, 2010, 06:33:49 AM »

Just in case you haven't seen it:

Sublime Way Ranger

Some of the formatting may be off from the board changes, but I can't recall where to find better rehosts.

Looks interesting.  It's not quite what I was going for though.  I wanted something focused more on ranged than melee combat, but it makes for an interesting comparison.
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