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:
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.
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
(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, TumbleTrack:
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.