Difference between revisions of "Hunter (3.5e Alternate Class Feature)"

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Starting at 1st level, an hunter is able to ready 1 of its maneuvers. In order to ready them, it must spend 5 minutes in meditation. An hunter can change its maneuvers during the day if it wishes, but it must spend 5 minutes in meditation again in order to do so.
 
Starting at 1st level, an hunter is able to ready 1 of its maneuvers. In order to ready them, it must spend 5 minutes in meditation. An hunter can change its maneuvers during the day if it wishes, but it must spend 5 minutes in meditation again in order to do so.
  
When an encounter begins, the hunter has all of its maneuvers, unexpended. These maneuvers can be initiated once per encounter, and it does not regain them until the end of the encounter unless it refreshes them, which requires a move action, and recovers 1 maneuver up to its limit of readied maneuvers. Instead of this  method, it may recover one maneuver when it may use a free action to make a [[Survival]] skill check with DC equal to 15 + maneuver level + its Wisdom modifier. If it succeeds it regains one maneuver expanded, chosen before making the skill check and with the same limits, but this maneuver must be used before the end of the next round or it will be wasted.
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When an encounter begins, the hunter has all of its readied maneuvers unexpended. These maneuvers can be initiated once per encounter, and it does not regain them until the end of the encounter unless it refreshes them, which requires a move action, and recovers 1 maneuver up to its limit of readied maneuvers. Instead of this  method, it may recover one maneuver when it may use a free action to make a [[Survival]] skill check with DC equal to the maneuver's DC. If it succeeds it regains one maneuver expanded, chosen before making the skill check and with the same limits, but this maneuver must be used before the end of the next round or it will be wasted.
  
 
At 1st level, an hunter can select a 1st level stance from one of the available disciplines. At 4th, 9th and 15th level, it can select additional stances. Like with maneuvers, it must meet all prerequisites when selecting a new stance. These stances are available at all times, and it can initiate or change the stance it is currently using as a swift action. Stances count as extraordinary abilities (unless stated otherwise).
 
At 1st level, an hunter can select a 1st level stance from one of the available disciplines. At 4th, 9th and 15th level, it can select additional stances. Like with maneuvers, it must meet all prerequisites when selecting a new stance. These stances are available at all times, and it can initiate or change the stance it is currently using as a swift action. Stances count as extraordinary abilities (unless stated otherwise).
  
 
In addition, when an hunter reaches 2nd level, and every other even level after, it can exchange one stance for another. The new stance does not need to have the same level as the old stance, but it must observe the restriction on the highest-level stance it knows, and it must meet all other prerequisites before selecting the new stance.
 
In addition, when an hunter reaches 2nd level, and every other even level after, it can exchange one stance for another. The new stance does not need to have the same level as the old stance, but it must observe the restriction on the highest-level stance it knows, and it must meet all other prerequisites before selecting the new stance.
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Instead of sharing spells with its animal companion, the hunter may share boosts, counters, rushes and stances with its animal companion in the same way it would share spells.
  
 
It gains [[Martial Lore]] as a class skill.
 
It gains [[Martial Lore]] as a class skill.
<!-- At level 7th you gain  as a bonus feat. If you already have it you gain the  feat instead.
 
  
If you already have it choose any feat that has the ''smite'' feature or martial maneuvers as a prerequisite. Treat maneuvers from the [[Champion's Might (3.5e Martial Discipline)|Champion's Might]] discipline as maneuvers from [[Devoted Spirit (3.5e Martial Discipline)|Devoted Spirit]]. -->
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At level 9th it gains [[Survive the Hunt (3.5e Feat)|Survive the Hunt]] as a bonus feat. If it already has it, it gains the [[Art of the Hunt (3.5e Feat)|Art of the Hunt]] feat instead.
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If it already has both of them, it may choose any feat that has the ''favored enemy'' feature, the [[SRD:Track|Track]] feat or martial maneuvers as a prerequisite.
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'''Special:''' If your ranger has the ''wild shape'' feature, from the variant ranger, the predator, it may gain instead maneuvers from the [[Wild Moon (3.5e Martial Discipline)|Wild Moon discipline]], when it reaches level 5 and gains ''wild shape'' (becoming a level 5th full martial adept class from that moment).
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Instead of the survival recovery method it may use the following one: it may use a free action to make a [[Control Shape]] skill check with DC equal to the maneuver's DC. If it succeeds it regains one maneuver expanded, chosen before making the skill check, but this maneuver must be used before the end of the next round or it will be wasted.
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It gains [[Control Shape]] as a class skill.
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At level 9th it gains [[Night Rage (3.5e Feat)|Night Rage]] as a bonus feat. If it already has this one it gains the [[Instinctive Tactics (3.5e Feat)|Instinctive Tactics]] feat instead.  
  
'''Special:''' If your ranger has the ''wild shape'' feature, from the variant ranger, the predator, it may gain instead maneuvers from the [[Wild Moon (3.5e Martial Discipline)|Wild Moon]]. Instead of the survival recovery method it may use the following one: it may use a free action to make a [[Control Shape]] skill check with DC equal to 15 + maneuver level + its Wisdom modifier. If it succeeds it regains one maneuver expanded, chosen before making the skill check, but this maneuver must be used before the end of the next round or it will be wasted. It gains [[Control Shape]] as a class skill.
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If it already has both of them, it may choose any feat that has the ''wild shape'' feature or martial maneuvers as a prerequisite.
 
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====[[#Hunter's Maneuvers Progression|Hunter's Maneuvers Progression]]====
 
====[[#Hunter's Maneuvers Progression|Hunter's Maneuvers Progression]]====
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<div>{{Anchor|Table: Champion's Maneuvers Progression}}</div>
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<div>{{Anchor|Table: Hunter's Maneuvers Progression}}</div>
 
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[[Category:Alternate Class Feature]]
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[[Category:Homebrew Alternate Class Feature]]
 
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Latest revision as of 19:59, 3 April 2021

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Author: the bluez in the dungeon (talk)
Date Created: 21/02/2021
Status: Complete
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Hunter

This is a spell-less variant for the Ranger In The Dungeon

Class: Ranger

Prerequisites: You may not take any levels in the standard Ranger In The Dungeon class if you use this alternate class feature.

Level: 1

Replaces: Ranger's Spell Progression, Hunter's Art.

Benefit: You gain the ability to use maneuvers. You gain only one discipline, from which you can choose them: Ars Venatoria.

An hunter is a martial adept class, and treated as a martial adept for the purpose of determining initiator level.

You begin with the knowledge of two martial maneuvers and one stance, with the progression shown on the table below.

An hunter must fulfill all prerequisites for whatever maneuver it wishes to learn before taking it.

An hunter's maneuvers (and stances) count as extraordinary abilities unless otherwise noted. Maneuvers are not subject to spell resistance or antimagic fields (unless the maneuver is supernatural), and do not provoke attacks of opportunity.

In addition, when an hunter reaches 2nd level, and every other even level after, it can exchange one maneuver for another. The new maneuver does not need to have the same level as the old maneuver, but it must observe the restriction on the highest-level maneuver it knows, and it must meet all other prerequisites before selecting the new maneuver.

Starting at 1st level, an hunter is able to ready 1 of its maneuvers. In order to ready them, it must spend 5 minutes in meditation. An hunter can change its maneuvers during the day if it wishes, but it must spend 5 minutes in meditation again in order to do so.

When an encounter begins, the hunter has all of its readied maneuvers unexpended. These maneuvers can be initiated once per encounter, and it does not regain them until the end of the encounter unless it refreshes them, which requires a move action, and recovers 1 maneuver up to its limit of readied maneuvers. Instead of this method, it may recover one maneuver when it may use a free action to make a Survival skill check with DC equal to the maneuver's DC. If it succeeds it regains one maneuver expanded, chosen before making the skill check and with the same limits, but this maneuver must be used before the end of the next round or it will be wasted.

At 1st level, an hunter can select a 1st level stance from one of the available disciplines. At 4th, 9th and 15th level, it can select additional stances. Like with maneuvers, it must meet all prerequisites when selecting a new stance. These stances are available at all times, and it can initiate or change the stance it is currently using as a swift action. Stances count as extraordinary abilities (unless stated otherwise).

In addition, when an hunter reaches 2nd level, and every other even level after, it can exchange one stance for another. The new stance does not need to have the same level as the old stance, but it must observe the restriction on the highest-level stance it knows, and it must meet all other prerequisites before selecting the new stance.

Instead of sharing spells with its animal companion, the hunter may share boosts, counters, rushes and stances with its animal companion in the same way it would share spells.

It gains Martial Lore as a class skill.

At level 9th it gains Survive the Hunt as a bonus feat. If it already has it, it gains the Art of the Hunt feat instead.

If it already has both of them, it may choose any feat that has the favored enemy feature, the Track feat or martial maneuvers as a prerequisite.

Special: If your ranger has the wild shape feature, from the variant ranger, the predator, it may gain instead maneuvers from the Wild Moon discipline, when it reaches level 5 and gains wild shape (becoming a level 5th full martial adept class from that moment).

Instead of the survival recovery method it may use the following one: it may use a free action to make a Control Shape skill check with DC equal to the maneuver's DC. If it succeeds it regains one maneuver expanded, chosen before making the skill check, but this maneuver must be used before the end of the next round or it will be wasted.

It gains Control Shape as a class skill.

At level 9th it gains Night Rage as a bonus feat. If it already has this one it gains the Instinctive Tactics feat instead.

If it already has both of them, it may choose any feat that has the wild shape feature or martial maneuvers as a prerequisite.


Hunter's Maneuvers Progression[edit]

Table: Hunter's Maneuvers Progression

Level Maneuvers Known Maneuvers Readied Stances Known
1st 2 1 1
2nd 3 1 1
3rd 3 2 1
4th 4 2 2
5th 4 3 2
6th 5 3 2
7th 5 4 2
8th 6 4 2
9th 6 5 3
10th 7 5 3
11th 7 6 3
12th 8 6 3
13th 8 7 3
14th 9 7 3
15th 9 8 4
16th 10 8 4
17th 10 9 4
18th 11 9 4
19th 11 10 4
20th 12 10 4

Back to Main Page3.5e HomebrewCharacter OptionsAlternate Class Features

the bluez in the dungeon's Homebrew (775 Articles)
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Authorthe bluez in the dungeon +
ClassRanger +
Identifier3.5e Alternate Class Feature +
RatingUndiscussed +
SummaryThis is a spell-less variant for the Ranger In The Dungeon +
TitleHunter +