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Swift Hunter (3.5e Class)


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Author: somehownotsingle (talk)
Date Created: 12/10/13
Status: complete
Editing: grammar only; otherwise, on discussion page
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Swift HunterEdit

A mobile warrior in the spirit of the Swift Hunter feat from D&D 3.5, but with a little more punch.

Making a Swift HunterEdit

A Swift Hunter is a scout and mobile warrior. He can survive the occasional scrape, but he is not intended to be a front line martial character. Though he can deal his fair share of damage, he probably better fills the "skill monkey" slot in the party. He operates best in natural, rather than urban settings.

Races: Any

Alignment: Any

Starting Gold: As fighter


Table: The Swift Hunter

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +2 +2 +0 Trapfinding, Track, Swift Travel (1/day), Skirmish (1d6)
2nd +1 +3 +3 +0 First Favored Enemy, Endure Elements, Report (1/day)
3rd +2 +3 +3 +1 Fast Movement (+10ft), Trackless Step, Skirmish (2d6, 1AC)
4th +3 +4 +4 +1 Swift Travel (2/day), Trailblazer, Bonus Feat
5th +3 +4 +4 +1 Flawless Step, Skirmish (3d6, 1 AC)
6th +4 +5 +5 +2 Second Favored Enemy, Report (at will)
7th +5 +5 +5 +2 Swift Tracker, Camouflage, Skirmish (4d6, 2AC)
8th +6/+1 +6 +6 +2 Swift Travel (3/day), Bonus Feat
9th +6/+1 +6 +6 +3 Evasion, Skirmish (5d6, 2AC)
10th +7/+2 +7 +7 +3 Unflappable, Fast Movement (+20ft)
11th +8/+3 +7 +7 +3 Report (mental image), Third Favored Enemy, Skirmish (6d6, 3AC)
12th +9/+4 +8 +8 +4 Swift Travel (4/day), Bonus Feat
13th +9/+4 +8 +8 +4 Blindsense (30ft), Skirmish (7d6, 3AC)
14th +10/+5 +9 +9 +4 Hide in Plain Sight, Nondetection
15th +11/+6/+1 +9 +9 +5 Improved Evasion, Skirmish (8d6, 4AC)
16th +12/+7/+2 +10 +10 +5 Swift Travel (5/day), Bonus Feat
17th +12/+7/+2 +10 +10 +5 Fourth Favored Enemy, Skirmish (9d6, 4AC)
18th +13/+8/+3 +11 +11 +6 Free Movement, Fast Movement (+30ft)
19th +14/+9/+4 +11 +11 +6 Blindsight (30ft), Skirmish (10d6, 5AC)
20th +15/+10/+5 +12 +12 +6 Swift Travel (6/day), Bonus Feat

Class Skills (8 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Climb (Str), Craft (Int), Disable Device (Int), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (geography) (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Speak Language (None), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex).


Class FeaturesEdit

All of the following are class features of the Swift Hunter.

Weapon and Armor Proficiency: Swift Hunters are proficient with all simple and martial weapons. Swift Hunters are proficient with light armor and all shields, except tower shields.

Trapfinding (Ex): A swift hunter can use the Search skill to locate traps with a DC higher than 20, and he can use Disable Device to bypass a trap or disarm magic traps. See the rogue class ability for more information.

Track: A swift hunter gains Track as a bonus feat.

Swift Travel (Ex): A swift hunter may move up to his speed as a swift action each round, and still take a full-round action. While under the effect of the swift travel ability, a swift hunter gains a bonus to Tumble checks equal to half his swift hunter class level (rounded down, max +10 at level 20). He also gains a bonus to AC against attacks of opportunity equal to 1/4 of his swift hunter level (rounded down; max +5 at level 20). The swift travel ability lasts for a number of rounds equal to 3 + the swift hunter's dexterity modifier. The swift travel ability can be used once per encounter, and once per day at level 1. This increases all the way to 6 times a day at level 20.

Skirmish (Ex): This works exactly as the scout class ability of the same name, though with a higher damage progression as outlined in the swift hunter table. In addition, a swift hunter may add his skirmish damage to any favored enemy, even if they would normally be immune (e.g. undead, construct).

Favored Enemy (Ex): This works exactly like the ranger class ability of the same name.

Endure Elements (Ex): A swift hunter gains the benefits of a permanent endure elements spell (see SRD) as an extraordinary ability.

Report (Ex): A swift hunter can choose to form a mental connection with any one party member. A swift hunter spends eight continuous hours with the party member in order to make this bond. A swift hunter can spend another eight hours to form this mental connection with a different party member, though he can only have such a connection with one party member at a time.

Once a day, the swift hunter can replicate the effects of a message spell (as an extraordinary ability) with the designated party member as the target. At level six, the swift hunter may report at will to the designated party member. At level 11, the swift hunter may continually project what he sees as a mental image to the designated party member. However, doing so is taxing, and a swift hunter may only do so up to 10 minutes per day per swift hunter level.

Fast Movement (Ex): A swift hunter gains fast movement as the barbarian class ability. This increases to +20ft at level 10 and +30ft at level 18.

Trackless Step (Ex): A swift hunter gains trackless step as the scout or druid class ability.

Trailblazer: When moving through natural terrain, a swift hunter may choose to leave a trail that is easier for others to follow. Anyone trying to follow the swift hunter gains a bonus to Balance, Climb, Hide, Jump, Move Silently, and Swim checks equal to 1/4 of the swift hunter's level (rounded down; max +5 at level 20), as long as the swift hunter is in sight.

Bonus Feat: A swift hunter gains a bonus feat at level 4, and at every 4 levels thereafter. The swift hunter may choose any bonus feat for which he meets the prerequisites.

Flawless Step (Ex): A swift hunter can move through any sort of terrain that slows movement (such as undergrowth, rubble, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.

Swift Tracker (Ex): A swift 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 (Ex): A swift hunter can use the Hide skill in any sort of natural terrain. This functions as the ranger class ability of the same name.

Evasion (Ex): A swift hunter gains the Evasion as the rogue class ability.

Unflappable (Ex): A swift hunter prefers to stay out of the fray if he can, but he can be a dangerous foe when cornered. Anytime that a swift hunter is adjacent to at least two enemies, he is considered unflappable. While unflappable, a swift hunter gains several benefits. On his first turn while unflappable, he may draw any weapon as a free action. In addition, an unflappable swift hunter may choose to use his dexterity modifier for fortitude and will saves, in addition to reflex saves. Finally, the swift hunter can gain a free attack at his highest BAB against any opponent who misses him with a melee attack while unflappable, though he may only gain one such free attack per round. A swift hunter loses his unflappable condition whenever he is no longer adjacent to at least two enemies.

Blindsense (Ex): A swift hunter gains the blindsense ability out to 30 feet. This ability functions as described on page 306 of the Monster Manual.

Hide in Plain Sight (Ex): A swift hunter gains Hide in Plain Sight as the ranger class ability.

Nondetection (Ex): A swift hunter gains the effects of a permanent nondetection spell (see SRD) as an extraordinary ability. His caster level is equal to his swift hunter level.

Improved Evasion (Ex): A swift hunter gains Improved Evasion as the rogue class ability.

Free Movement (Ex): A swift hunter can slip out of bonds, grapples, and even the effects of confining spells easily. This ability duplicates the effect of a freedom of movement spell, except that it is always active. A swift hunter loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.

Blindsight (Ex): A swift hunter gains the blindsight ability out to 30 feet. His senses become so acute that he can maneuver and fight flawlessly even in total darkness. Invisibility, darkness, and most kinds of concealment are irrelevant, though the swift hunter must have line of effect to a creature or object to discern it.



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