猎人(Hunter)猎人是荒野中的斗士,她们与可靠的动物伙伴有着紧密的羁绊。她们专注于和同伴动物一同结成强大的双人团队,使用策略进行战斗。猎人可以施放各式各样的自然法术,还可以在利用各种猛兽特质的同时,使用神奇的力量与动物伙伴一同得到特化。
角色定位(Role):猎人能够针对各种敌人实行不同的策略。她与珍爱有加同时训练有素的动物伙伴结成组合,面对危机能够进行快速有效地应对,这使得她们成为了优秀的斥候、探险家和突击队员。
阵营(Alignment):任意中立。
生命骰(Hit Die):d8。
源职业(Parent Classes):德鲁伊(Druid)和游侠(ranger)。
起始财富(Starting Wealth):4d6 x 10gp (平均值 140gp)。
本职技能猎人的本职技能是:攀爬(力量),工艺(智力),驯养动物(魅力),医疗(感知),威吓(魅力),知识(地城)(智力),知识(地理)(智力),知识(自然)(智力),察觉(感知),专业(感知),骑术(敏捷),法术辨识(智力),潜行(敏捷),生存(感知)和游泳(力量)。
每级技能点数:6 + 智力调整值。
表:猎人 | | | | | | 每日 | 法术 | | | | |
等级 | 基本攻击加值 | 强韧豁免 | 反射豁免 | 意志豁免 | 特殊 | 1级 | 2级 | 3级 | 4级 | 5级 | 6级 |
1级 | +0 | +2 | +2 | +0 | 动物伙伴,动物之力 自然训练,祷念,野性认同 | 1 | — | — | — | — | — |
2级 | +1 | +3 | +3 | +0 | 精准协调,追踪 | 2 | — | — | — | — | — |
3级 | +2 | +3 | +3 | +1 | 猎人战术,团队专长 | 3 | — | — | — | — | — |
4级 | +3 | +4 | +4 | +1 | 精通情感链接 | 3 | 1 | — | — | — | — |
5级 | +3 | +4 | +4 | +1 | 穿林步 | 4 | 2 | — | — | — | — |
6级 | +4 | +5 | +5 | +2 | 团队专长 | 4 | 3 | — | — | — | — |
7级 | +5 | +5 | +5 | +2 | 奖励技巧 | 4 | 3 | 1 | — | — | — |
8级 | +6/+1 | +6 | +6 | +2 | 第二动物之力,快速追踪 | 4 | 4 | 2 | — | — | — |
9级 | +6/+1 | +6 | +6 | +3 | 团队专长 | 5 | 4 | 3 | — | — | — |
10级 | +7/+2 | +7 | +7 | +3 | 复活动物伙伴 | 5 | 4 | 3 | 1 | — | — |
11级 | +8/+3 | +7 | +7 | +3 | 与主人交谈 | 5 | 4 | 4 | 2 | — | — |
12级 | +9/+4 | +8 | +8 | +4 | 团队专长 | 5 | 5 | 4 | 3 | — | — |
13级 | +9/+4 | +8 | +8 | +4 | 奖励技巧 | 5 | 5 | 4 | 3 | 1 | — |
14级 | +10/+5 | +9 | +9 | +4 | 高等情感链接 | 5 | 5 | 4 | 4 | 2 | — |
15级 | +11/+6/+1 | +9 | +9 | +5 | 团队专长 | 5 | 5 | 5 | 4 | 3 | — |
16级 | +12/+7/+2 | +10 | +10 | +5 | | 5 | 5 | 5 | 4 | 3 | 1 |
17级 | +12/+7/+2 | +10 | +10 | +5 | 野性主宰 | 5 | 5 | 5 | 4 | 4 | 2 |
18级 | +13/+8/+3 | +11 | +11 | +6 | 团队专长 | 5 | 5 | 5 | 5 | 4 | 3 |
19级 | +14/+9/+4 | +11 | +11 | +6 | 奖励技巧 | 5 | 5 | 5 | 5 | 5 | 4 |
20级 | +15/+10/+5 | +12 | +12 | +6 | 宗师猎人 | 5 | 5 | 5 | 5 | 5 | 5 |
表:猎人已知法术等级 | 0级 | 1级 | 2级 | 3级 | 4级 | 5级 | 6级 |
1级 | 4 | 2 | — | — | — | — | — |
2级 | 5 | 3 | — | — | — | — | — |
3级 | 6 | 4 | — | — | — | — | — |
4级 | 6 | 4 | 2 | — | — | — | — |
5级 | 6 | 4 | 3 | — | — | — | — |
6级 | 6 | 4 | 4 | — | — | — | — |
7级 | 6 | 5 | 4 | 2 | — | — | — |
8级 | 6 | 5 | 4 | 3 | — | — | — |
9级 | 6 | 5 | 4 | 4 | — | — | — |
10级 | 6 | 5 | 5 | 4 | 2 | — | — |
11级 | 6 | 6 | 5 | 4 | 3 | — | — |
12级 | 6 | 6 | 5 | 4 | 4 | — | — |
13级 | 6 | 6 | 5 | 5 | 4 | 2 | — |
14级 | 6 | 6 | 6 | 5 | 4 | 3 | — |
15级 | 6 | 6 | 6 | 5 | 4 | 4 | — |
16级 | 6 | 6 | 6 | 5 | 5 | 4 | 2 |
17级 | 6 | 6 | 6 | 6 | 5 | 4 | 3 |
18级 | 6 | 6 | 6 | 6 | 5 | 4 | 4 |
19级 | 6 | 6 | 6 | 6 | 5 | 5 | 4 |
20级 | 6 | 6 | 6 | 6 | 6 | 5 | 5 |
职业能力后述内容为猎人的职业能力。
武器与防具擅长(Weapon and Armor Proficiency):猎人擅长所有简易和军用武器,以及轻甲、中甲和盾牌(塔盾除外)。
法术(Spells):猎人可以施放德鲁伊和游侠法术列表中的神术。不过只有6级或更低等级的德鲁伊法术,以及游侠法术被计入猎人法术列表。若有法术同时在德鲁伊和游侠法术列表中,那么猎人使用两者中等级较低的作为猎人列表中的法术。举例说明,动物缩小术(Reduce Animal)是2级德鲁伊法术以及3级游侠法术,因此它被视为2级猎人法术。同理,侦测毒性(Detect Poison)是0级德鲁伊法术和1级游侠法术,因此它被视为0级猎人法术。
猎人能够施放任何她已知的法术而不用事先准备。要学会或施放法术,猎人的感知属性至少要达到 10 + 法术等级。豁免猎人法术的困难等级(Difficulty Class;DC)为 10 + 法术等级 + 猎人的感知调整值。
猎人无法使用7级或更高等级德鲁伊法术的法术完成型(spell completion)或法术触发型(spell trigger)魔法物品(除非她能够成功进行使用魔法装置检定)。猎人的阵营可能会限制她施放某些与其道德或伦理观念相悖的法术;详细请见后文中的混乱、邪恶、善良和秩序法术。
和其他施法者一样,猎人每日在每个法术等级上只能施放有限数量的法术。她的每日法术数量已经记录在表:猎人中。此外,她还能够通过较高的感知属性获得每日奖励法术位。
与德鲁伊或游侠不同,猎人能够选择的法术十分有限。依照猎人的选择,她在起始时知晓4个0级法术和2个1级法术。每当她获得新的猎人等级时,就会获得1个或更多个法术,如同表:猎人已知法术中记述的一样。和每日法术不同,猎人的已知法术数量并不会受到感知属性的影响;表:猎人已知法术中的数量是固定不变的。
除了通过等级提升获得的法术以外,每名猎人都能自动将所有召唤自然盟友(Summon Nature's Ally)法术加入到她的已知法术列表中。当猎人能够施放这些法术时,它们就会自动添加到已知法术中。
在5级以及之后的每3个等级,猎人都能够选择获得1个新法术来取代1个已知法术。新法术的等级必须与被替换的法术相同。猎人在任何等级中都仅能替换单个法术,而且必须在获得新法术的同时选择是否替换法术。她无法将召唤自然盟友替换成别的法术。
与德鲁伊或游侠不同,猎人不需要事先准备她的法术。只要猎人当日在对应法术等级中的每日法术位还未耗尽,就能够在任何时候施放任何已知法术。
祷念(Orisons):按照表:猎人已知法术,猎人可以学会若干个“祷念”,或称为0级法术。这些法术与其他法术的施放方式相同,但施放时不会消耗法术位,而且可以被再次施放。
混乱、邪恶、善良和秩序法术(Chaotic, Evil, Good, and Lawful Spells):猎人无法施放与自己、或其信仰的神祇(如果有的话)的阵营相反的法术。与特定阵营相关的法术的说明中,会在法术详述中以混乱、邪恶、善良或秩序描述符进行标注。
动物伙伴(Animal Companion,Ex):1级起,猎人会与一个动物伙伴建立起羁绊。猎人开始游戏时可以选择任何德鲁伊可用的动物伙伴。这名忠诚的伙伴将会伴随猎人一同冒险。该能力的功能如同德鲁伊的动物伙伴能力一般(这部分内容记录在自然纽带职业能力中)。猎人的有效德鲁伊等级与她的猎人等级相同。当角色从多个来源获得动物伙伴时,那么在判断动物伙伴的属性和能力时,她的有效德鲁伊等级会叠加。猎人也可以教导她的动物伙伴学会散兵(Skirmisher)游侠变体(出自进阶玩者手册)的猎人奇术(Hunter's Tricks),以取代标准的技巧(tricks)。要使动物伙伴使用猎人奇术,必须有猎人的命令。动物伙伴每日猎人奇术使用次数等于动物伙伴【1/2HD+感知调整值】。
如果猎人解放了她的动物伙伴、或者她的动物伙伴死亡时,她可以通过执行需要24小时不间断的祈祷来完成的仪式,来获得一个新伙伴,这个伙伴是举行仪式所处的环境中生活的生物。当猎人的动物伙伴死亡时,任何由她使用召唤自然盟友(Summon Nature's Ally)法术召唤的动物,都会存在每等级1分钟以取代原本的每等级1轮。不过同一时间,猎人仅能以此方式来让一个召唤自然盟友法术生效。若再次使用该能力,那么任何已经使用的召唤自然盟友法术会立即结束。
动物之力(Animal Focus,Su):1级起,猎人能够以迅捷动作对一种动物的面相进行拟态。猎人必须选择模仿一类动物,基于她所模仿的动物类型以及猎人等级,她可以获得不同的加值或特殊能力。猎人每日能够使用该能力的分钟数等同于她的等级。这些时间不需要连续,但是必须以1分钟为单位来使用。同一时间猎人仅能够模仿一类动物。
猎人还能够将这些拟态应用至她的动物伙伴。和猎人自身使用该能力不同,动物之力应用至她的动物伙伴时没有持续时间。以此方式应用动物之力不会计入猎人的每日使用时间——这会一直生效,直至猎人改变它为止。动物伙伴和猎人所拟态的动物可以相同,也可以不同。猎人能够在同一个迅捷动作中,同时选择或改变自身和她的动物伙伴所应用的动物之力。
若猎人的动物伙伴死亡,那么她能够将应用至动物伙伴的动物之力转移至自己身上,以取代对她的动物伙伴产生效果。这并不会计入正常情况下她能够选择的动物之力,而且(会如同应用至动物伙伴的动物之力一般)持续生效,直至猎人改变它为止,此外还不会持续花费她的每日动物之力持续时间。
- 蝙蝠(Bat):生物获得60尺范围的黑暗视觉(darkvision)。8级起,这个范围增加30尺。15级起,生物还会获得10尺范围的盲感(blindsense)。
- 熊(Bear):生物的体质获得+2增强加值。8级起,这个加值增加至+4点。15级起,这个加值增加至+6点。
- 公牛(Bull):生物的力量获得+2增强加值。8级起,这个加值增加至+4点。15级起,这个加值增加至+6点。
- 猎鹰(Falcon):生物的察觉检定获得+4表现加值。8级起,这个加值增加至+6点。15级起,这个加值增加至+8点。
- 蛙(Frog):生物的游泳检定获得+4表现加值。8级起,这个加值增加至+6点。15级起,这个加值增加至+8点。
- 猴(Monkey):生物的攀爬检定获得+4表现加值。8级起,这个加值增加至+6点。15级起,这个加值增加至+8点。
- 鼠(Mouse):生物获得反射闪避(evasion)。12级起,该能力提升至精通反射闪避(improved evasion),就如同盗贼高等天赋(advanced talent)一般。
- 枭(Owl):生物的潜行检定获得+4表现加值。8级起,这个加值增加至+6点。15级起,这个加值增加至+8点。
- 蛇(Snake):生物在进行借机攻击时攻击检定获得+2加值,并且AC在对抗借机攻击时获得+2闪避加值。8级起,这些加值增加至+4点。15级起,这些加值增加至+6点。
- 雄鹿(Stag):生物的基本陆上速度获得5尺增强加值。8级起,这个加值增加至10尺。15级起,这个加值增加至20尺。
- 虎(Tiger):生物的敏捷获得+2增强加值。8级起,这个加值增加至+4点。15级起,这个加值增加至+6点。
- 狼(Wolf):生物获得10尺范围的灵敏嗅觉(scent)能力。8级起,这种感官的范围增加至20尺。15级起,这种感官的范围增加至30尺。若敌人在逆风处,这个范围加倍,同理若敌人在顺风处,则范围减半。
自然训练(Nature Training,Ex):在判断动物伙伴是否有资格选取专长、技巧(traits)以及调整或增强动物伙伴的选项(options)时,猎人的总猎人等级同时视同为德鲁伊等级和游侠等级。
野性认同(Wild Empathy,Ex):猎人能够提到动物的起始态度。该能力的功能就如同使用交涉检定来提高一个人的态度一般(见核心手册的交涉技能部分)。猎人投掷1d20再加上她的猎人等级与她的魅力调整值,以此来确定野性认同的结果。通常来说,家养动物的起始态度为冷漠(indifferent),野生动物的起始态度为不友善(unfriendly)。
要使用野性认同,猎人和动物相互间的距离不得超过30尺。一般而言,以此方式影响动物需要1分钟,但是如同交涉影响普通人一般,实际花费的时间可能更长或更短。
猎人还能够使用该能力影响智力属性为1或2的魔法兽,但是会在检定中承受-4减值。
精准协调(Precise Companion,Ex):2级起,猎人能够选择精准射击(Precise Shot)或包抄
APG(Outflank)作为奖励专长。她不需要满足这个专长的先决条件。若猎人选择包抄专长的话,她的动物伙伴也会自动获得该专长。
【速查】
精准射击(Precise Shot):你对与盟友进行近战的对手射击或投掷远程武器时,不需在攻击检定上承受标准的-4减值。
包抄(Outflank):每当你和同样拥有该专长的一名盟友夹击相同的生物时,你的攻击检定获得的夹击加值提升至+4。此外,每当你对夹击的生物成功进行重击时,它会引起你的盟友的借机攻击。
追踪(Track,Ex):2级起,猎人能够将她的等级的一半加到用于跟踪的生存技能检定中。
猎人战术(Hunter Tactics,Ex):3级起,猎人会自动将她的团队专长赋予自己的动物伙伴。动物伙伴不需要满足这些团队专长的先决条件。
团队专长(Teamwork Feat):3级起以及之后的每3个等级,猎人都能在正常提升等级之外额外获得一个奖励团队专长。猎人必须满足她所选择的奖励团队专长的先决条件。
以标准动作,猎人能够学会一个新的奖励团队专长来取代已经学会的奖励团队专长中最新的那个。事实上,猎人失去了奖励专长来换为新专长。她仅能更换最新获得的团队专长,而且必须满足新选专长的先决条件。猎人每日能够更换最新获得的团队专长的次数等同于她的感知调整值(最低为1)。每当她获得新的团队专长时,之前的奖励专长便无法以此方式进行更换。
精通情感链接(Improved Empathic Link,Su):4级起,猎人和她的动物伙伴之间获得了情感链接。该能力就如同魔宠的情感链接一般,不过猎人还能够以迅捷动作通过动物伙伴的双眼来观察,只要她希望(只要动物伙伴和她的距离不超过1英里)便可以一直维持这个状态,而且能够以自由动作结束它。在维持这种状态时,猎人是目盲(blinded)的。
穿林步(Woodland Stride,Ex):5级起,猎人和她的动物伙伴可以以正常速度通过任何种类的矮树丛(例如自然的荆棘、石南、茂密的灌木丛,以及其他类似地形),并且不会受到伤害或者其他惩罚。但是被魔法强化的、或使用魔法手段特意用来阻碍行动的此类地形还是会阻碍猎人和她的动物伙伴的行动。
奖励技巧(Bonus Tricks,Ex):7级起以及之后的每6个等级,猎人的动物伙伴都能学会一项奖励技巧(这是在猎人的有效德鲁伊等级中获得的技巧外额外获得的)。
第二动物之力(Second Animal Focus,Su):8级起,每当猎人使用她的动物之力能力时,她都能选择两种不同的动物来模仿以取代原本的一种,而且能够将两种动物之力分配给她的动物伙伴以取代原本的一种。就如同上文中提到的那样,第二项动物之力并不会被计入猎人模仿动物面相的每日分钟数中。
若猎人的动物伙伴死亡,而且猎人将动物伙伴的动物之力应用至自身,那么这也不会计入同一时间里她最多能够选择的两种动物之力里。猎人仍旧只能将已死动物伙伴的一项动物之力应用至自身,而非两种。
快速追踪(Swift Tracker,Ex):8级起,猎人能够在使用生存技能追踪时,以她的正常速度移动而不会承受通常的-5减值。当她以两倍于正常的速度进行追踪时,仅会受到-10减值(以取代通常的-20减值)。
复活动物伙伴(Raise Animal Companion,Sp):10级起,猎人能够以类法术能力施放友伴复活
UM(Raise Animal Companion);该能力并不仅限于使用在复活她自己的动物伙伴中。使用这个类法术能力会赋予猎人一个永久负向等级(permanent negative level)。这个负向等级无法以任何方式消除,包括使用复原术(restoration)也不行。不过负向等级会在24小时后自动结束。16级起,该能力的功能如同复生术(Resurrection)一般,以取代原本的死者复活(Raise Dead),但是在其他方面没有变化。
与主人交谈(Speak with Master,Ex):11级起,猎人和她的动物伙伴能够使用语言交流,就如同使用通用语(common)一般。其他生物如果没有魔法辅助的话,就无法理解沟通的内容。
高等情感链接(Greater Empathic Link,Su):14级起,猎人与她的动物伙伴的情感链接范围增加至10英里。若动物伙伴和她相距不超过1英里,那么猎人便能够使用心灵感应(telepathically)和它进行沟通。
野性主宰(One with the Wild,Ex):17级起,其他动物会尊敬猎人和她的动物伙伴,甚至可能会对她们产生畏惧之心。只要动物的类型与猎人当前使用的动物之力的类型大致相同,就会产生这种反应:比如蝙蝠与其他种类的蝙蝠,虎与猫科动物,猎鹰与鸟类,蛇与爬行动物,等等。除非受到魔法胁迫或者猎人或动物伙伴首先发动攻击,属于此种类别的动物(包括凶暴种)都不会主动攻击猎人和她的动物伙伴。猎人和她的动物伙伴能够以迅捷动作尝试对适当类别的动物挫败士气(demoralize),在判断威吓检定的结果时,要投掷1d20加上猎人的等级和她的魅力调整值。
宗师猎人(Master Hunter,Ex):20级起,猎人达到了宗师的程度,她能够轻松追猎敌人。猎人宗师能够在使用生存技能时,以完整的速度进行追踪而不用承受任何减值。
此外,在每日猎人回复法术位时,她能够选择对自己激活一项动物之力,这会持续一整天。这项动物之力并不会计入猎人正常使用的动物之力职业能力之内(包括在她的动物伙伴死亡时能够额外应用至自身的额外动物之力)。
原文
劇透 - :
Hunter
Hunters are warriors of the wilds that have forged close bonds with trusted animal companions. They focus their tactics on fighting alongside their companion animals as a formidable team of two. Able to cast a wide variety of nature spells and take on the abilities and attributes of beasts, hunters magically improve both themselves and their animal companions.
Role: Hunters can adapt their tactics to many kinds of opponents, and cherish their highly trained animal companions. As a team, the hunter and her companion can react to danger with incredible speed, making them excellent scouts, explorers, and saboteurs.
Alignment: Any neutral.
Hit Die: d8.
Parent Classes: Druid and ranger.
Starting Wealth: 4d6 × 10 gp (average 140 gp).
Class Skills
The hunter’s class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).
Skill Ranks per Level: 6 + Int modifier.
Class Features
The following are the class features of the hunter.
Weapon and Armor Proficiency: A hunter is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).
Spells: A hunter casts divine spells drawn from the druid and ranger spell lists (see Chapter 10 of the Pathfinder RPG Core Rulebook). Only druid spells of 6th level and lower and ranger spells are considered to be part of the hunter spell list. If a spell appears on both the druid and ranger spell lists, the hunter uses the lower of the two spell levels listed for the spell. For instance, reduce animal is a 2nd-level druid spell and a 3rd-level ranger spell, making it a 2nd-level hunter spell. Likewise, detect poison is a 0-level druid spell and a 2nd-level ranger spell, making it a 0-level hunter spell.
The hunter can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a hunter must have a Wisdom score equal to at least 10 + the spell’s level. The Difficulty Class for a saving throw against a hunter’s spell is 10 + the spell’s level + the hunter’s Wisdom modifier.
A hunter cannot use spell completion or spell trigger magic items (without making a successful Use Magic Device check) of druid spells of 7th level or higher. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells below.
Like other spellcasters, a hunter can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table 1–6: Hunter. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table 1–3 of the Core Rulebook).
Unlike druids and rangers, a hunter’s selection of spells is extremely limited. A hunter begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new hunter level, she gains one or more new spells, as indicated on Table 1–7: Hunter Spells Known. Unlike spells per day, the number of spells a hunter knows is not affected by her Wisdom score; the numbers on Table 1–7 are fixed.
In addition to the spells gained by hunters as they gain levels, each hunter also automatically adds all summon nature’s ally spells to her list of spells known. These spells are added as soon as the hunter is capable of casting them.
At 5th level and at every 3 levels thereafter, a hunter can choose to learn a new spell in place of one she already knows. In effect, the hunter loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged. A hunter may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level. She cannot swap any summon nature’s ally spells.
Unlike a druid or ranger, a hunter need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level.
Orisons: Hunters learn a number of orisons, or 0-level spells, as noted on Table 1–7: Hunter Spells Known. These spells are cast like any other spell, but they do not consume any slots and may be used again.
Chaotic, Evil, Good, and Lawful Spells: A hunter can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.
Animal Companion (Ex): At 1st level, a hunter forms a bond with an animal companion. A hunter may begin play with any of the animals available to a druid. This animal is a loyal companion that accompanies the hunter on her adventures. This ability functions like the druid animal companion ability (which is part of the nature bond class feature). The hunter’s effective druid level is equal to her hunter level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the companion’s statistics and abilities. A hunter may teach her companion hunter’s tricks from the skirmisher ranger archetype (Pathfinder RPG Advanced Player’s Guide 128) instead of standard tricks.
If a hunter releases her companion from service or her animal companion perishes, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. While the hunter’s animal companion is dead, any animal she summons with a summon nature’s ally spell remains for 1 minute per level instead of 1 round per level. A hunter cannot have more than one summon nature’s ally spell active in this way at one time. If this ability is used again, any existing summon nature’s ally immediately ends.
Animal Focus (Su): At 1st level, a hunter can take on the aspect of an animal as a swift action. She must select one type of animal to emulate, gaining a bonus or special ability based on the type of animal emulated and her hunter level. The hunter can use this ability for a number of minutes per day equal to her level. This duration does not need to be consecutive, but must be spent in 1-minute increments. The hunter can emulate only one animal at a time.
The hunter can also apply one of these aspects to her animal companion. Unlike with the hunter herself, there is no duration on the animal aspect applied to her animal companion. An aspect applied in this way does not count against the hunter’s minutes of duration per day—it remains in effect until the hunter changes it. The companion’s aspect can be the same aspect the ranger has taken on or a different one. The hunter can select or change the animal foci on both herself and her animal companion as part of the same swift action.
If the hunter’s animal companion is dead, the hunter can apply her companion’s animal focus to herself instead of her animal companion. This is in addition to the normal one she can choose, and (as with a companion’s focus) remains in effect until the hunter changes it instead of counting against her minutes per day.
Bat: The creature gains darkvision to a range of 60 feet. At 8th level, the range increases by 30 feet. At 15th level, the creature also gains blindsense to a range of 10 feet.
Bear: The creature gains a +2 enhancement bonus to Constitution. This bonus increases to +4 at 8th level and +6 at 15th level.
Bull: The creature gains a +2 enhancement bonus to Strength. This bonus increases to +4 at 8th level and +6 at 15th level.
Falcon: The creature gains a +4 competence bonus on Perception checks. This bonus increases to +6 at 8th level and +8 at 15th level.
Frog: The creature gains a +4 competence bonus on Swim checks and on Acrobatics checks to jump. These bonuses increase to +6 at 8th level and +8 at 15th level.
Monkey: The creature gains a +4 competence bonus on Climb checks. This bonus increases to +6 at 8th level and +8 at 15th level.
Mouse: The creature gains evasion, as the rogue class feature. At 12th level, this increases to improved evasion, as the rogue advanced talent.
Owl: The creature gains a +4 competence bonus on Stealth checks. This bonus increases to +6 at 8th level and +8 at 15th level.
Snake: The creature gains a +2 bonus on attack rolls when making attacks of opportunity and a +2 dodge bonus to AC against attacks of opportunity. These bonuses increase to +4 at 8th level and +6 at 15th level.
Stag: The creature gains a 5-foot enhancement bonus to its base land speed. This bonus increases to 10 feet at 8th level and 20 feet at 15th level.
Tiger: The creature gains a +2 enhancement bonus to Dexterity. This bonus increases to +4 at 8th level and +6 at 15th level.
Wolf: The creature gains the scent ability with a range of 10 feet. The range of this sense increases to 20 feet at 8th level and 30 feet at 15th level. The range doubles if the opponent is upwind, and is halved if the opponent is downwind.
Nature Training (Ex): A hunter counts her total hunter level as both druid levels and ranger levels for the purpose of qualifying for feats, traits, and options that modify or improve an animal companion.
Wild Empathy (Ex): A hunter can improve the initial attitude of an animal. This ability functions as a Diplomacy check to improve the attitude of a person (see Chapter 4 of the Core Rulebook). The hunter rolls 1d20 and adds her hunter level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the hunter and the animal must be within 30 feet of one another under normal conditions. Generally, inf luencing an animal in this way takes 1 minute but, as with inf luencing people, it might take more or less time.
The hunter can also use this ability to inf luence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.
Precise Companion (Ex): At 2nd level, a hunter chooses either Precise Shot or Outf lankAPG as a bonus feat. She does not need to meet the prerequisites for this feat. If she chooses Outf lank, she automatically grants this feat to her animal companion as well.
Track (Ex): At 2nd level, a hunter adds 1/2 her level to Survival skill checks made to follow tracks.
Hunter Tactics (Ex): At 3rd level, the hunter automatically grants her teamwork feats to her animal companion. The companion doesn’t need to meet the prerequisites of these teamwork feats.
Teamwork Feat: At 3rd level and every 3 levels thereafter, the hunter gains a bonus teamwork feat in addition to those gained from normal advancement. The hunter must meet the prerequisites of the selected bonus teamwork feat.
As a standard action, the hunter can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the hunter loses the bonus feat in exchange for the new one. She can change only the most recent teamwork feat gained, and must meet the prerequisites for the newly selected feat. A hunter can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier (minimum 1). Whenever she gains a new teamwork feat, her previous teamwork feats become permanent.
Improved Empathic Link (Su): At 4th level, the hunter gains an empathic link with her animal companion. This functions like an empathic link with a familiar, except the hunter can also see through a companion’s eyes as a swift action, maintaining this connection as long as she likes (as long as the companion is within 1 mile) and ending it as a free action. The hunter is blinded while maintaining this connection.
Woodland Stride (Ex): At 5th level, a hunter and her animal companion may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at their normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion will still affect the hunter and her animal companion.
Bonus Tricks (Ex): At 7th level and every 6 levels thereafter, a hunter’s animal companion learns a bonus trick (in addition to the bonus tricks gained from the hunter’s effective druid level).
Second Animal Focus (Su): At 8th level, whenever a hunter uses her animal focus ability, she selects two different animal aspects for herself instead of one, and can assign two aspects to her companion instead of one. As with the companion’s previous aspect, the second one does not count against the minutes per day a hunter can take on an aspect.
If the hunter’s animal companion is dead and the hunter has applied the companion’s animal aspect to herself, that aspect does not count toward her maximum of two aspects at once. The hunter can still apply only one of her dead companion’s aspects to herself, not both.
Swift Tracker (Ex): At 8th level, a hunter can move at her normal speed while using Survival to follow tracks without taking the normal –5 penalty. She takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.
Raise Animal Companion (Sp): At 10th level, a hunter gains raise animal companionUM as a spell-like ability; this is not restricted to raising only her own animal companion. Using this spell-like ability gives the hunter a permanent negative level. This negative level cannot be overcome in any way (including by restoration), but automatically ends after 24 hours. At 16th level, this functions as resurrection instead of raise dead, but otherwise operates as normal.
Speak with Master (Ex): At 11th level, a hunter and her animal companion can communicate verbally, as if they were using a common language. Other creatures cannot understand the communication without magical aid.
Greater Empathic Link (Su): At 14th level, the range of the hunter’s empathic link with her animal companion increases to 10 miles. If the animal companion is within 1 mile, the hunter can communicate with it telepathically.
One with the Wild (Ex): At 17th level, the hunter and her animal companion are respected or even feared by other animals, so long as the animals are approximately of the same type as any of the hunter’s current animal foci: bat for bats, tiger with felines, falcon for birds, snake for reptiles, and so on. No animal in this category (including dire varieties) willingly attacks the hunter or her companion unless magically compelled to or if the hunter or companion attacks it first.
The hunter and her companion can attempt to demoralize animals in the appropriate category as a swift action, rolling 1d20 and adding the hunter’s level and her Charisma modifier to determine the Intimidate check result.
Master Hunter (Ex): At 20th level, a hunter becomes a master hunter, able to track down foes with ease. She can always move at full speed while using Survival to follow tracks without penalty.
Additionally, each day when the hunter prepares spells, she chooses one animal focus to be active on herself for the entire day. This focus is in addition to using her animal focus class ability (including the additional focus ability she is able to use on herself if her animal companion is dead).