Hunter Progression

Level XP Hit Dice BAB Save
1 0 1d8+6 +1 15
2 2,250 2d8+6 +2 14
3 4,500 3d8+6 +2 14
4 9,000 4d8+6 +3 13
5 18,000 5d8+6 +4 13
6 36,000 6d8+6 +4 12
7 72,000 7d8+6 +5 12
8 135,000 8d8+6 +6 11
9 270,000 9d8+6 +6 11

Game Rule Information

Prime Requisite: A hunter’s prime requisite is Constitution; a character must have a CON score of 9 or higher to become a hunter.

Alignment: A hunter may be of any alignment.

Hit Dice: Hunters start with a “hit point kicker” of 6 hp and gain 1d8 hit points + CON mod per class level.

Combat Ability: A hunter has a good Base Attack Bonus progression. Hunters are proficient with all low-tech weapons, and with light armour, medium armour, and shields (except tower shields).

Saving Throws: Hunters have fair saving throws, and gain +1 on saves vs. disease, poison, and radiation.

Special Abilities

Trailblaze: A hunter can guide a party through the wastes, increasing overland travel speed by 25%. Alternatively, the hunter can attempt to forage for food and water while still moving (at normal speed) in the wilderness.

Both applications of this skill apply to the hunter plus a number of allies equal to his level. A hunter cannot reduce travel time when foraging for food (or vice versa) or while on a forced march.

Foe Hunter: At 1st level, a hunter must select a type of favoured enemy such as aberrations, robots, undead, etc. If the hunter chooses humanoids as an enemy, he must also choose an associated subtype, such as mutant humanoids or pure-strains. The hunter gains a +1 bonus on attack and damage rolls against his selected foes. This bonus increases by +1 at 5th and 9th levels.

Class Skills: Hunters have Track, Spot/Listen, and Sneak as class skills. A starting hunter begins with a 1 in 6 chance of successfully performing these skills, with the exception of Spot/Listen (2 in 6). Character race and mutations may modify these chances.

As the hunter gains experience, he may distribute a number of ‘discretionary training’ points to specify areas of individual expertise. At each level from 2nd to 9th, a hunter gains 1 discretionary training point.

Regardless of the number of training points applied, no skill may exceed a 5 in 6 chance of success. A ‘default’ skill array is provided below for guidance (in terms of x in 6 chance).

 – Track: A hunter can follow the trails of creatures and characters over most types of terrain. To find tracks or follow them requires a special Track check. The character must make another check every time the tracks become difficult to follow. The hunter must move slowly while tracking, reducing his movement rate by one half.

 – Spot/Listen: A hunter can negate surprise on a successful Spot/Listen check (like the thief, this applies to the character only). Hunters also has a sixth sense about sources of disease, poison, or radiation. This power also detects the taint of Chaos. Before being exposed to contamination, the referee will make a secret check for the character. If successful, the hunter will detect the presence of contamination (although not its strength or exact source) and can take appropriate precautions.

 – Sneak: This ability permits the hunter to hide and move silently in wasteland areas providing natural concealment. The hunter will usually believe he remains unseen regardless of the die roll, but the character will generally be noticed if the roll is failed.

Damage Resistance: Starting at 3rd level, a hunter can reduce the effects of damage inflicted, subtracting 1 point of damage from each attack that inflicts damage upon him. A hunter’s DR increases to 2 at 6th level, and to 3 at 9th level. This natural Damage Resistance stacks with any DR provided by armour.

Class Skills

Hunter Level
1 2 3 4 5 6 7 8 9
+1 +1 +1 +1 +2 +2 +2 +2 +3
Track 1 2 2 3 3 3 4 4 4
Spot/Listen 2 2 2 2 3 3 3 4 4
Sneak 1 1 2 2 2 3 3 3 4
1 1 1 2 2 2 3

1 Response to Hunter

  1. K-Slacker says:

    In addition to ‘fantastic’ favoured enemies for the Foe Hunter class ability (dragons, undead, outsiders, etc.), the following ‘post-apocalyptic’ options may be selected: pure-strains (includes near-humans who appear human), mutant humanoids (includes near-humans with disfiguring mutations), mutant animals (including beastmen), mutant plants, aberrations (really weird mutants), and robots.

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