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Clan Hunter

A bandit king raids caravans on the road. An ogre pillages farms to the north. A mage has kidnapped the mayor’s son and hidden him somewhere in the marsh—and the soldiers of the king cannot seem to stem the tide. The terrified citizens have only one choice, and it isn’t cheap. They call in a clan hunter. A clan hunter tracks down creatures and either eliminates them or brings them to whatever justice awaits them.
Hit Die: d8.
Requirements
To qualify to become a clan hunter, a character must fulfill all the following criteria.
Base Attack Bonus: +4.
Skills: Diplomacy 2 ranks, Stealth 4 ranks, Survival 4 ranks.
Special: Must have joined one of the Clan Hunter guilds.
Class Skills
The clan hunter’s class skills (and the key ability for each skill) are Acrobatics (Dex), Bluff (Cha), Climb (Str), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Heal (Wis), Knowledge (local) (Int), Intimidate (Cha), Perception (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), and Survival (Wis).
Skill Points Per Level: 6 + Int modifier

Table: Clan Hunter

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st+0+1+1+0Mark (1), Track, Limit Break
2nd+1+1+1+1Woodland Stride, Ready and Waiting
3rd+2+2+2+1Clan Discount (10%), Trackless Step, Tenacious Pursuit (Speed +10 ft.)
4th+3+2+2+1Heightened Perception, Hunter’s Dedication, Move Like the Wind, Mark (2)
5th+3+3+3+2Swift Tracker, Track the Trackless
6th+4+3+3+2Clan Discount (20%), Low-Light Vision, Tenacious Pursuit (Speed +20 ft.)
7th+5+4+4+2Locate Creature, Mark (3)
8th+6+4+4+3Anticipation, Scent
9th+6+5+5+3Clan Discount (30%), Tenacious Pursuit (Speed +30 ft.)
10th+7+5+5+3Darkvision (60 ft.), Find the Path, Mark (4)

Class Features

All of the following are class features of the clan hunter prestige class.

Weapon and Armor Proficiency

Clan hunters are proficient with all simple and martial weapons, and with light armor.

Limit Break (Su)

At 1st level, the clan hunter receives the Limit Break (Vital Strike).

Vital Strike (Su): This Limit Break allows the clan hunter to see the vital point in a creature’s body and capitalizes on it with a powerful blow. Against an unmarked creature, the clan hunter makes a single attack, if it hits, the attack becomes a confirmed critical hit (even against creatures that are normally immune to critical hits) and deals maximum damage. Against a marked creature, the critical multiplier increases by 1.

Mark (Ex)

A clan hunter can target, or mark, an individual humanoid or monstrous humanoid foe to better hunt that enemy. To do so, the clan hunter must focus on a foe that is present and visible, or on the depiction or description of the creature, for 10 minutes. Any interruption ruins the attempt and forces the clan hunter to start the process again. Once this study is complete, that target is called a mark. A clan hunter adds his clan hunter level as an insight bonus on all Diplomacy, Perception, and Survival checks made to determine the whereabouts of a mark. As a clan hunter gains levels, he gains additional abilities against a mark. If a clan hunter chooses a new mark before finishing with an existing one, the latter becomes unmarked, and the clan hunter loses experience points equal to the amount he would have earned for defeating that creature. A clan hunter can choose a mark only once a week.

Initially, a clan hunter can have only one mark at a time. For every three clan hunter levels gained beyond the 1st, a clan hunter can have one additional mark, but only if all the marks are chosen during the same process (see above). If a clan hunter gives up on finishing any of his marks, all remaining marked creatures become unmarked as described above.

Track

At 1st level, a clan hunter adds his clan hunter level to Survival skill checks made to follow or identify tracks.

Woodland Stride (Ex)

Starting at 2nd level, a clan hunter may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.

Ready and Waiting (Ex)

Beginning at 2nd level, a clan hunter is ready for trickery at all times. He can ready an action against his mark, even outside of the initiative sequence. If the mark triggers the clan hunter’s readied action at any point within the next 10 minutes, the clan hunter can carry out his readied action as if the two were engaged in combat (as long as the clan hunter is capable of carrying out that action. If the clan hunter is incapable of carrying out the action—for instance, if he is too far away to strike the mark with a readied melee attack—the readied action is lost.

Trackless Step (Ex)

Starting at 3rd level, a clan hunter leaves no trail in natural surroundings and cannot be tracked. He may choose to leave a trail if so desired.

Tenacious Pursuit (Ex)

At 3rd level and above, a clan hunter tracking a mark gains a +4 bonus on Constitution checks made to resist nonlethal damage from a forced march. In addition, a clan hunter tracking a mark can increase his own speed by 10 feet, up to a maximum value equal to the mark’s speed. This bonus stacks with all other speed increases. At 6th level, the speed increase improves to 20 feet and it goes up to 30 feet at 9th level.

Clan Discount

Also at 3rd level, the clan hunter’s reputation within the Clan improves. The clan hunter receives a 10% discount on any goods purchased within the Clan. He receives an additional 10% discount at 6th level, and another at 9th level. Up to the DM on what goods a clan hunter can purchase.

Heightened Perception (Ex)

At 4th level, a clan hunter’s senses grow sharper than even the most observant. The clan hunter adds his clan hunter level on any Perception checks. This will also stack with the bonuses provided by the Mark ability.

Hunter’s Dedication (Ex)

Beginning at 4th level, a clan hunter adds his Constitution bonus (if any) to Will saves made to resist the special attacks or spells of his mark.

Move Like the Wind (Ex)

Starting at 4th level, a clan hunter can move stealthily even at a quick pace. He no longer takes a -5 penalty on Stealth checks when moving at any speed up to his normal speed, and he takes only a -10 penalty (instead of a -20 penalty) on Stealth checks when running. (He takes the normal -20 penalty when attacking or charging).

Swift Tracker (Ex)

Beginning at 5th level, a clan 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.

Track the Trackless (Su)

Also at 5th level, a clan hunter can track a creature moving under the influence of trackless step or a similar effect, though he takes a -20 penalty on his Survival checks when doing so.

Low-Light Vision (Ex)

At 6th level, a clan hunter gains low-light vision, allowing him to see twice as far as a hume in starlight, moonlight, torchlight, and similar conditions of shadowy illumination. He retains the ability to distinguish color and detail under these conditions. If he already has low-light vision from another source (such as his race), his low-light vision improves, allowing him to see three times as far as a hume in conditions of shadowy illumination.

Locate Creature (Su)

Once per day, a clan hunter of 7th level or higher can locate a marked creature supernaturally. At a duration of 10 minutes per clan hunter level, the clan hunter slowly turns and senses when he is facing in the direction of the marked creature to be located. He will also know in which direction the creature is moving, if any. If the duration runs out before the clan hunter can find his mark, he loses the trail.

Scent (Ex)

At 8th level, a clan hunter gains the scent ability. This ability allows the clan hunter to detect approaching enemies, sniff out hidden foes, and track by sense of smell. A clan hunter can identify familiar odors just as humes do familiar sights.

The clan hunter can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above.

When the clan hunter detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The clan hunter can take a move action to note the direction of the scent. Whenever a clan hunter comes within 5 feet of the source, the clan hunter pinpoints the source’s location.

Anticipation (Ex)

After achieving 8th level, the clan hunter can notice the tiny movements of his mark along with other visual and auditory ones that allow him to react more quickly in combat. This grants him a +4 competence bonus on all initiative checks (stacks with Improved Initiative). In addition, the clan hunter may select one mark each round, if there are more than one mark in the same area; that marked creature may not make attacks of opportunity against or flank the clan hunter during that round.

Darkvision (Ex)

At 10th level, a clan hunter’s vision becomes adjusted to see without a light source, out to a range of 60 feet. If he already has darkvision from another source (such as his race), his darkvision improves, extending out to 90 feet.

Find the Path (Su)

Once per day, a clan hunter of 10th level can find the shortest, most direct physical route to a specified destination, be it the way into or out of a locale. The locale can be outdoors or underground. This works with respect to locations, not objects or creatures at a locale. This ability enables the clan hunter to sense the correct direction that will eventually lead him to his destination, indicating at appropriate times the exact path to follow or physical actions to take. This ability lasts for an entire day or until the clan hunter rests, whichever comes first.