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A fugitive’s worst fear might be the sound of a door opening and the sight of a manhunter walking into the room, clad in armor and bearing arms at the ready. Manhunters are elite trackers and bounty hunters, always searching for a new target to bring in. Whether he takes his quarry in warm or cold is entirely up to his target; the manhunter is ready either way.

The manhunter is an archetype of the gunner class.

Archetype Main Ability Scores:
The manhunter mainly focuses on Dexterity for martial combat and Wisdom for his class features.

Archetype Feature Replacements:
1st – Class Skills, Weapon and Armor ProficiencyGunner Style2nd – Precision AimingNimble3rd – Cover Fire4th – Gun TrainingGunnery Talent5th – Evasion6th – Gunnery Talent7th – Disengage8th – Gunnery Talent10th – Gunnery Talent12th – Gunnery Talent15th – Improved Evasion.

Class Skills

The manhunter adds Disguise (Cha), Knowledge (local) (Int), Sense Motive (Wis), and Stealth (Dex) to his class skills. The manhunter loses Handle Animal (Cha), Sleight of Hand (Dex), and Ride (Dex) as class skills.

Weapon and Armor Proficiency

A manhunter is proficient with all simple and martial weapons plus the aklys, bolas, dan bong, lasso, and net, and all simple firearms and one advanced firearm of his choice. Manhunters are proficient with light and medium armor, but not with any type of shields.

This ability modifies the gunner’s weapon and armor proficiencies.

The Most Dangerous Game (Ex)

At 1st level, a manhunter can study an opponent on whom he has accepted a bounty or contract; a bounty or contract must be issued by an established organization (whether legitimate or otherwise), a person of influence (whether politically, culturally, religiously, or financially), or some other authority of the GM’s choosing and discretion. The manhunter must have a sketch, picture, recording, or a detailed description of his opponent, and he must study it for one minute.

The manhunter gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against his studied opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of manhunter class abilities against that opponent increase by 1. A manhunter can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead, the manhunter studies a new target, or the bounty/contract is otherwise fulfilled. If the opponent that a manhunter has selected is humanoid, these bonuses are doubled.

At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack rolls, damage rolls, and skill checks and to manhunter DCs against his opponent increase by 1. In addition, at each such interval, the manhunter is able to maintain these bonuses against an additional opponent at the same time. He may, as a free action, end his current study of an opponent.

At 7th level, a manhunter can study an opponent he can see as a move or swift action and apply this ability’s bonuses against it, provided the opponent is humanoid. This opponent counts towards the manhunter’s limited number of studied opponents, and he may only study one opponent in this way at a time.

This ability replaces gunner style.

Thrill of the Hunt (Ex)

At 2nd level, the manhunter gains a bonus equal to half his level on Knowledge (local), Perception, and Sense Motive checks, as well as Diplomacy checks to gather information.

This ability replaces precision aiming.

Clan and Creed (Ex)

Starting at 2nd level, the manhunter is fully inducted into a secretive but respected and renowned clan of bounty hunters. He is gifted by a representative of the clan with a distinctive set of medium armor which uses the agile breastplate stats; the armor also includes a helm with a narrow visor which completely hides his face. As long as he wears this armor, he may add half his manhunter’s level to his Intimidate and Profession (bounty hunter) skill checks. If the manhunter removes his helmet (or if it is removed by other means) within sight of another person or persons, and his face is seen by them, these armor bonuses will not apply to that person or persons for 1 week.

At 4th, 8th, 12th, 16th, and 20th levels, he may find a representative of the clan and request that his armor be upgraded to magical armor of levels +1, +2, etc. (up to +5 at 20th level). This armor can also be enchanted and upgraded as normal. If the armor is ever lost or destroyed, it can be replaced at 50% its normal cost by a representative of the clan.

Additionally at 2nd level, he gains the Armor Focus feat for this set of armor. At 6th level, he gains the Armor Specialization feat for it. At 8th level, he gains the Greater Armor Focus for it. At 10th level, he gains the Greater Armor Specialization for it.

This ability replaces nimble and the gunnery talents gained at 6th, 8th, and 10th levels.

Dead or Alive (Ex)

At 3rd level, the manhunter can choose whether to inflict lethal or non-lethal damage with his ranged and melee attacks without the usual -4 penalties to his attack rolls.

This ability replaces cover fire.

Studied Strike (Ex)

At 4th level, upon successfully hitting his studied target with a ranged or melee attack, a manhunter can choose as a free action to make that attack a studied strike and deal additional damage. The damage is 1d6 at 4th level, and increases by 1d6 for every 2 levels thereafter (to a maximum of 9d6 at 20th level). The damage of studied strike is precision damage and is not multiplied on a critical hit; creatures that are immune to sneak attacks are also immune to studied strike. If the manhunter’s attack used a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), he may choose to have the additional damage from studied strike be nonlethal damage instead of lethal damage. If the manhunter chose to make an attack with a lethal weapon instead deal nonlethal damage, the studied strike damage may also deal nonlethal damage. The manhunter must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A manhunter cannot use studied strike against a creature with concealment. After using studied strike, the manhunter must wait 1d3 rounds until he can use it again.

This ability replaces gun training.

Relentless Pursuit (Ex)

At 4th level, a manhunter can learn enough about an opponent through observation that he can deduce the most effective way to deal with the subject. Once per day, if a manhunter finds a creature’s tracks using tracking, he gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against or about that creature, as well as on weapon attack and damage rolls against that creature. If the creature is humanoid, this bonus increases to +4. These bonuses last until the manhunter selects a new subject for relentless pursuit. Upon defeat of the subject, the manhunter may select a new subject.

This ability may not be used to gain the above bonuses against his studied opponent. Instead, if he is tracking his studied opponent, he does not take the usual -20 penalty when moving at up to twice normal speed when tracking.

This ability replaces a gunnery talent gained at 4th level.

Stalker (Ex)

At 7th level, a manhunter gains his studied bonus on Disguise, Intimidate, and Stealth checks against his studied opponent. This bonus is likewise doubled against humanoid studied opponents.

This ability replaces disengage.

Incapacitate (Ex)

At 12th level, a manhunter can incapacitate a target. This functions like the assassinate ninja trick, except instead of using a sneak attack to kill the target, the manhunter’s successful studied strike knocks the target unconscious for 1d6 rounds unless it succeeds at its saving throw. If the target does succeed at its saving throw, it still takes the studied strike damage as normal, but the damage is nonlethal, and the target is immune to that manhunter’s incapacitate ability for 24 hours.

This ability replaces a gunnery talent gained at 12th level.