Mystic Huntsman

Table: The Mystic Huntsman

 Base Attack
Bonus
Fort
Save
Ref
Save
Will
Save
SpecialSpellcasting
1st2nd3rd4th5th
1st+1+2+2+01st favored enemy, Track, wild empathy
2nd+2+3+3+0Ranger talent1
3rd+3+3+3+1Endurance, 1st favored environment2
4th+4+4+4+1Ranger talent2
5th+5+4+4+12nd favored enemy21
6th+6/+1+5+5+2Ranger talent32
7th+7/+2+5+5+2Woodland stride32
8th+8/+3+6+6+22nd favored environment, ranger talent, swift tracker321
9th+9/+4+6+6+3Evasion, quarry332
10th+10/+5+7+7+33rd favored enemy, ranger talent432
11th+11/+6/+1+7+7+34321
12th+12/+7/+2+8+8+4Camouflage, ranger talent4332
13th+13/+8/+3+8+8+43rd favored environment4432
14th+14/+9/+4+9+9+4Ranger talent54321
15th+15/+10/+5+9+9+54th favored enemy54332
16th+16/+12/+6/+1+10+10+5Ranger talent54432
17th+17/+12/+7/+2+10+10+5Hide in plain sight55432
18th+18/+13/+8/+3+11+11+64th favored environment, ranger talent65433
19th+19/+14/+9/+4+11+11+6Improved quarry65443
20th+20/+15/+10/+5+12+12+65th favored enemy, ranger talent65543
Hit Die: d6
Class Skills (6 + Int modifier per level): Athletics, Handle Animal, Heal, Insight, Natural Lore, Perception, Profession, Stealth, and Theology

Class Features

A Mystic Huntsman does not gain the Animal Companion and Combat Style class features.

Hit Die

A mystic huntsman’s Hit Die is reduced to a d6.

Class Skills

A mystic huntsman adds Theology to his list of class skills.

Table: Mystic Huntsman Spells Accessed

Level01st2nd3rd4th5th
1st2
2nd21
3rd32
4th32
5th321
6th332
7th432
8th4321
9th4332
10th4432
11th54321
12th54332
13th54432
14th554321
15th654332
16th654432
17th655432
18th665433
19th765443
20th765543

Spellcasting

Beginning at 1st level, a mystic huntsman gains the ability to cast a small number of divine spells, which are drawn from the ranger spell list. A mystic huntsman can spontaneously cast any spell he has accessed without preparing it ahead of time. To prepare or cast a spell, a mystic huntsman must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a mystic huntsman’s spell is 10 + the spell level + the mystic huntsman’s Wisdom modifier. A mystic huntsman can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table. In addition, he receives bonus spells per day if he has a high Wisdom score. When the table indicates that the mystic huntsman gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level. A mystic huntsman’s access to divine spells is limited. A ranger gains access to two 1st-level spells of your choice at 4th level. At each new mystic huntsman level, he may gain access to a new spell, as indicated on Table: Mystic Huntsman Spells Accessed. A mystic huntsman may spontaneously cast any spell he has accessed. Once per week, a mystic huntsman may conduct a ritual during his daily meditation to replace one of his accessed spells with a new ranger spell. In effect, the mystic huntsman “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, but it may be any level that the mystic huntsman can cast. A mystic huntsman may swap only a single spell in any given week and must wait a full week between rituals to change spell access. A mystic huntsman’s caster level is equal to his class level.