Huntsman

The huntsman is a master of tracking, fighting, and killing a particular type of prey.

Entry Requirements

Base Attack Bonus: +3.
Feats: Track.
Special: Favored enemy class feature.

Table: The Huntsman

 Base Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
1st+1+1+1+0Favored prey
2nd+2+1+1+0Hunter Feat
3rd+3+2+2+1Favored quarry
Hit Die: d8
Class Skills (4 + Int modifier per level): Deception, Insight, Natural Lore, Perception, Athletics, Profession, and Stealth

Class Features

Weapon and Armor Proficiency

A Huntsman gains no proficiency with any type of weapon, armor, or shield.

Favored Prey

Beginning at 1st level, you select one favored enemy that you possess. You adds your class level to the favored enemy bonuses on skill checks and damage rolls against that favored enemy.

Hunter Feat

At 2nd level, you gain one Hunter Feat of your choice as a bonus feat. You must meet the prerequisites of the feat you select, and the feat must be able to apply to your favored prey. For example if your favored prey is Dragons, you could not select the Focused Outsider Expertise feat but could select the Focused Dragon Expertise feat.

Favored Quarry

At 3rd level, you can use a standard action to denote one target within line of sight as your quarry. The target’s creature type must correspond to your favored prey. When following the tracks of your quarry, you can take 10 on your Natural Lore skill checks while moving at normal speed, without penalty.

In addition, you add your favored enemy bonus as an insight bonus to weapon attack rolls made against your quarry, and all critical threats are automatically confirmed.

You can have no more than quarry at a time. You can dismiss this effect at any time as a free action, but you cannot select a new quarry until you complete a short or long rest. If you see proof that your quarry is dead, you can select a new quarry after waiting 1 hour.