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Hunters are psychically focused cullers and maintaners of the wild. They are similar to rangers in that they are attuned more to the wilds than to cities, but their prey can be--and sometimes is--humanoid.

Hunters learn their psychic powers mostly through trial and error, not through any specific training like some other psionic classes. Due to this, they have a smaller connection with psionic powers than other, trained classes--and, consequently, have lower power points per day and powers known than almost any other class. Their powers also come from a very limited list. In essence, a hunter uses his psychic powers as an aid, not as a means to an end.

Good-aligned hunters attempt to maintain the natural order in the wild--or act as scouts in the service of a militia or military. Evil-aligned hunters usually act as assassins, thieves, or--in extreme cases--destroyers of nature.

Hunter Class Features

HD: d6

Class Skills (4 + Int): Autohypnosis, Climb, Concentration, Craft, Heal, Hide, Knowledge (Dungeoneering), Knowledge (Geography), Knowledge (Nature), Knowledge (Psionics), Listen, Move Silently, Profession, Spot, Survival, Swim

Proficiencies: A hunter is proficient with simple weapons, bows, and one other weapon group. A Hunter is also proficient light armor (but not shields).

Power Points Per Day: A hunter's ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on the table. In addition, he receives bonus power points per day if he has a high Wisdom score. His race may also provide bonus power points per day, as may certain feats and items.

Powers Known: A hunter begins play knowing one power of your choice. He learns new powers at the levels listed on the table

Choose the powers known from the psion and psychic warrior power lists. You cannot choose powers from restricted disciplines. A hunter can manifest any power that has a power point cost equal to or lower than his manifester level.

The number of times a hunter can manifest powers in a day is limited only by his daily power points.

A hunter simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good night's sleep each day to regain all his spent power points.

The Difficulty Class for saving throws against hunter powers is 10 + the power's level + the hunter's Wisdom modifier.

Maximum Power Level Known: A hunter begins play with the ability to learn 1st-level powers. As he attains higher levels, a hunter may gain the ability to master more complex powers.

To learn or manifest a power, a hunter must have a Wisdom score of at least 10 + the power's level.

Strafe (Ex): A hunter learns how to move while attacking. Starting at 1st level, a hunter can make ranged attacks while moving. He can move both before and after an attack, provided that his total distance moved is not greater than his speed. During a strafe, he is allowed a single shot, as if he were making a standard attack action (not a full-attack).

While strafing, the hunter deals an extra 1d6 points of damage. This is untyped precision damage, similar to that gained by a rogue's sneak attack. Creatures immune to critical hits or without a discernible anatomy (such as an ooze) are immune to the extra damage from a strafe. This damage increases by 1d6 every six levels, to 2d6 at 7th, 3d6 at 13th, and 4d6 at 19th. He also gains a bonus on attack rolls made during a strafe: +1 at 4th, +2 at 10th, and +3 at 16th.

At 4th level, and every six levels after (10th and 16th), the hunter gains the ability to make extras shots while moving. He must move at least 5' between each shot. Each shot deals extra damage and uses its own attack rolls. The second shot is made at the hunter's base attack bonus -5, the third at -10, and the fourth at -15--as if they were iterative attacks made in a full-attack.

Point Blank Shot: A hunter gains Point Blank Shot as a bonus feat at first level.

Movement Speed (Ex): A hunter's land speed is faster than most others of his kind. He gains a 10' enhancement bonus to his land speed at second level. This increases to +20' at 8th, +30' at 14th, and +40' at 20th.

Rapid Shot: A hunter gains Rapid Shot as a bonus feat at third level.

Bonus Archery Feat: A hunter gains a bonus archery-related feat at 5th, 10th, 15th, and 20th levels. He can gain any feat that has Point Blank Shot as a prerequisite at fifth level as long as he meets the prerequisites.

Evasion (Ex): At 9nd level or higher, if a hunter makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the hunter is wearing light armor or no armor. A helpless hunter does not gain the benefit of evasion.

Woodland Stride (Ex): Starting at 11th level, a 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. However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.

Improved Evasion (Ex): At 17th level, a hunter's evasion ability improves.He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless hunter does not gain the benefit of improved evasion.

Hunter Progression

Level BAB Fort Ref Will Special PP Per Day Powers Known Max Level
1st +0 +0 +2 +2 Strafe (+1d6/+0, 1 Shot), Point Blank Shot 3 1 1st
2nd +1 +0 +3 +3 Movement Speed +10' 6 2 1st
3rd +2 +1 +3 +3 Rapid Shot 9 2 1st
4th +3 +1 +4 +4 Strafe (+1d6/+1, 2 Shots) 12 3 1st
5th +3 +1 +4 +4 Bonus Archery Feat 15 4 1nd
6th +4 +2 +5 +5 - 18 4 2nd
7th +5 +2 +5 +5 Strafe (+2d6/+1, 2 Shots) 21 5 2nd
8th +6/+1 +2 +6 +6 Movement Speed +20' 24 6 2nd
9th +6/+1 +3 +6 +6 Evasion 27 6 2nd
10th +7/+2 +3 +7 +7 Strafe (+2d6/+2, 3 Shots), Bonus Archery Feat 30 7 2nd
11th +8/+3 +3 +7 +7 Woodland Stride 33 8 3rd
12th +9/+4 +4 +8 +8 - 36 8 3rd
13th +9/+4 +4 +8 +8 Strafe (+3d6/+2, 3 Shots) 39 9 3rd
14th +10/+5 +4 +9 +9 Movement Speed +30' 42 10 3rd
15th +11/+6/+1 +5 +9 +9 Bonus Archery Feat 45 10 3rd
16th +12/+7/+2 +5 +10 +10 Strafe (+3d6/+3, 4 Shots) 48 11 4th
17th +12/+7/+2 +5 +10 +10 Improved Evasion 51 12 4th
18th +13/+8/+3 +6 +11 +11 - 54 12 4th
19th +14/+9/+4 +6 +11 +11 Strafe (+4d6/+3, 4 Shots) 57 13 4th
20th +15/+10/+5 +6 +12 +12 Bonus Archery Feat, Movement Speed +40' 60 14 4th
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