Foe Hunter

Table

Foe hunters are exactly that - hunters dedicated to bringing down a specific, favored foe. Due to their skill in the hunt, it is fair to say that they are their foe's own most favored foe - or at least, most feared.

Foe hunters must choose a favored foe from a list of creatures that are already a favored enemy for him. For example, if a tenth-level ranger had humanoids (orcs), aberrations, and dragons as favored enemies, he could choose one of these to be his favored foe for this prestige class. Only evil characters will choose their own race as their favored foe - and they usually don't live long. Once a favored foe is chosen for this prestige class, the decision cannot be reversed.

Most foe hunters are rangers dedicated to eradicating a particular infestation of creatures occupying their lands. Druids will also do so for the same reason. Others are fighters who study a particular enemy to defeat it with ease. Clerics are rarely foe hunters, as their specialty usually lies in dealing with undead, who are immune to some of the abilities foe hunters gain. Wizards, sorcerers, paladins, monks, and rogues rarely become foe hunters.

    Hit die: d10


Requirements

Base attack bonus +6

Skills Wilderness Lore 4 ranks, Spot 2 ranks

Feats Track

Other A foe hunter candidate must have a favored enemy. Note that this doesn't necessarily require him to be a ranger, if he takes the feat called "foe hunter" (ironically) described in the Forgotten Realms Campaign Setting. A foe hunter must also have sought out and eradicated a force of his favored foe by himself or with a party numbering no more than six members.


Skills & proficiencie

Skills The foe hunter's class skills and the ability scores on which they are based are Climb (Str), Hide (Dex), Intimidate (Cha), Jump (Str), Move Silently (Dex), Ride (Dex), and Swim (Str), Wilderness Lore (Wis). Climb, Hide, Jump, and Move Silently all incur penalties when heavier armor is worn or encumbrance if greater than light. Swimming while encumbered or wearing armor voids any and all warranties.
        Skill points 2 plus Int modifier per level

Proficiencies The foe hunter is proficient with all simple and martial weapons. He also gains proficiency with all light and medium armors and with shields.


Class features

Favored foe - At first level, the foe hunter gains a +1 attack and damage bonus in melee combat when engaging his favored foe. He may also add these bonuses to missile attacks if the target is within 30 feet. Targets immune to critical hits (e.g., undead), are not liable to the extra damage.
He can also add this same modifier to Bluff, Listen, Sense Motive, Spot, and Wilderness Lore checks made when they apply to his favored foe.
These bonuses increase to +2 at fourth level, +3 at seventh, and +4 at level ten. They also stack with any bonuses the character may earn for having a favored enemy (e.g., from ranger levels).

Smite - At second level, the foe hunter may smite a favored foe in melee combat. The attempt must be made before he makes the attack roll. He may add +4 to his attack roll, and if successful, his foe hunter level to the damage die. Both of these bonuses stack with those from his favored foe bonuses, although the extra damage generated by a smite will affect creatures not affected by critical hits. If he misses the strike, the attempt is spent for the day. He may smite twice per day at fifth level, and thrice per day at eighth.

Sense foe - At third level the hunter can automatically detect the presence of his favored foe within 60 feet if he concentrates as a standard action that doesn't draw an attack of opportunity. Concentrating just one round indicates on the presence or absence of the foe; concentrating for a subsequent round indicates the direction in which the foe resides. Concentrating longer generates no more information.

Extended critical vs. foe - At sixth level, the hunter adds +1 to the critical range of any melee weapon he uses against his favored foe. This bonus also applies to ranged attacks made within 30 feet. This bonus is applied before any other modifiers to critical range.

Bonus feat - At ninth level the foe hunter can select any feat from the fighter's list of bonus feats if he otherwise meets the requirements.

Slay - At tenth level the foe hunter can enchant a missile or a melee weapon with the slay ability (similar to an arrow of slaying). He may only have one of these weapons at a time, and the weapon will only effect its slay power when he wields (or fires) it. Any use of the weapon against a creature other than the hunter's favored foe "wipes" the power clean from the weapon on a successful hit. If it does strike a creature that is the hunter's favored foe, the target must make a Fortitude save with a DC equal to 15 plus the hunter's Wisdom modifier or be instantly slain. If it succeeds, it suffers normal damage from that weapon (the smite ability may be combined with a weapon of slaying). To enchant such a weapon, he needs to spend 8 hours uninterrupted with the chosen weapon (which can be otherwise magical or mundane). Except for missiles, weapons of slaying are not ruined by using them in this way.  This ability does not stack with the power arrows of slaying have.

The Foe Hunter

LEVEL

ATTACK

FORT REF WILL NOTES
1

+1

+2

+0

+0

Favored enemy +1
2

+2

+3

+0

+0

Smite 1/day
3

+3

+3

+1

+1

Sense foe
4

+4

+4

+1

+1

Favored enemy +2
5

+5

+4

+1

+1

Smite 1/day
6

+6

+5

+2

+2

Extended critical vs. foe
7

+7

+5

+2

+2

Favored enemy +3
8

+8

+6

+2

+2

Smite 1/day
9

+9

+6

+3

+3

Bonus feat
10

+10

+7

+3

+3

Favored enemy +4, Slay

The Wu Jen

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