Huntsmen are humans who have left the comforts of civilization for the challenges of surviving in the wilds. They often protect rural communities from wild animals, beasts and monsters. Because of their wilderness survival skills and the power of their animal companions huntsmen often can be found in adventuring parties.
The prime requisites for a huntsman character are Strength and Intelligence. If a huntsman has scores of 13 or better in both Strength and Intelligence, the character will gain a 5% bonus to earned experience. If the huntsman's Strength is 13 or better and his or her Intelligence is 16 or better, the character will earn a 10% bonus on earned experience.
RESTRICTIONS: Huntsmen use six-sided dice (d6) to determine their hit points. They may wear nothing more protective than leather armor, and may not use a shield. They may, however, use any type of weapon. A huntsman’s combat ability progresses as a Cleric. A huntsman character must have a minimum Intelligence score of 9.
SPECIAL ABILITIES: If a huntsman surprises a target, usually by making a successful Move Silently or Hide in Terrain roll, he gains a +4 bonus to hit and inflicts double damage with any ranged weapon during the surprise round. At 3rd level huntsmen may tame and train an animal companion who will fight for and beside them. Only normal or giant animals can be tamed and the animal’s hit dice cannot be greater than the huntsman’s level. A huntsman's skills includes learning how to plan ambushes and set snares, survive in specific environments, move silently in natural settings, hide in terrain, read tracks, remove snares, pitfalls and other natural traps and spot ambushes, and how to hear noises in the wild better than other humans.
Advancement:
Level
| ||
1
|
0
|
Skinner
|
2
|
1440
|
Trapper
|
3
|
2880
|
Wrangler
|
4
|
5760
|
Seeker
|
5
|
11520
|
Tracker
|
6
|
24000
|
Stalker
|
7
|
48000
|
Hunter
|
8
|
96000
|
Huntsman
|
9
|
192000
|
Master Huntsman
|
10
|
336000
|
10th level Master Huntsman
|
11
|
480000
|
11th level Master Huntsman
|
12
|
624000
|
12th level Master Huntsman
|
13
|
768000
|
13th level Master Huntsman
|
14
|
912000
|
14th level Master Huntsman
|
Huntsman Skills
Character Level
|
Read Tracks
|
Detect Ambush/Trap
|
Set-up Ambush/Trap
|
Move Silently
|
Survival
|
Hide in Terrain
|
Hear Noise
|
1
|
15%
|
10%
|
20%
|
20%
|
87%
|
10%
|
1-2
|
2
|
20%
|
15%
|
25%
|
25%
|
88%
|
15%
|
1-2
|
3
|
25%
|
20%
|
30%
|
30%
|
89%
|
20%
|
1-3
|
4
|
30%
|
25%
|
35%
|
35%
|
90%
|
25%
|
1-3
|
5
|
35%
|
30%
|
40%
|
40%
|
91%
|
30%
|
1-3
|
6
|
45%
|
40%
|
45%
|
45%
|
92%
|
35%
|
1-3
|
7
|
55%
|
50%
|
55%
|
55%
|
93%
|
45%
|
1-4
|
8
|
65%
|
60%
|
65%
|
65%
|
94%
|
55%
|
1-4
|
9
|
75%
|
70%
|
75%
|
75%
|
95%
|
65%
|
1-4
|
10
|
85%
|
80%
|
85%
|
85%
|
96%
|
75%
|
1-4
|
11
|
95%
|
90%
|
95%
|
95%
|
97%
|
85%
|
1-5
|
12
|
96%
|
95%
|
105%
|
96%
|
98%
|
90%
|
1-5
|
13
|
97%
|
97%
|
115%
|
98%
|
99%
|
95%
|
1-5
|
14
|
99%
|
99%
|
125%
|
99%
|
99%
|
99%
|
1-5
|
Most of the above skills should be self-evident save one, Survival. Survival is a huntsman’s ability to forage for food, build shelters, or find their way in the wilderness. Should the huntsman use this skill to hunt, a successful roll means they have found enough food to feed 1d6 individuals. The player should specify the type of terrain in which their character is skilled in Survival; Polar, Temperate, Tropical or Arid. Usually the terrain type should match the campaign setting but this need not be the case.
If the hit dice of a huntsman’s animal companion are less than his level, a huntsman can control additional animals as long as the combined total of companion hit dice does not exceed the huntsman’s level. Additional animals should be of the same type, say a pack of hounds or pair of giant ferrets, as mixing animal breeds only results in trouble.
At 9th Level a huntsman can build a lodge, attracting 2d4 1st level huntsmen to learn under the master. These hunters are completely loyal to the owner of the lodge and should be replaced if lost to death or when they leave after achieving 3rd level (Wrangler). The DM should roll a d6 to determine the number of weeks before a likely replacement candidate appears. As the presence of a hunting lodge reduces the likelihood of wild animal attacks and helps to control the population of monsters rampaging through an area, huntsmen are welcomed by rulers of all stripes in helping to clear and control former wilderness.
I really like this class. It's a nice spin on the more typical "ranger" and "archer" classes and it avoids spells which always struck me as "weird" for the ranger. Nice work!
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