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Hunter Class Features

CLASS FEATURES

As a Hunter, you gain the follow class features.

 

HIT POINTS

Hit Dice: 1d10 per scout level
Hit Points at 1st Level: 10 + your Constitution modifier Hit Points at Higher Levels: 6 + your Constitution modifier per hunter level after 1st

 

PROFICIENCIES

Armor: Light armor, medium armor
Weapons: All blasters, all electroweapons, and simple fuse weapons
Tools: Tracking Tools

Saving Throws: Strength, Dexterity
Skills: Choose three from Animal Handling, Athletics,

Insight, Investigation, Perception, Piloting, Stealth, Survival, and STEM

STARTING WEALTH & EQUIPMENT

In addition to items given from your background, you start with your own wealth to purchase your starting gear. You gain the below amount for your starting wealth plus any credit given from your background:

     Hunter: 2000 Credits     

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CLICK HERE FOR EQUIPMENT

FAVORED ENEMY

Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds.

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Choose a type of favored enemy: beasts, constructs, droids, anomalums, or humanoids. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.

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When you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.
 

PACK HUNTER

Gain +2 proficiency against favored enemies when you fight alongside an ally.

 

SKILLED EXPLORER

You are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:

  • You ignore difficult terrain.

  • You have advantage on initiative rolls.

  • On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.

  • In addition, you are skilled at navigating the untamed wilds. You gain the following benefits when traveling for an hour or more:

  • Difficult terrain doesn’t slow your group’s travel.

  • Your group can’t become lost by non-enhanced means. Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.

  • If you are traveling alone, you can move stealthily at a normal pace.

  • When you forage, you and twice as much food as you normally would.

  • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.

 

FIGHTING STYLE

Beginning at 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the Fighting Style options. You can't take a Fighting Style option more than once, even if you later get to choose again. You can find a list of fighting styles listed [HERE].

 

TECH-CASTING

Also at 2nd level, you have derived powers from schematics with the aid of your wristpad. See chapter 10 for the general rules of tech-casting and chapter 11 for the tech powers list.

 

TECH POWERS KNOWN

You learn 4 tech powers of your choice, and you learn more at higher levels, as shown in the Tech Powers Known column of the Scout class table. You may not learn a tech power of a level higher than your Max Power Level.
 

TECH POINTS

You have a number of tech points points equal to your scout level, and you earn more at higher levels, as shown in the Tech Points column of the Scout class table. You use these tech points to cast tech powers. You regain all expended tech points when you finish a short or long rest.

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TECH POWER LEVEL

Many tech powers can be overcharged, consuming more tech points to create a greater effect. You can overcharge these powers to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the Scout class table.

You may only cast tech powers at 4th and 5th-level once. You regain the ability to do so after a short or long rest.

 

TECH-CASTING ABILITY

Intelligence is your tech-casting ability for your tech powers. You use your Intelligence whenever a power refers to your tech-casting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a tech power you cast and when making an attack roll with one.

Tech save DC = 8 + your proficiency bonus + your Intelligence modifier

Tech attack modifier = your proficiency bonus + your Intelligence modifier

SUPREME AWARENESS

Beginning at 3rd level, you learn to establish a link to beasts and to the land around you.

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Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack. You cannot use this ability against a creature that you have attacked within the past 10 minutes.

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Additionally, you can use your wristpad to determine if any of your favored enemies lurk nearby. By spending 1 uninterrupted minute in concentration (as if you were concentrating on a power), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures’ general direction and distance (in miles) from you. If there are multiple groups of your favored enemies within range, you learn this information for each group.

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HUNTER TECHNIQUE 
At 3rd level, you choose to focus on a specific hunter technique, which is detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.

 

ABILITY SCORE IMPROVEMENT

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

 

EXTRA ATTACK

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

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GREATER FAVORED ENEMY

At 6th level, you are ready to hunt even deadlier game. Choose a second type of favored enemy. You gain all the benefits against this chosen enemy that you gain against your favored enemy, including an additional language. Your bonus to damage rolls against all your favored enemies increases to +4.

Additionally, you have advantage on saving throws against the powers and abilities used by a greater favored enemy.
 

HIDE IN PLAIN SIGHT
Starting at 10th level, you can remain perfectly still for long periods of time to set up ambushes.

When you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a -10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you

to no longer be hidden.
If you are still hidden on your next turn,

you can continue to remain motionless and gain this benefit until you are detected.

DRONE ADEPT 
At 12th level you are proficient with drones that are used for tracking or reconnaissance purposes. If you are already proficient, double that bonus.

 

VANISH

Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by non-enhanced means, unless you choose to leave a trail.
 

PRIMAL SENSE

At 18th level, you gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.

You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.
 

FOE SLAYER

At 20th level, you become an unparalleled hunter. Your Strength or Dexterity score increases by 2, and your Intelligence score increases by 2. Your maximum for those scores is now 22.

Additionally, once on each of your turns, you can add your Intelligence modifier to the attack roll or the damage roll of an attack you make. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.
 

HUNTER TECHNIQUES

Hunters tend to share knowledge amongst themselves, focusing on specific techniques and honing them to perfection. Those scouts who adopt the same technique tend to share a camaraderie with each other.

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