Alright here is the full hunter class. Now it just needs to be play tested.
The following milestones give players a path to become great monster hunters with a lot of rare skills. Hunters must first complete the learning to hunt milestone for one creature before moving on to the variants. Players can work on any variant at any time or at the same time so long as they follow the paths within the variants in order.
Learning to Hunt
Once per day a hunter can make an effort roll to gather information on a specific nonsentient creature adding their INT modifier to the roll. This information can be the form of book study, asking experts, or observations in the wild. Once they have applied two hearts of effort and they hunt down and kill that specific creature the hunter becomes an expert on that creature and has +3 to all rolls and effort when encountering that creature again. The hunter can apply this to an unlimited amount of creatures. Hunters keep a list of creatures they are experts on.
Arcane Trapper Variant
1.Trap Building
This is kind of a feat. Arcane trappers gain the knowledge and ability to build traps both mechanical and magical and are able to create and set up traps quickly and effectively. Using a d8 magic effort reflects their proficiency in trap building.
2.Trigger Spell
Arcane trappers learn the trigger spell and can trigger their traps remotely within a far of the trap. This includes both mechanical and magical traps so long as the player set up an item intending it to be a trap. The trigger spell can be used on multiple traps at the same time.
For example a player knows a creature is passing by an area. They can set up a magic missile wand or a crossbow as a trap. When the creature passes within range they can remotely set off the cross bow or cast magic missile from the wand using the trigger spell so long as they are within a far of the item and they intended it to be a trap. They can’t just notice a wand on a table and cast trigger to set off the wand. They have to touch the item first setting it up as a trap.
- Magic Circles
Arcane trappers can draw magic circles that can trigger a grapple, damage spell or any spell the player knows. The effect is triggered when any creature enters the circle or by using the trigger spell.
4.Targeted Magic Circles
Arcane trappers can create circle spells that target a specific creature instead of any creature.
Tracker Variant
- The Art of Tracking
Trackers get +3 to rolls involving tracking. Trackers can use clues from their current location to see whats coming ahead or what monsters have passed through the area.
2a. Tracking Help
Trackers can train animal companions to help with tracking. This gives the animals +3 to tracking rolls. Complete the Animal Trainer variant first. This step can be skipped.
2b. Tracker Stealth
Trackers get +3 to stealth rolls against nonsentient creatures. At this point the tracker has learned important aspects like wind of tracking like direction and cover that gives them an edge on stealth.
Animal Trainer Variant
-
Pick an Animal to Train
Hunters can train an animal companion that helps them hunt. The animal will obey comands and protect the hunter at all costs. Hunters complete the study on the animal in the same way as they would under “Learn to Hunt” instead of killing the animal the hunter rolls checks to gain the animals trust and tame it. Checks are determined by the DM.
-
Animal Items
Animals can be trained to use specific items made for them. Players work with the DM to come up with items and how they work. Examples include armor that has special attacks or seeing stones that animals can carry amd provide a view for the player.
Trophy Hunter Variant
-
Trophies
Hunters can take trophys like horns, teeth or bones and apply them to armor or weapons. The hunter must spend one heart of effort and use a magic infused oil as part of the application. The trophy will add +1 AC against attacks from the creature the trophy came from or +1 on attacks against the creature the trophy came from. Set up at least one trophy to move to the next step.
-
Nothing Wasted
Hunters can spend a heart of effort to gather, poisons, oils, blood or other parts of a creature. Those parts will temporarily give the hunter or an item an attribute of the creature it was collected from. Each heart of effort is good for one application. Its up to the DM to determine how many applications can come from a single creature and what effects that part of the creature can give.
For instance a hunter can spend a heart of effort gathering poison from a manticores tail. This poison can be applied to a weapon giving that weapon the manticores poison effect for 1d4 attacks. Magic effects cast by creatures can not be collected in this way.
Notes on Traps
There are three parts to traps. Triggers, effects and lures. To set a trap a player has to determine what items sets up the effect, what triggers the trap and how to get a creature to trigger the trap. Triggers can be, trip wires, presence of a creature, passwords, spells, heat or light detection or any other event that causes the trap to funtion. Effects can be magical or mechanical and it’s up to the DM to determine how they work in their game. Effects maybe, magic missiles, crossbow bolts, spears, grappling ropes, freezing spells, burning spells, poisons. What ever the player can come up with, gather the materials for and, build.
Lures also can be items magical or non magical, anything from rotting meat, charm spells or your favorite barbarian player.
Building Traps
This is up to the players imagination and what they can gather materials for. The player may ask the DM if they can purchase three magic missile wands. They then can spend their turns placing magic missile wands around the map and use a trigger spell to set them off simultaneously. Or maybe they want to grapple a dragon and decide they will put a dragon piercing spear in a tube behind a wind gust wand and then attach the spear to spider silk rope and an immovable rod. They would gather those items, spend what ever the DM determines to be enough effort to build the trap then they can use that trap in a fight.
Traps in Battle
This gets a little trickier but I think theirs a couple methods. The simple method is the player uses their turn to set the trap. When the trap is triggered player rolls a D20 and adds their wisdom to see if it hits. The damage is determined based on the effect of the trap plus the players wisdom.
This can be more elaborate though. You could have the player roll to set up the trap. If they succeed the room challenge rating they roll effort. If magical it’s a d8 plus Wisdom. The effectiveness of the trap is determined by the effort put in. Take the total effort and divide it by two and add that to the roll and effect. For example a player sets up a crossbow with a wire that pulls the trigger. They roll to setup the trap. They succeed the room rating so the trap is set. They roll effort and roll an 8 plus 2 wisdom. The trap has a +5 to roll and damage. So the monster triggers the trap it fires the cross bow. The player rolls a d20+5 to see if it hits. If it does they roll d6+5 damage. If the players effort setting the trap was a 3 then divide by 2 is 1.5 round up to +2 and that is what is rolled on the effect of the trap. The player can then choose to take an extra turn putting more effort into a trap and making it more effective.