This is just the rough draft, I haven't done more than move Nilbogs original stuff over. Will add more later:D
* ANYTHING MARKED BY THIS IS OPTIONAL. MOST LIKELY THESE WILL EITHER BE DROPPED OR REPLACED.PRIMORDIAL HUNTERBased off the original PrC concept created by Nilbog
I test my skill against the creatures that time forgot. I am the stalker of ancient nightmares, and the tracker of legends. I am a hunter.Turok, Primordial Hunter
The primordial hunter is devoted to tracking down and testing his prowess against the mightiest creatures of nature, the ferocious dinosaurs and the savage dire beasts. Since he is used to attacking large creatures, even dragons are wary of a prehistoric hunter.
BECOMING A PRIMORDIAL HUNTER Most primordial hunters begin as barbarians or rangers. Often times the hunters path is chosen for him when a particularly strong beast decimates his village. This usually leads to their first kill and they then find themselves on the hunters path.
ENTRY REQUIREMENTSTo qualify to become a Primordial Hunter, a character must fulfill all the following criteria:
Base Attack Bonus: +6
Skills: Handle Animal 4 Ranks*, Knowledge (Nature) 4 Ranks, Survival 9 Ranks
Feats: Alertness*, Self-Sufficient*, Track
Special: Must have killed either a dire animal or dinosaur without aid.
Class Skills Primordial Hunter’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Hide (Dex), Listen (Wis), Move Silently (Dex), Search (Wis), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
Skills Points at Each Level : 4 + int
Hit Dice: d12
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BAB Fort Ref Will Abilities1 +1 +2 +0 +0 Strike down the great +1
2 +2 +3 +0 +0 Improved tracker +2, Flesh of The Hunted +1
3 +3 +3 +1 +1 Woodland Stride
4 +4 +4 +1 +1 Vital arrow +1d10
5 +5 +4 +1 +1 Strike down the great +2
6 +6 +5 +2 +2 Improved tracker +4
7 +7 +5 +2 +2 Swift Tracker, Flesh of The Hunted +2
8 +8 +6 +2 +2 Vital arrow +2d10
9 +9 +6 +3 +3 Strike down the great +3
10 +10 +7 +3 +3 Improved tracker +6, Bleeder[/code]
Weapon Proficiencies: Primordial Hunters gains are proficient with all simple weapons and the hand axe. They also gain exotic weapon proficiency with the Atlatl and the spiked hand axe (these are new weapons listed below).
Strike Down the Great (Ex): The prehistoric hunter gains a +1 competence bonus on all ranged attack rolls made against creatures at least 2 size categories larger than the primordial hunter. This bonus increases to +2 at 5th level and to +3 at 9th level.
Improved Tracker (Ex): At 2nd level, the prehistoric hunter gains a +2 competence bonus on Survival checks made to follow his preys trail. This bonus increases to +4 at 6th level and to +6 at 10th level.
If the hunters prey is at least two size categories larger than himself these bonuses become +4 at second level and then +6 and +8 respectively.
Flesh of The Hunted (Ex): Sometimes, a primordial hunter is too slow. He must be able to survive the terrible bites of dinosaurs. At 2nd level, he gains 1 point of natural armor (or a +1 bonus to any natural armor he may already have). At 7th level, this increases to a +2 bonus.
Woodland Stride (Ex): Starting at 3rd 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.
Vital Arrow (Ex): At 4th level, the primordial hunter can use a full attack action to make a single ranged weapon attack with a +4 competence bonus to the attack roll. If it hits, it deals +1d10 damage in addition to its regular damage.
A primordial hunter’s vital arrow only works against Large or larger animals, dragons, magical beasts, or vermin. Unfortunately for the target, immunity to critical hits is no protection. At 8th level, the extra damage on a vital arrow increases to +2d10.
Swift Tracker (Ex): Beginning at 7th level, a hunter can move at his normal speed while following tracks without taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.
Bleeder (Ex): At 10th level, attacks made against opponents of large size or greater with any ranged weapons or the spiked hand-axe are treated as if the weapon has the
Wounding special ability.
PLAYING A PRIMORDIAL HUNTER Brief description on how to play the class you are designing.
Combat: Here's a section where you will describe common combat methods for your class. Remember to include information on how your class will use his powers in combat.
Advancement: This is a section on different options and paths that the class can go down when they advance in power.
Resources: What resources might a member of this PrC be able to draw on..
PRIMORDIAL HUNTERS IN THE WORLD We were having a hell of a time with the beast! The thing was huge! Then this guy showed up and with just one casting of his strange weapon he brought the thing down. One throw! A brief description of how your class is persevered in the world and how he interacts with the world.
Daily Life: A primordial hunter is always alert and ready. If he is hunting a creature, he may travel for many hours on its trail until he catches up with it. Between hunts and battles, he lives like any other member of his (usually tribal) society.
Notables: Goud the Slayer was a mighty primordial hunter. After he had become so skilled that every dinosaur and dire beast was a kill too easy to be sporting, he began to hunt the metallic dragons due to their great power and intelligence. He rapidly became a dark figure, hunting any powerful creature regardless of its sentience or alignment. He was finally slain by the gigantic gold dragon Thassavenda, but the dragon died from its wounds.
Harch the Great grew up in a small, embattled village in a lost valley, prone to the depredations of dinosaurs and dire beasts. He grew to fame protecting his people and slaying these deadly attackers. Later in his life, after he had trained a successor to defend his village, he traveled farther afield fighting evil beasts.
Organizations: Any orders of rangers also accept primordial hunters, but primordial hunters are often self-taught, or at best taught by members of their own tribe. They are often averse to a structured organization
NPC Reaction In areas where dinosaurs, dire animals, or dragons pose a serious threat, primordial hunters are often seen as heroes. Elsewhere, they may be feared and considered dangerous due to their killing ability and tendency toward a fiercely independent nature.
PRIMORDIAL HUNTERS IN THE GAME This is a good place to provide a quick note on how your class will effect game play statistically.
Adaptation: In a world with more dragons and fewer dinosaurs, this class could be retooled to focus on fighting dragons simply by changing the entry requirement to having killed a creature of the dragon type, and changing the name.
Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.
Sample Encounter Give an example of how one might encounter a member of this PrC.
EL x: Give the encounter level and description of a sample member of this class and a stat block for him/her.
Namealignment/Gender/Race/Levels
Init +0,
Senses: Listen +, Spot +,
Languages ------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +,
Ref +,
Will +
------------------------------------------------
Speed ft. ( squares)
Melee Base Atk +,
Grp +
Atk Options Combat GearSpells Prepared Supernatural Abilities -----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ Feats Skills PossessionsPrimordial Weapons
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In a standard setting these would be considered exotic weapons. In a primitive setting these are martial weapons.
Atlatl (Exotic): Range 50 ft.; Cannot be used on enemies within 25 feet.
Atlatl are used to fire specially modified javelins. It is a full round action to reload the atlatl, though the Rapid Reload feat could be used to speed this up.Javelins fired from an atlatl use the following stats:
Atlatl Javelin: 1d8/1d10; Crit /x3;
Spiked Hand-Axe (Exotic): Uses same stats as the Dwarven Urgosh
Primordial Feats
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Feat: Confusing Trail [General]
You know how to move carefully through natural environments and make a trail hard to follow.
Benefit: Survival checks to follow your trail have their DC increased by 4.
Feat: Primal Spell [General]
Prehistoric creatures are more vulnerable to your spells.
Prerequisites: Spellcaster level 1st.
Benefit: Dinosaurs and dire animals suffer a -3 penalty on saves against your spells.
Feat: Primeval Shape [Wild]
Your prehistoric forms are more powerful.
Prerequisites: Wild shape class feature.
Benefit: When you wild shape into a dinosaur or dire animal, you gain a +1 competence bonus on attack and damage rolls.
Feat: Slay the Gigantic [Epic]
The largest of creatures fall before your weapons.
Prerequisites: Power Attack, Str 25+.
Benefit: Any attack you make against a creature at least one size category larger than yourself gains a +3 bonus on the attack and damage rolls. Any critical threat against such a creature is automatically confirmed.
Feat: Primeval Druid [Epic]
You are the master of primeval nature.
Prerequisites: Prehistoric Affinity, Primeval Shape, Wis 23+, wild shape class feature.
Benefit: Your bonus from Primeval Shape increases to +3. Any summon nature's ally spell you cast to summon a dire animal or dinosaur is a standard action and has a doubled duration. Finally, you take on some primeval physical features, gaining one natural attack (either claw or bite), which deals 2d6 base damage (2d4 for a Small character).