![]() ![]() The animal companion can use skirmisher tricks when commanded, a number of times per day equal to 1/2 its hit dice + its Wisdom modifier. A hunter may teach her companion hunter's tricks from the skirmisher ranger archetype instead of standard tricks. If a character receives an animal companion from more than one source, her effective druid levels stack for the purpose of determining the companion's statistics and abilities. The hunter's effective druid level is equal to her hunter level. This ability functions like the druid animal companion ability (which is part of the nature bond class feature). This animal is a loyal companion that accompanies the hunter on her adventures. A hunter begins play with any one of the animals available to a druid. Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.Īnimal Companion (Ex): At 1st level, a hunter forms a bond with an animal companion. These spells are cast like any other spell, but they do not consume any slots and may be used again.Ĭhaotic, Evil, Good, and Lawful Spells: A hunter can't cast spells of an alignment opposed to her own or her deity's (if she has one). Orisons: Hunters learn a number of orisons, or 0-level spells, as noted on the table above. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level. Unlike a druid or a ranger, a hunter need not prepare her spells in advance. She cannot swap any summon nature's ally spells. A hunter may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level. The new spell's level must be the same as that of the spell being exchanged. In effect, the hunter loses the old spell in exchange for the new one. These spells are added as soon as the hunter is capable of casting them.Īt 5th level and at every 3 levels thereafter, a hunter can choose to learn a new spell in place of one she already knows. ![]() In addition to the spells gained by hunters as they gain levels, each hunter also automatically adds all summon nature's ally spells to her list of spells known. Unlike spells per day, the number of spells a hunter knows is not affected by her Wisdom score the numbers on the table above are fixed. At each new hunter level, she gains one or more new spells, as indicated on the table above. A hunter begins play knowing four 0-level spells and two 1st-level spells of her choice. Unlike druids and rangers, a hunter's selection of spells is extremely limited. In addition, she receives bonus spells per day if she has a high Wisdom score. Her base daily spell allotment is given on the table above. ![]() Like other spellcasters, a hunter can cast only a certain number of spells of each spell level per day. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs see Chaotic, Evil, Good, and Lawful Spells below. The Difficulty Class for a saving throw against a hunter's spell is 10 + the spell's level + the hunter's Wisdom modifier.Ī hunter cannot use spell completion or spell trigger magic items (without making a successful Use Magic Device check) of druid spells of 7th level or higher. To learn or cast a spell, a hunter must have a Wisdom score equal to at least 10 + the spell's level. The hunter can cast any spell she knows without preparing it ahead of time. Likewise, detect poison is a 0-level druid spell and a 2nd-level ranger spell, making it a 0-level hunter spell. For instance, reduce animal is a 2nd-level druid spell and a 3rd-level ranger spell, making it a 2nd-level hunter spell. If a spell appears on both the druid and ranger spell lists, the hunter uses the lower of the two spell levels given for the spell. Only druid spells of 6th level and lower and ranger spells are considered to be part of the hunter spell list. Spells: A hunter casts divine spells drawn from the druid and ranger spell lists. Weapon and Armor Proficiency: A hunter is proficient with all simple and martial weapons, as well as light armor, medium armor, and shields (except tower shields). The following are the class features of the hunter. The hunter's class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str). Animal companion, animal focus, nature training, orisons, wild empathy ![]()
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