Game Hunter (Gunslinger Archetype)
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Diamond Spheres: Invention & Ingenuity
$6.99

Sometimes, the best way to capture prey is to have it fall into your hands. The venator specializes in this methodology, and prefers to position their enemies carefully into well-placed ambushes as opposed to rushing them down.

Trade Tradition

If this is this character’s first level in any class, the game hunter may select a trade tradition of their choice, and have a competent trade rank.

This replaces the gunslinger’s normal class skills.

Proficiencies

Game hunters are proficient with simple weapons, all firearms, and light armor. In addition, if this is this character’s first level in any class, they may select a martial tradition of their choice.

This modifies weapon and armor proficiencies.

Hunter

At 1st level, the game hunter gains the Survivalism sphere as a bonus skill sphere, but must choose the (harvest) package.

Blended Training (Ex)

A game hunter gains a combat or skill talent at 2nd level and every even level thereafter, and a utility talent that can be spent on a combat or skill talent at 1st level and every odd level thereafter. A game hunter uses his operative modifier as his practitioner modifier; game hunters that use an ability modifier other than Wisdom to determine their grit pool instead use that ability modifier.

This replaces the dead shot, bleeding wound, and menacing shot deeds.

Hunter’s Deeds

The game hunter is a deadly stalker of her prey, ensuring that they do not get away and if they do, they do not get far. The game hunter gains different deeds than a normal gunslinger, as listed below:

In My Sights

At 1st level, as long as the game hunter has at least 1 grit point, he gains the benefits of the Covering Fire Sniper sphere talent (even if he does not possess the base sphere); if he already possesses the Covering Fire talent, he can use the talent as a move action, or as a swift action by expending martial focus.

This replaces the gunslinger’s dodge deed.

Close the Distance

At 3rd level, whenever the game hunter would make an attack of opportunity with a firearm that is provoked by an enemy’s movement, he can instead expend an attack of opportunity and 1 grit point to move up to his speed (after the provoking creature completes their movement).

The game hunter must end this movement so that the provoking creature is within his threatened area, or as close as possible if he is unable to reach the creature. This movement does not provoke attacks of opportunity from the provoking creature, and may only be used against an individual creature once per round.

At 8th level, the game hunter can still make their attack of opportunity against the provoking creature before choosing to use this deed.

This replaces utility shot and the bonus feat gained at 8th level.

Hemorrhaging Shot

At 7th level, whenever the game hunter successfully damages a living creature with a firearm, she can spend 1 grit point as a free action usable outside of her turn to have the creature suffer an amount of bleed damage equal to her gunslinger level, and have their movement speed reduced by half its base speed (minimum 0 feet) for a number of rounds equal to her operative modifier. A successful Reflex save halves the bleed damage and reduces the duration of the speed penalty to 1 round.

Additionally, for 1 hour after the creature stops bleeding, the DC required to track the creature reduces by 5.

This replaces the targeting deed.

Wildlurker

At 15th level, as long as the game hunter has 1 point of grit, she can use the Stealth skill even while being observed, and gains greensight for up to 60 feet, allowing her to see through thick plant matter as though it were transparent.

This replaces the slinger’s luck deed.

Big Game Hunter

At 4th level, the game hunter gains the Survivalism sphere Souvenir talent as a bonus talent. When the game hunter wears a souvenir talisman, she gains the favored enemy class feature against the component’s associated creature type, treating her gunslinger level as her ranger level for determining its effects.

This replaces the bonus feat gained at 4th level.

Quarry

At 12th level, the game hunter can spend a standard action to choose a creature she can see as her quarry. Whenever she is following the tracks of her quarry, the game hunter can take 10 on her Survival checks while moving at normal speed (without penalty). In addition, she receives a +2 insight bonus to attack rolls made against her quarry, and all critical threats are automatically confirmed. The game hunter can have no more than one quarry at a time, and the creature’s type must be the associated creature type of a talisman she is wearing. She can dismiss this quarry as a free action, but she cannot select a new quarry for 24 hours; or 1 hour if the game hunter sees proof that her quarry is dead.

At 20th level, as long as she has a quarry, she only needs to sleep 1 hour per day to gain the benefits of 8 hours of sleep, and does not need to eat or drink to survive, nor does she suffer the penalties for dehydration or starvation. Additionally, she can take 20 while using Survival to track her quarry, and her insight bonus to attack her quarry increases to +4.

This replaces the bonus feats gained at 12th and 20th level.

Deadly Hunter

At 16th level, as long as the game hunter is wearing a souvenir talisman, she increases her critical threat range of all firearm attacks made against creature’s of the component’s associated creature type as being 1 higher; this bonus is applied after all other types.

This replaces the bonus feat gained at 16th level.

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