Proficiencies
Masters of the hunt are proficient with simple weapons, as well as bucklers. In addition, if this is the character’s first level in any class, they may select a martial tradition of their choice.
This alters weapon and armor proficiencies.
Class Skills
The master of the hunt gains Bluff (Cha), Diplomacy (Cha), and Knowledge (nobility) (Int) as class skills, but loses Heal (Wis) and Knowledge (dungeoneering) (Int) as class skills. She also gains Sylvan as a bonus language known.
This alters class skills.
Casting
The master of the hunt may combine spheres and talents to create magical effects. The master of the hunt is considered a Mid-Caster. (Note: All casters gain 2 bonus talents and a casting tradition the first time they gain the casting class feature.)
This replaces the spells class feature.
Spell Pool
The master of the hunt gains a small reservoir of energy she can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to her class level + her Charisma modifier. This pool replenishes once per day after roughly 8 hours of rest.
Blended Training
A master of the hunt gains a combat or magic talent every time she gains a caster level. A master of the hunt uses her casting ability modifier as her practitioner modifier.
Fairy Companion (Ex)
The master of the hunt’s animal companion is touched by the sidhe and does not learn tricks, but it does have an Intelligence score equal to that of a familiar belonging to a wizard of the master of the hunt’s hunter level. It also speaks Sylvan (but not Common) and gains skill points equal 6 + its Intelligence modifier per Hit Die. Its class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Fly (Dex), Knowledge (geography) (Int), Knowledge (local) (Int), Knowledge (nature) (Int), Perception (Wis), Perform (Cha), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).
This alters the animal companion class feature and replaces bonus tricks.
Hound of Flidais (Su)
At 1st level, the master of the hunt gains the Fallen Fey sphere or a talent from this sphere as a bonus talent and treats her class level as her caster level for this sphere. This stacks normally with caster levels gained from other classes. At 5th, 9th, 13th, and 17th level she gains a bonus talent from the Fallen Fey sphere.
The master of the hunt’s animal companion is always considered to be under the effect of the master of the hunt’s fey-link and she may grant it a fey-blessing as though she had the Share Link talent. Any fey-blessings she grants her animal companion remain until she regains spell points, and she may grant it the Nature Connection fey-blessing without spending a spell point once per day.
This replaces animal focus and second animal focus.
Shared Training
Whenever the master of the hunt would gain a bonus teamwork feat from her hunter levels, she may instead gain a bonus combat talent. If she chooses a base sphere or if her animal companion possesses the talent’s base sphere, the animal companion also gains that talent.
This ability alters hunter tactics and teamwork feats, but does not prevent her from also taking an archetype that replaces them.
Sidhe Ascension (Su)
At 20th level the master of the hunt is always considered to be under the effect of her fey-link. Any fey-blessings she places on herself remain until she regains spell points, and once per day she may grant herself the Nature Connection fey-blessing without spending a spell point. As long as her animal companion is within close range of her, she may expend her martial focus as a swift action to grant both her animal companion and herself a fey-blessing she knows. She must pay any additional spell point costs associated with the fey-blessing. This fey-blessing lasts 1 minute, and she cannot use this ability again for 1 hour.
This ability replaces master hunter.
U: Part of Ultimate Spheres of Power and does not need to be bought separately from that book