Since the beginning of all age there as been hunter. To hunt for food or for foes, itÍs been a business for generation. Many tribes, clans, outsiders or even cities have developed their way of hunting, their techniques. Some of those techniques have proven themselves more efficient than others. Of course, it isnÍt the result of luck, but the result of numerous factors such as races, environment, etc. Generally, most hunters begin in the same way, with the same technique. With experiences, depending on the place, races and environment, they develop particular skills of their own. Oba Halfling hunters were named Judaga. Though, I will use their name in order to centralize all the type of hunting those Halfling might know. Too, another path to take will be the desert hunter path. Elves tribes know this kind of training. As you will see, you will need to be part of any Halfling clan or elven tribe in order to learn more from the expert hunt.
Adventures: Most Rhal hunters adventure for a chance to show what he does well; hunting. They are always looking for the perfect trap or a new way to chase down is foes. While some only look to be good at what they are doing, others will be looking for profit, as they know well how to track and hunt peoples or creatures.
Characteristics: The Rhal hunter always seems to be alert. They do not wish to get caught unprepared, so they are particularly annoying when it comes to preparation. ItÍs a dishonor to be surprised, itÍs why they always tend to find a way to lead peoples in the way they want.
Alignment: Rhal hunters can be of any alignment. They hunt for their own
reasons. They hunt they way they like.
Religion: Rhal hunter doesnÍt have any special worship. They tend to be careful to the land, as they have learned how to hunt there and might still hunt there.
Background: Most of the Rhal hunters have been ranger. The Rhal hunter way is a great improvement for they ability to hunt down and track. Brute and rogue have been seen to take that way as well for the same reasons.
Races: All races can possibly become a Rhal hunter. Aarakocras, Half-giant and Thri-Kreens cannot take the Judaga path for trivial reasons; they do not fit the forest space or humidity. Halfling have hard time with the Desert path because of their size. Aarakocras canÍt benefit from the movement bonus while flying. It should be nearly impossible to become a Judaga hunter if you arenÍt Halfling and Desert hunter if you arenÍt Elf.
Other Classes: Others peoples see the Rhal hunter as an opportunity to find and ambush their opponents or to find peoples whom they have lost track. As for the Rhal hunter himself, he is comfortable if itÍs to work alone or with others depending if he can decide most tactics while hunting or preparing for anything special regarding hunt.
Requirements
To qualify to become a Rhal hunter, a character must fulfill all the following criteria:
Alignment: All
Skills: 5 ranks in Spot, 5 ranks in Listen, 3 ranks in search, 5 ranks in Wilderness lore
Feats: Alertness
Rhal hunters have the following game statistics.
Abilities: Constitution
is the most important ability for Rhal hunters because it helps them survive to
hostile environment. Dexterity is an important part of the Rhal hunter as well
since they often need to rely on their ability to hide, cover and evade
surprise attack.
Hit Die: d8
The Rhal hunter's class
skills are the same as the Ranger class skills.
Skill Points at 1st Level: (4
+ Int mod) x 4.
Skill Points at Each Additional
Level: 4 + Int modifier.
Class Features
All of the following are
class features of the Rhal hunter prestige class.
Weapon
and Armor Proficiency: Same as Ranger.
Weapon focus: At the first level, you gain +1 to your attack with a chosen range weapon as per PhB Feats.
Hunter
instincts: Rhal
hunters have accurate and precise senses. At 2nd, 4th, 7th
and 9th level, the Rhal hunters add a +1 to is Spot and Listen
check.
Weapon
specialization: At 3rd level, as
per PhB Feats, the selected weapon is the one chosen with the Weapon focus at
level 1 of this PrC.
Perfect eyes: Your
mathematical eyes always seem to find a way to advantage you, while trying to
shoot a covered foe. Your foe cover is reduced by one half (20% less of miss
chance).
Special
training (Judaga: Halflings)
Camouflage: Your
abilities to make yourself undetectable in a verdant area give you a +2 bonus
everywhere at your Hide check and a +8 Hide check in verdant belt and forest
(these bonuses stack when in a verdant belt or forest and stack with any other
bonuses you might have).
Cover
specialist: You
learned to use the terrain to your advantage when peoples are shooting at you.
You get a quarter cover when trying to cover or when cover.
Fluid movement: Your
abilities to make yourself as light and deftly as possible give you a +3 on
your Move silently check everywhere and a +7 in verdant belt and forest (these
bonuses stack when in a verdant belt or forest and stack with any other bonuses
you might have).
Stinging
missile: A
Judaga hunter always know where to find poison to put on is missile. Each
round, he may apply poison and a missile and do an attack with is highest roll.
Though, while doing that, he cannot shoot more than one missile per 2 round
while applying poison (you can do whatever you like in the round between the
other two). When you roll for a poison, you have found enough to supply you for
a week and you cannot find any other poison until the week is finished. See
Table 3.16 for poisons as per DMG (p. 80). You only can roll for Injury poison,
which is a d12 to select the poison found.
Special
training (Desert: Elves)
Trained feet: You
learned how to optimize your every steps, never to put a feet where you donÍt
need to. With that ability, you can add +5 to your base speed everywhere but in
town and forest.
Dark Shades: In
the night, you almost feel the shadows around you. Instead of having Æ4 penalty
to attack, when attacking in the darkness, you only get Æ2.
Crawling
attack: Your
knowledge of ambushing and attacking while your foe doesnÍt see you made your
learn how to shoot with no penalty when laying down or sitting.
Fast trigger: You
are an artist of the rope. Your fingers move so fast that you manage to get a
partial action after a full attack. All your attack gets a Æ2 to the attack
roll and you canÍt use t hat partial action for another attack.
Lvl BAB Fort Ref Will Special
1 +1 +2 +0 +0 Weapon
focus
2 +1 +3 +0 +0 Hunter
instincts
3 +2 +3 +1 +1 Weapon
specialization
4 +2 +4 +1 +1 Hunter
instincts
5 +3 +4 +1 +1 Perfect
eyes
Special training (Judaga: Halflings)
6 +4 +5 +2 +2 Camouflage
7 +5 +5 +2 +2 Hunter
instincts
8 +6/+1 +6 +3 +3 Cover
specialist
9 +7/+2 +6 +3 +3 Hunter
instincts, Fluid movement
10 +8/+3 +7 +4 +4 Stinging
missile
Special training (Desert: Elves)
6 +4 +5 +2 +2 Trained
feet
7 +5 +5 +2 +2 Hunter
instincts
8 +6/+1 +6 +3 +3 Dark Shades
9 +7/+2 +6 +3 +3 Hunter
instincts, Crawling attack
10 +8/+3 +7 +4 +4 Fast
trigger