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Fey Huntmaster

Vision of the Wild Hunt by Agostino Musi (1515), Fey Huntmaster
Vision of the Wild Hunt by Agostino Musi (1515)

Many fey enjoy the hunt, seeing it as both a sophisticated game – matching wits with their quarry – and a primal embodiment of the battle for Survival. Many fey hunt, but a chosen few excel at this task: the huntmasters. These are the leaders of the Grand Hunts, the peerless trackers and beastmasters. Not for them the pageantry of the tourneys; instead, a huntmaster may serve as his Lord’s assassin or warden, eschewing light and glitter for the dangers of the shadow.

Originally Posted by Talisman of the Book of Fey forums.

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Requirements

Feats: Mounted Combat, Track, Listen: 4 ranks, Spot: 4 ranks, Survival: 8 ranks
Type: Fey

Abilities: Strength and Constitution are important to the huntmaster as a warrior. Wisdom is also very useful, as it powers several huntmaster abilities.

Alignment: Any.
Huntmasters range from the laughing knights of the Seelie to the grim, merciless avengers of the Unseelie.

Hit Die: d8

Class Skills: Climb (Strength), Craft (Intelligence), Handle Animal (Charisma), Heal (Wisdom), Hide (Dexterity), Jump (Strength), Knowledge (dungeoneering) (Intelligence), Knowledge (Geography) (Intelligence), Knowledge (nature) (Intelligence), Listen (Wisdom), Move Silently (Dexterity), Profession (Wisdom), Ride (Dexterity), Search (Intelligence), Spot (Wisdom), Survival (Wisdom), Swim (Strength), and Rope Use(Dexterity).

Skill Points: 4 + Intelligence modifier

LevelBase AttackFort Save Ref Save Will Save Special Abilities
1+1+2+2+0Eldritch steed, favored enemy
2+2+3+3+0Hunter’s instincts, hunting horn
3+3+3+3+1Hound and hawk, hunter’s mark +1/+2
4+4+4+4+1Hunter’s instincts
5+5+4+4+1Favored enemy, hunter’s mark +2/+4, wild hunter 1/day
6+6+5+5+2Hunter’s instincts
7+7+5+5+2Hunter’s mark +3/+6, wild hunter 2/day
8+8+6+6+2Hunter’s instincts, majesty
9+9+6+6+3Hunter’s mark +4/+8, wild hunter 3/day
10+10+7+7+3Favored enemy, hunter’s instincts, master of the hunt

Class Features

Weapon and Armor Proficiencies: A huntmaster gains no new weapon or armor proficiencies.

Eldritch Steed (Su): A 1st-level huntmaster gains the ability to call forth an eldritch steed from the depths of The Otherworld. This steed has the statistics of a light warhorse, modified by the huntmaster’s class level (as indicated on Table: Eldritch Steed). It serves the huntmaster to the best of its ability, and if slain, melts away to nothing within minutes. If slain, an eldritch steed cannot be called again for one full week.

A huntmaster can dismiss his eldritch steed as a standard action, and call it again as another standard action. When called, the eldritch steed always appears adjacent to the huntmaster.

An eldritch steed appears at full normal hit points when first called. If dismissed and called multiple times within 24 hours, the steed retains any injuries it may have taken. If it is not called for 24 hours, the steed is fully healed the next time it is called.

An eldritch steed’s appearance may be nearly anything the huntmaster wishes, although it always has a basically equine frame and never gains any special abilities. Most eldritch steeds resemble preternaturally graceful, deer-like horses of unusual color – pale green, stormy blue, or dull orange are common. Eldritch steeds with antlers or boar-like tusks are also possible.

Favored Enemy (Ex): A 1st-level huntmaster gains a favored enemy, as the ranger class ability. He gains a new favored enemy at levels 5 and 10, as per the normal favored enemy rules. If the huntmaster possesses the favored enemy ability from another class, the bonuses stack.

Wild Empathy (Ex): A huntmaster gains wild empathy, as the druid ability. If he has levels in a class that grants wild empathy, his huntmaster levels stack for purposes of his wild empathy ability.

Hunter’s Instincts (Ex): At 2nd level and at every even-numbered huntmaster level thereafter, a huntmaster may select a special ability from Table: Hunter’s Instincts Abilities. Note that some abilities have prerequisites, and the huntmaster may not select the same ability multiple times unless specifically noted.

Hunting Horn (Sp): A number of times per day equal to 3 + his Wisdom modifier, a huntmaster can create and blow a great, curled hunting horn which produces a magical effect. This horn is a construct of magical energy; creating and blowing the horn are part of the same standard action as producing the magical effect. The huntmaster can use this hunting horn to duplicate a spell based on his level (see Table: Hunting Horn Effects below). The save DC, where applicable is equal to 10 + huntmaster’s class level + huntmaster’s Wisdom modifier.

Hound and Hawk (Su): A 3rd-level huntmaster gains the ability to call forth a magical hound or hawk to aid him in his hunting. The hound is equal to a riding dog, and the hawk is equal to an eagle, both modified by the huntmaster’s level (see Table: Hunting Hound and Table: Hunting Hawk below). These creatures serve the huntmaster to the best of their abilities, and if slain, melt away to nothing within minutes.

A huntmaster cannot have both the hawk and the hound present simultaneously. He can dismiss either creature back to The Otherworld as a standard action, and call it back – or call the other – as another standard action. When called, the creature appears anywhere within 30′ of the huntmaster. If either creature is slain, neither can be called for three days.

A hawk or hound appears at full normal hit points when first called. If dismissed and called multiple times within 24 hours, the companion retains any injuries it may have taken. If it is not called for 24 hours, the companion is fully healed the next time it is called.

A hunting hawk or hunting hound’s appearance may be nearly anything the huntmaster wishes, although they always resemble a hound and a hawk and never gain any special abilities.

Hunter’s Mark (Ex): A huntmaster of 3rd level may designate a single creature as their quarry as a swift action; the huntmaster must have line of effect and line of sight to the target. There is no saving throw against this effect. The huntmaster thereafter gains a +1 bonus on attacks against the quarry, and a +2 bonus on weapon damage rolls and Spot and Listen checks. These bonuses increase by +1/+2 at 5th, 7th and 9th levels.

These bonuses remain in effect until the quarry is slain, the huntmaster chooses a new quarry, or until the next sunset or sunrise (whichever occurs first). A huntmaster cannot select a new quarry until the first is slain or at least one hour has passed; upon selecting a new quarry, the huntmaster immediately loses all benefits relative to the original quarry.

Wild Hunter (Ex): At 5th level the huntmaster gains the ability, once per day, to enter a state of mind where he is utterly devoted to the hunt. While wild hunter is active, the huntmaster gains a +4 bonus to Strength and Dexterity, DR 5/cold iron (if the huntmaster already possesses DR/cold iron, it improved by 5 points), and may add his Wisdom modifier to all weapon damage rolls.

Activating this ability is a free action, and it lasts a number of rounds equal to 5 + the huntmaster’s Wisdom modifier. The huntmaster can use wild hunter 2/day at 7th level, and 3/day at 9th.

Majesty (Su): At 8th level the huntmaster’s prowess is such that wild creatures instinctively respect and fear him, to the point where they will rarely attack the huntmaster unless attacked first. This effect is similar to a permanent Sanctuary spell on the huntmaster, affecting only animals, magical beasts, plants and vermin; it allows a Will save (DC 10 + huntmaster’s level + huntmaster’s Charisma modifier). If the huntmaster attacks a creature affected by this ability, or if a creature successfully saves, that creature becomes immune to this effect for 24 hours.

Master of the Hunt (Su): At 10th level the huntmaster is at the apogee of his trade as undisputed master of the hunt. Through diligent and exacting progress the huntmaster has honed his abilities to an adroit edge, hunting an integral part of his body, mind and soul.

Whenever a huntmaster designates a creature with his Hunter’s Mark ability he receives a +10 bonus to his Survival check for purposes of tracking. Any weapon the huntmaster wields is treated as if having the bane enhancement for the sole purpose of attacking his mark, and the huntmaster automatically confirms all critical threats (as if wielding a Blessed Weapon against an evil creature).

In addition, the huntmaster gains DR5/– and energy resistance 10 (all energies) against the attacks of his chosen mark only.

When a huntmaster uses this ability in conjunction with his Hunter’s Mark ability he cannot select a new quarry until his initial quarry is slain or the next sunrise or sunset (whichever occurs first), unless the huntmaster suceeds in killing his quarry, in which case he can immediately designate a new quarry to hunt.

Hunter’s Instincts Abilities

* Animal Musk: You give off a musky, animal smell at all times. You gain a +4 bonus on Handle Animal and Wild Empathy checks.

* Arms of the Bear: Your arms become long and hairy. You gain a +4 bonus on Strength checks and grapple checks.

* Bat Sense (Prerequisite: Blind Fight): Your ears become noticeably larger and you gain Blindsense to a 15′ range.

* Bear’s Might: (Prerequisite: Strength 16) Your body becomes stout and burly and muscles lie tense beneath your skin. Once per day you may add a +6 bonus to any Strength check. After you have used this ability once already you may use it an additional time at a +4 bonus, after that at a +2 bonus and even after that at a +1 bonus. If you have used this ability for times in a single day you may elect to continue using it a number of times equal to 1/2 your huntsmen’s level+your Strength modifier at a +1 bonus.

* Black Cat’s Grace: You have an uncanny knack to be at the right place at the right time or to perceive the oddest bits of information at the most opportunate of times. Once per day you may reroll any one failed save, attack, or skill or ability check.

* Cat’s Eyes: Your eyes become slit-pupiled like a cat’s, and you gain Darkvision 30′. If you already possess Darkvision, the range extends by 30′.

* Cheetah’s Stride: Your frame becomes lankier and more feline. Your base land speed increases by 10′.

* Devout Hunter: (Prerequisite: Wild Hunter ability) You are solemn and serious in the heat of a hunt, analyzing every aspect of your surroundings to bring your prey down fast and assuredly. If you have this ability the duration of your Wild Hunter ability is increased by 5 rounds (becoming 10 + your Wisdom modifier instead of 5 + your Wisdom modifier). Furthermore you receive a +2 insight bonus to all skills while you are using the Wild Hunter ability.

* Eagle’s Vision: Your eyes become slightly larger and acquire a golden or silver cast. You gain a +4 bonus on Spot checks.

* Hearty Tracker: (Prerequisite: Must be a 5th level ranger) You are durable in the face of adversity and always ready for a good hunt. Add your Constitution modifier to any check you use to locate a creature. This includes Survival, Survival for the Track skill, Listen, Spot, Search, etc. checks. You must be aware of your opponent or otherwise Tracking him to gain the benefits of this ability.

* Hound’s Rasp: (Prerequisite: 5 ranks in Intimidate) Your voice takes on a deep and grating tone. You receive a +4 bonus on all verbally delivered Intimidate checks and when using this ability and speech in conjunction with any fear effect (i.e. frightful presence) the DC is increased by 2.

* Hunter’s Alacrity: (Prerequisite: Quick Draw) Through meticulous sparring you have schooled your reflexes to such a degree that your movements are now instinctive. When you use the Quick Draw feat you may, as a swift action, make a single attack at your highest base attack bonus against an adjacent enemy. This ability only functions for melee weapons.

* Hunter’s Cognizance (Prerequisite: Wisdom 15) Subtle things that all too many people overlook in their day to day lives are easily observable to you as a benefit to the two qualities keeping you from becoming the hunted instead of the hunter–Wisdom and a deep-rooted rationality. You gain a +1 competence bonus on all Wisdom-based skill checks, Wisdom checks, and Will saves.

* Owl’s Wing: You grow soft fur between your fingers and toes, and your movements become as hushed as an owl’s wingbeat. You gain a +4 bonus on Move Silently checks.

* Quiet Mouse: Your coloration darkens slightly, and you gain a +4 bonus on Hide checks.

* Sabretooth’s Incisors: (Prerequisite: Improved Critical) Your visage becomes more ferine and your movements more deft. A rare few also grow two sharp, filed incisors, but these do not grant a bite attack. When you make a critical hit with a weapon with which you have Improved Critical, you deal +5 points of damage.

* Saddleborn: Your feet fuse into single-toed hooves, and you gain a +4 bonus on Ride checks.

* Scent of Fear: You have grown so fond of the hunt that you have learned to sniff our your quarries fear, much as a hound, in order to bring a swift end to your game. While using your Hunter’s Mark ability you are treated as if having the Scent ability with a maximum distance of 60′ and only effective against your designated quarry. If you successfully Track down your opponent you may make an immediate Intimidate check for the sole purpose of demoralizing your opponent.

* Wolf’s Nose: Your nose becomes dark and damp, like a wolf’s and you gain the Scent ability.

Hunting Horn Effects

Huntmaster Spell
LevelEffect
2bane, bless, scare
3-4good hope, prayer, rage
5-6confusion, crushing despair, shout
7-8dismissal, fear
9mass bear’s Endurance, mass bull’s strength, mass cat’s grace
10banishment, greater shout

Eldritch Steed

Huntmaster LevelExtra Hit DiceNatural ArmorStrength Adj.Dexterity Adj. Special Abilities
1-2 +2 +4 +2 +1 Empathic link, evasion, loyalty, one heart
3-4+4+6+4+2air walk, fast movement +10′
5-6+6+8+6+3Mettle, winged stride
7-8+8+10+8+4Fast movement +20′, Spell Resistance
9-10+10+12+10+5Improved evasion

Hunting Hound

Huntmaster LevelExtra Hit DiceNatural ArmorStrength Adj. Dexterity Adj. Special Abilities
3-4+2+3+2+1Empathic link, evasion, loyalty
5-6+5+5+4+2Fast movement +10′, eldritch fang
7-8+7+8+6+3Mettle, scent of the hound
9-10+10+10+8+4Improved evasion, Spell Resistance

Hunting Hawk

Huntmaster LevelExtra Hit DiceNatural Armor Strength Adj. Dexterity Adj.Special Abilities
3-4+2+2+1+2Empathic link, evasion, loyalty
5-6+5+4+2+4Harry, eldritch talon
7-8+7+6+3+6Improved evasion, eyes of the hawk
9-10+10+8+4+8Mettle, Spell Resistance

Huntmaster Companions

The huntmaster’s eldritch steed, and the hound and hawk are all known as “hunting companions.” They share many special abilities as noted in the tables above. For simplicity, they are all detailed here. Abilities with identical names are mechanically identical, although they may be gained at different levels.

A huntmaster’s companion is treated as a magical beast, not an animal, for the purpose of all effects that depend on its type (though it retains an animal’s HD, base attack bonus, saves, skill points, and feats).

Huntmaster’s Companion Basics: Use the base statistics for a creature of the companion’s kind, but make changes to take into account the attributes and characteristics summarised on the table and described below.

* Air walk (Su) (steed only): The huntmaster’s steed gains the ability to walk on air as easily as if it were treading on solid ground, as a permanent air walk effect. This ability cannot be dispelled, and never affects anyone but the steed.

* Bonus HD: Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Extra Hit Dice improve the companion’s base attack and base save bonuses. A special companion’s base attack bonus is equal to that of a cleric of a level equal to the companion’s HD. A companion has good Fortitude and Reflex saves (treat it as a character whose level equals the animal’s HD). The companion gains additional skill points or feats for bonus HD as normal for advancing a monster’s Hit Dice.

* Natural Armor Adj.: The number on the table is an improvement to the companion’s existing natural armor bonus.

* Dexterity Adj.: Add this figure to the companion’s Dexterity score.

* Empathic Link (Su): The huntmaster has an empathic link with her companion out to a distance of up to 1 mile. The huntmaster cannot see through the companion’s eyes, but they can communicate empathically.

* Note that even intelligent companions see the world differently from humans, so misunderstandings are always possible.

* Because of this empathic link, the huntmaster has the same connection to an item or place that her companion does, just as with a master and his familiar (see Familiars).

* Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a companion takes no damage if it makes a successful saving throw and full damage if the saving throw fails.

* Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a companion takes no damage if it makes a successful saving throw and half damage if the saving throw fails.

* Loyalty (Ex): A companion gains a +4 morale bonus on Will saves against mind-affecting effects. If it is subject to a mind-affecting effect which would cause it to attack the huntmaster, the effect ends immediately.

* One Heart (steed only): For each of its saving throws, the companion uses its own base save bonus or the huntmaster’s, whichever is higher. The companion applies its own ability modifiers to saves, and it doesn’t share any other bonuses on saves that the master might have.

* Fast Movement (Ex): The companion’s speed increases as indicated.

Spell Resistance(Ex): A companion’s Spell Resistance equals its master’s huntmaster level + 11.

* Strength Adj.: Add this figure to the companion’s Strength score.

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