Hunters are warriors of the wilds that have forged close bonds with trusted animal companions. They focus their tactics on fighting alongside their companion animals as a formidable team of two. Able to cast a wide variety of nature spells and take on the abilities and attributes of beasts, hunters magically improve both themselves and their animal companions.

Role: Hunters can adapt their tactics to many kinds of opponents, and cherish their highly trained animal companions. As a team, the hunter and her companion can react to danger with incredible speed, making them excellent scouts, explorers, and saboteurs.

Alignment: Any Neutral

Hit Die: 8 hit points per level

Note: Hunter Cannot Multi-Class

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).

Skill Ranks per Level: 6 + Int modifier.

Level Base Attack Bonus Maximum hits Fort Save Ref Save Will Save Special Spell Points Max spell level
1 +0 1 +2 +2 +0 Animal Companion, Animal Focus, Orisons, Nature Training, Wild Empathy 3 1
2 +1 1 +3 +3 +0 Precise Companion, Track 5 1
3 +2 1 +3 +3 +1 Hunter Tactics, Teamwork Feat 7 1
4 +3 1 +4 +4 +1 Improved Empathic Link 10 2
5 +3 1 +4 +4 +1 Woodland Stride 13 2
6 +4 1 +5 +5 +2 Teamwork Feat 16 2
7 +5 1 +5 +5 +2 Bonus Trick 20 3
8 +6 2 +6 +6 +2 Swift Tracker 24 3
9 +6 2 +6 +6 +3 Teamwork Feat 29 3
10 +7 2 +7 +7 +3 Raise Animal Companion 35 4
11 +8 2 +7 +7 +3 Speak with Master 42 4
12 +9 2 +8 +8 +4 Teamwork Feat 50 4
13 +9 2 +8 +8 +4 Bonus Trick 59 5
14 +10 2 +9 +9 +4 Greater Empathic Link 69 5
15 +11 3 +9 +9 +5 Teamwork Feat 80 5
16 +12 3 +10 +10 +5 - 92 6
17 +12 3 +10 +10 +5 One with the Wild 95 6
18 +13 3 +11 +11 +6 Teamwork Feat 98 6
19 +14 3 +11 +11 +6 Bonus Trick 101 6
20 +15 3 +12 +12 +6 Master Hunter 105 6
21 +15 3 +12 +12 +7 Teamwork Feat 105 6
22 +16 4 +13 +13 +7 - 105 6
23 +17 4 +13 +13 +7 - 105 6
24 +18 4 +14 +14 +8 Teamwork Feat 105 6
25 +18 4 +14 +14 +8 Bonus Trick 105 6
26 +19 4 +15 +15 +8 - 105 6
27 +20 4 +15 +15 +9 Teamwork Feat 105 6
28 +21 4 +16 +16 +9 - 105 6
29 +21 4 +16 +16 +9 - 105 6
30 +22 4 +17 +17 +10 - 105 6

Weapon and Armor Proficiency

A hunter is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).

Hunter Spell-Point Spell casting

A Hunter is a spontaneous spellcaster that casts arcane spells drawn from the Druid spell list and Ranger spell list. She can cast any spell she knows as long as she has spell points to do so. Every Hunter spell has a verbal component (singing, reciting, or music). To learn or cast a spell, a Hunter must have a Wisdom score equal to at least 10 + the spell level. A Hunter gains bonus spell points equal to her Wisdom bonus (to a maximum of the highest level spell she knows). The Difficulty Class for a saving throw against aHunter’s spell is 10 + the spell level + the Hunter’s Wisdom modifier. A Hunter has a limited number of spell points in a spell pool. To cast a 1st level or higher spell she knows, a Hunter must expend a number of spell points equal to the spell’s level +1. Thus, to cast a 1st level spell aHunter must expend 2 points from her spell pool, and casting a 3rd level spell requires the Hunter to expend 4 points from her spell pool.

Each time the Hunter casts a spell it leaves some small traces on her magic aura (much like the lingering auras that can be revealed with a Detect Magic spell, though the residue on a Hunter’s aura is generally too faint to actually set off Detect Magic). This residue, known as eldritch dissonance, makes it difficult for the Hunter to cast the same spell multiple times in the same day, as some traces of its previous mystic pattern interfere with the casting process. Because aHunter’s spells are internalized to her aura (they are innate magic powers gained through the Hunter’s artistic nature), only a little Eldritch Dissonance is created by each spellcasting. As a result, each time a Hunter casts the same spell since restoring her spell pool, it costs one additional spell point. This additional spell point cost is removed when the Hunter refocuses herself and regains her spell points for the day.

The Hunter’s selection of spells is extremely limited. A Hunter begins play knowing four 0-level spells and two 1st-level spells of the Hunter’s choice. At each new Hunter level, she gains one or more new spells (as indicated on the table Hunter Spells Known ). Unlike spell points, the number of spells a Hunter knows is not affected by her Wisdom score.

Upon reaching 5th level, and at every third Hunter level after that (8th, 11th, and so on), a Hunter can choose to learn a new spell in place of one she already knows. In effect, the Hunter “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level Hunter spell the Hunter can cast. 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.


Hunters learn a number of orisons, or 0-level spells. These spells are cast like any other spell, but they do not consume any slots and may be used again.

Chaotic, 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). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

See Homebrew rules for some changes to this.

Animal Companion (Ex):

At 1st level, a hunter forms a bond with an animal companion. A hunter may begin play with any of the animals available to a druid. This animal is a loyal companion that accompanies the hunter on her adventures. This ability functions like the druid animal companion ability (which is part of the nature bond class feature). The hunter’s effective druid level is equal to her hunter level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the companion’s statistics and abilities. A hunter may teach her companion hunter’s tricks from the skirmisher ranger archetype instead of standard tricks.

If a hunter releases her companion from service or her animal companion perishes, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. While the hunter’s animal companion is dead, any animal she summons with a summon nature’s ally spell remains for 1 minute per level instead of 1 round per level. A hunter cannot have more than one summon nature’s ally spell active in this way at one time. If this ability is used again, any existing summon nature’s ally immediately ends.

List of Animal Companions

Animal Focus (Su):

At 1st level, a hunter can take on the aspect of an animal as a swift action. She must select one type of animal to emulate, gaining a bonus or special ability based on the type of animal emulated and her hunter level. The hunter can use this ability for a number of minutes per day equal to her level. This duration does not need to be consecutive, but must be spent in 1-minute increments. The hunter can emulate only one animal at a time.

The hunter can also apply one of these aspects to her animal companion. Unlike with the hunter herself, there is no duration on the animal aspect applied to her animal companion. An aspect applied in this way does not count against the hunter’s minutes of duration per day—it remains in effect until the hunter changes it. The companion’s aspect can be the same aspect the ranger has taken on or a different one. The hunter can select or change the animal foci on both herself and her animal companion as part of the same swift action.

If the hunter’s animal companion is dead, the hunter can apply her companion’s animal focus to herself instead of her animal companion. This is in addition to the normal one she can choose, and (as with a companion’s focus) remains in effect until the hunter changes it instead of counting against her minutes per day.

Bat: The creature gains darkvision to a range of 60 feet. At 8th level, the range increases by 30 feet. At 15th level, the creature also gains blindsense to a range of 10 feet.

Bear: The creature gains a +2 enhancement bonus to Constitution. This bonus increases to +4 at 8th level and +6 at 15th level.

Bull: The creature gains a +2 enhancement bonus to Strength. This bonus increases to +4 at 8th level and +6 at 15th level.

Falcon: The creature gains a +4 competence bonus on Perception checks. This bonus increases to +6 at 8th level and +8 at 15th level.

Frog: The creature gains a +4 competence bonus on Swim checks and on Acrobatics checks to jump. These bonuses increase to +6 at 8th level and +8 at 15th level.

Monkey: The creature gains a +4 competence bonus on Climb checks. This bonus increases to +6 at 8th level and +8 at 15th level.

Mouse: The creature gains evasion, as the rogue class feature. At 12th level, this increases to improved evasion, as the rogue advanced talent.

Owl: The creature gains a +4 competence bonus on Stealth checks. This bonus increases to +6 at 8th level and +8 at 15th level.

Snake: The creature gains a +2 bonus on attack rolls when making attacks of opportunity and a +2 dodge bonus to AC against attacks of opportunity. These bonuses increase to +4 at 8th level and +6 at 15th level.

Stag: The creature gains a 5-foot enhancement bonus to its base land speed. This bonus increases to 10 feet at 8th level and 20 feet at 15th level.

Tiger: The creature gains a +2 enhancement bonus to Dexterity. This bonus increases to +4 at 8th level and +6 at 15th level.

Nature Training (Ex):

A hunter counts her total hunter level as both druid levels and ranger levels for the purpose of qualifying for feats, traits, and options that modify or improve an animal companion.

Wild Empathy (Ex):

A hunter can improve the initial attitude of an animal. This ability functions as a Diplomacy check to improve the attitude of a person. The hunter rolls 1d20 and adds her hunter level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the hunter and the animal must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. The hunter can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.

Precise Companion (Ex):

At 2nd level, a hunter chooses either Precise Shot or Out flank as a bonus feat. She does not need to meet the prerequisites for this feat. If she chooses Out flank, she automatically grants this feat to her animal companion as well.

Track (Ex):

At 2nd level, a hunter adds 1/2 her level to Survival skill checks made to follow tracks.

Hunter Tactics (Ex):

At 3rd level, the hunter automatically grants her teamwork feats to her animal companion. The companion doesn’t need to meet the prerequisites of these teamwork feats.

Teamwork Feat:

At 3rd level and every 3 levels thereafter, the hunter gains a bonus teamwork feat in addition to those gained from normal advancement. The hunter must meet the prerequisites of the selected bonus teamwork feat.

List of Teamwork Feats

Improved Empathic Link (Su):

At 4th level, the hunter gains an empathic link with her animal companion. This functions like an empathic link with a familiar, except the hunter can also see through a companion’s eyes as a swift action, maintaining this connection as long as she likes (as long as the companion is within 1 mile) and ending it as a free action. The hunter is blinded while maintaining this connection.

Woodland Stride (Ex):

At 5th level, a hunter and her animal companion may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at their normal speed and without taking damage or suffering any other impairment.

Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion will still affect the hunter and her animal companion.

Bonus Tricks (Ex):

At 7th level and every 6 levels thereafter, a hunter’s animal companion learns a bonus trick (in addition to the bonus tricks gained from the hunter’s effective druid level).

Swift Tracker (Ex):

At 8th level, a hunter can move at her normal speed while using Survival to follow tracks without taking the normal –5 penalty. She takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.

Raise Animal Companion (Sp):

At 10th level, a hunter gains raise animal companion as a spell-like ability; this is not restricted to raising only her own animal companion. Using this spell-like ability gives the hunter a permanent negative level. This negative level cannot be overcome in any way (including by restoration), but automatically ends after 24 hours. At 16th level, this functions as resurrection instead of raise dead, but otherwise operates as normal.

Speak with Master (Ex):

At 11th level, a hunter and her animal companion can communicate verbally, as if they were using a common language. Other creatures cannot understand the communication without magical aid.

Greater Empathic Link (Su):

At 14th level, the range of the hunter’s empathic link with her animal companion increases to 10 miles. If the animal companion is within 1 mile, the hunter can communicate with it telepathically.

One with the Wild (Ex):

At 17th level, the hunter and her animal companion are respected or even feared by other animals, so long as the animals are approximately of the same type as any of the hunter’s current animal foci: bat for bats, tiger with felines, falcon for birds, snake for reptiles, and so on. No animal in this category (including dire varieties) willingly attacks the hunter or her companion unless magically compelled to or if the hunter or companion attacks it first.
The hunter and her companion can attempt to demoralize animals in the appropriate category as a swift action, rolling 1d20 and adding the hunter’s level and her Charisma modifier to determine the Intimidate check result.

Master Hunter (Ex):

At 20th level, a hunter becomes a master hunter, able to track down foes with ease. She can always move at full speed while using Survival to follow tracks without penalty. Additionally, each day when the hunter prepares spells, she chooses one animal focus to be active on herself for the entire day. This focus is in addition to using her animal focus class ability (including the additional focus ability she is able to use on herself if her animal companion is dead).

Spells Known

To cast spells, a Concentration check may be needed.

Level 0th 1st 2nd 3rd 4th 5th 6th
1st 4 2 - - - - -
2nd 5 3 - - - - -
3rd 6 4 - - - - -
4th 6 4 2 - - - -
5th 6 4 3 - - - -
6th 6 4 4 - - - -
7th 6 5 4 2 - - -
8th 6 5 4 3 - - -
9th 6 5 4 4 - - -
10th 6 5 5 4 2 - -
11th 6 6 5 4 3 - -
12th 6 6 5 4 4 - -
13th 6 6 5 5 4 2 -
14th 6 6 6 6 4 3 -
15th 6 6 6 6 4 4 -
16th 6 6 6 6 5 4 2
17th 6 6 6 6 5 4 3
18th 6 6 6 6 5 4 4
19th 6 6 6 6 5 5 4
20th 6 6 6 6 6 5 5
21th 6 6 6 6 6 5 5
22nd 6 6 6 6 6 6 5
23rd 6 6 6 6 6 6 5
24th 6 6 6 6 6 6 6
25th 6 6 6 6 6 6 6
26th 7 6 6 6 6 6 6
27th 7 6 6 6 6 6 6
28th 7 7 6 6 6 6 6
29th 7 7 6 6 6 6 6
30th 7 7 7 6 6 6 6

Spell cost

Spell Level Spell Point Cost
1 1
2 2
3 3
4 4
5 5
6 6
7 7
8 8
9 9
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