Legendary Hunter

Archetypes

Two souls, intertwined, an alliance of person and animal. The legendary hunter is a survivor, capable in skill and user of primal magic, but they do not do it alone. Their preternatural bond with their animal companion creates a team that survives, hunts and fights as one, efficient unit.

Why the Legendary Hunter compared to druids or rangers: Hunters as a class, core or legendary, have a difficult role to fill. They straddle a middle ground between the impressive spellcasting and interesting abilities of the druid and the capable fighting and skill of the ranger, two classes with too little difference between them for a discrete class. The hunter needs to have something that helps them stand out. That thing is the animal companion. The power of the animal companion, the hunter’s bond with them, and the teamwork between the two makes the hunter its own unique class. The Legendary hunter leans harder into this concept than the original to further define what makes the legendary hunter unique.

Role: The legendary hunter is not one character but two. They have magic that is more often useful to improving themself and their animal companion. They have very helpful skills for surviving in the wilds and for tracking targets. In combat they use tactics and positioning to gain the advantage over their adversaries. They are adaptable and self-sufficient making them great scouts, explorers and seekers.

Alignment: Any

Hit Die: d8

Starting Wealth: 4d6 × 10 gp (average 140 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Table 1-1: Legendary Hunter
Level Base Attack bonus Fort save Ref save Will save Special
1st +0 +2 +2 +0 Animal companion, companion training, beast-friend
2nd +1 +3 +3 +0 Companion training, track
3rd +2 +3 +3 +1 Tandem action
4th +3 +4 +4 +1 Improved empathic link
5th +3 +4 +4 +1 Natural stride, beast-friend (charm animal)
6th +4 +5 +5 +2 Tandem action
7th +5 +5 +5 +2 Superior animal companion
8th +6/+1 +6 +6 +2 Companion training, swift tracker
9th +6/+1 +6 +6 +3 Tandem action, beast-friend (charm magical beast)
10th +7/+2 +7 +7 +3 Raise animal companion
11th +8/+3 +7 +7 +3 Superior animal companion
12th +9/+4 +8 +8 +4 Tandem Action
13th +9/+4 +8 +8 +4 Beast-friend (dominate animal)
14th +10/+5 +9 +9 +4 Greater empathic link
15th +11/+6/+1 +9 +9 +5 Superior animal companion, tandem action
16th +12/+7/+2 +10 +10 +5 Companion training
17th +12/+7/+2 +10 +10 +5 One with the wild, beast-friend (dominate magical beast)
18th +13/+8/+3 +11 +11 +6 Tandem action
19th +14/+9/+4 +11 +11 +6 Superior animal companion
20th +15/+10/+5 +12 +12 +6 Master of the hunt

Class skills

The legendary hunter’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (local) (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.

Table 1-2: Hunter spells per day
Level 1st 2nd 3rd 4th 5th 6th
1st 1
2nd 2
3rd 3
4th 3 1
5th 4 2
6th 4 3
7th 4 3 1
8th 4 4 2
9th 5 4 3
10th 5 4 3 1
11th 5 4 4 2
12th 5 5 4 3
13th 5 5 4 3 1
14th 5 5 4 4 2
15th 5 5 5 4 3
16th 5 5 5 4 3 1
17th 5 5 5 4 4 2
18th 5 5 5 5 4 3
19th 5 5 5 5 5 4
20th 5 5 5 5 5 5

Weapon and Armor Proficiencies

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

Spellcasting

A hunter casts divine spells drawn from the hunter spell list. The hunter can cast any spell they knows without preparing it ahead of time. To learn or cast a spell, a hunter must have a Wisdom score equal to at least 10 + the spell’s level. The Difficulty Class for a saving throw against a hunter’s spell is 10 + the spell’s level + the hunter’s Wisdom modifier.

A hunter may use any spell completion or spell trigger items of spells on the druid spell list without requiring a Use Magic Device check.

Like other spellcasters, a hunter can cast only a certain number of spells of each spell level per day. Their base daily spell allotment is given on Table 1-1: Hunter. In addition, they receive bonus spells per day if they have a high Wisdom score.

Unlike druids and rangers, a hunter’s selection of spells is extremely limited. A hunter begins play knowing four 0-level spells and two 1st-level spells of their choice. At each new hunter level, they gain one or more new spells, as indicated on Table 1-3: Hunter Spells Known. Unlike spells per day, the number of spells a hunter knows is not affected by their Wisdom score; the numbers on Table 1-3: Hunter Spells Known are fixed.

In addition to the spells gained by hunters as they gain levels, each hunter also automatically adds all summon nature’s ally spells to their list of spells known, including summon minor ally as a 0-level spell. These spells are added as soon as the hunter is capable of casting them.

At 3rd level and at every level thereafter, a hunter can choose to learn a new spell in place of one they already know. 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. A hunter must choose whether or not to swap the spell at the same time that they gain new spells known for the level. They cannot swap any summon nature’s ally spells.

Unlike a druid or ranger, a hunter need not prepare their spells in advance. They can cast any spell they know at any time, assuming they have not yet used up their spells per day for that spell level.

Table 1-3: Hunter spells known
Level 0 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 5 4 3
15th 6 6 6 5 4 4
16th 6 6 6 5 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

Orisons: Hunters learn a number of orisons, or 0-level spells, as noted on Table 1-3: Hunter Spells Known. These spells are cast like any other spell, but they do not consume any slots and may be used again.

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 their 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 their hunter level. If a character receives an animal companion from more than one source, their effective druid levels stack for the purposes of determining the companion’s statistics and abilities. A hunter need not teach their animal companion tricks to perform actions in combat.

If a hunter releases their companion from service or their animal companion perishes, they 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 they summon 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

Companion Training (Ex)

At 1st level, a hunter spends a great deal of time training with their animal companion. The hunter gains a bonus to their Handle Animal checks with their animal companion equal to the hunter’s level.

Additionally, the hunter learns a Companion Training. The hunter learns an additional Companion Training at 2nd, 8th and 16th levels.

To activate a companion training, the hunter makes a Handle Animal check as a swift action. The result of the Handle Animal check determines the magnitude of the bonus provided by the training. The hunter may use a companion training they do not know but they take a -10 penalty to the Handle Animal check. The companion training lasts for a number of rounds equal to the hunter’s class level + the hunter’s Wisdom modifier.

Once activated, the chosen bonuses or companion training cannot be changed until the hunter uses a swift action to make another Handle Animal check.

Beast-Friend (Su)

A legendary hunter is skilled in speaking with creatures that are close to nature. They can speak with any creature with the animal or magical beast type or communicate with them as if he spoke their language if they don’t have one. This innate connection allows the hunter to use their Wisdom modifier instead of their Charisma modifier when making Diplomacy or Handle Animal checks with animals or magical beasts. Additionally, they gain a bonus equal to half their class level (minimum 1) to their Diplomacy checks against such creatures when they attempt to influence the creature’s attitude.

At 5th level, the hunter may make a Diplomacy check on an animal, DC 10 + the HD of the target creature. If the creature is currently in combat with the hunter or their allies, the DC increases by 5. If the Diplomacy check succeeds, the animal is charmed per the charm animal spell. At 9th level, the hunter may now affect magical beasts per the charm monster spell. In both cases, the duration for the effect is 1 day. When the spell expires, the target has their disposition lowered by one step, as they innately feel the manipulation.

At 13th level, when charming an animal with a successful Diplomacy check, the Hunter may elect to instead dominate the animal as per the dominate animal spell. At 17th level, the hunter may elect to dominate magical beasts per the dominate monster spell. In both cases, the duration of the effect is 1 day, and when the spell expires, the disposition of the target is reduced by two steps as they know on some level that they were dominated.

Track (Ex)

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

Tandem Actions

At 3rd level, and every three levels thereafter, the hunter may select a tandem action ability. The hunter must meet the prerequisites of the ability and may not select an ability more than once.

Improved Empathic Link (Su)

At 4th level, the hunter gains an empathic link with their 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 they like (as long as the companion is within 1 mile) and ending it as a free action. The hunter is blinded while maintaining this connection.

Natural Stride (Ex)

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

Natural areas that are enchanted or magically manipulated to impede motion will still affect the hunter and their animal companion.

Superior Animal Companion (Ex)

At 7th level and every 4 levels thereafter, a hunter’s animal companion gains 2 of the following bonuses:

A choice may be selected multiple times but only once at any one level.

These are in addition to the benefits of normal animal companion progression.

Swift Tracker (Ex)

At 8th level, a hunter can move at their normal speed while using Survival to follow tracks without taking the normal –5 penalty. They take 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 their 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 is automatically removed after 24 hours. At 16th level, this functions as resurrection instead of raise dead, but otherwise operates as normal.

Greater Empathic Link (Su)

At 14th level, the range of the hunter’s empathic link with their 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 their animal companion are respected or even feared by other animals, so long as the animals are approximately of the same type as the hunter’s animal companion; 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 their companion unless magically compelled to or if the hunter or companion attacks it first.

The hunter and their companion can attempt to demoralize animals in the appropriate category as a swift action, rolling 1d20 and adding the hunter’s level and their Charisma modifier to determine the Intimidate check result.

Master of the Hunt (Ex)

At 20th level, the hunter is the epitome of the hunt. They may always move at full speed while using the Survival skill to follow tracks, even while mounted. Also, the hunter gains a second animal companion, the second companion may be of any kind available to them but their level is considered 4 lower for the purpose of the progression of that second companion. The hunter may also have separate companion trainings active for the second animal companion, but this requires a separate activation of the ability to use. Both may benefit from the same companion training using only one activation of the ability.

Companion Training

Composure Training: The hunter has trained for their companion to be more focused. The companion gains a bonus equal to the Handle Animal check result divided by 8 (rounded down, minimum 1). See Table 2-1: Composure Training below for examples. The bonus may be allocated between Wisdom or Charisma when the ability is activated.

Table 2-1: Composure Training
Handle Animal Result Bonus
1-15 +1
16-23 +2
24-31 +3
32-39 +4
Etc

Movement Training: The hunter has trained for their companion to move quickly. The companion gains a movement equal to the Handle Animal check result (rounded down to the nearest multiple of five). This bonus is applied to movement speeds chosen when the ability is activated (in multiples of 5). The hunter may not apply the bonus to a fly speed if the animal companion does not already have a flight speed. If the animal does not have the movement speed already, the bonus applied becomes the base speed.

Physical Training: The hunter trains for their companion to be physically tougher. The companion gains a bonus equal to the Handle Animal check result divided by 8 (rounded down, minimum 1). See Table 2-2: Physical Training below for examples. The bonus may be allocated between Strength, Dexterity or Constitution when the ability is activated.

Table 2-2: Physical Training
Handle Animal Result Bonus
1-15 +1
16-23 +2
24-31 +3
32-39 +4
Etc

Sensory Training: The hunter trains for their companion go above and beyond their keen senses. The companion automatically gains low-light vision if they do not already. Additionally, the hunter may choose between the following:

Skill Training: The hunter trains their companion in skills the hunter uses to survive. The hunter may select a number of skills equal to the Handle Animal check result divided by 6 (minimum 1). See Table 2-3: Skill Training below for examples. The hunter grants their total ranks in the chosen skills to their companion in place of the companion’s own, including skills not normally available to them. The hunter may not choose any Intelligence-based skill and any skill check that requires them to manipulate tools or mechanisms or Use Magic Device are made at a -10 penalty.

Table 2-3: Skill Training
Handle Animal Result Bonus
1-11 1
12-17 2
18-23 3
24-29 4
Etc

Resiliency Training: The hunter trains for their companion to break from attempts to control or affect it mentally or push through debilitating effects with a command. If the animal companion is subject to an ongoing mind-affecting effect, the hunter may use their Handle Animal check against the DC of the effect + 10. If the Handle Animal check succeeds, the effect ends. This ability may only end one mind-affecting effect on the animal companion per use.

Tactics Training: The hunter trains their companion in tactics fighting specific kinds of creatures. The animal companion gains a bonus equal to the Handle Animal check result divided by 6 (minimum 1) on attack rolls, damage rolls, AC, and Bluff, Perception, Sense Motive and Survival checks against a specific creature type. See the ranger favored enemy ability for a list of creature types. See Table 2-4: Tactics Training below for examples of bonus results. Creatures immune to precision damage are immune to the damage bonus provided by this training.

Table 2-4: Tactics Training
Handle Animal Result Bonus
1-11 +1
12-17 +2
18-23 +3
24-29 +4
Etc

Tandem Actions

Bonus Teamwork Feat: The hunter can choose instead to gain a teamwork feat in lieu of a tandem action. The hunter must meet the prerequisites for the feat chosen. The hunter’s companion also gains the selected feat even if they do not meet the prerequisites.

Companion Riding

Prerequisite(s): Ride 1 rank.

The hunter is able to ride their companion if they are the same size category as the hunter or larger even though they normally would not be able to. The hunter also does not require a saddle. When riding their companion, the hunter may make a Ride check (as an immediate action) to negate an attack against the ridden companion if the result is higher than the attack roll against the companion. Additionally, the hunter gains a bonus to Ride with their animal companion equal to half their hunter class levels (minimum +1).

This ability counts as the Mounted Combat feat for purposes of prerequisites. This ability and any mounted feats acquired with the prerequisite only apply to the companion unless the Mounted Combat feat is also taken.

Companion Riding Opportunist

Prerequisite(s): Companion riding.

If the hunter moves past a creature while mounted on the companion and within the companion’s normal attack range, the companion may make an attack of opportunity against the creature. The hunter must move more than 5 feet for the ability to trigger. The companion is also considered charging for the attack until their next turn. This does not allow the companion to make more attacks of opportunity than they normally would.

Companion Ride Maneuvering

Prerequisite(s): Ride 1 rank

The hunter may make a Ride check to ignore difficult terrain while mounted on their animal companion. If the hunter succeeds at a DC 15 ride check, they may ignore a number of difficult terrain squares equal to their class level.

At 8th level, the animal companion is considered one size category smaller for movement and squeezing purposes. This cannot reduce the size of the companion to size smaller than the hunter and does not apply any of the bonuses or penalties of the new size.

Cripple

Prerequisite(s): Debilitate, Hunter 18th

If the target is staggered by the debilitate ability, they must also make a Reflex save at the same DC or have one of their wings or limbs severed (the hunter’s choice) and have take 1 bleed damage per round until healed if applicable. If the target succeeds, they instead are sickened for 1d4 rounds in addition to the 1 round of staggered.

Debilitate

Prerequisite(s): Hunter 12th

If the hunter and animal companion both hit a creature with an attack in the same round, the target creature must make a Fortitude save (DC equal to 10 + 1/2 the hunter’s class level + their Wisdom modifier) or be staggered for 1 round.

Directed Attack

Prerequisite(s): Hunter 15th

The hunter, as a swift action, may direct their animal companion to make an attack on a target. The hunter must succeed at a Handle Animal check equal to the CMD of the target. If the hunter’s Handle Animal check succeeds, the animal companion gets an attack of opportunity on the target. This ability does not give the animal companion additional attacks of opportunity.

Directed Heel

Prerequisite(s): Hunter 12th

The hunter, as a swift action, may direct their animal companion to come to them. The hunter must succeed at a Handle Animal check equal 15 + 5 per enemy threatening the animal companion. If the hunter’s Handle Animal check succeeds, the animal companion moves at its movement speed (in whatever movement type it normally moves) toward the hunter. This movement does not trigger attacks of opportunity from the creatures threatening the companion but will trigger attacks of opportunity from any other enemies threatening the route the animal companion takes. This movement does not take away from the animal companion’s movement on their turn.

Direct Positioning

Prerequisite(s): Hunter 12th

The hunter, as a swift action, may direct their companion into a more advantageous position. The hunter must succeed at a DC 15 Handle Animal check. If the hunter’s Handle Animal check succeeds, the animal companion can move up to its speed to a directed position, using its typical movement mode. This movement provokes attacks of opportunities as normal but does not take away from the animal companion’s move on its turn.

Draw Attention

Prerequisite(s): Pack stalking.

When using the Stealth skill and the pack stalking ability, if the hunter and/or the companion are noticed by an opposed Perception check, that creature gets a -10 penalty to their Perception check to notice the other, either the hunter or companion. If the Perception check is higher than the Stealth check of both hunter and companion, the one with the lower Stealth check result total is the one noticed before the penalty is applied for noticing the other. If both Stealth results are the same, the hunter chooses which of the two is noticed before the penalty is applied to the observer.

Harry Attack

Prerequisite(s): Harrying.

When attacking a target using the harrying ability, the target suffers a -2 penalty to attack rolls against the other, hunter or companion, while under the effect of the harrying ability. The bonus does not stack due to iterative attacks. At 8th level, the penalty increases to -3 and at 15th level, the penalty increases to -4.

Harrying

If the hunter or companion targets a creature with an attack or effect with an attack roll, the target is considered flanked for hunter and companion, until the end of the attacker’s next turn. If the targeted creature has improved uncanny dodge and the hunter’s class levels are 4 more than the levels that qualify for improved uncanny dodge, the target is affected by this ability and is considered flanked even though they normally would not.

Harrying, Improved

Prerequisite(s): Harrying.

This ability modifies harrying to also deny the target their Dexterity bonus to AC and is considered flat- footed for the other, hunter or companion. For targets with uncanny dodge, if the hunter’s class levels are 4 more than the levels that qualify for uncanny dodge, the target is affected by this ability and loses their Dexterity bonus to AC and are considered flat-footed even though they normally would not.

Harrying maneuvers

Prerequisite(s): Harrying.

Any enemy affected by the harrying ability no longer provokes attacks of opportunity for the trip, bull rush, overrun or dirty trick combat maneuvers. Additionally, the hunter and companion gain a +2 Circumstance bonus to those combat maneuvers. This bonus increases to +4 at 8th level and +6 at 15th level.

Impede spellcasting

If the hunter and companion are within attacking range, with their currently equipped weapon, of a spellcaster and the spellcaster casts a spell defensively. The DC of the concentration check increases by 2. This heightened DC increases to +4 at 8th level and +6 at 15th level. Master tracking Prerequisite(s) Animal companion with the scent ability, pack tracking.

On a failed Survival check using the pack tracking ability, the check may be attempted again, without waiting the normal 1 hour or 10 minutes, using the higher of the hunter’s or the companion’s Survival skill bonus. Also, the bonus from aid another is applied to the total. Any ability or spell that improves the bonus to aid another, improves the bonus to this ability.

Opportunistic maneuver

Prerequisite(s): Hunter 12th.

If the hunter successfully trips or bull-rushes a target that the companion is adjacent to, the companion gets an attack of opportunity even if they would normally not be eligible. This ability does not grant the companion additional attacks of opportunity.

Pack Awareness

When the hunter and companion are within 30 feet and are rolling Initiative or Perception checks against the same target, each gets the bonus of aid another to their roll. Any spell effect or ability that provides a bonus to aid another checks also improves the bonus from this ability.

Pack preparedness

Prerequisite(s): Pack awareness.

If using the pack awareness ability and the check is to act during the surprise round, if one, hunter or companion, succeeds at the Perception check to act in the surprise round, both may act during the surprise round. Both also gain an additional +1 bonus to the Perception check vs. surprise and to spot traps. This bonus goes up to +2 at 8th level and +3 at 15th level.

Pack Stalking

When the hunter and companion are both using the Stealth skill, roll both the hunter’s and the animal companion’s Stealth check and use the higher of the two d20 rolls and apply the Stealth bonuses individually to the resulting roll.

Pack Stalking, Improved

Prerequisite(s): Pack stalking.

This ability modifies pack stalking ability to use the higher of the two results for both hunter and companion instead of each having individual total checks. Also, the bonus from aid another is applied to the total. Any ability or spell that improves the bonus to aid another, improves the bonus to this ability.

Pack Tracking (Ex)

Prerequisite(s): Animal companion with the scent ability.

When using the Survival skill for tracking or following a trail, the hunter and their companion may roll one combined Survival check using a combination of both the hunter’s and companion’s bonuses. Any spell effects or abilities that affect both Hunter and companion that provide a bonus to Survival checks, like owl’s wisdom, are not duplicated.

Pinpointing (Ex)

Prerequisite(s): Animal companion with the scent ability, hunter 6th.

If an invisible or concealed target is pinpointed by the hunter’s companion, some or all of the target’s concealment is ignored by both hunter and companion. Standard (20%) concealment is ignored and total concealment (50%) is reduced to 25%.

Protected Casting

If the hunter and companion are adjacent, the hunter does not need to roll concentration to cast defensively. The hunter will still need to roll concentration for distraction, damage or other circumstances. Punish spellcasting

Prerequisite(s): Impede Spellcasting.

When affecting a spellcaster with the impede spellcasting ability, if the spellcaster fails the concentration check they incur an attack of opportunity from the hunter and companion even though they normally would not. This does not allow the hunter or companion to make more attacks of opportunity than normal or in situations not normally allowing attacks of opportunity, like concealment or with a ranged weapon without a requisite feat.

Reciprocated Capabilities

Prerequisite(s): Hunter 12th, shared capabilities.

The hunter is considered to have all the feats of their companion. The Hunter gets all the benefits of the feats but are not able to use them to qualify for further feats. Any feats that do not have a measurable effect on the hunter, like Multiattack if applicable. If the hunter and animal companion both possess a feat, the hunter may select a different feat in place of the old one.

Screening

Prerequisite(s): Hunter 6th

If the hunter and companion are adjacent and a targeted attack hits the hunter or companion, the other can take the damage in the place of the original target. This ability does not protect against spells or effects that do not have attack rolls or affect an area.

Screening, improved

Prerequisite(s): Screening

When the screening ability is triggered the ability is instead compared against the other’s AC to determine if the attack is a hit. In this circumstance, the bonus from tandem defense is doubled.

Shared Capabilities

Prerequisite(s): Hunter 9th

The companion of the hunter is considered to have all the feats of the hunter. The companion gets all the benefits of those feats but they are not able to be used to qualify for further feats. Any feats that do not have a measurable effect on the companion, like ranged weapon, spellcasting or two-weapon fighting feats are ignored. If the hunter and animal companion both possess a feat, the animal companion may select a different feat in place of the old one.

Speak with Companion

Prerequisite(s): Hunter 6th

The hunter gains the ability to speak to their companion as if they had a shared language. Other creatures cannot understand the communication without magical aid. At 14th level, this ability extends to speaking to other animals of the same species as the companion.

Tandem Defense

When the hunter and companion are adjacent, they may share their AC bonuses. As an immediate action, the hunter or companion may share up to 1/2 of their armor, shield, natural, or deflection AC bonuses with the other. The AC bonus given is removed from the user of the ability until their next turn. At 8th level, the hunter or companion may grant up to all of their armor, shield, natural or deflection bonuses instead of only 1/2. At 12th level, the amount of AC subtracted from the user of the ability is reduced to 1/2 the amount given. The AC bonus given may not be shared back.

Trip Setup

Prerequisite(s): Harrying, harrying maneuvers.

If the hunter hits a target with a melee attack that the companion is also adjacent to, the hunter gets a free trip attempt against that target. The benefits of harrying maneuvers apply. At 12th level, the hunter may also get an automatic trip attempt with a ranged attack within 30 feet.

Favored Class Bonuses

  • +1/6 of a Tandem Action (you must meet the prerequisites)
  • +1/2 Handle Animal with your animal companion and diplomacy when using beast-friend
  • +1/8 of a Superior Animal Companion choice
  • +1/2 of a new spell known

Legendart Hunter Spell List

Level 0

Level 1

Level 2

Level 3

  • Aerial Tracks
  • Air Breathing
  • Air Geyser
  • Anchored Step
  • Animal Ambassador
  • Animal Aspect, Greater
  • Anthropomorphic Animal
  • Aqueous Orb
  • Ash Storm
  • Badger’s Ferocity
  • Battle Trance
  • Bleed for Your Master
  • Bloody Arrows
  • Bloody Claws
  • Burrow
  • Burst of Nettles
  • Burst of Speed
  • Call Lightning
  • Chameleon Stride, Greater
  • Cloak of Winds
  • Command Plants
  • Contagion
  • Cup of Dust
  • Cure Serious Wounds
  • Daylight
  • Delay Poison, Communal
  • Diminish Plants
  • Dominate Animal
  • Earth Tremor
  • Feather Step, Mass
  • Fey Form I
  • Fickle Winds
  • Forest Sense
  • Find Fault
  • Fungal Infestation
  • Hide Campsite
  • Hydraulic Torrent
  • Insect Spies
  • Life Bubble
  • Longstrider, Greater
  • Magic Fang, Greater
  • Meld into Stone
  • Mirage
  • Named Bullet
  • Nature’s Exile
  • Nauseating Trail
  • Neutralize Poison
  • Pack Empathy
  • Plant Growth
  • Poison
  • Protection from Energy
  • Quieting Weapons
  • Quench
  • Rage
  • Raging Rubble
  • Rain of Frogs
  • Reinvigorating Wind
  • Remove Blindness/Deafness
  • Remove Disease
  • Repel Vermin
  • Resist Energy, Communal
  • Returning Weapon, Communal
  • Sensory Amplifier
  • Screech
  • Shifting Sand
  • Signs of the Land
  • Sleet Storm
  • Soothing Mud
  • Snare
  • Speak with Plants
  • Spider Climb, Communal
  • Spike Growth
  • Spit Venom
  • Stench of Prey
  • Stone Shape
  • Strong Jaw
  • Summon Nature’s Ally III
  • Swarm of Fangs
  • Tail Current Tailwind
  • Thorny Entanglement
  • Thunderstomp, Greater
  • Tireless Pursuers
  • Tree Shape
  • Venomous Bolt
  • Vermin Shape I
  • Vigilant Rest
  • Ward of the Season
  • Water Breathing
  • Water Walk
  • Wind Wall

Level 4

Level 5

Level 6

  • Animate Plants
  • Antilife Shell
  • Bear’s Endurance, Mass
  • Binding Earth, Mass
  • Bull’s Strength, Mass
  • Cat’s Grace, Mass
  • Cure Moderate Wounds, Mass
  • Dispel Magic, Greater
  • Dust Form
  • Eagle Aerie
  • Eagle’s Splendor, Mass
  • Epidemic
  • Fey Form III
  • Find the Path
  • Fire Seeds
  • Fox’s Cunning, Mass
  • Heal
  • Hot Tar Trap*
  • Insect Spies, Greater
  • Ironwood
  • Liveoak
  • Lunar Veil
  • Move Earth
  • Overland Flight
  • Owl’s Wisdom, Mass
  • Panacea Salve*
  • Path of the Winds
  • Plague Storm
  • Repel Wood
  • Sirocco
  • Spellstaff
  • Stoneskin, Communal
  • Stone Tell
  • Summon Nature’s Ally VI
  • Swarm Skin
  • Tar Pool
  • Transport via Plants
  • Wall of Stone

*Spells found in this book.

Section 15: Copyright Notice

Legendary Hunters © 2020, Legendary Games; Authors Connor Bates, Cerise Herndon, and W. Hervay


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