Author Topic: [PoC] Prestige Class - Bounty Hunter  (Read 1864 times)

Offline Garryl

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[PoC] Prestige Class - Bounty Hunter
« on: August 27, 2014, 08:16:57 PM »
Bounty Hunter prestige class
Bounty hunters track down wanted individuals for money. They can be anything from law enforcement, privateers, and military contractors to slavers, criminal enforcers, and assassins.

"I find them, I take them down, and maybe I bring them back alive if it pays enough."
                                                                                      - "Big Time" Brannigan, bounty hunter

   Feats: Track or Urban Tracking.
   Skills: Computer Use 4 ranks, Gather Information 4 ranks, Intimidate 2 ranks, Survival 8 ranks.
   Activating: Ability to activate a module. Access to a socket.

Hit Die: d8

Table: The Bounty Hunter


Level
Base
Attack
Bonus

Fort
Save

Ref
Save

Will
Save


Special


Resources


Activating
1+1+2+2+0Marked Target +2, Special Dispensation, Tracking1250 gp+1 of existing activating class
2+2+3+3+0Least Socket Access2500 gp+1 of existing activating class
3+3+3+3+1Go to Ground, Flush Out3750 gp+1 of existing activating class
4+4+4+4+1Marked Target +4, Targeted Quarry5000 gp+1 of existing activating class
5+5+4+4+1Lesser Socket Access, Target Sweep (2 targets)6500 gp+1 of existing activating class
6+6+5+5+2Dead or Alive, Skill Mastery8000 gp+1 of existing activating class
7+7+5+5+2Go to Ground (aid others), Marked Target +610000 gp+1 of existing activating class
8+8+6+6+2Prime Shot12500 gp+1 of existing activating class
9+9+6+6+3Greater Socket Access15000 gp+1 of existing activating class
10+10+7+7+3Marked Target +8, Target Sweep (3 targets)20000 gp+1 of existing activating class

Class skills (6 + Int modifier per level): Appraise, Balance, Bluff, Climb, Computer Use, Concentration, Craft, Disguise, Escape Artist, Gather Information, Hide, Intimidate, Jump, Knowledge (local), Knowledge (history), Knowledge (the planes), Listen, Move Silently, Profession, Ride, Search, Sense Motive, Sleight of Hand, Spot, Survival, Swim, Use Magic Device, and Use Rope.

Weapon and Armor Proficiency: As a bounty hunter, you gain no new weapon or armor proficiencies.

Activating: At each bounty hunter level, you increase your energy pool and gain additional modules known and activated and concurrent socket attachments as if you had also gained a level in whatever activating class you belonged to before you added the bounty hunter level. You do not, however, gain any other benefit a character of that class would have gained (bonus feats, access to new sockets, and so on). This essentially means that you add the level of bounty hunter to the level of whatever activating class you already have, then determine your energy pool, modules, and number of socket attachments accordingly.

If you had more than one activating class before gaining a new bounty hunter level, you must decide to which class you add the new level of bounty hunter for the purpose of determining your activating abilities.

Marked Target (Ex): While you maintain a target lock, you treat the subject of your target lock as a special type of favored enemy. You gain a +2 bonus on Bluff, Gather Information, Listen, Sense Motive, Spot, and Survival checks when using these skills against the subject of your target lock. Likewise, you get a +2 bonus on weapon damage rolls against the subject. These bonuses improve to +4 at 4th level, +6 at 7th level, and to +8 at 10th level. Effects that apply against favored enemies or that influence your favored enemy bonuses also apply to this ability.

Resources: As a bounty hunter, you can call upon various resources, including contacts, favors, and equipment. The total value of resources you can call upon at each level, as expressed in gold pieces, is indicated on the table above. Unused resources do not carry over from level to level; they are lost. Your pool of available resources refills to the indicated amount, based on your bounty hunter level, at each new character level (even when you take classes other than bounty hunter).
  • Contacts: You can get in touch with important or knowledgeable individuals. The DM decides how much of your resources getting in touch with a given contact takes.
  • Equipment: You can beg, borrow, and requisition equipment and other items. Equipment counts against your resources for an amount equal to its market value. If you return the equipment, you regain half its market value in resources. If the item's market value has increased since you borrowed it, you can regain resources up to the item's original market value, but no more. If you retain the equipment across multiple character levels (or when your available resources are otherwise replenished), the item's original market value still counts against your available resources until you return it, at which point you regain the full lost resources, even if the item's market value has decreased. If the item is consumed, destroyed, lost, or otherwise rendered useless or unusable, it only counts against your available resources until you replenish them.
  • Favors: You can use your contacts to acquire favors from people and organizations. Some services, such as spellcasting, have defined costs. For others, the DM decides how much of your resources the favor counts against.
While getting in touch with the people you already know and letting them know what you need and what favors you're calling in is relatively quick, rarely taking more than an hour or two, and frequently less if you have easy access to communications or contacts, the actual time it takes for things to get organized can vary. In a major metropolitan center, you can usually call in your resources within 4d12 hours. For unusual, expensive, or difficult requests, or further from metropolitan areas, this can increase to 1d4 days, 1d6+1 days, 1d2 weeks, or even longer for particularly complex and difficult requests. You know approximately how long it will take for a given request (in game terms, you know what die expression is used to determine how long it takes), although you never know exactly how long it takes until that time has elapsed. You can rush your request, reducing the time required to only one quarter the normal time, but doing so doubles the value resources you must use.

Special Dispensation: Bounty hunters do not operate in secrecy unless they have to, so their patrons provide them the freedom to perform their duties. While operating in any area where bounty hunting is acceptable, a slavers guild has any presence, or you enjoy the patronage of an influential figure, you are authorized to wear or carry whatever equipment you deem necessary, regardless of local armor and weapons laws.

Tracking: You gain Track or Urban Tracking as a bonus feat. If you already have both, you instead gain a bonus feat that you qualify for of your choice.

Socket Access: Beginning at 2nd level, you gain access to all of your Least sockets, allowing you to attach modules to them. At 5th level, you also gain access to your Lesser sockets. At 9th level, you also gain access to your Greater sockets.

Flush Out (Ex): Starting at 3rd level, you can make a Gather Information check every half-hour without taking the usual -5 penalty.

Go to Ground (Ex): You have learned to blend in so fully with the urban throng that nobody remembers your passage. Beginning at 3rd level when you choose to "lay low," you become all but impossible to find without magical means. All attempts to find you with Urban Tracking simply fail outright.

Beginning at 7th level, you can help other creatures to "lay low", but doing so exposes you, allowing a sufficiently skilled seeker to find you. If you aid only one creature, the DC modifier to find your group for "lying low" is +20 instead of +2. If you aid two or three creatures, the DC modifier is instead +15. If you aid from four to seven creatures, the DC modifier is instead +10. If you aid eight or more creatures, the DC modifier is instead +5. Other creatures in your group that also know how to go to ground do not require your assistance and, if they are able, can share the burden of helping the rest of the group.

Targeted Quarry (Ex): Starting at 4th level, you can maintain a target lock even if you cannot see the subject or you do not have line of sight. You know the general direction of your targets, although not their exact location, even when you can't see them. Whenever you are following the tracks of your target, you can make Survival checks to track while moving at full speed without suffering the normal -5 penalty. You take only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking your target.

Target Sweep (Ex): Beginning at 5th level, you can maintain one more target lock at a time than normal (for a total of 2). You can maintain yet another target lock (for a total of 3) starting at 10th level.

Dead or Alive (Ex): Starting at 6th level, you can deal nonlethal damage with weapons that normally deal lethal damage or lethal damage with weapons that normally deal nonlethal damage, both without taking the usual -4 penalty on the attack roll. Additionally, you can choose to deal lethal or nonlethal damage with ranged weapon attacks, also with no penalty.

Skill Mastery: Beginning at 6th level, you become so certain in the use of certain skills that you can use them reliably even under adverse conditions. When making a Gather Information, Listen, Sense Motive, Spot, or Survival check, you may take 10 even if stress and distractions would normally prevent you from doing so.

Prime Shot (Ex): Beginning at 8th level, once per encounter, you can cause an attack you make against a favored enemy to automatically threaten a critical hit. You can decide whether or not to use this ability after determining whether or not you hit, but before rolling for damage. This ability does not apply against targets with cover or concealment.
« Last Edit: July 09, 2017, 10:36:54 PM by Garryl »