Hunter

HUNTER GUIDE AND BUILDS
Hunters are ranged strikers with control ability and a pet which defends for them. They can choose which of these abilities to emphasize.

CLASS TRAITS
Role: Striker

Power Source: Martial

Key Abilities: Agility, Intellect

Armor Proficiencies: Cloth, leather

Weapon Proficiencies: Simple melee, military melee, simple ranged, military ranged

Bonus to Defenses: +2 Reflex

Hit Points at First Level: 12 + Stamina Score

Hit Points per Level Gained: 5

Healing Surges per Day: 6 + Stamina modifier

Trained Skills: Nature and choose 4 from the class skills list: Acrobatics (Agi), Athletics (Str), Endurance (Sta), Heal (Int), Nature (Int), Perception (Int), Stealth (Agi)

CLASS FEATURES:
HUNTER'S MARK: Once per round you can designate the nearest foe as your mark as a minor action. The mark remains in effect until the target dies or you designate another target. Note that hunter's mark is not a true mark, it has only the effects listed here and stacks with other classes marks. Once per round when you hit a marked target with an attack that does damage you can inflict an extra 1d6.

ASPECT: Select an aspect after each short rest, you retain that aspect until your next short rest.'''  Aspect of the Monkey:''' You receive a +2 to AC and Reflex.

Aspect of the Hawk: You do +2 damage wielding ranged weapons.

Aspect of the Cheetah: You and your party long distance travel speed is increased by 1.

Aspect of the Viper: You get +1 to attacks when wielding ranged weapons.

Aspect of the Beast: You get a +2 to stealth and are untrackable.

PET: You have a pet that accompanies you.

LEVEL 6 UTILITY POWERS
Disengage - move backward, remove mark

Flare - exposes hidden and invisible foes

CLASS TALENTS
Careful Aim: +1 to hit with ranged weapon attacks.

Improved Hunter's Mark: bonus damage from hunter's mark is d8 instead of d6.

Mortal Shots: +1 to damage rolls with ranged weapons.

Piercing Shots: Steady Shot and Aimed Shot ignore 5 points of resistance.

Master Marksman: +1 to hit if your target has your hunter's mark.

Hawk Eye: Increases the range of your ranged weapons by your Intellect modifier.

Surefooted: Add your Agility modifier to saving throws vs slow and immobilize.

Deflection: +1 to AC and Reflex when holding a melee weapon with which you are proficient.

Master Tactician: When you hit a foe with a ranged attack you get a +1 tactics bonus to hit that foe until the end of your next turn (this bonus does not stack with itself).