Hunters of Artemis {Prestige Class}
As the Assassin’s arrow flew toward the young maiden, another, silver, arrow flew from the darkness and intercepted the assassin’s arrow, splitting it in twain and thudding in the assassin’s chest.
The goddess Artemis swore a vow of virginity when she was born. She then went out in search of maidens like herself, who were tired of their fathers choosing “suitable” husbands for them and wanted to join her hunt. Thus, were the first Hunters of Artemis. Originally, they totaled twenty, and, though there is no limit to the number of hunters, they have stayed small.
The eternal maiden Hunters of Artemis are a legend, and most people believe they do not exist, although any maiden may join. (Technically you can join the Hunt without gaining the prestige class)
Hit Die: d8
Suggested Class: Ranger
Career
Qualifications
In order to become a Hunter of Artemis, you must meet the following criteria:
Alignment: any good
Base Attack Bonus: +5
Feats: Track, Point Blank Shot, Precise Shot, Proficiency with any bow (not crossbows)
Wilderness Lore: 4 ranks
Gender: Female
Special: you must be a virgin maiden as well as have sworn fealty to Artemis and The Hunt, being accepted personally by Artemis or her Lieutenant.
Career Progression
| Class Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special |
|---|---|---|---|---|---|
| 1 | +1 | +0 | +2 | +2 | Timeless Body; Divine Health; Divine Grace; Nature Sense; Animal Companion |
| 2 | +2 | +0 | +3 | +3 | Woodland Stride; Trackless Step; Feat |
| 3 | +3 | +1 | +3 | +3 | Timeless Soul; Immortal Aspect; Resist Nature’s Lure; Fleet of Foot |
| 4 | +4 | +1 | +4 | +4 | Feat; Uncanny Dodge (Dex bonus to AC Favored Enemy |
| 5 | +5 | +1 | +4 | +4 | True Eye |
| 6 | +6 | +2 | +5 | +5 | Safe Poison Use; Feat; Immortal Aspect |
| 7 | +7 | +2 | +5 | +5 | Uncanny Dodge (can’t be flanked) |
| 8 | +8 | +2 | +6 | +6 | Feat; Favored Enemy; Fleet of Foot |
| 9 | +9 | +3 | +6 | +6 | Immortal Aspect (Fey) |
| 10 | +10 | +3 | +7 | +7 | Feat; Uncanny Dodge (+1 against traps Enchant Arrows; True Aim; Improved favored enemy |
Other Benefits
Class Features
Weapon and Armor Proficiencies: Hunters of Artemis are proficient in all simple weapons, all bows, Nets, and Hunting Knives.
Traps: a Hunter can find and disable wilderness traps as a rogue can.
Spells: Hunters can cast spells from the Sun, Healing, Animal, Plant, Good, Moon, and Law domains, as well as Animal Empathy (as a first level spell) as divine spells. (see the spell list). Hunters cast spells as a Druid does.
Timeless Body: A Hunter no longer suffers the penalties of aging and cannot magically be aged. Any penalties she may have already suffered, however, remain in place. Bonuses still accrue and the Hunter still dies when her time is up.
Divine Health: A Hunter is immune to all diseases, including magical diseases such as Mummy rot and Lycanthropy. If a Hunter is already inflicted with a disease when she joins the Hunt, she can choose whether or not to keep the disease.
Divine Grace: a Hunter applies her charisma modifier (if positive) to all saving throws.
Nature Sense: a Hunter can identify plants and animals (their species and special traits) with perfect accuracy. The Hunter can determine whether water is safe to drink or dangerous.
Animal Companion: A 1st-level Hunter may gain an animal companion. This animal is one that the Hunter has befriended with the spell animal friendship.
Woodland Stride: Starting at 2nd level, a Hunter may move through natural thorns, briars, overgrown areas, and similar terrain at her normal speed and without suffering damage or other impairment. However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect the Hunter.
Trackless Step: Starting at 2nd level, a Hunter leaves no trail in natural surroundings and cannot be tracked.
Feat: At 2nd level, and every two levels after (4th, 6th, 8th, etc.), a Hunter can take a feat from the following list, as long as she meets the requirements: Ambidexterity, Dodge (Mobility, Spring Attack), Expertise (Improved Disarm, Improved Trip, Whirlwind Attack), Improved Unarmed Strike (Deflect Arrows, Snatch Arrows),
Mounted Archery, Far Shot, Rapid Shot, Many Shot, Shot on the Run, Quick Draw, Run, Two-Weapon Fighting (Improved Two-weapon Fighting), and Weapon Finesse.
Timeless Soul: at 3rd level, the Hunter ceases to age and will not die of old age. Also, the bonuses associated with old age cease to accrue.
Immortal Aspect: also at 3rd level, the Hunter’s appearance begins to change. Because of her partial immortality, her appearance becomes more like a fey. At third level, she gains a slight, near-imperceptible (Spot DC 30) glow. This glow does not make it easier to see her or around her. At sixth level, she gains more elfish features: pointed ears, fair complexion, and gain +2 to Listen, Search and Spot checks. At Ninth level, her transformation is complete: her type becomes “Fey”, and, if she did not already have it, she gains low-light vision that is twice as good as a human’s in conditions such as torchlight, starlight, and moonlight. She also gains the Nymph’s Blinding Beauty and Unearthly Beauty abilities. Other Hunters of any level are immune to a Hunter’s blinding or unearthly Beauty abilities.
Resist Nature’s Lure: Starting at 3rd level, a Hunter gains a +4 bonus to saving throws against the spell-like abilities of fey.
Fleet of Foot: at third level and every five levels thereafter (8th, 13th, 18th, etc.), the Hunter gains
+10 ft. to her speed, and +5 competence bonus to Move Silently and Reflex saves.
Uncanny Dodge: At 3rd level and above, the Hunter retains her Dexterity bonus to AC if caught flat-footed or struck by an invisible attacker.
At 6th level, the Hunter can no longer be flanked. The exception to this defense is that a rogue at least four levels higher than the Hunter can still flank.
At 9th level, the Hunter gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. At 12th level, and every three levels thereafter (15th, 18th, 21st, etc.), these bonuses rise by +2.
A Hunter with uncanny dodge from another class’ abilities roll over.
Favored Enemy: At 4th level, a Hunter may select a type of creature as a favored enemy. (A Hunter cannot select her own race as a favored enemy.) Due to her extensive study of her foes and training in the proper techniques for combating them, the Hunter gains a +1 bonus to Bluff, Listen, Sense Motive, Spot, and Wilderness Lore checks when using these skills against this type of creature. Likewise, she gets the same bonus to weapon damage rolls against creatures of this type. A Hunter also gets the damage bonus with ranged weapons, but only against targets within 30 feet (the Hunter cannot strike with deadly accuracy beyond that range until tenth level when the range limit is recinded). The bonus doesn't apply to damage against creatures that are immune to critical hits.
At 8th level and at every four levels thereafter (12th, 16th, 20th, etc.), the Hunter may select a new favored enemy, and the bonus associated with every previously selected favored enemy goes up by +1. If she had a Favored Enemy class feature before becoming a Hunter (such as from the Ranger class), this ability also improves.
| Type | Example |
|---|---|
| Animal | Bear |
| Beast | Owlbear |
| Magical Beast | Displacer Beast |
| Plant | Shambling Mound |
| Vermin | Giant Spider |
| (Level 10+) | * |
| Outsider Type | Celestial |
| Insider Type | Elemental |
| Transider Type | Seelie |
| Materisider Type | Dragon |
| Lycanthrope | Werewolf |
*You cannot choose "Outsider," "Insider," "Transider," or "Materisider" as your favored enemy, you must choose a more specific subtype/type.
True Eye: at 5th level, a Hunter gains the feats deflect arrows and snatch arrows. Also, the Hunter is not affected by the spell Blur.
Safe Poison Use: at 6th level, a Hunter can use poison without any chance of poisoning herself.
Enchant Arrows: if a tenth-level hunter fires a non-magical arrow, it gains a +4 bonus. This bonus increases by +2 every five levels (15th, 20th, 25th, etc.).
True Aim: at tenth level, a Hunter shoots so true that if she makes a reflex save (DC 20) she can intercept another projectile. She can intercept as many projectiles at a time as she can shoot arrows at once. Also, her base Critical Threat range becomes 16-20/x3 with all bows and Hunting Knives.
Armor: a huntress who fights with light or no armor can fight with two weapons as if she possessed the two-weapon fighting feat and the ambidexterity feat. Also, if she is wearing light or no armor, she can fight unarmed as if she had the Improved Unarmed Attack feat and deals normal damage with her unarmed attack.
Spells
Spells/Day
| Class Level | 1st-Level Spells | 2nd-Level Spells | 3rd-Level Spells | 4th-Level Spells |
|---|---|---|---|---|
| 1 | 0 | - | - | - |
| 2 | 1 | - | - | - |
| 3 | 1 | 0 | - | - |
| 4 | 1 | 1 | - | - |
| 5 | 1 | 1 | 0 | - |
| 6 | 2 | 1 | 1 | - |
| 7 | 2 | 1 | 1 | 0 |
| 8 | 2 | 2 | 1 | 1 |
| 9 | 2 | 2 | 1 | 1 |
| 10 | 3 | 2 | 2 | 1 |
Spell List
1st-level spells – Animal Friendship, Calm Animals, Cure Light Wounds, Endure Elements, Entangle, Light, Protection from Chaos, Protection from Evil
2nd – Aid, Augury, Barkskin, Calm Emotions, Cure Moderate Wounds, Heat Metal, Hold Animal
3rd – Animate Dead, Cure Serious Wounds, Dominate Animal, Magic Circle against Chaos, Magic Circle against Evil, Plant Growth, Searing Light
4th – Control Plants, Cure Critical Wounds, Fire Shield, Holy Smite, Lightning Bolt, Order's Wrath, Repel Vermin
Hit Die: d8
Class Skills
The following are the class skills (and the key ability for each skill):
Animal Empathy (Cha), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Disable Device (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intuit Direction (Wis), Jump (Str), Knowledge (all skills taken individually) (Int), Listen (Wis), Move Silently (Dex), Read Lips (Int), Scry (Int), Sense Motive (Wis), Speak Language (Int*), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex), Wilderness Lore (Wis), and either Alchemy (Int), Ride (Dex), or Search (Int).
*each rank garners a new language to the character.
Skill points at each level: 8 + Int modifier
Hierarchy
The Hunters of Artemis are a meritocracy that have only a rank of Lieutenant. The Lieutenant is Artemis’ right-hand woman that takes her place as leader in her absence. When the Hunters split into two groups, Artemis is in charge of one and the Lieutenant is in charge of the other. Artemis arbitrarily picks her lieutenant, but it usually comes from the ranks of 10th or higher level Hunters. Other than the lieutenant and Artemis, the Hunters organically fall into following the orders of the more experienced Hunters.
Ex-Hunters
Hunters that Cease to be good are typically exiled in disgrace. Hunters that lose their virginity are a different matter, though. It is truly up to Artemis and her decision bases it on the circumstances. Oftentimes, Ex-Hunters will join the Amazons.
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