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Hunter

Warriors of the wilds who fight alongside a trusted animal companion as a team of two, casting nature spells and taking on the aspects of beasts.
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:** d8. **Parent Classes:** Druid and ranger.
Fort good Ref good Will poor
Climb Craft Handle Animal Heal Intimidate Knowledge (Dungeoneering) Knowledge (Geography) Knowledge (Nature) Perception Profession Ride Spellcraft Stealth Survival Swim

Weapons: Simple Martial

Armor: Light Armor Medium Armor Shields (Except Tower)

A hunter is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields). A hunter who wears prohibited (heavy) armor or wields a tower shield is not automatically penalized by the class, but druidic archetype restrictions may apply.

Type: Spontaneous (Divine)

Casting Ability: WIS

Progression: Three_Quarters

Spells Known: Three_Quarters

Casts cantrips/orisons at will, not counted against spells prepared/known.

Animal Companion (unlocks at level 1)

Precise Companion (unlocks at level 2)

Teamwork Feat (unlocks at level 3)
Teamwork

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).

Spell Casting Level 1 N · Spellcasting Chassis

A hunter casts divine spells drawn from the druid and ranger spell lists. Only druid spells of 6th level and lower and ranger spells are considered part of the hunter spell list. If a spell appears on both lists, the hunter uses the lower of the two spell levels.

To learn or cast a spell, a hunter must have a Wisdom score equal to at least 10 + the spell's level. The DC for a saving throw against a hunter's spell is 10 + the spell's level + the hunter's Wisdom modifier. A hunter can cast only a certain number of spells of each level per day (Table: Hunter), plus bonus spells for a high Wisdom score.

A hunter's spell selection is extremely limited. She begins play knowing four 0-level spells and two 1st-level spells, gaining more as shown on Table: Hunter Spells Known; this number is not affected by Wisdom. She automatically adds all summon nature's ally spells to her spells known as soon as she can cast them. At 5th level and every 3 levels after, she may swap one known spell for another of the same level (never a summon nature's ally spell).

A hunter need not prepare spells in advance and can cast any spell she knows using an available slot of that level.

Orisons Level 1 F · Gated Unlock

Hunters learn a number of orisons, or 0-level spells, as noted on Table: Hunter Spells Known. 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 Level 1 M · Drawback / Trade

A hunter can't cast spells of an alignment opposed to her own or her deity's. Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

Animal Companion Level 1 I · Companion Entity

At 1st level, a hunter forms a bond with an animal companion, chosen from any of the animals available to a druid. This ability functions like the druid animal companion ability (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.

A hunter and her companion fight as a team; the hunter can direct her companion's actions and takes advantage of its natural strengths.

Animal Focus Level 1 C · Uses-Per-Day Ability

At 1st level, a hunter can take on the aspect of an animal as a swift action, gaining a bonus or special ability based on the animal emulated and her hunter level. She can use this ability for a number of minutes per day equal to her level, in 1-minute increments (not necessarily consecutive), emulating only one animal at a time.

The hunter can also apply one aspect to her animal companion; that aspect has no duration (lasting until she changes it) and does not count against her minutes per day. She can select or change both foci as part of the same swift action. If the companion is dead, the hunter can apply the companion's aspect to herself in addition to her own.

Bat: darkvision 60 ft. (+30 ft. at 8th; blindsense 10 ft. at 15th). Bear: +2 enhancement Constitution (+4 at 8th, +6 at 15th). Bull: +2 enhancement Strength (+4 at 8th, +6 at 15th). Falcon: +4 competence Perception (+6 at 8th, +8 at 15th). Frog: +4 competence Swim and Acrobatics to jump (+6 at 8th, +8 at 15th). Monkey: +4 competence Climb (+6 at 8th, +8 at 15th). Mouse: evasion (improved evasion at 12th). Owl: +4 competence Stealth (+6 at 8th, +8 at 15th). Snake: +2 attack and +2 dodge AC on attacks of opportunity (+4 at 8th, +6 at 15th). Stag: +5 ft. enhancement base land speed (+10 ft. at 8th, +20 ft. at 15th). Tiger: +2 enhancement Dexterity (+4 at 8th, +6 at 15th). Wolf: scent 10 ft. (20 ft. at 8th, 30 ft. at 15th).

Ward aspects (Wonders of the Wild): a hunter within range of an unclaimed kami ward may use a ward aspect (Road, Shrine, Tree, Waymarker, Well) in place of a normal aspect; ward aspects cannot be applied to a companion.

Nature Training Level 1 F · Gated Unlock

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 Level 1 E · Scaling Numeric Track

A hunter can improve the initial attitude of an animal. This 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. The typical domestic animal has a starting attitude of indifferent, wild animals unfriendly.

The hunter and the animal must be within 30 feet under normal conditions, and influencing an animal generally takes 1 minute. She can also influence a magical beast with an Intelligence score of 1 or 2, at a -4 penalty.

Precise Companion Level 2 H · Bonus Feat Channel

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

Track Level 2 E · Scaling Numeric Track

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

Hunter Tactics Level 3 F · Gated Unlock

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 Level 3 H · Bonus Feat Channel

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

As a standard action, the hunter can swap the most recent bonus teamwork feat for a new one (meeting its prerequisites) a number of times per day equal to her Wisdom modifier (minimum 1). Older teamwork feats become permanent when a new one is gained.

Woodland Stride Level 5 F · Gated Unlock

Starting at 5th level, a hunter and her animal companion may move through any sort of undergrowth at their normal speed and without taking damage or other impairment. Magically manipulated thorns and briars still affect them.

Bonus Tricks Level 7 E · Scaling Numeric Track

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.

Second Animal Focus Level 8

↪ builds on Animal Focus

At 8th level, whenever a hunter uses her animal focus ability she selects two different aspects for herself instead of one, and can assign two aspects to her companion instead of one. The second companion aspect does not count against her minutes per day.

Swift Tracker Level 8 F · Gated Unlock

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

Raise Animal Companion Level 10 F · Gated Unlock

At 10th level, a hunter gains raise animal companion as a spell-like ability, not restricted to her own companion. Using it gives the hunter a permanent negative level that cannot be overcome by any means but ends automatically after 24 hours. At 16th level it functions as resurrection instead of raise dead.

Speak with Master Level 11 F · Gated Unlock

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

One with the Wild Level 17 F · Gated Unlock

At 17th level, animals of approximately the same type as any of the hunter's current animal foci will not willingly attack the hunter or her companion unless magically compelled or attacked first. The hunter and her companion can demoralize such animals as a swift action, rolling 1d20 and adding the hunter's level and Charisma modifier as the Intimidate check result.

Master Hunter Level 20 F · Gated Unlock

At 20th level, a hunter can always move at full speed while using Survival to follow tracks without penalty. Additionally, each day when she regains her spell slots she chooses one animal focus to be active on herself for the entire day, in addition to using her animal focus class ability.

Class Info
Hit Die
d8
Spellcasting
Spontaneous (Divine)
Skills/Level
6 + Int
Source
Advanced Class Guide
Attribution
Publisher
Paizo Inc.
Contributor
eco_the_exploiter
License
OGL-1.0a
Added to the library
by eco_the_exploiter on Sept. 8, 2026
Derived From
Hunter (Advanced Class Guide)

Derived from the Hunter (Advanced Class Guide), used as Open Game Content under the OGL-1.0a. The game-mechanics content of this derivative work is designated as Open Game Content, contributed by eco_the_exploiter. Product Identity of the original publisher is reserved by its owner and is not claimed here.

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OGL 1.0a Notice. Pathfinder-derived Open Game Content on this page is used under the Open Game License v1.0a and Section 15 notice.