Prime Requisite: DEX
Requirements: STR 9, DEX 9, CON 9
Hit Dice: 1d6
Maximum Level: 11
In the savage lizard-tribes of Mala, the most basic social function is that of the Hunter - an aguile stalker of prey who also, in times of dire need, doubles as a warrior in protection of his or her tribe. Some of the more civilized Lizardmen of Punt also follow this pursuit - either as hunters for pleasure and profit or as rouges who lives in the cracks of Cibola's rich, but corrupt, society. Unarmoured, stealthy and utterly deadly when attacking from ambush, the Lizardman Hunter is a light-footed warrior well-suited to the adventuring life.
In ACKS-PC terms, a Lizardman Hunter is Lizardman 2, Hit Die 1, Fighting 1 (2 due to the Lizardman bonus), Thievery 2, Divine 0, and Arcane 0 (I'll detail the custom powers later). He can go up to level 11. He needs 2,400 XP to rise to Level 2.
Lizardman Hunters are excellent combatants, though lightly armoured ones. At first level, Lizardman Hunter hit an unarmored foe (AC 0) with an attack throw of 10+. Like fighters, they advance in attack throws and saving throws by two points every three levels of experience. Lizardman Hunters also increase their base damage roll from missile and melee attacks by +1 at 1st level and by an additional +1 at 3rd, 6th and 9th.
Agile and sneaky combatants as they are, they may not wear any armour at all, but do enjoy a natural armour of AC 3 due to their Thick, Scaly Hides. They may use swords, daggers, spears, polearms and all missile weapons, may fight in any style and may cleave.
Like all Lizardmen, Hunters may use their Fangs and Claws in combat. In lieu of attacking with a normal weapon, the character can initiate an attack routine consisting of two claw attacks and one bite attack. The claws deal 1d3-1 damage each, while the bite deals 1d8 damage. Both the claw and bite damage will be modified by the character’s STR adjustment and damage bonus. When the character reaches 5th level, these natural weapons become capable of harming creatures only harmed by magical weapons. Lizardmen cannot use their fangs and claws while wielding weapons or using shields.
Also, as all Lizardmen, Hunters are excellent swimmers with a swimming movement rate of 120' per turn, and can hold their breath for 1 turn (10 minutes) without harm. When attacking with surprise, their Predatory Nature allows them to get a +4 bonus on attack throws and deals double damage on the attack. Their Natural Camouflage allows them to seemingly disappear into woods and underbrush with a proficiency throw of 3+ on 1d20. In dungeons, if the character is motionless and quiet in cover, they can escape detection with a proficiency throw of 14+ on 1d20, or use their Move Silently and Hide in Shadows rolls, whichever is better.
Lizardmen are used to live amongst their own people in hot, humid Punt and Mala. In human society, however, they are Alien. They suffer a -2 penalty to the reactions, loyalty, and morale of humans they interact with. Conversely, they get a +2 bonus to the reactions, loyalty, and morale of fellow Lizardmen.
Lizardmen Hunters may Move Silently, Climb Walls, Hide in Shadows, Hear Noise and Backstab like a Thief, as shown in the table below. The bonus for their Hunter's Senses is already factored in the throws given in the table.
Lizardmen Hunters enjoy keen Hunter's Senses, giving them a +4 bonus on any proficiency throws to hear noises and detect secret doors (already factored into their Hear Noise throw). With a proficiency throw of 18+ they can notice secret doors with just casual observation. They also gain a +2 bonus to avoid surprise. In the wild, as skilled trackers, they Avoid Getting Lost - Parties guided by the character gain significant advantages on wilderness adventures. Any time the Hunter’s party is in country familiar to him, they get a +4 bonus on proficiency throws to avoid getting lost. Lizardman Hunters are also Naturally Stealthy, giving their opponents a -1 penalty to surprise rolls when encountering the character. Finally, as skilled hunters, they have the Sniping proficiency, allowing them to inflict Backstab damage to an unaware target up to Short range.