Sunday, October 20, 2013

Updated Lizardman Hunter

Prime Requisite: DEX
Requirements: STR 9, DEX 9, CON 9
Hit Dice: 1d6
Maximum Level: 12

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 0 (1 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 1,750 XP to rise to Level 2.

Lizardman Hunters are good combatants, though unarmoured ones. At first level, Lizardman Hunter hit an unarmored foe (AC 0) with an attack throw of 10+. Like Thieves, they advance in attack throws and saving throws by two points every four levels of experience.

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 any one-handed melee weapon and all missile weapons, and may only fight in the One-Handed Weapon style.

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 1d6-1 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.

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 +1 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. Finally, as skilled hunters, they have the Sniping proficiency, allowing them to inflict ranged Backstab damage to an unaware target up to Short range.

When a Lizardman Hunter attains 9th level (Lizard Warden), he can establish a Hunting Lodge in the Borderlands or Wilderness, and 2d6 Lizardman Hunter apprentices of 1st level will offer to work for him. If hired, they must be paid standard rates for ruffians. Some Lizardman Hunters use these followers to start a gang of highwaymen and smugglers, expanding their wealth through mostly illegitimate channels. Others use this for hunting ferocious beasts. Except as noted, a Lizardman Hunter's Hunting Lodge follows the rules for hideouts detailed in the Hideouts & Hijinks section of Chapter 7 of ACKS.

Lizardman Hunter Proficiency List: Ambushing, Animal Husbandry, Blind Fighting, Climbing, Combat Trickery (disarm, incapacitate, knock down), Eavesdropping, Endurance, Fighting Style, Land Surveying, Mapping, Mountaineering, Naturalism, Navigation, Passing Without Trace, Precise Shooting, Riding, Running, Skirmishing, Survival, Swashbuckling,Tracking, Trapping, Wakefulness, Weapon Finesse, Weapon Focus.

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