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Bountyhunter

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Level Fighter Hit Dice (d10)

8 137,500
9 275,000
10 550,000
11 825,000
12 1,100,000
13 1,375,000
14 1,750,000
15 1,925,000
16 2,200,000
17 2,475,000
18 2,850,000
19 3,025,000
20 3,300,000

Level Bounty Hunter Hit Dice (d8)


1 0
2 2,000
3 4,000
4 8,000
5 16,000
6 30,000
7 55,000
8 100,000
9 175,000
10 290,000
11 425,000
12 550,000
13 660,000
14 880,000
15 1,100,000
16 1,320,000
17 1,540,000
18 1,760,000
19 1,980,000
20 2,200,000

Level Fighter Bounty Hunter(d10)


8 137,500 / 130,000
9 275,000 / 220,000
10 550,000 / 440,000
11 825,000 / 660,000
12 1,100,000 / 880,000
13 1,375,000 / 1,100,000
14 1,750,000 / 1,320,000
15 1,925,000 / 1,540,000
16 2,200,000 / 1,760,000
17 2,475,000 / 1,980,000
18 2,850,000 / 2,000,000
19 3,025,000 / 2,220,000
20 3,300,000 / 2,440,000
Bounty Hunter Prestige Class

Description: The Bounty Hunter is a ruthless mercenary,


worshipping little besides the price on his target's head, recognizing
few laws save the contractual distinction between "kill" and
"capture." He may be found serving the state, capturing criminals
and bringing them to justice; or he may serve the shadowy lords of
the underworld, avenging the twisted honor found among thieves
and criminals. Pursuit of his quarry may take him through a
thousand hostile environments, to foreign lands, even to alien planes.
He is a hunter of men.
The Bounty Hunter's vocation is rigorous and demanding at every
level: physical, psychological, even moral. It requires a sure hand
and a stable mind. To be a Bounty Hunter, a character must
have minimum scores of 11 in every ability except Charisma.
One thing that doesn't really matter to a loner like this is
whether or not people like him. Another pre-requisite is to
have the tracking proficiency.
A further requirement is that the Bounty Hunter be of a non-
lawful alignment. The reasons for this are discussed below.
Role: It is important to draw a distinction between the Bounty
Hunter and the Assassin, for their vocations are similar.
The Assassin is most often part of a larger network or
organization—either a society of Assassins for hire, or a guild or
crime family, or even a government. The Assassin is retained by that
organization to discreetly eliminate its enemies; he is strictly a killer.
The Assassin also is a predominantly urban figure, though his
missions may take him out of that setting on occasion. Most
organizations that have Assassins would deny their existence,
because of the highly illegal and unpopular nature of their activities.
The Bounty Hunter, by contrast, is a lone wolf. He may be
solicited directly by an employer, but more often he simply learns of
a price offered for the body (living or dead) of some person and goes
after him.
While the Assassin requires secrecy and anonymity, the Bounty
Hunter thrives on infamy. Fear leads his prey to make mistakes, and
each such mistake brings the Bounty Hunter one step closer to
success. While an Assassin is often hired to kill relatively normal,
often unsuspecting people, the Bounty Hunter is tracking fugitives—
people who know who's after them, and are therefore exceptionally
desperate and dangerous.
Pursuit of such people may lead the Bounty Hunter to literally any
place, even to other planes of existence (if the prospective reward
will make the venture worthwhile), and so the Bounty Hunter
becomes adept at survival and tracking in all manner of hostile
environments.
Bounty Hunters do not track only fugitives. They may be hired to
perform such tasks as kidnapping, freeing kidnapped persons, or
(especially at lower levels, when they are still developing their skills)
recovering stolen property.
The law and authorities do not always look kindly upon Bounty
Hunters, though they will permit their existence so that they, too,
may benefit from the man-hunters' expertise. For the same reason,
thieves' guilds tolerate the Bounty Hunters, despite the fact that
almost no hunter would ever join their ranks.
Secondary Skills: Any.
Weapon Proficiencies: The Bounty Hunter is permitted the use of any
weapon. As part of his persona and fearsome public image, a Bounty
Hunter will often gain proficiency in a rare or bizarre weapon, such
as the khopesh sword or man-catcher. He gets two weapon
proficiencies every three levels.
Nonweapon Proficiencies: Required: Tracking and Gather
Information. Recommended: Alertness, Animal Handling/Training,
Animal Noise, Boating, Direction Sense, Fire-building, Gather
Intelligence, Herbalism, Hunting, Intimidation, Observation, Riding,
Set Snares, Survival, Trailing. He gets three non-weapon
proficiencies every three levels.
Skill Progression: If the character has thief skills already, he gains
the normal 30 points per level. Characters coming into the class from
non-rogue backgrounds gain a thief's base scores (Pick Pockets
15%,Open Locks 10%, Find/Remove Traps 5%, Move Silently 10%,
Hide in Shadows 5%, Detect Noise 15%, Climb Walls 60%, Read
Languages 0%) and 40 points to distribute among them. After that,
they gain 30 points per level as a regular rogue. Bounty Hunters
make frequent use of almost all thief skills, except perhaps pick
pockets.
Note that "pick pockets" includes all sorts of delicate feats of
manual dexterity, such as slipping poison or a "mickey" into a drink
or concealing a small item on their person. A well hidden weapon can
save a bounty hunter's life in a pinch and a carefully placed, powerful
sedative may save one a great deal of trouble. (To have access to
sedatives or understand their use, a Bounty Hunter must have
herbalism proficiency.)
THACO and Saves: Thaco improves by one for every two levels
starting at second level and saves continue to improve as per original
class.
Equipment: Besides the usual range of thiefly equipment, Bounty
Hunters take interest in items for killing and capturing their prey.
Special items, such as blade boots, death knives, folding bows, and
the like, are sometimes taken as favorite weapons. A rope for holding
or lassoing live prisoners is, of course, vital, and it may also be used
for setting snares. Blinding powder and incapacitating poisons
(paralytic ones or those that make their victim ill and helpless) may
also have value.
Special Benefits: If the bounty hunter is on the trail of a particular
quarry and has done a bit of investigation into their habits and
recent past (A successful gather information in their old
neighborhood or hangouts), he can then gain a +2 at first level and
an additional +1 for every three levels of bounty hunter he has
achieved after that (at 4th, 7th, etc...).
Also, the character who takes this class from a rogue background
continues to gain backstab multipliers as he would normally. A non-
rogue character progresses in that skill as a first level thief would.
Special Hindrances: People recognize bounty hunters easily and if
there is some collateral damage caused by their own actions or that
of their quarry, they will be sure to answer for it. This could range
anywhere from a small fine to execution, depending on the infraction
or damage caused. Because of this, they should always mind their
methods and watch out for innocents lest they have a bounty put on
their own head.
Races: Members of any race could become Bounty Hunters.
Among the nonhumans, however, those of mixed blood (e.g., half-
elves) favor it most, since they are often outsiders, loners not
accepted by either side of their ancestry.

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