Bounty Hunter – 13th Age
Bounty Hunters never start out as such. Their beginnings were typical; ordinary even. Perhaps they earned their keep as a mercenary soldier, or a huntsman or common thief. In time though, natural ability, training or pure ruthlessness set them apart and their path is inevitable in its practicality. They excel at tracking, the art of the ambush and scruples are something that most in their profession utterly lack. The “job” is all that matters and woe to their prey when they are on the hunt.
Play Style: Bounty hunters straddle the line between fighter and rogue in terms of difficulty of play. Ability Scores: Strength and Dexterity are the most important scores for a bounty hunter. Bounty hunters gain a +2 class bonus to Strength or Dexterity, as long as it isn’t the same ability you increase with you +2 racial bonus. Races: Humans, drow and half-orcs are most commonly seen as bounty hunters. Backgrounds: Thief, soldier, mercenary, hunter, criminal, investigator, spy, con artist, assassin, scout.
At 1st level, bounty hunters start with light armor, a melee weapon or two, a ranged weapon or two, and other mundane gear suggested by their backgrounds or a life of someone that typically survives on the edges of polite society. Bounty hunters are motivated by “pay” and as such, start with 1d8x10 gp.
Armor Bounty hunters typically wear light armor for freedom of movement and noise reduction qualities.
Bounty hunter Armor and AC Type Base AC Attack Penalty None 11 – Light 12 – Heavy 13 -1 Shield +1 -1
Bounty hunters come from varied backgrounds but what they all have in common is a particular set of skills; tracking down their quarry, killing it quickly and making their escape unnoticed if at all possible.
Murderous Against staggered enemies, your crit range with bounty hunter attacks expands by 2. Adventurer Feat: You gain a +2 attack bonus against staggered enemies. Champion Feat: Your crit range against staggered enemies expands by 2 (now +4). Epic Feat: Whenever a staggered enemy misses you with a melee attack, it’s vulnerable to your attacks for the rest of the battle.
Quarry Once per battle the bounty hunter may declare any enemy his quarry. The bounty hunter receives a +1 bonus to the escalation die for the duration of the battle against his chosen quarry. Champion Feat: You can now use Quarry twice per battle.
Extra Tough You start with nine recoveries instead of the usual eight. Adventurer Feat: Increase your total recoveries by 1.
Finishing Moves Once per battle the bounty hunter may reroll all 1s and 2s on damage rolls against a staggered enemy, keeping the 1s and 2s as well. Champion Feat: The bounty hunter may now use Finishing Moves twice per battle. Epic Feat: The bounty hunter may now also reroll all 3s on damage rolls, keeping the 3s as well.
First Strike The first time you attack an enemy during a battle, your crit range for that attack expands by 2 (usually to 18+). A mob of mooks counts as a single enemy. Adventurer Feat: The crit range of your First Strike attacks expands by 1 (to +3). Champion Feat: Once per day, deal triple damage with a First Strike crit instead of double damage. Epic Feat: Whenever you hits with a First Strike attack, you can reroll your damage once and use the higher roll.
Lethal Weapon Upon taking this talent, the bounty hunter must choose a single weapon type to be their favored weapon. This cannot be altered at any time. The bounty hunter gains a +1 attack bonus when fighting with their favored weapon. Champion Feat: The bounty hunter may choose a second weapon type for this talent. Epic Feat: The crit range for any attacks used with your favored weapons expands by 1.
Natural Will One battle per day as a quick action, you gain a +2 bonus to your Mental Defense until the end of the battle. Adventurer Feat: You can now use Natural Will in two battles per day. Champion Feat: The bonus increases to +4 Mental Defense. Epic Feat: You can now use Natural Will as a free action when an enemy attacks you.
Sneak Attack Once per round when you make a bounty hunter melee weapon attack against an enemy engaged with one or more of your allies, you can deal +1d4 damage if your attack hits. 2nd level bounty hunter +1d6 damage 4th level bounty hunter +2d6 damage 6th level bounty hunter +3d6 damage 8th level bounty hunter +5d6 damage 10th level bounty hunter +7d6 damage Adventurer Feat: Your Sneak Attack feature also works the first round of combat against enemies with a lower initiative than you. Champion Feat: Your Sneak Attack feature also works against enemies who are confused, dazed, vulnerable to your attack, or weakened. Epic Feat: Once per battle when you miss with an attack that would have allowed you to deal Sneak Attack damage, replace the normal miss damage with your full Sneak Attack damage.
1st Level Maneuvers
A Thing of Beauty Melee attack At-Will (once per battle) Target: One enemy Hit: WEAPON + Strength damage and you gain a bonus to the damage roll equal to the escalation die. At 5th level, the damage bonus increases to double the escalation die; at 8th level the damage bonus triples. Adventurer Feat: You can now use a thing of beauty attack with a ranged attack.
Determined Assault Melee attack At-Will Target: One enemy Attack: Dexterity + Level vs. AC Hit: WEAPON + Dexterity damage and your crit range expands by a cumulative +1 this battle until you score a melee critical hit. When you score a melee critical hit, your crit range drops back to normal. Champion Feat: The crit range bonus from determined assault expands by a cumulative +2 instead pf +1.
Evasive Strike Melee attack At-Will Target: One enemy Attack: Dexterity + Level vs. AC Hit: WEAPON + Dexterity damage, and you can pop free from the target. Miss: Damage equal to your level. Adventurer Feat: If you drop the target with your evasive strike attack, you can pop free from all enemies instead. Champion Feat: If you hit with evasive strike and the natural attack roll was even, you gain a +2 bonus to AC and PD against the next attack that targets you this battle. Epic Feat: If you hit with evasive strike and the natural attack roll was even, you gain a +2 bonus to all defenses against the next attack that targets you this battle.
Marked for Death Melee attack At- Will Target: Your Quarry only Hit: WEAPON + Strength damage and if your target is staggered, you may make a second melee basic attack as a free action. Miss: Damage equal to your level. Epic Feat: Your target does not need to be staggered to make a second melee basic attack.
3rd Level Maneuvers
Slashing Strike Melee attack At-Will Target: One enemy who is not taking ongoing damage Attack: Dexterity + Level vs. AC Hit: WEAPON + Dexterity damage, and if your natural attack roll was even, the targetalso takes 3 ongoing damage. Miss: Damage equal to your level. Adventurer Feat: The ongoing damage increases to 5. Champion Feat: The ongoing damage increases to 10.
Hamstring Melee attack At-Will Target: One enemy that is engaged with an ally Hit: WEAPON + Strength damage and on a natural even hit the target is also vulnerable. Adventurer Feat: On any hit that target becomes vulnerable.
5th Level Maneuvers
Kill Shot Ranged attack Daily Target: Your quarry Attack: Dexterity + Level vs. AC Hit: Weapon + Dexterity damage and if your natural attack roll is even, you can use your Sneak Attack damage for the round. Miss: Damage equal to your level. Champion Feat: If you score a critical hit with Kill shot, the target is also dazed (-4 attack) until the end of your next turn. Epic Feat: As long as one of your allies is engaged with the target, your Kill shot attack rolls no longer need to be even to add your Sneak Attack damage.
Parry At-Will (once per battle) Interrupt action Trigger: You are hit by a melee attack against AC Effect: The attacker must reroll the attack Champion Feat: The power also triggers on a melee attack against PD. Epic Feat: The attack reroll takes a -2 penalty.
7th Level Maneuvers
Pay the Price Daily Melee Attack Trigger: Your quarry misses a melee attack against you Effect: You may make a melee basic attack against the target as a free action. Champion Feat: You can heal using a free recovery as well.
Under Pressure Melee attack At-Will Target: Your quarry Attack: Weapon + Strength damage and your target becomes dazed (-4 attack) until the end of your next turn. Miss: Damage equal to your level. Epic Feat: The target also becomes vulnerable
9th Level Maneuvers
Go for the Kill Daily Free Action Trigger: You hit your quarry with a crit on any melee attack Effect: You may make a second attack as a free action against the same target. Epic Feat: Your target is also vulnerable to your second attack.