ROGUE-ASSASSIN KIT Bounty Hunter Description: At first glance, Bounty Hunters often seem to be soft-spoken, rather nondescript characters who are a bit out of place amongst a group of adventurers. Their drab and purposefully plain demeanor is only a facade, however, concealing keen senses, a shrewd mind, and remarkable insight. A few innocuous questions enable them to distinguish friend from foe and fact from fiction. Only their closest friends may realize the extent of their expertise, and that is just the way they like it. Bounty Hunters serve as spies, informants, and interrogators, and they also are able to make a good living hunting down and capturing humans and demi-humans for posted rewards. Unlike typical Assassins, Bounty Hunters focus more on the tracking and live capture of their prey, rather than simply slaying them. Bounty Hunters' mastery of stealth makes them deadly opponents. They avoid drawing attention to themselves, seldom speaking unless directly addressed, then responding succinctly and without elaboration. They avoid small talk and socializing, suppressing their emotions so that their decisions aren't colored by them. Requirements: In addition to standard Assassin class requirements, a Bounty Hunter must have Strength of at least 13 (as they sometimes are forced to physically overpower their foes) and Dexterity of at least 14. Unlike typical Assassins, Bounty Hunters can be of any alignment. In addition, full-blooded elves and halflings can become Bounty Hunters (whereas they cannot become standard Assassins). Weapons & Armor: Bounty Hunters share the same weapon and armor restrictions as typical Assassins, though again preferring to take proficiency in small, quick, and easily concealable weapons (especially those with speed factor of 4 or less). However, because of their utility in a Bounty Hunter's profession of finding and capturing people, at least half of his or her weapon proficiencies must be taken from the following list, until all are known: aklys, bolas, chain, garrote, lasso, mancatcher, net, sap, whip. When using any of these latter weapons, a Bounty Hunter gains a +1 bonus to hit and has double the normal chance of entangling or impeding an opponent or his or her weapon. A Bounty Hunter of 7th level or above can also opt to spend weapon proficiency slots to specialize in the use of one or more of these weapons (allowing him or her to gain multiple attacks as a Fighter of equal level), though he or she can never exceed the level of Expert specialization in any of them. Thief Abilities and Modifiers: Climb Walls, Detect Noise, Escape Bonds, Forge Document, Hide in Shadows, Move Silently Special Benefits: A Bounty Hunter's Back Protection and Masquerade abilities are identical to those of a typical Assassin, but their Assassination and Backstab abilities are somewhat different. With a successful Assassination attempt, a Bounty Hunter does not force his or her victim to save to avoid death; instead, a failed saving throw results in the victim being knocked unconscious for 2d8 turns. In addition to these modified Assassin abilities, a Bounty Hunter gains the following special skills: Improvised Attack: Once per combat encounter, a Bounty Hunter can attempt an unorthodox and unexpected combat maneuver; the more unusual the maneuver, the greater its chance of success. An Improvised Attack need not be made with a weapon, depending on how the attack is described by the player--such as pulling the rug out from under an enemy's feet, whipping his or her cloak around an enemy's weapon arm, or even putting a bag over the target's head. Regardless of whether a weapon is used or not, the Bounty Hunter must describe how he or she will attempt the attack in order to achieve one of the following results: - Blind (the target's vision is blocked, though a new save can be attempted each round to shake off the effects) - Disarm (the target's weapon is either trapped and cannot be freed without a successful Open Doors roll) - Immobilize (the target is entangled and cannot get free without a successful Open Doors roll) An Improvised Attack requires an attack roll by the Bounty Hunter, though the attack is made against AC 10, modified only by magical and Dexterity bonuses (e.g., a fighter in plate mail +2 with no shield but a 15 Dexterity would be AC 7 vs. an Improvised Attack, rather than AC 0). If the attack roll indicates a hit, the target must save vs. petrification, modified by his or her Dexterity bonus (unless surprised, in which case the Dexterity bonus is lost and an additional -2 penalty applies) and positively or negatively by the difference between the Bounty Hunter's level and the target's level. Other modifiers may apply at the DM's option, based on how well the described attack form could plausibly work; the save is automatic if the method of attack is completely inadequate for the situation (e.g., trying to Blind a giant or dragon by throwing a bowl of oatmeal into its eyes--unless, of course, the Bounty Hunter can reach the creature's face, in which case it might work). An Improvised Attack counts as a 'free action' for a Bounty Hunter if it succeeds; if the attempt fails (either because of a failed attack roll or a successful saving throw), the Improvised Attack counts as an action for the Bounty Hunter that round. Interrogation: Bounty Hunters are very skilled at interrogating prisoners and wangling information out of NPCs through subtle probing as well as sometimes brutal intimidation, and they combine this verbal aspect with careful attention to nonverbal cues as well as close observation of the individual's style of dress, manner of speech, equipment carried, and so on. Through the use of this skill, a Bounty Hunter can learn a great deal about any intelligent NPC with whom they can communicate. Interrogation requires a one full round of conversation with the NPC for each piece of information a Bounty Hunter wishes to learn. The chance of success of this ability is 10% + 5% per level of the Bounty Hunter, and a successful roll allows the him or her to learn one of the following pieces of information that round: - Character class (including subclass and kit) - Character level (this will be correct to within 2 levels, though exact information is not revealed) - Character race/nationality/place of origin (culture, nation, and sometimes even city of origin) - Concealed items (including general size, location, and type of hidden weapons or caches of stuff on a person (e.g., hidden within or beneath clothing, stashed within easy reach beneath a table nearby), though not contents of a container (e.g., a scroll case hidden in the lining of a backpack might be noted, but not what is inside the main section of the backpack nor what is inside the scroll case)) - Hostile intentions (level of hostility--low, medium, or high--toward the Bounty Hunter and any allies) - Social class/occupation (general profession, though not place of employment or specific title) - Moral or ethical alignment (one alignment element per successful check, requires 1d6 rounds) - Whether the NPC is lying (If the NPC believes that what is being said is true, the Bounty Hunter will perceive him or her as being truthful; it does not separate out lies, truths, and half-truths woven together in conversation, but it does reveal whether an NPC is intentionally not telling the truth) Note that it is possible for a Bounty Hunter to attempt to learn these pieces of information through simple observation of the target (i.e., without conversing with him or her), though in this case the chance of success is halved. Additional checks can be made with further time spent observing the mark, with an additional piece of information gained with each successful roll. Note that further attempts to recheck for the same piece of information will always give the same result as the original check. If the check is failed, no information is gained. If a natural 96 or higher is rolled, the Bounty Hunter has badly misjudged the mark in some way. If the Bounty Hunter attempts to assess a disguised target, the skill roll is penalized by 25% (50% for a magical illusion), but a successful check indicates that the Bounty Hunter sees through the disguise and gets a true assessment. If the roll would have succeeded but for the penalty, then the Bounty Hunter is able to determine that the subject is disguised but cannot gain additional information. Knockout: If a Bounty Hunter is wielding a blunt weapon, he or she can attempt a knockout blow against a target not more than twice his or her own height. The Bounty Hunter must make a called shot to the head, applying a -8 penalty on the to hit roll (note that an unarmored head is only AC 10). If the Thief scores a hit, the blow inflicts half normal damage and half temporary damage (temporary damage is regained with a full turn of uninterrupted rest) and the victim must save vs. petrification or be rendered unconscious for 2d8 rounds. The victim's saving throw should be modified (positively or negatively) by the difference between the his or her level and the Bounty Hunter's level. Tracking: A Bounty Hunter has the Tracking ability of a Ranger of equal level (i.e., with no initial penalty to his or her proficiency score and gaining a +1 bonus for every 3 levels of experience), and they can Track at full normal value in all settings. Special Hindrances: As noted above, a Bounty Hunter's Assassination ability does not produce instant death, but rather unconsciousness. Bounty Hunters are also less skilled the areas of Backstab attacks and Poison Mastery than typical Assassins. A Bounty Hunter can make a Backstab attack but does so at his or her actual level (i.e., not doubled as for an Assassin). Bounty Hunters are also not as skilled in the use of poison as typical Assassins, gaining Poison Mastery as an Assassin of half their actual level (i.e., manufacture of poisons is not learned until 4th level, and new poisons are learned only every two levels thereafter). Non-evil Bounty Hunters will tend to learn only nonlethal poisons and poison antidotes, especially paralytic or incapacitating poisons for use in trapping their prey. In addition to these differences, Bounty Hunters are loners by nature, even more so than are most Assassins, and they will never have more than a single henchman or hireling at any one time. They are easy to pick out as rootless drifters with an air of menace about them, penalizing NPC reactions by 1. This penalty is doubled to a -2 penalty for creatures whose alignments are significantly different from the Bounty Hunter--i.e., at least 2 steps away on the alignment chart, such as LG vs. CG, LG vs. N, and so on)--they tend to step very carefully around a Bounty Hunter, for fear that they might be his or her next target. Bounty Hunters also tend to develop a reputation for their ruthless efficiency, and there is a base chance of 10% + 2% per level of the Bounty Hunter in any given situation that someone will be able to recognize the Bounty Hunter (assuming that he or she is not in disguise or using his or her Masquerade ability). The results of someone recognizing the Bounty Hunter depend entirely on the situation, ranging from offering a reward to offering a job or simply buying him or her a drink (assuming they have a reason to be positively inclined toward the Bounty Hunter), or perhaps to trying to slip poison into his or her drink or selling the Bounty Hunter out to his or her enemies (including friends, allies, or relatives of people taken in by the Bounty Hunter). Bonus Proficiency: Tracking Required Proficiencies: Disguise, Herbalism, Observation, Voice Mimicry Preferred Proficiencies: Acting, Alertness, Awareness, Blind-fighting, Camouflage, Etiquette, Grooming, Intimidation, Language (Modern), Persuasion, Reading/Writing, Signaling, Sixth Sense, Trail Marking, Trail Signs, Trailing