Bloodbonded Hunter Class Features

Chosen Prey
Bloodbonded Hunter Class Feature
You focus on a single opponent, allowing you and your beast to prey upon its weaknesses.
At-WillMagic, Investiture, Awareness, Visual
Minor ActionMelee
Target: The nearest creature to either you or your beast
Effect: You designate the target as your prey. Once per round, you may deal 1d6 extra damage to your prey when you hit it with an attack. You choose whether or not to apply the extra damage after your attack has been rolled, but before your damage has been rolled. The damage is of the same type or types as the triggering attack.
Level 11: 2d6 extra damage.
Level 21: 3d6 extra damage.
Special: You may only use this power once per turn. If you use this power to designate a new target, the previous target is no longer your prey.

Beast Companion: You gain a beast companion, from one of the following categories of predator: Aquatic, Burst, Charging, Climbing, Flying, Lumbering, Pack, or Stalking. These categories do not describe specific animals, but rather groups of themed animals. You choose what your specific animal is, but all companions are Medium size. Your companion is considered a creature and an ally and can be targeted by powers and effects. You and your companion are treated as separate creatures.

Your companion doesn’t usually act independently; it acts on your turn as you direct it, using your actions. Your companion must be able to see or hear you to be commanded. If you don’t issue commands to your beast, it remains where it is, as long as you are conscious and present in the scene. If you aren’t present or are unconscious, your companion acts independently of your actions in any manner you choose. If you are present but incapable of commanding your beast, it spends each of its turns moving as far as it can towards you, choosing the safest route possible. Once it is adjacent to you, it can act independent of your actions in any manner you choose.

As a standard action, you can direct your companion to make a melee basic attack; this attack uses the companion’s attack bonus and base damage, and targets GD, and has a damage type appropriate to your specific companion. As a standard action, your companion or both you and your companion go on total defense. As a move action, your companion or both you and your companion may each a move action. As an immediate interrupt, you may command your companion to make an opportunity attack against a creature that would provoke an opportunity attack from it. As a minor action, you may command your companion to take a minor action. As a minor action, you may spend a healing surge while adjacent to your companion and your companion heals as if it had spent a healing surge. When you spend your second wind, your companion may use its second wind as well.

You gain any subtype keywords appropriate to your companion. For example, Ursine for a Bear, Canine for a Wolf, Insect for a Wasp, Reptile for a Crocodile, and so on.

Each companion has certain base statistics, modified by their type: 12 Strength, 12 Constitution, 12 Dexterity, 6 Intelligence, 12 Wisdom, 6 Charisma, speed 5, GD 12 + level, Fortitude 10 + level, Reflex 10 + level, Will 10 + level, Level + 2 attack bonus, d8 base damage, 14 base hit points, +8 HP per level, 2 healing surges. The modifications of each category are listed below:

  • Aquatic Predator: +2 Str, +2 Con, +4 Dex, swim 5, +2 GD, +2 Fort, +3 Ref, +2 Will, +2 attack, add Dex modifier to basic attack damage roll, add both Str and Dex modifier to opportunity attack damage roll, trained in Stealth. Crocodiles, Frogs, or Water Beetles are archetypical Aquatic Predators.
  • Burst Predator: +4 Str, +2 Con, +4 Dex, +1 speed, +3 GD, +2 Fort, +2 Ref, +2 attack, add Str modifier to basic attack damage rolls, +2 bonus to attack rolls of opportunity attacks, trained in Athletics and Endurance. Lizards, Serpents, and Scorpions are archetypical Burst Predators.
  • Charging Predator: +4 Str, +3 Con, +2 Dex, +1 speed, additional +2 speed when charging, +2 GD, +2 Fort, +2 Will, +2 attack, add Str modifier to basic attack damage rolls, +2 to damage rolls when charging, trained in Endurance. Boars, Bulls, and Gorillas are archetypical Charging Predators.
  • Climbing Predator: +2 Str, +4 Dex, +1 speed, climb 6 (clinging), +2 GD, +1 Fort, +2 Ref, +2 Will, +2 attack, add Dex modifier to basic attack damage rolls, trained in Athletics and Stealth. Spiders and Monkeys are archetypical Climbing Predators.
  • Flying Predator: +6 Dex, speed 2, fly 7 (hover), +2 GD, +4 Ref, +2 Will, +3 attack, d6 base damage, Dex modifier to basic attack damage rolls, 12 base HP, +6 HP per level, trained in Perception. Eagles, Hawks, Bats, and Wasps are archetypical Flying Predators.
  • Lumbering Predator: +4 Str, +2 Con, +2 Fort, +2 Will, d12 base damage, Str modifier to basic attack damage rolls, 16 base HP, +10 HP per level, trained in Athletics and Endurance. Bears, Toads, and Beetles are archetypical Lumbering Predators.
  • Pack Predator: +2 Str, +2 Con, +2 Dex, +2 Wis, +2 speed, +2 GD, +2 Fort, +2 Ref, +3 Will, +2 attack, Str modifier to basic attack damage rolls, Wis modifier damage bonus when attacking a target granting combat advantage, trained in Endurance and Perception. Ants and Wolves are archetypical Pack Predators.
  • Stalking Predator: +2 Str, +4 Dex, +2 Wis, +2 speed, +2 GD, +1 Fort, +3 Ref, +4 Dex, +2 Wis, Dex modifier to basic attack damage rolls, trained in Athletics and Stealth. Big Cats and Centipedes are archetypical Stalking Predators.

Hermetics And Shamans: You have training in your choice of Arcana or Naturecraft.

Invested With Blood Magic: You have training in Topical (Bloodbeasts & Blood Magic)

Instinctive Reflexes: You keep appraised of your surroundings, constantly looking out for danger. You gain a +1 bonus to GD and Reflex against all attacks, except for surprise attacks, immediate attacks, and opportunity attacks.

Hunting Duo: When you attack a creature that both you and your companion are adjacent to, you gain a +1 bonus to the attack roll.

Got Your Back: If you and your companion both use total defense while adjacent to each other, the bonus each of you gains increases to +3.

Bloodbonded Hunter Class Features

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