(Image by Nemanja Stankovic – https://www.artstation.com/artist/nemanjas)
The bounty hunter capitalizes on the vendetta of others, tracking down fugitives for their enemies, their masters, or simply for justice. The best bounty hunters are the ones who can stay emotionally detached from their them employers or their quarry – although bounty hunters who hate their prey often make more spectacular kills.
Not all bounty hunters kill. Some employers reserve that pleasure for themselves, or plan to give the quarry a more or less fair trial. Some bounty hunters have reservations about taking lives unnecessarily. Regardless of his methods, a bounty hunter still has to produce the quarry in order to receive payment. Overkill is generally not a good idea.
REQUIREMENTS
To qualify to become a bounty hunter, a character must fulfill the following criteria.
- Minimum Level: 7th
- Trained Skills: Survival
- Talents: At least two talents from the Awareness talent tree (Scout base class)
GAME RULE INFORMATION
Bounty hunters have the following game statistics.
HIT POINTS
At each level, bounty hunters gain 1d10 hit points + their Constitution modifier.
HERO POINTS
Bounty hunters gain a number of Hero Points equal to 6 + one-half their character level, rounded down, every time they gain a new level in this class.
LEVEL | BASE ATTACK BONUS | CLASS FEATURES |
1st | +1 | Defense bonuses, talent |
2nd | +2 | Familiar foe +1 |
3rd | +3 | Talent |
4th | +4 | Familiar foe +2 |
5th | +5 | Talent |
6th | +6 | Familiar foe +3 |
7th | +7 | Talent |
8th | +8 | Familiar foe +4 |
9th | +9 | Talent |
10th | +10 | Familiar foe +5 |
CLASS FEATURES
The following are features of the bounty hunter prestige class.
DEFENSE BONUSES
At 1st level, you gain a +4 class bonus to your Reflex Defense and a +2 class bonus to your Fortitude Defense.
TALENTS
At every odd-numbered level (1st, 3rd, 5th, and so on), you select a talent. The talent can be selected from the Misfortune talent tree from the Scoundrel base class, from the Awareness or Investigator talent trees from the Scout base class, or the Bounty Hunter talent tree, below. You must meet the prerequisites (if any) of the chosen talent. No talent can be selected more than once unless expressly indicated.
BOUNTY HUNTER TALENT TREE
The nature of their work requires bounty hunters to associate with the scum of the world. You are among the finest bounty hunters in the galaxy, relying on the element of surprise and your hunter’s instincts to catch your prey.
- Detective: You are skilled in locating individuals and using research and surveillance to learn some of their most intimate secrets. When you make a Gather Information check to locate an individual, the DC is reduced by 10, and the time and bribery cost are reduced by half.
- Dread: As a standard action, you can instill a bone-chilling fear in an opponent whom you selected for Hunter’s Target. Make a persuasion check against your opponent’s Will Defense. If you equal or exceed your opponent’s Will Defense, that opponent takes a -5 penalty to Will Defense. This is a mind-affecting effect. The penalty remains as long as you have line of sight to your opponent and immediately ends if the line of sight is broken.
- Prerequisites: Hunter’s Mark, Hunter’s Target.
- Electronic Trail: Once you have located a target using Gather Information, you can track its electronic presence. Once per day, you receive a catalog of the target’s electronic trail, which includes the amount and location of credits spent, the routes of any public transportation taken, and the sites viewed on the information superhighway while the target was logged in using its primary identity. To receive this information, you must have access to a computer or datapad plus access to a network. The electronic trail does not reveal bank balances or other secret information, which requires a separate Gather Information check. This can only be used while you are in the same system as the target, and even then, time delays might come into play for long distances.
- Prerequisites: Nowhere to Hide, trained in the Use Computer skill.
- Familiar Enemies: You can apply your familiar foe bonus against a second enemy. If you can see both enemies simultaneously in the same round, you need to spend only a single full-round action observing them. Otherwise, you must spend a separate full-round action on each enemy.
- Prerequisite: Familiar foe special quality.
- Familiar Situation: You can apply your familiar foe bonus to your Fortitude and Will Defenses against attacks and actions taken against you by the target of your familiar foe special quality.
- Prerequisite: Familiar foe special quality.
- Fearsome: Your reputation precedes you, striking fear in your target. Any opponent within 6 squares whose level is equal to or less than your heroic level takes a -1 penalty on attack rolls made against you.
- Prerequisite: Notorious.
- Hunter’s Mark: If you aim before making a ranged attack you move the target character -1 step along the condition track if the attack deals damage.
- Hunter’s Target: Once per encounter, as a free action, you may designate an opponent. For the rest of the encounter, when you succeed on a melee or ranged attack against that opponent, you gain a bonus on damage rolls equal to your class level.
- Prerequisite: Hunter’s Mark.
- Notorious: Your skill as a bounty hunter is known far and wide, even in fringe areas. When you are not disguised, you can reroll any Persuasion checks made to intimidate others, keeping the better result.
- Nowhere to Hide: You may choose reroll Gather Information checks made to locate a specific individual, but you must keep the result of the reroll even if it is worse.
- Nowhere to Run: Once per turn, whenever an opponent whom you selected for Hunter’s Target attempts to withdraw, you can make an attack of opportunity against the opponent.
- Prerequisites: Hunter’s Mark, Hunter’s Target, Nowhere to Hide.
- Quick Cuffs: You are fast with the binders. As a swift action, when you successfully use the grab action against a target, you can use binder cuffs or similar restraints to bind one of the target’s arms to one of your arms or to an adjacent object. You cannot used improvised materials, such as mesh tape, for this talent, and the binders must be in your hands or readily available. You and the target both take a -2 penalty to attack rolls and Reflex Defense while bound together.
- Prerequisite: Quick Draw feat.
- Relentless: This talent applies only to an opponent you’ve designated as your Hunter’s Target using the talent of the same name. Any attack or effect originating from the tag9et that would normally move you along the condition track does not, in fact, move you along the condition track.
- Prerequisites: Hunter’s Mark, Hunter’s Target.
- Revealing Secrets: Your investigations reveal information that your target thought was secret. When you make a Gather Information check to learn secret information, the DC is reduced by 10 and the bribery cost is reduced to one-fifth the original cost.
- Prerequisite: Detective.
- Ruthless Negotiator: When haggling over the price of a bounty, you can reroll your Persuasion check and keep the better result.
- Prerequisite: Notorious.
- Signature Item: You are famous for using certain items, and you have become skilled at wielding them. You select a single weapon, suit of armor, vehicle, starship, or other item. While wielding that weapon, wearing that armor, piloting that vehicle, or otherwise using that item, you gain a +2 morale bonus on opposed skill checks. You can select this talent multiple times. Each time you do so, you choose a new object to be your signature item. The effects of multiple signature items are cumulative with one another, increasing this morale bonus by 1 each time.
- Tag: Whenever you damage an opponent whom you selected for Hunter’s Target, all allies gain a +2 bonus on their next attack roll against that opponent until the start of your next turn.
- Prerequisites: Hunter’s Mark, Hunter’s Target.
FAMILIAR FOE
By observing your enemy in combat, you know how to defeat him more easily. If you spend a full-round action observing an opponent in combat, you gain a bonus on attack rolls against that opponent and a bonus to your Reflex Defense against attacks made by that opponent equal to one-half your class level (rounded down). The effects last until the end of the encounter. You cannot use this ability until after your opponent has acted during the combat.