Bounty Hunter Class

The bounty hunter capitalizes on the vendettas 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 either their 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 the bounty hunter’s methods, the hero still has to produce the quarry in order to receive payment. Overkill is generally not a good idea.

Bounty hunters might not particularly respect others in their profession but respect the profession itself. They don’t take kindly to those of their ilk who make bounty hunting look bad. A bounty hunter who kills innocents indiscriminately, or who betrays an employer, is liable to find a contract on her own head. Conversely, a particular successful bounty hunter who draws high-paying contracts away from the rest might discover that other bounty hunters will go out of their way to sabotage his jobs – or even kill him.

At one time, organized bounty hunter guilds apportioned contracts and policed their membership. They dwindled in both power and organization during the rise of Emperor Palpatine.

In any event, few bounty hunters die of boredom.

To qualify to become a bounty hunter, a character must fulfill the following criteria.
Base Attack Bonus: +6
Skills: Gather Information 5 ranks, Intimidate 5 ranks, Move Silently 5 ranks
Feats: Track

Game Rule Information
Vitality: Bounty Hunters gain 1d10 vitality points per level. The character’s Constitution modifier applies.

Class Skills
The bounty hunter’s class skills, and the key ability for each skill, are as follows.
Bluff (Cha), Climb (Str), Computer Use (Int), Craft* (Int), Demolitions (Int), Disguise (Cha), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge* (Int), Listen (Wis), Move Silently (Dex), Profession* (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis)
*This skill actually encompasses a number of unrealted skills. Each time this skill is learned, a specific category must also be chosen.
Skill Points at Each Level: 6 + Int modifier

Class Features
All of the following are features of the bounty hunter prestige class.

Starting Feats
The bounty hunter gains the following feats.
Weapon Group Proficiency (Blaster Pistols)
Weapon Group Proficiency (Blaster Rifles)

Target Bonus
Due to extensive study, the bounty hunter gains a +1 competence bonus on attack rolls against a chosen victim, usually a contracted target. The hero gets the same bonus on Bluff, Listen, Search, Sense Motive, and Spot checks when using these skills against or when tracking this specific target. The competence bonus increase by 1 at every odd-numbered level (3rd, 5th, 7th, and 9th).

The target bonus normally applies only to a single individual. The player of the bounty hunter hero must announce the target before the game session begins. (Generally, this target should be someone the bounty hunter has a contract to track down.) alternatively, the bounty hunter can select a small group as his target (a number of individuals equal to or less than his level), or a large group or a species (such as the Rebel Alliance or Wookiees). In such cases, the bonuse is one-half or one-third normal, respectively (round fractions down). Whatever the choice, it must be cleared by the Gamemaster.

Sneak Attack
Beginning at 2nd level, if a bounty hunter faces an opponent who is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage. Basically, any time the bounty hunter’s target would be denied his Dexterity bonus to Defense (whether he actually has a Dexterity bonus or not), or when the bounty hunter flanks the target, the bounty hunter’s attack deals extra damage. The extra damage is +1d6 at 2^nd^^ level and an additional 1d6 every two levels thereafter (4th, 6th, 8th, and 10th). See Combat for combat situations in which the bounty hunter flanks an opponent or the opponent loses his or her Dexterity bonus to Defense.

Ranged attacks can only count as sneak attacks if the target is within 10 meters; the bounty hunter can’t strike with deadly accuracy beyond that range.

A bounty hunter can only sneak attack creatures with discernible anatomies. (For example, a sarlacc lacks vital areas to attack.) Additionally, any creature that is immune to critical hits is also invulnerable to sneak attacks.

Also, the bounty hunter must be able to see the target well enough to pick out a vital spot, and must be able to reach it. The bounty hunter cannot sneak attack while striking a creature with concealment (see Concealment) or striking the limbs of a creature whose vitals are beyond reach.

Level Base Attack Bonus Fort Save Ref Save Will Save Special Defense Bonus Reputation Bonus
1 +1 +1 +1 +1 Target Bonus +1 +1 +1
2 +2 +2 +2 +2 Sneak Attack +1d6 +2 +2
3 +3 +2 +2 +2 Target Bonus +2 +2 +2
4 +4 +2 +2 +2 Sneak Attack +2d6 +2 +3
5 +5 +3 +3 +3 Target Bonus +3 +3 +4
6 +6 +3 +3 +3 Sneak Attack +3d6 +3 +4
7 +7 +4 +4 +4 Target Bonus +4 +4 +5
8 +8 +4 +4 +4 Sneak Attack +4d6 +4 +6
9 +9 +4 +4 +4 Target Bonus +5 +4 +6
10 +10 +5 +5 +5 Sneak Attack +5d6 +5 +7
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