Hunter

A Hunter's job is not only that of looking for treasures and hunting animals. True Hunters dedicate themselves to the protection of knowledge, people, and nature. They must preserve culturally precious items or species of animals and plants they are able to discover. Furthermore, they must also arrest criminals and in rare cases even fellow Hunters who have committed heinous crimes. A "hunt" can range from a task commissioned by a client to one ordered by the higher-ups of the organization, to a quest a Hunter goes on of their own volition.

Role: Hunters excel in multiple areas depending on their Nen expertise. Defeating their enemies, controlling their opponent's movement, and creating powerful abilities to help them support their allies.. While most Hunters tend to focus on vary simple methods and fighting styles, few can match Hunters for their sheer versatility in field selection..

Requirements
To qualify to become a Hunter, a character must fulfill all the following criteria.

Special: The character must have started or completed the first phase of the Hunter Exam.

Bylaws
If a Hunter achieves his Hunter's License, he is advised to follow by the Hunter bylaws or he may find himself a target of a Hunt himself..
 * 1) Hunters must always be on the hunt for something.
 * 2) Hunters must have a minimum understanding of martial arts. This includes learning Nen.
 * 3) Once a Hunter is licensed, that license cannot be revoked for whatever reason. However, a license will not be reissued for whatever reason.
 * 4) Hunters shall not target other Hunters unless they have committed heinous crimes.
 * 5) One star is given to a Hunter who produces remarkable achievements in a particular field.
 * 6) Two stars are given to a Hunter who fulfills five articles, holds an official position and has mentored a junior Hunter who is awarded a star.
 * 7) Three stars are given to a Hunter who fulfills the six articles and produces remarkable accomplishments in multiple fields.
 * 8) The Chief Executive of the Hunter Association must earn the confidence of a majority of his colleagues. When the position of chairman is vacated, the vote to elect the next chairman must be conducted at once and deputy power is given to the Vice-Chairman in the meantime.
 * 9) The authority to decide on a method to select new members is given to the chairman. However, to significantly change existing methods requires the confidence of a majority of colleagues.
 * 10) Any matter not mentioned here will be decided in a cabinet consisting of the chairman, vice-chairman and staff advisers. The Chairman has the authority to select the Vice-Chairman and staff.

Class Skills
Alignment: Any.

Hit Die: d6.

Starting Wealth: 5d6 x 10 gp (average 175 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

The Hunter’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Hand Animal (Cha), Intimidate (Cha), Knowledge (local) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), Survival (Wis) and Swim (Str).

Skill Ranks Per Level: 4 + Int modifier.

Class Features
All of the following are class features of the Hunter.

Weapon and Armor Proficiency
Hunters are proficient with all simple weapons, but not with any type of armor or shield. Armor interferes with a Hunter’s concentration in battle, which can cause his Nen abilities to fail.

Combat Style (Ex)
At 1st level, a Hunter must select one combat style to pursue.

The Hunter’s expertise manifests in unique abilities or bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites.

Brawler Style
If a Hunter chooses the Brawler style, he changes his Hit Die to a d10. Also, he gains the Unarmed Strike class feature as a Monk of his level. The Brawler may select any of the following when he gains a bonus feat at the indicated style advancement levels:

Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Scorpion Style, and Throw Anything.

At 6th level, the following feats are added to the list:

Gorgon’s Fist, Improved Bull Rush, Improved Disarm, Improved Feint, Improved Trip, and Mobility.

At 10th level, the following feats are added to the list:

Improved Critical, Medusa’s Wrath, Snatch Arrows, and Spring Attack.

Assassin Style
If a Hunter chooses the Assassin style, he changes his Hit Die to a d8.