Gamemastering >Monsters & Foes >Monsters By Type >Beasts > Wharfling. Adventurers might have to climb, crawl, swim, or jump to get where they need to go. They are refilled to full after a long rest. Thieving Gits. At level 6 you can strike with the power of a monster hunter. The more successful Survival checks you make, the more you learn and the higher your modifier to carve from the tracked monster becomes. However, with their base speed of 35, they should be able to climb 17 feet in one turn regardless. At level 18 you can spend an action and 3 Hunter points to make 5 Ranged attacks without stat mod damage. Starting at level 9, You have learned to make the best out of a bad situation, what can you say? These are Monster Hunters. Starting at 5th level, You know that however much has been given by the wilds and its beasts, you must give back in turn.
DC 10 to craft 3 charges.) | 5th Edition SRD
The save against your trap effects is DC 14.
Skills: Choose 3: Nature, Investigation, Perception, Athletics, Acrobatics, Animal Handling, Survival. Waterborne Packs. Starting at level 17, you gain proficiency in whichever trap type you haven't taken proficiency in yet. | GumshoeSRD
On a hit you deal normal weapon damage + half the damage you took. Hunters weapons are unique variants of normal weapons that you modify using monster parts such as the Hunters Repeater or the Hunters Greatsword. (I'm not aware of any creature in the MM that actually has a swim/climb speed less than half of its movement speed, so this is just my interpretation of the rules. | d20PFSRD
The drawback is that the range goes down from 80/320 to 60/240.
Hunters Sword and Shield: Gain the ability to expand your shield, rooting you in place but effectively giving you and up to 1 ally directly behind you 1/2 cover from ranged attacks. Tiny, doglike creatures with slippery, hairless skin and webbed claws, wharflings are occasionally chosen as familiars by spellcasters who are unconcerned about their personal appearance, who frequently engage in acts of larceny, or who dwell in watery conditions. Turns the piercing damage of the bow to elemental damage. DC 16 to craft 3 charges) On hit, the creature makes a DC 12 Constitution save against the arrow or becomes paralyzed for 1d4 rounds. | Fudge SRD As a reaction when hit with a melee attack, You can make a melee attack against the creature that hit you. 1 Check: Learn its size, weight, direction its moving in. To qualify for multiclassing into the monster hunter class, you must meet these prerequisites: Proficiencies. Speed Size Type Alignment Acid Bug : 1 30 ft., fly 30 ft. Small beast unaligned Aerodactyl : 1 20 ft., fly 50 ft. Starting at level 10, you can carve twice as many materials off of kills. As she meets the beast once more and it towers over her she laughs, jumping forward and as her feet are launched into the air. If you are using starting wealth, you have 3d12x5 GP in funds. In addition you have proficiency in intelligence checks to repair and modify your hunter's weapons. Tools: Hunters Tools | Swords and Wizardry SRD Climb speed and swim speed are USUALLY half of normal. Red: Bad, useless options, or options which are extremely situational. Hunters Greatsword: this greatsword deals the standard 2d6 slashing damage. At 14th level you've become so good at maintaining your Hunters weapons they gain a permanent +1 to hit and to damage and count as magic for the purpose of overcoming damage resistance. Speed 20 ft., climb 20 ft., fly 60 ft. Using a number of hunter points up to 4, For each Hunter point you put into this strike your critical hit range goes up by 1 and your critical fail range goes up by 1. 2. At level 11 you can spend one action and 2 hunter points to line up a sniper shot. Shock: Stuns the creature for 1d4-1 rounds (minimum of 1 round).
Skills: Choose 3: Nature, Investigation, Perception, Athletics, Acrobatics, Animal Handling, Survival. Waterborne Packs. Starting at level 17, you gain proficiency in whichever trap type you haven't taken proficiency in yet. | GumshoeSRD
On a hit you deal normal weapon damage + half the damage you took. Hunters weapons are unique variants of normal weapons that you modify using monster parts such as the Hunters Repeater or the Hunters Greatsword. (I'm not aware of any creature in the MM that actually has a swim/climb speed less than half of its movement speed, so this is just my interpretation of the rules. | d20PFSRD
The drawback is that the range goes down from 80/320 to 60/240.
Hunters Sword and Shield: Gain the ability to expand your shield, rooting you in place but effectively giving you and up to 1 ally directly behind you 1/2 cover from ranged attacks. Tiny, doglike creatures with slippery, hairless skin and webbed claws, wharflings are occasionally chosen as familiars by spellcasters who are unconcerned about their personal appearance, who frequently engage in acts of larceny, or who dwell in watery conditions. Turns the piercing damage of the bow to elemental damage. DC 16 to craft 3 charges) On hit, the creature makes a DC 12 Constitution save against the arrow or becomes paralyzed for 1d4 rounds. | Fudge SRD As a reaction when hit with a melee attack, You can make a melee attack against the creature that hit you. 1 Check: Learn its size, weight, direction its moving in. To qualify for multiclassing into the monster hunter class, you must meet these prerequisites: Proficiencies. Speed Size Type Alignment Acid Bug : 1 30 ft., fly 30 ft. Small beast unaligned Aerodactyl : 1 20 ft., fly 50 ft. Starting at level 10, you can carve twice as many materials off of kills. As she meets the beast once more and it towers over her she laughs, jumping forward and as her feet are launched into the air. If you are using starting wealth, you have 3d12x5 GP in funds. In addition you have proficiency in intelligence checks to repair and modify your hunter's weapons. Tools: Hunters Tools | Swords and Wizardry SRD Climb speed and swim speed are USUALLY half of normal. Red: Bad, useless options, or options which are extremely situational. Hunters Greatsword: this greatsword deals the standard 2d6 slashing damage. At 14th level you've become so good at maintaining your Hunters weapons they gain a permanent +1 to hit and to damage and count as magic for the purpose of overcoming damage resistance. Speed 20 ft., climb 20 ft., fly 60 ft. Using a number of hunter points up to 4, For each Hunter point you put into this strike your critical hit range goes up by 1 and your critical fail range goes up by 1. 2. At level 11 you can spend one action and 2 hunter points to line up a sniper shot. Shock: Stuns the creature for 1d4-1 rounds (minimum of 1 round).
Skills: Choose 3: Nature, Investigation, Perception, Athletics, Acrobatics, Animal Handling, Survival. Waterborne Packs. Starting at level 17, you gain proficiency in whichever trap type you haven't taken proficiency in yet. | GumshoeSRD
On a hit you deal normal weapon damage + half the damage you took. Hunters weapons are unique variants of normal weapons that you modify using monster parts such as the Hunters Repeater or the Hunters Greatsword. (I'm not aware of any creature in the MM that actually has a swim/climb speed less than half of its movement speed, so this is just my interpretation of the rules. | d20PFSRD
The drawback is that the range goes down from 80/320 to 60/240.
Hunters Sword and Shield: Gain the ability to expand your shield, rooting you in place but effectively giving you and up to 1 ally directly behind you 1/2 cover from ranged attacks. Tiny, doglike creatures with slippery, hairless skin and webbed claws, wharflings are occasionally chosen as familiars by spellcasters who are unconcerned about their personal appearance, who frequently engage in acts of larceny, or who dwell in watery conditions. Turns the piercing damage of the bow to elemental damage. DC 16 to craft 3 charges) On hit, the creature makes a DC 12 Constitution save against the arrow or becomes paralyzed for 1d4 rounds. | Fudge SRD As a reaction when hit with a melee attack, You can make a melee attack against the creature that hit you. 1 Check: Learn its size, weight, direction its moving in. To qualify for multiclassing into the monster hunter class, you must meet these prerequisites: Proficiencies. Speed Size Type Alignment Acid Bug : 1 30 ft., fly 30 ft. Small beast unaligned Aerodactyl : 1 20 ft., fly 50 ft. Starting at level 10, you can carve twice as many materials off of kills. As she meets the beast once more and it towers over her she laughs, jumping forward and as her feet are launched into the air. If you are using starting wealth, you have 3d12x5 GP in funds. In addition you have proficiency in intelligence checks to repair and modify your hunter's weapons. Tools: Hunters Tools | Swords and Wizardry SRD Climb speed and swim speed are USUALLY half of normal. Red: Bad, useless options, or options which are extremely situational. Hunters Greatsword: this greatsword deals the standard 2d6 slashing damage. At 14th level you've become so good at maintaining your Hunters weapons they gain a permanent +1 to hit and to damage and count as magic for the purpose of overcoming damage resistance. Speed 20 ft., climb 20 ft., fly 60 ft. Using a number of hunter points up to 4, For each Hunter point you put into this strike your critical hit range goes up by 1 and your critical fail range goes up by 1. 2. At level 11 you can spend one action and 2 hunter points to line up a sniper shot. Shock: Stuns the creature for 1d4-1 rounds (minimum of 1 round).
Skills: Choose 3: Nature, Investigation, Perception, Athletics, Acrobatics, Animal Handling, Survival. Waterborne Packs. Starting at level 17, you gain proficiency in whichever trap type you haven't taken proficiency in yet. | GumshoeSRD
On a hit you deal normal weapon damage + half the damage you took. Hunters weapons are unique variants of normal weapons that you modify using monster parts such as the Hunters Repeater or the Hunters Greatsword. (I'm not aware of any creature in the MM that actually has a swim/climb speed less than half of its movement speed, so this is just my interpretation of the rules. | d20PFSRD
The drawback is that the range goes down from 80/320 to 60/240.
Hunters Sword and Shield: Gain the ability to expand your shield, rooting you in place but effectively giving you and up to 1 ally directly behind you 1/2 cover from ranged attacks. Tiny, doglike creatures with slippery, hairless skin and webbed claws, wharflings are occasionally chosen as familiars by spellcasters who are unconcerned about their personal appearance, who frequently engage in acts of larceny, or who dwell in watery conditions. Turns the piercing damage of the bow to elemental damage. DC 16 to craft 3 charges) On hit, the creature makes a DC 12 Constitution save against the arrow or becomes paralyzed for 1d4 rounds. | Fudge SRD As a reaction when hit with a melee attack, You can make a melee attack against the creature that hit you. 1 Check: Learn its size, weight, direction its moving in. To qualify for multiclassing into the monster hunter class, you must meet these prerequisites: Proficiencies. Speed Size Type Alignment Acid Bug : 1 30 ft., fly 30 ft. Small beast unaligned Aerodactyl : 1 20 ft., fly 50 ft. Starting at level 10, you can carve twice as many materials off of kills. As she meets the beast once more and it towers over her she laughs, jumping forward and as her feet are launched into the air. If you are using starting wealth, you have 3d12x5 GP in funds. In addition you have proficiency in intelligence checks to repair and modify your hunter's weapons. Tools: Hunters Tools | Swords and Wizardry SRD Climb speed and swim speed are USUALLY half of normal. Red: Bad, useless options, or options which are extremely situational. Hunters Greatsword: this greatsword deals the standard 2d6 slashing damage. At 14th level you've become so good at maintaining your Hunters weapons they gain a permanent +1 to hit and to damage and count as magic for the purpose of overcoming damage resistance. Speed 20 ft., climb 20 ft., fly 60 ft. Using a number of hunter points up to 4, For each Hunter point you put into this strike your critical hit range goes up by 1 and your critical fail range goes up by 1. 2. At level 11 you can spend one action and 2 hunter points to line up a sniper shot. Shock: Stuns the creature for 1d4-1 rounds (minimum of 1 round).
Skills: Choose 3: Nature, Investigation, Perception, Athletics, Acrobatics, Animal Handling, Survival. Waterborne Packs. Starting at level 17, you gain proficiency in whichever trap type you haven't taken proficiency in yet. | GumshoeSRD
On a hit you deal normal weapon damage + half the damage you took. Hunters weapons are unique variants of normal weapons that you modify using monster parts such as the Hunters Repeater or the Hunters Greatsword. (I'm not aware of any creature in the MM that actually has a swim/climb speed less than half of its movement speed, so this is just my interpretation of the rules. | d20PFSRD
The drawback is that the range goes down from 80/320 to 60/240.
Hunters Sword and Shield: Gain the ability to expand your shield, rooting you in place but effectively giving you and up to 1 ally directly behind you 1/2 cover from ranged attacks. Tiny, doglike creatures with slippery, hairless skin and webbed claws, wharflings are occasionally chosen as familiars by spellcasters who are unconcerned about their personal appearance, who frequently engage in acts of larceny, or who dwell in watery conditions. Turns the piercing damage of the bow to elemental damage. DC 16 to craft 3 charges) On hit, the creature makes a DC 12 Constitution save against the arrow or becomes paralyzed for 1d4 rounds. | Fudge SRD As a reaction when hit with a melee attack, You can make a melee attack against the creature that hit you. 1 Check: Learn its size, weight, direction its moving in. To qualify for multiclassing into the monster hunter class, you must meet these prerequisites: Proficiencies. Speed Size Type Alignment Acid Bug : 1 30 ft., fly 30 ft. Small beast unaligned Aerodactyl : 1 20 ft., fly 50 ft. Starting at level 10, you can carve twice as many materials off of kills. As she meets the beast once more and it towers over her she laughs, jumping forward and as her feet are launched into the air. If you are using starting wealth, you have 3d12x5 GP in funds. In addition you have proficiency in intelligence checks to repair and modify your hunter's weapons. Tools: Hunters Tools | Swords and Wizardry SRD Climb speed and swim speed are USUALLY half of normal. Red: Bad, useless options, or options which are extremely situational. Hunters Greatsword: this greatsword deals the standard 2d6 slashing damage. At 14th level you've become so good at maintaining your Hunters weapons they gain a permanent +1 to hit and to damage and count as magic for the purpose of overcoming damage resistance. Speed 20 ft., climb 20 ft., fly 60 ft. Using a number of hunter points up to 4, For each Hunter point you put into this strike your critical hit range goes up by 1 and your critical fail range goes up by 1. 2. At level 11 you can spend one action and 2 hunter points to line up a sniper shot. Shock: Stuns the creature for 1d4-1 rounds (minimum of 1 round).
Skills: Choose 3: Nature, Investigation, Perception, Athletics, Acrobatics, Animal Handling, Survival. Waterborne Packs. Starting at level 17, you gain proficiency in whichever trap type you haven't taken proficiency in yet. | GumshoeSRD
On a hit you deal normal weapon damage + half the damage you took. Hunters weapons are unique variants of normal weapons that you modify using monster parts such as the Hunters Repeater or the Hunters Greatsword. (I'm not aware of any creature in the MM that actually has a swim/climb speed less than half of its movement speed, so this is just my interpretation of the rules. | d20PFSRD
The drawback is that the range goes down from 80/320 to 60/240.
Hunters Sword and Shield: Gain the ability to expand your shield, rooting you in place but effectively giving you and up to 1 ally directly behind you 1/2 cover from ranged attacks. Tiny, doglike creatures with slippery, hairless skin and webbed claws, wharflings are occasionally chosen as familiars by spellcasters who are unconcerned about their personal appearance, who frequently engage in acts of larceny, or who dwell in watery conditions. Turns the piercing damage of the bow to elemental damage. DC 16 to craft 3 charges) On hit, the creature makes a DC 12 Constitution save against the arrow or becomes paralyzed for 1d4 rounds. | Fudge SRD As a reaction when hit with a melee attack, You can make a melee attack against the creature that hit you. 1 Check: Learn its size, weight, direction its moving in. To qualify for multiclassing into the monster hunter class, you must meet these prerequisites: Proficiencies. Speed Size Type Alignment Acid Bug : 1 30 ft., fly 30 ft. Small beast unaligned Aerodactyl : 1 20 ft., fly 50 ft. Starting at level 10, you can carve twice as many materials off of kills. As she meets the beast once more and it towers over her she laughs, jumping forward and as her feet are launched into the air. If you are using starting wealth, you have 3d12x5 GP in funds. In addition you have proficiency in intelligence checks to repair and modify your hunter's weapons. Tools: Hunters Tools | Swords and Wizardry SRD Climb speed and swim speed are USUALLY half of normal. Red: Bad, useless options, or options which are extremely situational. Hunters Greatsword: this greatsword deals the standard 2d6 slashing damage. At 14th level you've become so good at maintaining your Hunters weapons they gain a permanent +1 to hit and to damage and count as magic for the purpose of overcoming damage resistance. Speed 20 ft., climb 20 ft., fly 60 ft. Using a number of hunter points up to 4, For each Hunter point you put into this strike your critical hit range goes up by 1 and your critical fail range goes up by 1. 2. At level 11 you can spend one action and 2 hunter points to line up a sniper shot. Shock: Stuns the creature for 1d4-1 rounds (minimum of 1 round).
I will not include 3rd-party content, including content from DMs Guild, even if it is my own, because I can't assum…
The main reason why I'm asking this is because my friend is homebrewing a campaign setting. This is the hunt she craves, the hunt she lives for.
Dexterity save to avoid. Traps do not affect gargantuan creatures. +1 to carving checks. Hit Dice: 1d10 per Monster Hunter level Green: Good options.
| Design Finder 2018
But if a creature has a defined swim/climb speed, that overrides the default calculation. They slice, they smack, and they carve. At level 5 the sword's damage becomes 2d8 and at level 14 the damage becomes 2d12. In addition, for each point used you deal an additional +5 damage if the strike lands. Along with what others have said, I generally give advantage to attacks against people (PCs or NPCs) who are climbing or swimming who don't have climbing or swimming speeds, whereas attacks against someone climbing or swimming who has a speed in it does not have advantage. A human lies in wait in a tree, his repeater ready to let loose the moment he hears the trap go off. Those who have been bitten by a wharfling rightly fear their needle-like teeth, but most coastal communities hate the animal more for its propensity for theft. Starting at level 2, Your blood is pumping and the world seems to slow as you mark your prey. Gain darkvision out to 60 feet (gain 30 extra feet of dark vision of you had it already.)
A dwarf is locked in battle against a white dragon that's been terrorizing a village.
So if a race gains either 15 ft in one, then their speed doesn't decrease as much. He cant see the trap but that means anything sniffing it cant see him. To hunt a monster you must first understand what it is you are hunting. 3 Checks: Learn the monsters gender, age and its General territory size. I don't like that someone who can move twice as fast counts as just as capable at climbing as an actual climber, outside of the athletics checks which are usually pretty easy rolls.
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Monster Hunter level after 1st, Armor: medium armor, heavy armor
But then maybe that's the intent.). Are they just the speed at which you can move if it's different from half your normal speed?
Latest 5th Edition Products in the Open Gaming Store! Gunners are a group of hunters that use bows and heavily modded crossbows to attack monsters from large distances, because going into melee with something 10 times your size just doesn't make sense.
With the interest of helping him balance this race, I'm wondering, does climb/swim speed behave differently from normal climbing/swimming?
*SNAP* He smirks, *Thwip* Another clean kill. New Pages | Recent Changes | Privacy Policy. One of the races is lizardfolk, who have the option of gaining either a 15 climb speed or 15 swim speed. Press question mark to learn the rest of the keyboard shortcuts. Additionally You deal 2d8 extra weapon damage to creatures of at least one size larger than you. Your best option is to ask your DM what exactly he wants to achieve with that racial feature, since it's either redundant or negative.
+2 to carving checks. Similarly, gaining any distance in rough water might require a successful Strength (Athletics) check.
At level 5 Gain the ability to use 2 Hit dice to gain back one Hunter point during a short rest.
Elemental coating: (Crafting: [Element appropriate plant]x2, Gloamgrass root. Starting at level 2 You've spent enough time hunting with a small party in the wilds that you can climb and swim at full speed, are not affected by non-magical difficult terrain, and can always find enough food for up to 4 people. Weapons: Simple, Martial As a Monster Hunter you gain the following class features. | FateCoreSRD You lose the ability to multi attack, but it can deal more damage the more attacks you lose out on. No one will notice a spider. Blademasters are a group of hunters that specialize in getting in the monsters face and screaming "LOOK AT ME!" With spider climb, of course, they get this, plus they can climb across ceilings and can also keep their hands free to do whatever, so those advanced climbers retain their benefits over regular climb-speed creatures. 5e SRD >Gamemastering >Monsters & Foes >Monsters By Type >Beasts > Wharfling. Adventurers might have to climb, crawl, swim, or jump to get where they need to go. They are refilled to full after a long rest. Thieving Gits. At level 6 you can strike with the power of a monster hunter. The more successful Survival checks you make, the more you learn and the higher your modifier to carve from the tracked monster becomes. However, with their base speed of 35, they should be able to climb 17 feet in one turn regardless. At level 18 you can spend an action and 3 Hunter points to make 5 Ranged attacks without stat mod damage. Starting at level 9, You have learned to make the best out of a bad situation, what can you say? These are Monster Hunters. Starting at 5th level, You know that however much has been given by the wilds and its beasts, you must give back in turn.
DC 10 to craft 3 charges.) | 5th Edition SRD
The save against your trap effects is DC 14.
Skills: Choose 3: Nature, Investigation, Perception, Athletics, Acrobatics, Animal Handling, Survival. Waterborne Packs. Starting at level 17, you gain proficiency in whichever trap type you haven't taken proficiency in yet. | GumshoeSRD
On a hit you deal normal weapon damage + half the damage you took. Hunters weapons are unique variants of normal weapons that you modify using monster parts such as the Hunters Repeater or the Hunters Greatsword. (I'm not aware of any creature in the MM that actually has a swim/climb speed less than half of its movement speed, so this is just my interpretation of the rules. | d20PFSRD
The drawback is that the range goes down from 80/320 to 60/240.
Hunters Sword and Shield: Gain the ability to expand your shield, rooting you in place but effectively giving you and up to 1 ally directly behind you 1/2 cover from ranged attacks. Tiny, doglike creatures with slippery, hairless skin and webbed claws, wharflings are occasionally chosen as familiars by spellcasters who are unconcerned about their personal appearance, who frequently engage in acts of larceny, or who dwell in watery conditions. Turns the piercing damage of the bow to elemental damage. DC 16 to craft 3 charges) On hit, the creature makes a DC 12 Constitution save against the arrow or becomes paralyzed for 1d4 rounds. | Fudge SRD As a reaction when hit with a melee attack, You can make a melee attack against the creature that hit you. 1 Check: Learn its size, weight, direction its moving in. To qualify for multiclassing into the monster hunter class, you must meet these prerequisites: Proficiencies. Speed Size Type Alignment Acid Bug : 1 30 ft., fly 30 ft. Small beast unaligned Aerodactyl : 1 20 ft., fly 50 ft. Starting at level 10, you can carve twice as many materials off of kills. As she meets the beast once more and it towers over her she laughs, jumping forward and as her feet are launched into the air. If you are using starting wealth, you have 3d12x5 GP in funds. In addition you have proficiency in intelligence checks to repair and modify your hunter's weapons. Tools: Hunters Tools | Swords and Wizardry SRD Climb speed and swim speed are USUALLY half of normal. Red: Bad, useless options, or options which are extremely situational. Hunters Greatsword: this greatsword deals the standard 2d6 slashing damage. At 14th level you've become so good at maintaining your Hunters weapons they gain a permanent +1 to hit and to damage and count as magic for the purpose of overcoming damage resistance. Speed 20 ft., climb 20 ft., fly 60 ft. Using a number of hunter points up to 4, For each Hunter point you put into this strike your critical hit range goes up by 1 and your critical fail range goes up by 1. 2. At level 11 you can spend one action and 2 hunter points to line up a sniper shot. Shock: Stuns the creature for 1d4-1 rounds (minimum of 1 round).