EDITOR’S INTRODUCTION
Well, we asked for it.
When DRAGON
magazine printed a letter in issue #46 from a
reader who thought a Bounty
Hunter character class would be a
good idea, it was accompanied
by a short response which said,
in effect, okay, all you
writers, show us your hunters.
The response to that response
was, shall we say, bountiful.
Published herein are the
three “best” Bounty Hunters out of a
dozen or so that we received
in the four months following the
appearance of the letter.
Each is distinctly different — in some
respects, vastly different
— from the other two. Taken as a
whole, this three-part presentation
illustrates how different
people can develop the same
concept into a unique piece of
work.
The word “best” is used in
quotation marks because we’re
really not in a position
to tell you what “best” is. We chose
Bounty Hunter descriptions
that seemed equitable, formidable,
and most of all playable.
The playability of a character or a
campaign is something that
only the people in that campaign
can adequately define; all
we can do is hope that at least one of
these three Bounty Hunters
is just as playable in your campaign
as we felt it would be.
Printing three versions of
the same character class may seem
like a waste of space. Why
don’t we just publish one Bounty
Hunter and leave it at that,
like we’ve done with other non-player
character classes in the
past?
Well, first of all, we were
sent a lot of Bounty Hunters, and we
don’t like to disappoint
any more writers than we have to. Second of all, by printing three versions
of the same NPC, we are
(we think) virtually guaranteeing
that any DM will find at least
one of the versions to be
to his liking and appropriate for his
campaign. Or perhaps a fourth
version can be created by combining elements of these three. The next step
is up to you. — KM
Bounty Hunter I | - | Bounty Hunter II | - | Bounty Hunter III |
Dragon 52 | - | - | - | Dragon |
The
Bounty Hunter
by
Scott Bennie
Special Abilities | - | - | - | The Bounty Hunter |
The wizard Herek sat in
the corner, drinking his ale. He tapped
on his staff of the magi
nervously while he sipped the brew, as if
he sensed some unseen
menace lurking nearby. His companion, Pallar, scoffed at this nervousness;
magicians were perpetually uneasy, and besides, he was becoming apprehensive
as
well.
Suddenly the pungent
odor of acid stabbed into nostrils. Pallar rose and drew his blade in one
motion, but it was already too
late. Herek let out a
short scream, then slumped in a heap, dead,
with an arrow of slaying
lodged in his back. There was a hole
burned through the wall
behind them — the acid had done that
— and through it Pallar
glimpsed a figure escaping on a flying
carpet. He mouthed some
curses in the direction of the killer and
then turned to the body
of his friend.
A note was tied to the
shaft of the arrow buried in the mage’s
back: “Revenge now belongs
to the Lords of the Dragon,
through the courtesy
and efforts of the Master of the Bountiful
Hunt.” There were a few
other words, but they were already
unreadable, smeared by
wizard’s blood...
A Bounty Hunter is a character
who specializes in the killing of
other characters or creatures
for profit. A Bounty Hunter who
fights only non-humanoid
creatures must be neutral in alignment, while those who fight and slay
humanoids must be neutral
evil.
Humans and half-orc
characters may be Bounty Hunters, as
long as they possess the
following minimum ability scores:
strength 15, intelligence
13, dexterity 14 and constitution 14. If
strength, dexterity and
constitution are all 16 or higher, the
character gains a 10% bonus
to earned experience.
A Bounty Hunter is in some
ways a combination of ranger and
assassin. The character
is not capable of having exceptional
strength, but uses the combat
and saving-throw tables for fighters and can use all magic items usable
by the fighter class. In
addition, Bounty Hunters
have the back stabbing ability of a
thief of equal level, and
they are treated as rangers for determination of initial number of weapons
and weapon proficiency
Bounty Hunters who do not
slay humanoids can rise only as
high as the ninth level
of experience, while other hunters can
aspire to 13th level, The
Great Hunter. When a character gains
enough experience points
to reach 13th level, he does not automatically receive the title, but must
first track down and kill
whomever currently holds
the title of The Great Hunter. An
aspirant who ignores this
requirement or demonstrates cowardice has shamed the other members of his
profession, and from
that day forward will be
marked for death by all other Bounty
Hunters he encounters, or
who seek him out. Killing a “coward”
in this manner brings almost
as much prestige to the killer as
killing The Great Hunter
himself. At no other time will one
Bounty Hunter raise a weapon
against another, except if fighting another hunter is necessary to bring
about completion of a
job.
Bounty Hunters receive experience
points for killing creatures and characters, just as any other character
would, and
they can also gain experience
points through the accumulation
of bounty monies. However,
gold pieces or other valuables or
magic items will never count
directly toward earned experience
except when they are received
as payment for a job well done.
Experience Points | Experience Level | 8-Sided Dice for
Accumulated Hit Points |
Level Title |
0 -- 2,500 | 1 | 1 | Seeker |
2,501 -- 5,000 | 2 | 2 | Shadow |
5,001 -- 12,500 | 3 | 3 | Trophyman |
12,501 -- 25,000 | 4 | 4 | Hunter |
25,001 -- 50,000 | 5 | 5 | Collector |
50,001 -- 100,000 | 6 | 6 | Exterminator |
100,001 -- 175,000 | 7 | 7 | Master Collector |
175,001 -- 300,000 | 8 | 8 | Bounty Hunter |
300,001 -- 450,000 | 9 | 9 | B.H., 9th level |
450,001 -- 600,000 | 10 | 10 | B.H., 10th level |
600,001 -- 750,000 | 11 | 11 | Master Hunter |
750,001 -- 900,000 | 12 | 12 | Death Hunter |
900,000+ | 13 | 13 | Great Hunter |
Special
abilities
A Bounty Hunter of third
level or higher gains the ability to
perform assassinations
with the same chance of success as an
assassin of two levels lower.
A third-level hunter assassinates as
a first-level assassin,
etc.
In some circumstances, a
bounty may be more profitable if the
quarry is captured rather
than killed. In this case, a successful
assassination by the Bounty
Hunter can mean that the victim
was knocked unconscious
for 2-16 turns. This will be enough
time to bind and gag the
prisoner, and perhaps enough time to
allow delivery to the one
who will pay the bounty. There is a
chance on any knockout attempt
that the blow will kill the victim
regardless of the hunter’s
intentions. It is 20% for a hunter of
seventh level or lower,
and it decreases by 2% per level for each
level of the hunter above
the seventh, down to 8% for a 13th-level
hunter. The Bounty Hunter
must employ a blunt weapon for a
knockout attempt to be made.
A Bounty Hunter of fifth
level or higher gains some thieving
abilities beyond the innate
proficiency at back stabbing. Opening locks, finding/removing traps, moving
silently, hiding in
shadows, hearing noise,
climbing walls and reading languages
can be performed by a fifth-level
hunter at the same chances of
success as a first-level
thief. These abilities improve with each
higher level gained.
A Bounty Hunter of seventh
level or higher can track as a
ranger, and has the disguise
abilities of an assassin.
All Bounty Hunters of ninth
level or higher gain the ability to
make 3 weapon attacks every
2 rounds.
Bounty Hunters do not attract
followers, and they only build
strongholds or keeps upon
their retirement. They are by nature
mean and self-confident.
In public, when not on an “assignment,” they are liable to display incredible
arrogance. On a hunt,
however, they become withdrawn
and apparently passive. It is at
this time when Bounty Hunters
are most dangerous.
II:
Beware of Traps in Woods
by
Tom Armstrong
Special Abilities | - | - | - | The Bounty Hunter |
Bounty Hunters can be found
in almost any large city, and are
usually contacted through
the local Mercenaries Guild. They
are not members of the Guild,
but some members may know
where they can be located.
Bounty Hunters are loners, as a rule,
and do not often have many
friends. They are difficult to befriend, but fiercely loyal to those whom
they consider close.
Most Bounty Hunters are
lawful neutral, but those of true
neutral, neutral good and
neutral evil alignment have been
known.
Humans, elves, half-elves,
halflings and half-orcs may be hunters.
All but humans are limited
to the 10th level of experience. All
hunters must have the following
minimum ability scores:
strength 9, intelligence
11, wisdom 11, dexterity 14 and constitution 12. A high charisma score
is also highly desirable, to facilitate information-gathering when dealing
with other characters.
A member of this class is
a hybrid of ranger and thief. The
Bounty Hunter uses the combat
table for fighters and the
saving-throw matrix for
thieves. They cannot cast spells, and are
able to use any magic item
not prohibited to thieves. They can
wear leather, studded leather,
ring mail, scale mail, or chain mail
armor, preferring the first
three types. They can use any weapon
but will never carry a shield.
A hunter has proficiency with 2
weapons at first level and
gains proficiency in one weapon every
2 levels thereafter.
Experience Points | Exper.
Level |
8-Sided
Dice for Accumulated Hit Points |
Level
Title |
0-2,200 | 1 | 1 | Searcher |
2,201-4,500 | 2 | 2 | Tracker |
4,501-9,000 | 3 | 3 | Trailer |
9,001-15,000 | 4 | 4 | Finder |
15,001-23,000 | 5 | 5 | Search Leader |
23,001-41,000 | 6 | 6 | Searcher Esquire |
41,001-95,000 | 7 | 7 | Searcher Lord |
95,001-150,000 | 8 | 8 | Hunter |
150,001-260,000 | 9 | 9 | Hunter Esquire |
2 6 0 , 0 0 1 - 5 3 0 , 0 0 0 | 1 0 | 10 | Hunter Lord |
5 3 0 , 0 0 1 - 8 0 0 , 0 0 0 | 1 1 | 11 | Bounty Hunter |
800,001-1,100,000 | 12 | 11+1 | B. H., 12th |
1,100,001-1,400,000 | 13 | 11+2 | B. H., 13th |
1,400,001-1,700,000 | 14 | 11+3 | B. H., 14th |
1,700,001-2,000,000 | 15 | 11+4 | B. H., 15th |
300,000 experience points
per level for each additional level above the 15th.
Bounty hunters gain 1 h.p.
per level after the 11th
Special
abilities
All Bounty Hunters are natural
woodsmen, having to live off
the land in the pursuit
of their quarry. They have tracking
ability
like a ranger, although
not to the same degree of expertise, in
outdoor environments. The
base chance to be able to successfully track a creature or character outdoors
is 15% for a firstlevel hunter, and it increases by 3% per level up to
30% at sixth
level. Then it increases
5% per level until reaching a maximum of
100% at 20th level. A Bounty
Hunter can always find edible roots
and berries, wild game,
and potable water if such items are
available at all in the
area.
Hunters have some thieving,
or thief-like, abilities. They are
adept at setting
traps, doing so at the same rate of success as a
thief of equal level can
find/remove traps. Bonuses for high
dexterity as it applies
to locating traps are also applicable for
setting traps. Bounty Hunters
are masters of camouflage in
outdoor environments, and
can hide in the wilderness as a thief
of the same level can hide
in shadows.
Bounty Hunters are only surprised
on a roll of 1 on a d6 when
operating in the wilderness,
and in such terrain they can surprise others on a roll of 1-3 on a d6.
Although well able to defend
themselves, most Bounty Hunters prefer to out-think their quarry rather
than subdue or beat
him/her/it into submission.
Some have been known to wait for
days in one spot, knowing
their quarry was nearby and that
sooner or later the trap
would be sprung.
A Bounty Hunter is able to
have followers beginning at the
ninth level of experience.
From ninth through 11th level, these
followers can only be fighters,
thieves or clerics of the same
alignment as the hunter.
A hunter begins with one follower for
each 6 points of charisma,
or each fraction thereof (i.e., a charisma of 13 would entitle the hunter
to 3 followers), and can add
that number of new followers
upon attaining 10th and again at
11th level. Starting at
12th level, a hunter can gain one new
follower per level for each
8 points of charisma, or fraction
thereof, and these followers
can be of any alignment.
Some Bounty Hunters work
strictly on their own, trusting no
one, and depend on an extensive
system of contacts and
double-checks for gathering
information, in order to find and
capture those for whom the
authorities have offered a reward.
Bounty Hunters are a viable
alternative to assassins for cases
when a character doesn’t
deserve death for an action, but is in
line for punishment of some
sort. The Bounty Hunter, if played
with fairness and consideration,
can serve as an effective
“avenger” or “sheriff” for
the DM, which may become a deterrent
to some of the silly and
unfair acts performed by player characters on other NPC’s.
III:
He's On Your Trail
by
Robert L. Tussey and Kenneth Strunk
Special Abilities | - | - | - | The Bounty Hunter |
The Bounty Hunter is a subclass
of fighter, adept in the tracking and capture of fugitives from justice.
Though they can be of
any alignment, the majority
are neutral and only 5% are chaotic.
A Bounty Hunter can be a
human, elf (limited to 7th level),
half-elf (8th level), dwarf
(9th) or half-orc (10th). A hunter must
have a minimum strength of
9, intelligence 12, wisdom 12, charisma 13, dexterity 13 and constitution
14.
The experience-point table
for Bounty Hunters is identical to
that for rangers, in the
number of x.p. needed to attain a certain
level. However, hunters
have lo-sided hit dice like a normal
fighter. They also have
the weapon proficiency of a fighter;
however, at least one of
the initial number of 4 weapons permitted the hunter must be a capture
weapon. (Three types of capture weapons are described below.)
Experience
Points |
Exper.
Level |
10-Sided
Dice for Accumulated Hit Points |
Level
Title |
0-2,250 | 1 | 1 | Searcher |
2,251-4,500 | 2 | 2 | Trapper |
4,501-10,000 | 3 | 3 | Man-Tracker |
10,001-20,000 | 4 | 4 | Revenger |
20,001-40,000 | 5 | 5 | Hunter |
40,001-90,000 | 6 | 6 | Head Hunter |
90,001-150,000 | 7 | 7 | Bounty Hunter |
150,001-225,000 | 8 | 8 | Manhunter |
225,001-325,000 | 9 | 9 | Masterhunter |
3 2 5 , 0 0 1 - 6 5 0 , 0 0 0 | 1 0 | 9+3 | Hunter Lord |
325,000 experience points
per level for each additional level above the 10th.
Bounty Hunters gain 3 h.p.
per level after the 9th.
Tracking: A Bounty
Hunter can track his quarry
similar to a
ranger. Underground, the
hunter must have observed the creature to be tracked within 2 turns (20
minutes) of the commencement of tracking, and the hunter must begin tracking
at a place
where the creature was observed.
Creature’s action | Chance to track |
going along normal passage or room | 50% |
passes through normal door or uses stairs | 45% |
goes through a trap door | 35% |
goes up or down a chimney or through concealed door | 25% |
passes through a secret door | 15% |
Outdoors there is a base
70% chance of a hunter being able to
follow a creature, modified
as follows:
— for each creature above one in the party being tracked | +02% |
— for every 24 hours which have elapsed between making the track and tracking | -15% |
— for each hour of precipitation | -30% |
Charisma: A Bounty
Hunter gains a bonus of +2 to his effective charisma for questioning purposes
at taverns, inns, or other
large gatherings of people
in an atmosphere which provides the
opportunity for conversation.
In any situation where a hunter is
questioning to obtain information
about his quarry, there is a
10% base chance that a member
of the party being questioned
will know the hunter or
know of his reputation. This base percentage is adjusted upwards by +02%
for each member of the
party beyond the first;
i.e., there is an 18% chance that one
person in a five-member
party will know the hunter. A reaction
roll is made for that person
without counting the hunter’s usual
bonus to charisma.
Knockout: A Bounty
Hunter can choose to attempt a knockout blow on his victim, at the same
rate of success as for an
assassin of equal level
performing an assassination. (Above
15th level, the percentages
on the chart will increase 5% per
level until reaching the
maximum of 100%.) A successful knockout blow means the victim is unconscious
for 1-10 rounds.
Pulling punches: During
melee combat, hunters have the ability to pull their blows so that only
half of actual damage (round
down) is assessed against
the victim. When a victim is reduced
to zero hit points by a
blow administered in this manner, the
victim is unconscious for
1-10 rounds.
Thief abilities: Starting
at second level, a Bounty Hunter can
perform the thief skills
of opening locks and picking pockets at
the same chance for success
as a first-level thief. Advancement
in these abilities is one
level of thieving ability for every two
levels the hunter rises,
so that a 10th-level hunter (for instance)
has the abilities of a fifth-level
thief in these skills. Also starting
at second level, the hunter
can move silently and climb walls as a
first-level thief; however,
skill in these abilities advances on a
level-for-level basis thereafter,
so that a 10th-level hunter has
the abilities of a ninth-level
thief in these two skills.
Capture weapons: Every
Bounty Hunter must be proficient in
the use of at least one
device described as a “capture weapon.”
Three such weapons are the
net, the lasso and the bolas.
A net may be thrown
(short range 10 feet, medium range 20
feet) or suspended. If it
is thrown and the attempt results in a hit,
the victim is entangled
and immobile for 1-4 rounds thereafter.
A lasso
can be thrown over distances of no less than 10 feet
(the only distance which
can be short range). Its limit for medium range is 20 feet, and long range
extends to 30 feet.
A successful hit indicates
the victim is entangled for 1-4 rounds.
The bolas are a capture
weapon which can be hurled over a
longer distance than a lasso.
Like the lasso, the minimum range
is 10 feet, but for this
weapon short range extends to 20 feet,
medium range is 20-30 feet
and long range extends to 40 feet. A
hit means the victim is
entangled for 1-4 rounds, as with the
other two capture weapons;
however, if the hit is made with an
unmodified roll of 20, the
target must attempt a saving throw vs.
petrification. If the save
is failed, the target will take 1-4 points of
choking damage (in addition
to being entangled) per round until
he is disentangled or killed.
If a throw of the bolas does not hit its
intended target, the weapon
has a chance to hit any other creatures in its flight path up to its maximum
range.
Dexterity bonuses for missile
combat apply to the use of
hurled capture weapons.
All of the capture weapons described
above receive +1 to hit
at short range and are -1 to hit at long
range, in addition to any
other bonuses or penalties.
1. SUBCLASS = n/a
2. SOCIAL CLASS MINIMUM
=
3. ABILITY SCORE MINIMUMS
STRENGTH
=
INTELLIGENCE
=
WISDOM
=
DEXTERITY
=
CONSTITUTION
=
CHARISMA
=
COMELINESS
=
4. POSSIBLE RACES &
MAX. LEVEL ATTAINABLE =
5. MULTI-CLASS POSSIBILITIES
=
6. HIT DIE TYPE =
7. MAXIMUM NUMBER OF HIT
DICE =
8. SPELL ABILITY =
9. ARMOR PERMITTED =
10. SHIELD PERMITTED =
11. WEAPONS PERMITTED =
12. OIL PERMITTED =
13. POISON PERMITTED =
14. ALIGNMENT =
15. STARTING MONEY =
16. WEAPON PROFICIENCIES
=
17. NON-PROFICIENCY PENALTY
=
18. NON-WEAPON PROFICIENCIES
=
19. STARTING AGE =
20. COMBAT =
21. SAVING THROWS =
22. MAGIC ITEMS =
zb.
12 | Alakabon
of the Legion (bounty hunter 14; 92.433)
11. Hrulgin
Beefbone (bounty hunter 7; 92.80)
10.
9.
6. <edit this one>
5.
4.
3.
2.
1.