Pack Hunter

A pack unto itself, the pack hunter raises formidable companions who can tear their opponents to mincemeat given the chance.

Pack Wolf

At 1st level, a pack hunter forms a bond with a loyal wolf to aid him in his travels and in his hunts. The pack wolf functions as a druid’s animal companion, using the ranger’s level as his effective druid level. The pack wolf is always considered combat trained and begins play with Toughness as a bonus feat. The pack wolf may select Improved Trip and Gang Up as feats, despite not normally meeting the requirements for them. Once they have the Improved Trip feat, they can take Greater Trip once the pack wolf has 6 hit dice, despite not meeting all the requirements. If a pack hunter releases a pack wolf from service, he may gain a new one by performing a ceremony requiring 24 uninterrupted hours of meditation in the environment where the new pack wolf typically lives. This ceremony can also replace a pack wolf that has perished. In addition, due to his close bond with his pack, the pack hunter gains half his level (minimum +1) as a bonus to Handle Animal and Survival checks.

This ability replaces favored enemy, evasion, and improved evasion.

Pack Bond

At 4th level, a second pack wolf joins the pack. While not as strong as the primary pack wolf, it is still an invaluable member of the pack. This ability functions as a Pack Wolf except the effective druid level is the pack hunter’s level – 3. In addition, pack wolves can select teamwork feats when they gain a new feat.

The share spells animal companion ability only applies to one animal companion at a time (the pack hunter cannot use it to cast a one-target spell and have it affect all of his animal companions). In addition, the pack hunter adds the following spells to his spell list at the given spell level:

This ability replaces hunter’s bond.

Revitalizing Frenzy

At 6th level, whenever you and all of your animal companions hit the same enemy in one turn with melee attacks, you and your animal companions heal 1d4 + the pack master’s Wisdom modifier in hit points. At 12th level, this increases to 1d8 + his Wisdom modifier, and at 18th level this increases to 2d6 + his Wisdom modifier. You and your pack can only heal once per turn with this ability.

This ability replaces the 6th level combat style feat.

Pack-wide Quarry

This ability functions in all ways as Quarry, except that the target of the quarry does not need to be a favored enemy.

For purposes of archetype compatibility, this ability counts as unmodified quarry. This ability replaces quarry.

Pack Master

At 20th level, your effective druid level for all pack wolves is equal to your pack hunter levels. In addition, whenever both of your pack wolves hit the same enemy in a round, the enemy must make a Fortitude save or die. The DC of this save is equal to 10 + ½ the ranger’s level + the ranger’s Wisdom modifier. Once an enemy has made a save versus this ability, whether successful or not, they can’t be affected by it again.

For purposes of archetype compatibility, this ability counts as Master Hunter. This ability replaces Master Hunter.

Author’s Note

Some of the abilities in this archetype mention that they are treated as unmodified abilities for purposes of archetype compatibility. The player must replace the pack hunter abilities if they would interfere with another archetype, such as Shapeshifter.

Section 15: Copyright Notice

The Secrets of Tactical Archetypes. Copyright 2011, Steven D Russell; Author Will McCardell.

The Secrets of Adventuring. Copyright 2013, Steven D. Russell; Authors: Steven D. Russell, Jonathan McAnulty, Will McCardell, Benjamin Rombeaut and David Mallon.

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