From Compendium of Worldly Lore
Monster Hunter is a hit videogame by Capcom, with a variety of monsters to slay. Wait, that's the wrong monster hunter. This monster hunter does something similar to the hit videogame franchise, you are an expert tracker with favored monsters that they are experts in tracking, and like the Trapsmith have simple booby traps that they can make, like bear traps, snares, and spiked logs to crush foes. Not to mention they get extra damage and become proficient with a wide variety of weapons. This class is perfect for the mercenary do-gooder's type
Role: DPS
Characteristics: Hunters that are experts at tracking down their favored monstrous prey
Source: Monsternomicon
Game Rule Information
The Monster Hunter has the following game statistics.
Abilities: Wisdom is needed to track your quarry and for skills, Constitution for beef, and Strength for damage against the monsters
Alignment: Any
Hit Die: d8
Starting Gold: N/A
Class Skills
The Monster Hunter's class skills are Climb (Str), Craft (Int), Creature Lore (Int), Handle Animal (Cha), Hide (Dex), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Swim (Str), Use Rope (Dex), and Wilderness Lore (Wis).
Skill Points at 1st Level: (2 + Int modifier) × 4
Skill Points at Each Additional Level: 2 + Int modifier
Class Features
All of the following are class features of the Monster Hunter.
Weapon and Armor Proficiency: A Monster Hunter is proficient with whatever they were already proficient with prior to taking levels in this class.
Exotic Weapon Proficiency: Monster hunters receive Exotic Weapon Proficiency as a bonus feat at 3rd, 6th, and 9th level. This is typically used to learn some sort of specialized weapon for subduing creatures.
Favored Monster Ex: At 1st level, a monster hunter selects a favored monster type (aberrations or magical beasts for example). Humanoids cannot be selected as a type, but an individual humanoid species can. Dragons and outsiders cannot be selected in an Iron Kingdoms campaign. This is a creature type that the monster hunter is more familiar with, having gained a greater insight into its habits, mannerisms, and combat techniques. The hunter gains a +2 bonus to Bluff, Listen, Sense Motive, Spot, and Wilderness Lore checks versus creature of this type. This bonus also applies to damage rolls, though ranged attacks only gain the bonus when within 30 feet. This ability stacks with a ranger’s favored enemy or other similar abilities. At 5th and 10th levels, the monster hunter selects a new favored monster type, and his previous bonuses increase by an additional +2.
Improved Tracking Ex: Monster hunters are accomplished trackers and receive several bonuses to their tracking ability. At 1st level, they receive a +1 competence bonus to all Wilderness Lore checks made to identify and follow tracks. At 3rd level, the competence bonus increases to +2 and the monster hunter gains the scent special ability when tracking favored monsters. At 6th level, the competence bonus increases to +3, and the penalties for tracking while moving decrease to –2 at normal speed and –10 at twice normal speed when tracking favored monsters. At 9th level, the competence bonus increases to +4, and the monster hunter is no longer affected by spells or special abilities that cover tracks, including pass without trace and trackless step. This manifestation of improved tracking is a supernatural ability. Benefits that apply to the monster hunter’s favored monster types also apply to any favored enemies or favored monsters gained from other classes.
Fearless Ex: At 7th level a monster hunter is no longer affected by extraordinary, supernatural, or spell-like abilities that invoke fear caused by creatures with a CR equal to or less than twice the character’s monster hunter levels (thus, a 7th-level monster hunter is still affected by fear-causing effects of CR 15 creatures and above). They are still affected by fear causing spells as normal.
Penetrating Blow Ex: When fighting one of his favored monster types, a monster hunter can make a strike that exploits one of the creature’s weaknesses, causing extra damage. At 4th level, the monster hunter’s penetrating blow inflicts an additional +1d4 damage. At 8th level, this increases to an additional +2d4 damage. This ability can only be used to enhance one melee attack per round, and its use must be declared before the attack is made. If the attack misses, the ability cannot be used to enhance any other attacks that round. This ability cannot be used against constructs, elementals, oozes, or undead.
Skilled Trapper Ex: A monster hunter becomes very skilled in the construction and use of mechanical traps for hunting purposes. These are typically the types of traps one builds on the trail to ensnare or injure a creature. A monster hunter can create simple traps at one-fourth the standard cost and amount of time. They can create moderately complex traps at half the cost and time. Complex traps still require full time and financial expenditure. Furthermore, the monster hunter gains a +4 competence bonus to all Craft (trapmaking) skill checks involved in the creation of such traps and snares.