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Dark Hunter
Ranger Class Enhancement Tree

Dark Hunter

Dark Wolf 0/3
Dark Wolf
Ranks: 3 Cost: 1 AP Requires: 1 AP
Conjure your Dark Wolf companion to your side. This companion will fight alongside you as you adventure.

Passive: +5 HP
Wolf Hide 0/3
Wolf Hide
Ranks: 3 Cost: 1 AP Requires: 1 AP
+2 Physical Resistance Rating
Sneak Attack Training 0/1
Sneak Attack Training
Ranks: 1 Cost: 2 AP Requires: 1 AP
+1 Sneak Attack Dice, +1 to hit when performing Sneak Attacks.
Bleed the Weak 0/1
Bleed the Weak
Ranks: 1 Cost: 2 AP Requires: 1 AP
Imbue Toggle: Your melee and ranged attacks deal 1d8 Bleeding damage. Against enemies under 50% HP, this damage is increased to 1d10 Bleeding damage. Against enemies under 25% HP, this damage is increased to 1d12 Bleeding damage. This damage scales with the higher of Melee or Ranged Power.

While you are using this Imbue Toggle, your Dark Wolf will as well. It uses your bonus Imbue Dice as its own.
Awareness 0/3
Awareness
Ranks: 3 Cost: 1 AP Requires: 1 AP
+1 Listen, Search, Spot, and to hit.
Furor of the Hunter 0/3
Furor of the Hunter
Ranks: 3 Cost: 1 AP Requires: 5 AP
Your Dark Wolf gains a +3 Primal bonus to hit and damage, +2 Primal Bonus to AC, and its attacks bypass 10% of enemy Fortification.
Assassin's Training 0/3
Assassin's Training
Ranks: 3 Cost: 1 AP Requires: 5 AP
+1 to your Assassinate DCs.
Sneak Attack Training 0/1
Sneak Attack Training
Ranks: 1 Cost: 2 AP Requires: 5 AP
+1 Sneak Attack Dice, +1 to hit when performing Sneak Attacks.
Improved Traps 0/3
Improved Traps
Ranks: 3 Cost: 1 AP Requires: 5 AP
+1 to the save DC's of Alchemical Trap Attacks and Magical Traps. Elemental Traps that you place now have a DC equal to 65% of your Disable Device Skill instead of 50%.
Action Boost: Skills or Sprint 0/3
Action Boost: Skills or Sprint
Ranks: 3 Cost: 1 AP Requires: 5 AP
Select an Action Boost
Primal Energy 0/3
Primal Energy
Ranks: 3 Cost: 1 AP Requires: 10 AP
Your Dark Wolf gains a +2 Primal Bonus to all Ability Scores and you gain +1 bonus Imbue Dice.
Snap Trap 0/1
Snap Trap
Ranks: 1 Cost: 2 AP Requires: 10 AP
Toss a snapping trap at the targeted enemy. If they don't make a Fortitude Save (DC 20 + Dex/Int/Wis Mod + Assassinate DCs + Bonus Trap DCs) they are rooted in place by the trap's jaws for 12 seconds.
Sneak Attack Training 0/1
Sneak Attack Training
Ranks: 1 Cost: 2 AP Requires: 10 AP
+1 Sneak Attack Dice, +1 to hit when performing Sneak Attacks.
Use Magic Device 0/3
Use Magic Device
Ranks: 3 Cost: 1 AP Requires: 10 AP
+1 Use Magic Device
Dexterity, Intelligence, or Wisdom 0/1
Dexterity, Intelligence, or Wisdom
Ranks: 1 Cost: 2 AP Requires: 10 AP
Select between Dexterity, Intelligence, or Wisdom
Lupine Instincts 0/1
Lupine Instincts
Ranks: 1 Cost: 2 AP Requires: 20 AP
Your Dark Wolf inherits your Search and Spot scores, and will automatically find traps and secret doors for you assuming you meet the statistical threshold. You gain a Primal bonus to Search and Disable Device skill bonus equal to your number of Wilderness Lore feats.
Slayer in the Dark 0/3
Slayer in the Dark
Ranks: 3 Cost: 1 AP Requires: 20 AP
Killing an enemy grants you a +5 Morale bonus to Melee and Ranged Power, stacking 2 times. This lasts for 20 seconds.
Sneak Attack Training 0/1
Sneak Attack Training
Ranks: 1 Cost: 2 AP Requires: 20 AP
+1 Sneak Attack Dice, +1 to hit when performing Sneak Attacks.
Smoke Bomb 0/1
Smoke Bomb
Ranks: 1 Cost: 2 AP Requires: 20 AP
Throw a bottle beneath you that explodes into a cloud of smoke and leaves you Invisible and Displaced for 12 seconds.
Dexterity, Intelligence, or Wisdom 0/1
Dexterity, Intelligence, or Wisdom
Ranks: 1 Cost: 2 AP Requires: 20 AP
Select between Dexterity, Intelligence, or Wisdom
Ferocity 0/1
Ferocity
Ranks: 1 Cost: 2 AP Requires: 30 AP
You gain 10% Doublestrike and Doubleshot. Your Dark Wolf gains 25% Attack Speed and 100% Fortification Bypass.
Stone's Hue 0/1
Stone's Hue
Ranks: 1 Cost: 1 AP Requires: 30 AP
Your Camouflage and Camouflage, Mass spells also grant the target +1 Physical Resistance Rating per 2 caster levels.
Death Attack 0/1
Death Attack
Ranks: 1 Cost: 2 AP Requires: 30 AP
Stealth Melee Assassinate Attack: On Sneak Attack: Attempt to Assassinate a foe before you. If it is an enemy type that a Dark Hunter could have as a Favored Enemy (Vermin, Elves, Aberrations, Animals, Humanoids, and Monstrous Humanoids) then you attempt to snuff out its life, killing it instantly unless it makes a Fortitude save vs Death (DC 10 + Ranger Level + highest of Dex, Int, or Wis Mod + Assassinate bonuses). If it is a different enemy type, or it makes its Fortitude save, you instead mortally wound it, lowering its Physical and Magical Resistance rating by 10 and dealing an extra 1d20 Bleed damage per character level.
Blade Specialization 0/1
Blade Specialization
Ranks: 1 Cost: 1 AP Requires: 30 AP
Select from Critical Threat Range or Critical Damage Multiplier.
Dark Sight 0/1
Dark Sight
Ranks: 1 Cost: 2 AP Requires: 30 AP
You have True Seeing and gain a +25% Competence bonus to Maximum Hit Points. This ability also grants a separate ability - Underdark Sight - that you may toggle on to gain sight ability while within the Underdark.
Core Enhancements
Underdark Stalker 0/1
Underdark Stalker
Ranks: 1 Cost: 1 AP
For each Core Ability you take in this tree, including this one, you gain +5 Maximum HP, +1 Reflex Saving Throw, and -1 Armor Check Penalty for Medium Armor.
Smoke Trap 0/1
Smoke Trap
Ranks: 1 Cost: 1 AP Requires: 5 AP
Toss a Smoke Grenade at a single enemy. If they fail a fortitude save (DC20 + Dex/Int/Wis Mod + Assassinate DCs + Trap DCs) they lose their immunity to sneak attack and 25% of their fortification for 25 seconds.
Underdark Armor 0/1
Underdark Armor
Ranks: 1 Cost: 1 AP Requires: 10 AP
While wearing Medium Armor, you gain a +10% Exceptional bonus to Armor Class and take 50% less damage from Traps.
Opportune Moment 0/1
Opportune Moment
Ranks: 1 Cost: 1 AP Requires: 20 AP
Whenever you become invisible, you gain a Primal bonus to Sneak Attack Dice equal to your Wilderness Lore. This lingers for 10 seconds after you become Invisible and may only trigger once every 60 seconds.
Death Stalker 0/1
Death Stalker
Ranks: 1 Cost: 1 AP Requires: 30 AP
+25% Sneak Speed. While you are sneaking, you gain a 5% enhancement damage bonus to your melee, ranged and unarmed attacks. This lingers for 10 seconds after you leave Stealth.
Hunter in the Dark 0/1
Hunter in the Dark
Ranks: 1 Cost: 1 AP Requires: 40 AP
+2 Dexterity, Intelligence, and Wisdom. +10% Doublestrike and Doubleshot. +10 Melee and Ranged Power. Your Bleed the Weak bonus now applies its full damage against enemies that are Snared or Entangled.
Core Enhancements
Enhancement Description
Underdark Stalker Underdark Stalker
For each Core Ability you take in this tree, including this one, you gain +5 Maximum HP, +1 Reflex Saving Throw, and -1 Armor Check Penalty for Medium Armor.
AP Cost
1
Ranks
1
Progression
0
Prereqs
Ranger Level 1
Smoke Trap Smoke Trap
Toss a Smoke Grenade at a single enemy. If they fail a fortitude save (DC20 + Dex/Int/Wis Mod + Assassinate DCs + Trap DCs) they lose their immunity to sneak attack and 25% of their fortification for 25 seconds.
AP Cost
1
Ranks
1
Progression
5
Prereqs
Underdark Stalker, Ranger Level 3
Underdark Armor Underdark Armor
While wearing Medium Armor, you gain a +10% Exceptional bonus to Armor Class and take 50% less damage from Traps.
AP Cost
1
Ranks
1
Progression
10
Prereqs
Smoke Trap, Ranger Level 6
Opportune Moment Opportune Moment
Whenever you become invisible, you gain a Primal bonus to Sneak Attack Dice equal to your Wilderness Lore. This lingers for 10 seconds after you become Invisible and may only trigger once every 60 seconds.
AP Cost
1
Ranks
1
Progression
20
Prereqs
Underdark Armor, Ranger Level 12
Death Stalker Death Stalker
+25% Sneak Speed. While you are sneaking, you gain a 5% enhancement damage bonus to your melee, ranged and unarmed attacks. This lingers for 10 seconds after you leave Stealth.
AP Cost
1
Ranks
1
Progression
30
Prereqs
Opportune Moment, Ranger Level 18
Hunter in the Dark Hunter in the Dark
+2 Dexterity, Intelligence, and Wisdom. +10% Doublestrike and Doubleshot. +10 Melee and Ranged Power. Your Bleed the Weak bonus now applies its full damage against enemies that are Snared or Entangled.
AP Cost
1
Ranks
1
Progression
40
Prereqs
Death Stalker, Ranger Level 20
Tier 1
Enhancement Description
Dark Wolf Dark Wolf
Rank 1
Conjure your Dark Wolf companion to your side. This companion will fight alongside you as you adventure.

Passive: +5 HP
Rank 2
Conjure your Dark Wolf companion to your side. This companion will fight alongside you as you adventure.

Passive: +10 HP
Rank 3
Conjure your Dark Wolf companion to your side. This companion will fight alongside you as you adventure.

Passive: +15 HP
AP Cost
1
Ranks
3
Progression
1
Wolf Hide Wolf Hide
Rank 1
+2 Physical Resistance Rating
Rank 2
+4 Physical Resistance Rating
Rank 3
+6 Physical Resistance Rating
AP Cost
1
Ranks
3
Progression
1
Prereqs
Dark Wolf
Sneak Attack Training Sneak Attack Training
+1 Sneak Attack Dice, +1 to hit when performing Sneak Attacks.
AP Cost
2
Ranks
1
Progression
1
Bleed the Weak Bleed the Weak
Imbue Toggle: Your melee and ranged attacks deal 1d8 Bleeding damage. Against enemies under 50% HP, this damage is increased to 1d10 Bleeding damage. Against enemies under 25% HP, this damage is increased to 1d12 Bleeding damage. This damage scales with the higher of Melee or Ranged Power.

While you are using this Imbue Toggle, your Dark Wolf will as well. It uses your bonus Imbue Dice as its own.
AP Cost
2
Ranks
1
Progression
1
Awareness Awareness
Rank 1
+1 Listen, Search, Spot, and to hit.
Rank 2
+2 Listen, Search, Spot, and to hit.
Rank 3
+3 Listen, Search, Spot, and to hit.
AP Cost
1
Ranks
3
Progression
1
Tier 2
Enhancement Description
Furor of the Hunter Furor of the Hunter
Rank 1
Your Dark Wolf gains a +3 Primal bonus to hit and damage, +2 Primal Bonus to AC, and its attacks bypass 10% of enemy Fortification.
Rank 2
Your Dark Wolf gains a +6 Primal bonus to hit and damage, +4 Primal Bonus to AC, and its attacks bypass 20% of enemy Fortification.
Rank 3
Your Dark Wolf gains a +10 Primal bonus to hit and damage, +6 Primal Bonus to AC, and its attacks bypass 50% of enemy Fortification.
AP Cost
1
Ranks
3
Progression
5
Prereqs
Dark Wolf
Assassin's Training Assassin's Training
Rank 1
+1 to your Assassinate DCs.
Rank 2
+2 to your Assassinate DCs.
Rank 3
+3 to your Assassinate DCs.
AP Cost
1
Ranks
3
Progression
5
Sneak Attack Training Sneak Attack Training
+1 Sneak Attack Dice, +1 to hit when performing Sneak Attacks.
AP Cost
2
Ranks
1
Progression
5
Prereqs
Sneak Attack Training
Improved Traps Improved Traps
Rank 1
+1 to the save DC's of Alchemical Trap Attacks and Magical Traps. Elemental Traps that you place now have a DC equal to 65% of your Disable Device Skill instead of 50%.
Rank 2
+2 to the save DC's of Alchemical Trap Attacks and Magical Traps. Elemental Traps that you place now have a DC equal to 80% of your Disable Device Skill instead of 50%.
Rank 3
+3 to the save DC's of Alchemical Trap Attacks and Magical Traps. Elemental Traps that you place now have a DC equal to 100% of your Disable Device Skill instead of 50%.
AP Cost
1
Ranks
3
Progression
5
Action Boost: Skills or Sprint Action Boost: Skills or Sprint
Select an Action Boost
Rank 1
Sprint BoostActivate to gain a +30% Action Boost bonus to movement speed for 20 seconds.
Skill BoostActivate to gain a +2 Action Boost bonus to all skills for 20 seconds.
Rank 2
Sprint BoostActivate to gain a +40% Action Boost bonus to movement speed for 20 seconds.
Skill BoostActivate to gain a +4 Action Boost bonus to all skills for 20 seconds.
Rank 3
Sprint BoostActivate to gain a +50% Action Boost bonus to movement speed for 20 seconds.
Skill BoostActivate to gain a +6 Action Boost bonus to all skills for 20 seconds.
AP Cost
1
Ranks
3
Progression
5
Tier 3
Enhancement Description
Primal Energy Primal Energy
Rank 1
Your Dark Wolf gains a +2 Primal Bonus to all Ability Scores and you gain +1 bonus Imbue Dice.
Rank 2
Your Dark Wolf gains a +4 Primal Bonus to all Ability Scores and you gain +2 bonus Imbue Dice.
Rank 3
Your Dark Wolf gains a +6 Primal Bonus to all Ability Scores and you gain +3 bonus Imbue Dice.
AP Cost
1
Ranks
3
Progression
10
Prereqs
Furor of the Hunter
Snap Trap Snap Trap
Toss a snapping trap at the targeted enemy. If they don't make a Fortitude Save (DC 20 + Dex/Int/Wis Mod + Assassinate DCs + Bonus Trap DCs) they are rooted in place by the trap's jaws for 12 seconds.
AP Cost
2
Ranks
1
Progression
10
Sneak Attack Training Sneak Attack Training
+1 Sneak Attack Dice, +1 to hit when performing Sneak Attacks.
AP Cost
2
Ranks
1
Progression
10
Prereqs
Sneak Attack Training
Use Magic Device Use Magic Device
Rank 1
+1 Use Magic Device
Rank 2
+2 Use Magic Device
Rank 3
+3 Use Magic Device
AP Cost
1
Ranks
3
Progression
10
Dexterity, Intelligence, or Wisdom Dexterity, Intelligence, or Wisdom
Select between Dexterity, Intelligence, or Wisdom
Dexterity+1 Dexterity
Wisdom+1 Wisdom
Intelligence+1 Intelligence
AP Cost
2
Ranks
1
Progression
10
Tier 4
Enhancement Description
Lupine Instincts Lupine Instincts
Your Dark Wolf inherits your Search and Spot scores, and will automatically find traps and secret doors for you assuming you meet the statistical threshold. You gain a Primal bonus to Search and Disable Device skill bonus equal to your number of Wilderness Lore feats.
AP Cost
2
Ranks
1
Progression
20
Prereqs
Primal Energy
Slayer in the Dark Slayer in the Dark
Rank 1
Killing an enemy grants you a +5 Morale bonus to Melee and Ranged Power, stacking 2 times. This lasts for 20 seconds.
Rank 2
Killing an enemy grants you a +5 Morale bonus to Melee and Ranged Power, stacking 3 times. This lasts for 20 seconds.
Rank 3
Killing an enemy grants you a +5 Morale bonus to Melee and Ranged Power, stacking 4 times. This lasts for 20 seconds.
AP Cost
1
Ranks
3
Progression
20
Sneak Attack Training Sneak Attack Training
+1 Sneak Attack Dice, +1 to hit when performing Sneak Attacks.
AP Cost
2
Ranks
1
Progression
20
Prereqs
Sneak Attack Training
Smoke Bomb Smoke Bomb
Throw a bottle beneath you that explodes into a cloud of smoke and leaves you Invisible and Displaced for 12 seconds.
AP Cost
2
Ranks
1
Progression
20
Dexterity, Intelligence, or Wisdom Dexterity, Intelligence, or Wisdom
Select between Dexterity, Intelligence, or Wisdom
Dexterity+1 Dexterity
Wisdom+1 Wisdom
Intelligence+1 Intelligence
AP Cost
2
Ranks
1
Progression
20
Prereqs
Dexterity, Intelligence, or Wisdom
Tier 5
Enhancement Description
Ferocity Ferocity
You gain 10% Doublestrike and Doubleshot. Your Dark Wolf gains 25% Attack Speed and 100% Fortification Bypass.
AP Cost
2
Ranks
1
Progression
30
Prereqs
Lupine Instincts
Stone's Hue Stone's Hue
Your Camouflage and Camouflage, Mass spells also grant the target +1 Physical Resistance Rating per 2 caster levels.
AP Cost
1
Ranks
1
Progression
30
Death Attack Death Attack
Stealth Melee Assassinate Attack: On Sneak Attack: Attempt to Assassinate a foe before you. If it is an enemy type that a Dark Hunter could have as a Favored Enemy (Vermin, Elves, Aberrations, Animals, Humanoids, and Monstrous Humanoids) then you attempt to snuff out its life, killing it instantly unless it makes a Fortitude save vs Death (DC 10 + Ranger Level + highest of Dex, Int, or Wis Mod + Assassinate bonuses). If it is a different enemy type, or it makes its Fortitude save, you instead mortally wound it, lowering its Physical and Magical Resistance rating by 10 and dealing an extra 1d20 Bleed damage per character level.
AP Cost
2
Ranks
1
Progression
30
Prereqs
Sneak Attack Training
Blade Specialization Blade Specialization
Select from Critical Threat Range or Critical Damage Multiplier.
Blade Specialization - Damage MultiplierYou gain a +1 Competence bonus to Critical Damage Multiplier with your weapons.
Blade Specialization - Threat RangeYou gain a +1 Competence bonus to Critical Threat Range with your weapons.
AP Cost
1
Ranks
1
Progression
30
Dark Sight Dark Sight
You have True Seeing and gain a +25% Competence bonus to Maximum Hit Points. This ability also grants a separate ability - Underdark Sight - that you may toggle on to gain sight ability while within the Underdark.
AP Cost
2
Ranks
1
Progression
30