Last month after releasing the fighter guide, I did a set of class feats expanding on the fighter’s niche. My original idea was to do this every month for each class, but when I looked at ranger, the niche it has is already pretty decently fulfilled. Anything I added would be a bit superfluous unless I created a whole new niche. So instead I thought “what if I took an alternate approach.” This archetype was made with the intent of giving an alternative to ranger multiclass to get some of the same hunter feel, while also providing value to a ranger themselves.

BOUNTY HUNTER

Bounty Hunter Dedication FEAT 2

[Archetype] [Dedication]

Prerequisites trained in Survival

You’ve trained to hunt specific targets and bring them where they need to be. You can use the Hunt Prey action (CRB p. 168). During your daily preparations, you may designate one creature you are aware of as your bounty. You must either know your bounty’s name You can use Hunt Prey as a free action against your bounty even if you cannot see them and are not Tracking them.

Subdue FEAT 4

[Archetype]

Prerequisites Bounty Hunter Dedication

In the event of a mark that needs to be taken in alive, bounty hunters are usually trained in nonlethal takedown techniques. You take no penalty when making a nonlethal attack with a weapon that does not have the nonlethal trait against your prey. If using a weapon has the nonlethal trait, you gain a +1 circumstance bonus to attack rolls when making nonlethal attacks against your prey.

Capture and Secure FEAT 4

[Archetype]

Prerequisites Bounty Hunter Dedication, trained in Athletics

You can physically overpower any enemy and secure them for transport, making it difficult for them to escape your custody. You gain a +1 circumstance bonus on Athletics checks to Grapple, Shove, Trip or Disarm against your prey. When you Grab, tie up, or otherwise restrict movement for your bounty, you gain a +2 circumstance bonus to your Escape DC for that effect, and if they roll a failure on their Escape check, they critically fail instead.

Hunter’s Instincts FEAT 7

[Archetype] [Skill]

Prerequisites Bounty Hunter, master in Survival

You gain a sixth sense of finding your target. You can attempt to Track your bounty, even when you have no trail to follow. Treat the results of your check as one degree worse. If you succeed, you only gain a general sense of the direction your bounty is in.

Sudden Mark <F> FEAT 10

[Archetype]

Prerequisites Bounty Hunter

Frequency Once per day

Trigger You’re about to roll Perception or Survival for initiative.

A good bounty hunter is a living bounty hunter, and you live longer by reacting to your enemies quickly. You gain a +2 circumstance bonus to your initiative, and can use Hunt Prey on one target you are aware of. You cannot use any other free actions triggered by rolling initiative at the same time as this ability.

Warm or Cold <AA> FEAT 15

[Archetype] [Emotion] [Fear] [General] [Incapacitation] [Linguistic] [Skill]

Prerequisites Bounty Hunter, legendary in Intimidation

You inform your bounty how your encounter is going to end: they leave with you in chains, or in a body bag. Attempt an Intimidation check against the Will DC of your bounty. You must be within 30 feet of them and they must be able to hear you. Your bounty becomes temporarily immune for 1 day.

Critical Success The target becomes paralyzed until the end of your next turn. Any attempt you make to grapple or restrain the target during this time is automatically a success, although you can still roll to attempt a critical success.

Success The target becomes frightened 2

Failure The target becomes frightened 1.

Critical Failure The target is unaffected.