Starfinder: Hunter

Chris Van Deelen

Hunter (Operative Explorer - Combatant) CR 15 XP 51,200

 

Neutral Medium Humanoid

Init +5; Senses Darkvision 60 ft.; Perception +26

 

Defense                                                             HP 275

EAC 29; KAC 31

Fort 19; Ref 17; Will 13

Defensive Abilities evasion, toughened.

Vulnerabilities: Atmospheric vulnerability

 

Offense

Speed  60 ft.

Melee Two claws, +24 (1d12+22 S) or Grandmasters sword (8d12+22 S bleed 6d6)

Ranged Plasma caster +25, (5d8+15 E & F)

Space ft. Reach  ft.

Offensive Abilities Multiattack mastery, natural weaponry, quad attack, trick attack +8d8

 

Statistics

Str +7; Dex +5; Con +5; Int +2; Wis +2; Cha +0

Skills Acrobatics +26, athletics, +26, perception + 23, stealth +35, survival +30

Languages Common, hunter

Other Abilities Darkvision, Imposing presence, mimicry, quick movement +30 ft., skilled hunter, uncanny agility

Gear hunter’s assault armor, hunter’s glaive, hunter’s wrist blade, plasma caster, smart disk,

 

Ecology

Organization Solitary, small hunting bands (2d3), large hunting bands (4d8) or clans (6d12)

 

Special Abilities

Debilitating Trick (Ex) When you hit an enemy with a trick attack, you can make the creature flat-footed or off-target until the beginning of your next turn. You might learn exploits that grant you additional options for your debilitating trick, but you can select only one option each time you hit with a trick attack.

Evasion (Ex) If you succeed at a Reflex save against an effect that normally has a partial effect on a successful save, you instead suffer no effect. You gain this benefit only when unencumbered and wearing light armor or no armor, and you lose the benefit when you are helpless or otherwise unable to move.

Ever Vigilant (Ex) You’ve been on enough solo missions to know that you can’t let your guard down, even while sleeping. You take no penalties to Perception checks for being asleep, though you still can’t succeed at purely visual Perception checks while asleep. You can always act on the surprise round, though if you choose to do so when you would otherwise be surprised, you use your initiative result or the initiative result of the first creature that would have surprised you – 1, whichever is lower.

Imposing presence (Ex): As a species, the hunters are physically imposing and exude an air of confidence and strike those who view them with unease – the same way many predators in the wild do. The hunters gain a +4 to Intimidate.

Into the Unknown (Ex): At 11th level, you gain a +4 bonus to Culture and Survival checks. While you’re outside both the Pact Worlds and your home star system (if different), you gain a +2 bonus to initiative checks. At the GM’s discretion, in games centered around a different star system than the Pact Worlds, replace the Pact Worlds with that star system.

Natural Weaponry (Ex): The hunter’s hands come equipped with powerful claws. This gives the species a natural claw attack. The damage inflicted is 1d4+STR. Also the hunter cannot be disarmed.

Mimicry (Ex): The hunters are capable of mimicking almost any vocalization they hear. This can be used to lure potential prey into a position where the hunter would gain the advantage. This is considered to be a bluff check, with the hunter gaining a +4 to the bluff roll. If it fails, the hunter will gain the advantage and for the first round of combat, the hunter gains initiative and the prey is considered to be flat-footed.

Quick Movement (Ex) As long as you are unencumbered and wearing light armor or no armor, your land speed increases by 10 feet. At 9th level, your land speed instead increases by 20 feet, and at 15th level, your land speed instead increases by 30 feet.

Skilled Hunter (Ex): Having been groomed in a society where the hunt is the most important aspect of their lives, the hunters gain a +4 to both stealth and survival.

Toughened (Ex): These creatures are taught to resist pain and suffering as they mature, through excessive physical testing and combat. As a result, the hunter gains a +2 to Fortitude saves.

 

Hunter Racial Traits

 

Ability Adjustments: +2 Str, +2 Con, -2 Cha

Hit Points: 7

Darkvision: Ancestrals possess Darkvision of 60 ft.

Size and Type: Medium Humanoid

Atmospheric Vulnerability (Ex): The chemical mixture of the Hunter’s natural atmosphere is different than many of the worlds they visit when hunting. They can still breathe the atmosphere, but it has a detrimental effect on the species. Without their helmets, the species must make a Constitution check every two hours. After the first check fails, the hunter is considered fatigued. When the second check fails, then the hunter is Exhausted. Finally once at this category, the hunter must continue to make checks or suffer 1d4 points of Constitution damage per failure. When the Constitution reaches zero, the hunter dies. Once the hunter has regained its mask, or is returned to its natural atmosphere, the hunter will regain 1 point of lost constitution every 30 minutes, and once the Constitution score has returned to normal, they will lose their exhausted and then fatigued condition after 2 hours.

Imposing presence (Ex): As a species, the hunters are physically imposing and exude an air of confidence and strike those who view them with unease – the same way many predators in the wild do. The hunters gain a +4 to Intimidate.

Natural Weaponry (Ex): The hunter’s hands come equipped with powerful claws. This gives the species a natural claw attack. The damage inflicted is 1d4+STR. Also the hunter cannot be disarmed.

Mimicry (Ex): The hunters are capable of mimicking almost any vocalization they hear. This can be used to lure potential prey into a position where the hunter would gain the advantage. This is considered to be a bluff check, with the hunter gaining a +4 to the bluff roll. If it fails, the hunter will gain the advantage and for the first round of combat, the hunter gains initiative and the prey is considered to be flat-footed.

Skilled Hunter (Ex): Having been groomed in a society where the hunt is the most important aspect of their lives, the hunters gain a +4 to both stealth and survival.

Toughened (Ex): These creatures are taught to resist pain and suffering as they mature, through excessive physical testing and combat. As a result, the hunter gains a +2 to Fortitude saves.

 

This alien race is known by different name – Predators, Hunters, Xenopredators, and other monikers. They have a name for their own species but prefer to call one another hunters.

Physical Description

Hunters are imposing creatures, typically standing around seven feet in height and weighing three hundred pounds or more. The skin is typically a mottled yellow with dark-brown patches, some of which have patterns, which vary from individual to individual. Many proudly display scars, wearing them as badges of honor for having survived deadly encounters. The hands and feet are equipped with hard claws, giving the already imposing creatures natural weapons to use in the unlikely event they are ever disarmed. The face of the creature is something out of a nightmare, with soulless eyes set deep in the skull, surrounded by dreadlock-like growths of flesh. The mouth is shaped like a mandible and the teeth are sharp, perfect for tearing and rending.  The creatures are very strong, but seem to be no more or less hearty than other species.  For these creatures, physical prowess is more important than intellect.

Hunters wear little in the way of clothing, usually wearing only loin-cloths or going naked when at home, on a base or in their ships. When they are hunting, they are always found wearing armor and they use helmets to mask their appearances.

Due to the structure of the mouth and throat, the hunters tend to speak using growls, grunts, snarls and roars. The speech is very animalistic, although it has been discovered they are capable of mimicking the speech and vocalization of other races, often using these to distract or lure prey or game into possible traps. It is possible to learn their language, even to speak it, but it is very difficult to do so.

Society and Alignment

The species are hunters – pure and simple. Their entire society revolves around the hunt and around combat and trophies. The creatures use a combination of high tech – cloaking fields, interstellar travel, energy weapons and the like, but also use ancient weaponry such as swords, spears, nets, bolas, and so forth.  Where many species attempt to accumulate wealth or knowledge as they grow, for these creatures, it is the thrill of the hunt and the renown which comes with taking trophies. The more dangerous the prey, the greater the renown.  

As such, the hunter’s society is divided into a ‘caste’ system and the members of the society also belong to specific clans, which are much like the roving tribes which were found on many different worlds.

The apex of the Caste system are the true hunters – those who travel the interstellar space ways to discover, track and kill prey in order to add to their trophies. The greater the number of trophies, the greater the renown and respect the hunter has among the different clans. Next are the Armor smiths, who build the weapons, maintain the ships and research discovered or stolen technology from other species.  They provide the tools for the hunters and keep what they already have in good working condition.

There are other castes, such as laborers, farmers and other menial jobs, and typically these are filled by those who have suffered too many injuries during their hunts, or are feeble-minded or not physically up to the challenge. They are not looked down upon by the other castes, as they are necessary for the hunter’s society to function, but they can never achieve the kind of renown or leadership positions as the hunters are capable.

Even though they relish in the hunt and the mutilation of the corpses of those they kill – for trophy purposes – they have a strict code of honor. See Code of Honor below for more details.

When challenged one-on-one, the hunters will accept the challenge and will fight to the death. It is extremely rare for the hunters to lose such engagements, when it happens, other hunters will show respect towards the victor, even if from another species. They will even go as far as leaving the victor alive and those trophies from the vanquished. This does not mean they will not return at a future point to try and take the victor out, but at least for the time being the victor has their respect. This can also lead to the victor being invited to join the hunters when it comes to hunting, if they have proven to be exceptionally skilled and or cunning.

For those who offer the challenge and have been dispatched, the hunters will often put the skull of the vanquished in a place of honor in their trophy case. 

Although there are many who consider the hunters to be an evil race, they are bound by their rules of honor and their own moral code (see below). They are neither good nor evil and even though it cannot be proven, rumor has it they will take out particularly deadly creatures or foes which are attacking or preying upon the weak and helpless – but at the same time the younger members of this society have been known to attack outposts and slaughter anyone armed with even a simple knife in order to gain renown.

As a species, the hunters typically wear helmets to mask their features from their prey. These masks are different from one another, each hunter personalizing their mask with clan markings, personal designs, or even trophies. Masks differ from each hunter so much that it is easy to identify a specific hunter because of the mask it wears.

One commonality each mask has however is it starts out plain and unadorned – with the exception the mask always has a clan glyph located where it can be easily seen. This is for the raw initiates, those who have yet to gain renown or trophies, but as each initiate grows and gains both renown and trophies; they are allowed to modify their masks to suit.

They have a home world, which has been kept secret from outsiders, and tend to live in outposts and on hidden asteroid bases across known space.  These bases are where the hunters are able to replenish stocks, repair their ships, weapons and equipment, and regale their fellow hunters with stories of their recent hunts and victories. These are also home to many clans and individual hunters, and as such the homes are where most of their trophies are stored. These bases are also where news, ideas, new technology, discoveries and more are shared. Even though the hunters are violent and nomadic in nature, they use these locations to disseminate information to the rest of the race through FTL transmissions.

The nomadic nature of the hunters also means that many of them use their ships as homes for themselves and their clans.

Code of Honor

  • Hunting Worthy Prey : When hunting, the hunter must be sure that his prey is considered proper game. What is considered to be worthy game must meet the following criteria – the prey is capable of defending itself or actively harming the hunter. The prey must be an adult – no elderly or children. They prey cannot be pregnant, or diseased or infirm in any manner.  Rarely will this be overlooked, such as prey who happens to be ill picks up a weapon and attempts to kill a hunter, then this will be overlooked.
  • Losing a hunt: Although not common, hunters do lose to their prey on the occasion. It is preferred to kill themselves in such a manner, and those who do not take the honorable way out are considered to be cowards and outcasts, which if they encounter other hunters who know of this, will become prey to these hunters.
  • Taking a kill: Taking trophies from prey dispatched by other hunters is a great insult. This does not happen often, and is often difficult to prove. If proof can be obtained, the violator becomes an outcast.
  • Leave the innocent alone:  This particular code is often given a great deal of leeway. The hunters will often prey upon anyone using a weapon, but they will more often than not leave those who would be considered innocent alone – medical technicians, general laborers and other similar professions often fall into this category.  This mainly applies to the young and breeders of a particular species.  
  • Wounded Prey: When coming upon prey previously wounded by another hunter, and the prey is dying without being capable of defending itself, show honor to another's kill – grant it a quick and merciful death, but do not take the trophy! If it turns out the prey is still capable of fighting, then the kill is to be shared with the original hunter.
  • Territory:  If a location is already claimed by another hunter, do not enter it without their express consent. Any kills or trophies taken in another’s territory are considered to be theft and other hunters look down upon the transgression harshly. It could even lead to exile or death.
  • Respect: If a hunter is defeated in a fair hunt and show the hunter proper respect are considered to be worthy of respect and as such, can be considered equals.  Typically a gift is given to the victor in such cases. Other times, a much rarer occurrence, the victor is invited to join hunts and are treated with respect and as equals.
  • Violations: Although not uncommon, those hunters who break the codes listed here are considered to be outcasts, if the violation can be proven. If the violation is truly great, the hunter is killed outright, otherwise the hunter is simply exiled. Exiles, when encountered by other hunters, often become prey themselves.  

Relations

For the most part, hunters view all other races as prey. They do not form alliances with any other races – at least permanent alliances that is. The occasional individual hunter or clan will rarely align with another race, but typically this is only when dealing with particularly powerful enemies, or when a Xenomorph infestation is encountered.

Most races view the hunters with outright hatred because of their views, seeing all other races as prey or sport. The hunters really do not care what others think of them, and when not actively hunting them, simply leave them alone. 

There is one exception – the hunters have a deep-rooted hatred for the aliens known as the Ancestors. This could have something to do with an encounter, which took place in the distant past, and typically when the two races encounter one another, it is a fight to the death.

Strangely enough, it has been discovered the hunters have warned other races of impending incursions of the Ancestrals, as well as massive events which could have dire consequences for the inhabitants of a plant or solar system. These events have to be of such magnitude as to threaten the very existence of the solar system and the races living there. It is speculated this is not done out of altruism, but because the hunters do not wish to lose potential prey or game in the future.

Individual hunters have been able to able to form what could be called ‘friendship’ with others, especially those who have either fought and bested them, or who they have shared deadly encounters with.

Especially when it comes to the Xenomorphs. The hunters admire and respect those who have fought against and have destroyed the Xeno’s, and have even gone as far as to ‘mark’ such successful hunters with scarring, by using the blood of the Xeno’s. These marks are always on the head of the individual, typically located on the forehead or cheeks, and with the exception of rogues or outcasts, will render the marked as one to be respected and not to be hunted.

The quickest and easiest way to gain the respect of a hunter is to essentially be a hunter – to take on challenges and stalk the most dangerous prey, especially in view of a hunter. The only problem with doing so is this could make the hunter decide to hunt you in turn, thinking you would make a fine addition to its trophy collection.

History

The species has been hunting prey for thousands upon thousands of years across known space, and have had an impact on many different cultures. It is speculated the creatures are the basis for the myths of demons and other creatures which prey upon the unsuspecting.

As one would expect, the hunters are very quiet about their history. A lot can be gleaned from various clans, but that typically encompasses the hunts, encounters and major events which have occurred to the clan and its members.

Thanks to the technology they possess, the clans are able to keep in contact with their home world – which is kept secret from all outsiders, even those who have earned the respect and admiration of various clans and individuals. All history, from individual hunter to clans, to outposts, are regularly transmitted to the home world, where it is recorded and a cohesive timeline is compiled.

It is understood the hunters evolved from the apex predator on their home world, developing intelligence and of course over time, went from the human equivalent of the Stone Age all the way to travelling across the stars. It is hinted that at some point in the distant past, the hunters were visited by an ancient and intelligent race – and after encountering the Ancestrals, it appears these beings may have been that particular race. Those who have learned this much find that after this supposed encounter, the hunter’s technology level skyrocketed and that is when they reached the stars.

What can be determined through the history of other worlds and cultures is the fact these creatures have been hunting the galaxy for at least ten thousand years, possibly longer, as that is the earliest record ever discovered of encounters with the hunters.

Starfinder Creature Index

Chris Van Deelen is the creator and contributor to over half of the Wisdom from the Wastelands series, contributor to the Swords of Kos: Hekaton anthology. He also wrote Creatures of the Tropical Wastelands, and 100 Oddities found in a Car. As prolific as he is, Chris Van Deelen continues to write and produce material which will be in publication soon. Not only is he a prolific content creator, he also has a wide selection of fiction and stories! If you like his work, please follow his personal author page on Facebook and on Twitter to keep up with his latest news and game content.