Dark Hunter

Dark Hunter is a variant Ranger archetype that embraces death as a necessary part of life. Introduced in Update 58.

Changes from base class

 * Lose:
 * All Favored Enemy feats except: Aberration, Animal, Elf, Human, Monstrous Humanoid, Vermin
 * Cure Wounds spells
 * Evasion (9)


 * Gain:
 * Open Lock and Disable Device as Class Skills
 * Medium Armor Proficiency (1)
 * Trapfinding (1)
 * Trap Making (3)
 * Trap Sense +1 (3, 6, 9, 12, 15, 18) (same as rogue and barbarian)
 * Sneak Attack +1d6 (1, 5, 10, 15, 20)
 * Curative Admixture spells, with a better progression than the base ranger (For example: Dark Hunters gain the Cure Light Admixture as a 1st-level spell, but base rangers get Cure Light Wounds as a 2nd-level spell)
 * Accelerate Spell (8, bonus feat)

Past life
Dark Hunter: +1 Sneak Attack and +1 Sneak Attack Damage per stack

Advancement table

 * * Spell Points: These SP values are assumed, based on a linear 15-point increase per level, and need confirming from in-game experience.

As with Clerics, Rangers automatically have access to all their spells once they reach a high enough level, and can freely swap which are prepared at shrines and taverns.

Combat Style Feats: The ranged and melee combat style feats gained at levels 2, 6 and 11 are automatically obtained even if the ranger does not meet the usual prerequisites for these feats. In addition, the ranger does not need to wear light or no armor to use these feats.

Enhancement trees
Dark Hunters lose access to the Ranger's Arcane Archer enhancements. (They can still access AA as the elven racial tree.) Instead, they get Dark Hunter enhancements.