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Charms in Monster Hunter World (MHW) are Accessories that provide bonuses to the player character, such as higher attack or more defense. Below is a list of Charms in MHW, how to craft them, and the Skills they boost.

Alignment
  1. Vector Full - Hunter Mode Technology Park Bonus All Level 1 - 9 HD (All 3 Stars) - Duration: 12:04. TuxedoYos Recommended for you.
  2. Cryptstalker Armor is the Tier 3 Raid Set. It contains 9 pieces. Has set bonuses at 2, 4, 6, and 8 pieces. Requires level 25. An item set from World of Warcraft.

Any.

Hit Die

d8.

Class Skills

The ranger’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).

Vector Hunter Bonus 3 5
Skill Points at 1st Level

(6 + Int modifier) ×4.

Skill Points at Each Additional Level

6 + Int modifier.

Table: The Ranger
LevelBase
Attack Bonus
Fort
Save
Ref
Save
Will
Save
SpecialSpells per Day
1st2nd3rd4th
1st+1+2+2+01st favored enemy, Track, wild empathy
2nd+2+3+3+0Combat style
3rd+3+3+3+1Endurance
4th+4+4+4+1Animal companion0
5th+5+4+4+12nd favored enemy0
6th+6/+1+5+5+2Improved combat style1
7th+7/+2+5+5+2Woodland stride1
8th+8/+3+6+6+2Swift tracker10
9th+9/+4+6+6+3Evasion10
10th+10/+5+7+7+33rd favored enemy11
11th+11/+6/+1+7+7+3Combat style mastery110
12th+12/+7/+2+8+8+4111
13th+13/+8/+3+8+8+4Camouflage111
14th+14/+9/+4+9+9+42110
15th+15/+10/+5+9+9+54th favored enemy2111
16th+16/+11/+6/+1+10+10+52211
17th+17/+12/+7/+2+10+10+5Hide in plain sight2221
18th+18/+13/+8/+3+11+11+63221
19th+19/+14/+9/+4+11+11+63332
20th+20/+15/+10/+5+12+12+65th favored enemy3333

Class Features

All of the following are class features of the ranger.

Weapon and Armor Proficiency

A ranger is proficient with all simple and martial weapons, and with light armor and shields (except tower shields).

Table: Ranger Favored Enemies
Type (Subtype)Type (Subtype)
AberrationHumanoid (reptilian)
AnimalMagical beast
ConstructMonstrous Humanoid
DragonOoze
ElementalOutsider (air)
FeyOutsider (chaotic)
GiantOutsider (earth)
Humanoid (aquatic)Outsider (evil)
Humanoid (dwarf)Outsider (fire)
Humanoid (elf)Outsider (good)
Humanoid (goblinoid)Outsider (lawful)
Humanoid (gnoll)Outsider (native)
Humanoid (gnome)Outsider (water)
Humanoid (halfling)Plant
Humanoid (human)Undead
Humanoid (orc)Vermin
Favored Enemy (Ex)

At 1st level, a ranger may select a type of creature from among those given on Table: Ranger Favored Enemies. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2.

If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the ranger’s bonuses do not stack; he simply uses whichever bonus is higher.

Track

A ranger gains Track as a bonus feat.

Wild Empathy (Ex)

A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.

Combat Style (Ex)

At 2nd level, a ranger must select one of two combat styles to pursue: archery or two-weapon combat. This choice affects the character’s class features but does not restrict his selection of feats or special abilities in any way.

If the ranger selects archery, he is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat.

If the ranger selects two-weapon combat, he is treated as having the Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.

The benefits of the ranger’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

Endurance

A ranger gains Endurance as a bonus feat at 3rd level.

Animal Companion (Ex)

At 4th level, a ranger gains an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures may be added to the ranger’s list of options: manta ray, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind.

This ability functions like the druid ability of the same name, except that the ranger’s effective druid level is one-half his ranger level. A ranger may select from the alternative lists of animal companions just as a druid can, though again his effective druid level is half his ranger level. Like a druid, a ranger cannot select an alternative animal if the choice would reduce his effective druid level below 1st.

Spells

Beginning at 4th level, a ranger gains the ability to cast a small number of divine spells, which are drawn from the ranger spell list. A ranger must choose and prepare his spells in advance (see below).

To prepare or cast a spell, a ranger must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a ranger’s spell is 10 + the spell level + the ranger’s Wisdom modifier.

Vector Hunter Bonus 3 5

Like other spellcasters, a ranger can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Ranger. In addition, he receives bonus spells per day if he has a high Wisdom score. When Table: The Ranger indicates that the ranger gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level. The ranger does not have access to any domain spells or granted powers, as a cleric does.

A ranger prepares and casts spells the way a cleric does, though he cannot lose a prepared spell to cast a cure spell in its place. A ranger may prepare and cast any spell on the ranger spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.

Through 3rd level, a ranger has no caster level. At 4th level and higher, his caster level is one-half his ranger level.

Improved Combat Style (Ex)

At 6th level, a ranger’s aptitude in his chosen combat style (archery or two-weapon combat) improves. If he selected archery at 2nd level, he is treated as having the Manyshot feat, even if he does not have the normal prerequisites for that feat.

If the ranger selected two-weapon combat at 2nd level, he is treated as having the Improved Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.

As before, the benefits of the ranger’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

Woodland Stride (Ex)

Starting at 7th level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.

However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.

Swift Tracker (Ex)

Beginning at 8th level, a ranger can move at his normal speed while following tracks without taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.

Evasion (Ex)

At 9th level, a ranger can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the ranger is wearing light armor or no armor. A helpless ranger does not gain the benefit of evasion.

Combat Style Mastery (Ex)

At 11th level, a ranger’s aptitude in his chosen combat style (archery or two-weapon combat) improves again. If he selected archery at 2nd level, he is treated as having the Improved Precise Shot feat, even if he does not have the normal prerequisites for that feat.

If the ranger selected two-weapon combat at 2nd level, he is treated as having the Greater Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.

As before, the benefits of the ranger’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

Camouflage (Ex)

A ranger of 13th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.

Hide in Plain Sight (Ex)

While in any sort of natural terrain, a ranger of 17th level or higher can use the Hide skill even while being observed.

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Pathfinder - Hunter Archetypes Breakdown

Disclaimer

I support a limited subset of Pathfinder's rules content. If you would like help with Pathfinder player options not covered here, please email me and I am happy to provide additional assistance.

RPGBOT uses the color coding scheme which has become common among Pathfinder build handbooks. Also note that many colored items are also links to the Paizo SRD.

  • Red: Bad, useless options, or options which are extremely situational.
  • Orange: OK options, or useful options that only apply in rare circumstances
  • Green: Good options.
  • Blue: Fantastic options, often essential to the function of your character.

Archetypes

Divine Hunter

The Divine Hunter trades in the Hunter's Teamwork Feats for access to a Cleric Domain and the celestial or fiendish template for their Animal Companion. If you want a more ability-focused hunter or don't like teamwork feats, this is a good option.

Alignment: This shouldn't affect your build.

Class Skills: Dungeoneering and Religion are equally important and useful.

Domain: Cleric domains offer a lot of great options, including both abilities and special abilities. For help selecting a domain, see my Cleric Domains Breakdown.

Otherworldly Companion (Su): The Celestial/Fiendish templates offer some DR, energy resistances, and Smite.

Replaced Features: Class Skills (Altered), Teamwork Feats, Hunter Tactics

Compatible Archetypes:

Feral Hunter

The Feral Hunter drops the Hunter's Animal Companion in exchange for Wild Shape. Wild Shape is a great polymorph option, and if you plan to use it I strongly recommend reading my Practical Guide to Polymorph.

Solitary: Taking away the Hunter's Animal Companion is like taking away a Wizard's spells.

Feral Focus (Su): Extending the Animal Focus bonuses to permanent duration makes them considerably easier to use throughout the day. Throw on one of the ability enhancements when you don't need something more situational. Because the appearance altering effect is a Polymorph effect, you're immune to effects which force you to change forms like Baleful Polymorph. The actual bonus from Feral Focus isn't a polymorph effect, which means that you can use while using Wild Shape.

Precise Summoned Animal (Ex): If you're planning to use Wildshape, you're planning to be in melee, so you want to take Outflank. Having a bunch of disposable badgers is a great way to get an easy flanking bonus.

Wild Shape (Su): Wild Shape gets you access to Beast Shape, which is the best set of polymorph spells until very high level.

Summon Pack (Sp): Roughly doubles the effectiveness of your Summon Nature's Ally spells. This is most effective when summoning the highest level creatures which you can get, so it won't be as helpful if you want swarms of weaker creatures.

Replaced Features: Animal Focus, Hunter Tactics, Speak With Master, Precise Companion (altered), Bonus Tricks, Improved Empathic Link, Greater Empathic Link, Master of the Wild, Raise Animal Companion, Teamwork Feats (6th, 9th, 12th, 15th, and 18th)

Compatible Archetypes:

Packmaster

The Packmaster attempts to grant the Hunter multiple Animal Companions, but falls just as short as other archetypes that attempt to do the same thing. The issue is a systemic characteristic of Pathfinder: numbers curve upward with level, and if you can't keep up with the curve you can't compete. Splitting your companion means that it will have roughly half off the numbers required to keep pace at any given level.

Pack Bond (Ex): Sharing your levels across multiple companions means that your companions will have a lot of problems in combat. Their attack bonuses will be lower, their AC weak, and their hit points small. Except to lose companions frequently.

Pack Focus (Su): Not being able to give both of your companions a focus at the same time is frustrating.

Teamwork Feat (Ex): If you have a bunch of companions your best bet to make them useful is Teamwork Feats. Take this special ability so that your crappy companions can help each other be slightly less awful.

Second Pack Focus (Su): Double the effectiveness of Pack Focus.

Master of the Pack (Ex): Add an extra focus to one of your companions that lasts all day.

Replaced Features: Animal Companion, Animal Focus, Teamwork Feats (Altered), Second Animal Focus, Master Hunter

Compatible Archetypes:

Primal Companion Hunter

One day I was staring at the Hunter and the Summoner, and trying to decide if the Eidolon or the Animal Companion was better. Animal Companions are mechanically simpler, allow you take awesome and easily recognizable pets like a Tyrannosaurus. The Eidolon allows you build a completely customized monster. Both are fantastic. Then I thought that it would be cool if you could use Evolution Points to customize your Animal Companion. Then I read this archetype, and cried sweet tears of min-maxy joy.

Primal Transformation (Su): Paizo weakened this ability after my initial assessment, and for very good reason. The original evolution point progression made all other animal companions obsolete, and made the Hunter a better Summoner than the Summoner could every hope to be. Unfortunately, I think they went a bit too far. 2, 4, or 6 evolution points isn't much. You give up the persistent buff to your animal companion provided by Animal Focus, and you give up the ability to apply an Animal Focus to yourself temporarily. That said, the options provided by eidolon evolutions are considerably more versatile than Animal Focus. Where nearly all of the Animal Focus options are ability score increases, evolutions grant you access to new movement types, energy damage, additional attacks, abilities like Pounce and Constrict, and all sorts of fun combinations to adjust your Animal Companion to suit your current needs. However, with not ability to enhance yourself (unless your Animal Companion is dead) you need to rely even more heavily on your companion.

Vector Hunter Bonus 3 5 Unblocked

Primal Surge (Su): This is perfect for situational evolutions. Consider Blindsight when you encounter invisible foes or other vision impediments, Flight or Burrow when you need to get somewhere otherwise inaccessible, or Energy Resistance when you encounter a dragon or something.

Vector Hunter Bonus 3 5 0

Primal Master (Su): A Swift action is already pretty great, but activating Primal Transformation as a free action is even better, and you can apply two situational evolutions now.

Replaced Features: Animal Focus, Second Animal Focus, Master Hunter

Compatible Archetypes:

Verminous Hunter

The biggest problem with the Verminous Hunter is that Vermin Companions are bad. If options for Vermin Companions were anywhere near as good as options for Animal Companions, this archetype would be great.

Vermin Companion (Ex): Vermin Companions are much worse than Animal Companions for a long list of reasons. Also they're gross.

Vermin Empathy (Ex): Very situational.

Vector Hunter Bonus 3 5 Download

Vermin Focus (Su): Basically Animal Focus with different options. Many of the options duplicate normal Animal Focus bonuses.

  • Ant: This can largely replace your belt's bonus to Strength.
  • Beetle: An excellent defensive bonus.
  • Centipede: Very situational.
  • Cockroach: Very situational.
  • Crab: Very situational.
  • Flea:
  • Fly:
  • Leech: Fantastic for grapplers.
  • Mantis: Situational, but this can be fantastic if you or your companion are built as a Defender.
  • Moth: Not always important, but fantastic to have available when you do need it. At high levels the blindsense is great for detecting invisible foes.
  • Phasmid: Situational.
  • Scorpion: Situational, but better than Spider. If your companion is a grappler, this is great.
  • Spider: Situational.
  • Wasp: Situational.
  • Worm: Fast healing is always fantastic, especially if the fast healing is going to last all day long.

Vector Hunter Bonus 3 5 Release

Swarm Stride (Ex): Situational.

Replaced Features: Animal Companion, Wild Empathy, Animal Focus, Woodland Stride

Compatible Archetypes: