The Hunter

Ability Requirements: Strength 13

                       Dexterity 13
                       Constitution 13
Prime Requisites: Strength, Dexterity, Wisdom
Races Allowed: Any Demihuman
The hunter is a warrior bent on revenge for a past wrong inflicted on him in his past. The target of his hatred is usually a particular monster, type of person (ie. Theives) or an organization. Thus he has honed abilities that are useful for stalking and destroying his hated foes. The most famous example of a hunter character is Gilcomgain, who as a young boy was clawed across the face by a gargoyle. Gilcomgain made it his life quest to destroy the creatures until he perished by being thrown off the parapets of Castle Moray.
Hunters can be of any alignment but tend to steer towards chaotic or neutral behavior. Most let nothing, not even law and order stand between them and their vengance.
Although the hunter can use any weapon and any armour, several of his abilities are usable in only studded leather and lighter armour.
A hunter is allowed weapon specialization as if he was a fighter, but he must specialize in a weapon that would be useful in his quest for vengance (ie. if the hunter's most hated foe was necromancers then he would likely specialize in a mace to smash apart his undead creations). Also, like a ranger, he can fight two-handed in studded leather or lighter armour.
Hunters are also skilled at stalking their prey. Even if the optional proficiency rules are not used, the hunter has the tracking proficiency. If the proficiency rules are used then the hunter knows tracking without expending any points. Furthermore this skill improves by +1 for every three levels the hunter has earned (3-5th level +1, 6-8th level +2 etc.). If the hunter's enemy is primarily found in urban areas, the tracking proficiency can be replaced with a trailing proficiency.
While wearing studded or lighter armour a hunter can move silently and hide in shadows. Since hunters are NOT in any way connected to nature, he does not suffer penalties for trying to use these abilities in non-natural settings.
The hunter's main ability (one in which this whole class is based) is his hatred for a particular creature. Typical enemies include either monsters (giants, orcs, ghouls etc.), a particular class (theives, necromancers, anti-paladins), or those belonging to an organization (Zhentarim, Red Wizards of Thay and Dark Knights of Takhisis fall under this category) When facing this creature in combat the hunter gains a +5 to attack rolls and a -5 penalty on all reation encounters. Also this creature will be attacked in preference to all others unless someone presents a much greater danger.
At 10th level a ranger attracts followers as a fighter, however this army is gathered only to help him on his quest to destroy the menace which the hunter is constantly fighting (in effect launching a mini-crusade). These followers arrive over several months though the process can be hurried by petitioning powerful lords or kings for troops. If the hunter does not actively use his troops to battle his enemies, then they leave at the same rate they came. However, if the hunter has a stronghold, he will keep 40% of the troops and half of his elite unit.

Experience Levels:

Level     Hunter    Hit Dice (1d10)
1          0             1
2         2,250          2
3         4,500          3
4         9,000          4
5         18,000         5
6         36,000         6
7         75,000         7
8         150,000        8
9         300,000        9
10        600,000        9+3
11        900,000        9+9
12        1,200,000      9+12
13        1,500,000      9+15
14        1,800,000      9+18
15        2,100,000      9+21
16        2,400,000      9+24
17        2,700,000      9+27
18        3,000,000      9+30
19        3,600,000      9+33

Level     Hide in   Move
          Shadows   Silently
1         10%       15%
2         15%       21%
3         20%       27%
4         25%       33%
5         31%       40%
6         37%       47%
7         43%       55%
8         49%       62%
9         56%       70%
10        63%       78%
11        70%       86%
12        77%       95%*
13        85%       95%
14        95%*      95%

* Maximum attainable

Trailing Proficiency (from the Complete Theives' Handbook)

1 slot, Dexterity, special modifiers.

Trailing resembles tracking, except tracking is associated cheifly with the wilderness, and trailing typically is used in major urban centers (ie. cities and large towns). It is the talent of trailing someone-of keeping a certain distance or even catching up to them even though they may be attempting to blend into the crowd or at least get lost in the confusion of a street full of people.
A proficiency check is first made to see if the theif is able to trail without being noticed. If the person followed has the alertness proficiency, then the theif suffers a -5 penalty.
If the theif is noticed the person being followed may attempt to evade. To keep from losing the trail the theif must make another proficiency check. A modifier from -3 to +3 (varying from first time in a foreign city or the theif's home neighborhood) may be used, if the DM so chooses to reflect how well the theif knows the area.
The DM should feel free to use situational modifiers on these rolls. For example if a street is relatively clear the theif should get a -1 or -2 on an attempt to follow unnoticed, but a +1 or +2 if he has been seen and is chasing aftr his subject. The opposite numbers could be used for exceptionally crowded situations or at night.
Example: Juliana is trailing an NPC through the imperial capital, because she suspects that he is spying for a rival employer and has information that might be valuable for her. It is nighttime on a nearly deserted street. The DM informs Juliana of this, and says that she'll have trouble going unnoticed (-2 modifier on her first rule, he rules, but does not tell her); but if her quarry does spot her, he'll be easier to chase. (+2) The DM also decides that Juliana has been in the capital on this job enough that she's fairly familiar with the streets and alleys so will suffer no penalty on that account. However, unbenownst to Juliana, the spy she follows has both alertness(-5) and trailing (-3) proficiencies. This means that her first roll has an adjustment of -10; if it fails the second will have an udjustment of -6. Juliana's dexterity is 17. She needs to roll 7 or lower on her first roll, but gets a 13 and fails. "The man has spotted you," says the Dungeon Master. "He speeds up and ducks around a corner, into an alley." Juliana follows; to keep from losing him she needs to get an 11 or lower. She rolls an 11, just barely making it. "The alley is empty-you are about to rush through the next street when you spot a flash of red, like the man's coat, and hear steps up a staircase in the building to your right.