Hunter
- Vitality Gen Dice is 1d8, + 1d4 per level
- Soul Gen Dice is 1d12, +1d4 per level
- Power Gen Dice is 1d6, +1d6 per level
- Cannot use two-handed weapons
- Can only wear light or medium armor
You know how to live off of the land. You excel at tracking, can tell what is edible and is not, and can identify that strange creature with ease. Throwing weapons and projectile weapons are your tools of trade and you can easily become a part of the environment you are in - as long as that environment isn't a city. You leave the heavy armor and the heavy weapons to others.
The Hunter Profession is all about living off of the land. They are a great part of any adventuring party as they would be able to find safe and edible food and water sources and handle the flying enemies with ease.
Starting Bonuses and Penalties
You already know that playing as a hunter gives your character 50 character points at character creation as well as 50 shillings per week salary. However these are not the only benefits a hunter receives.
- A hunter starts with Projectile Proficiency and Aiming at Level 1.
- A hunter can choose to start with either Bow & Arrow Proficiency or Long Gun Proficiency at Level 1.
- Monk skills cost 20% more to acquire
Effects on Weapon Usage
They cannot use any weapon that must be wielded with two hands.
Effects on Armor Usage
Hunters are unable to wear heavy armor at the start. For any other armor type, they will need that armor skill.
Effects of Leveling Up
The following table shows what you get for leveling up no matter your profession:
Upon Reaching Level | You Get The Following |
---|---|
1 | 1d6 points to place in your stat traits (not the stats); 2 profession skills, 2 non profession skills, 1 spell |
2 | 1d6 stat points that you can place in your stats; 1d4 points to place in any stat trait you desire, 1 profession skills, 1 non profession skill |
3 | 1d4 points to place in your stat traits; 1 profession skills, 1 non profession skill, 1 spell |
4 | 1 profession skills, 1 non profession skill, 1 extra support action |
5 | 1d6 stat points that you can place in your stats; 1d4 points to place in your stat traits, 1 profession skills, 1 non profession skills, 1 spell |
6 | 2 skills of your choice, profession or non profession; 1 extra move action |
7 | 1d6 points to place in your stat traits |
8 | 1d4 stat points, 1d4 trait points, 1 spell |
9 | 2 stat trait points, 2 skills profession or non profession |
10 | 1d6 stat points, 1d8 stat trait points, 1 profession skills, 1 non profession skills, 1 spell, 1 extra attack action |
11 | 1d4 stat trait points |
12 | 2 skills of choice, profession or non profession |
13 | 1d4 stat points, 2 stat trait points, 1 spell |
14 | 2 stat trait points, 1 skill of choice, 1 extra support action |
15 | 1d6 stat points, 1d8 stat trait points, 1d4 skills of choice, 1 spell |
16 | 2 skills of choice |
17 | 1d4 stat trait points, 1 extra move action |
18 | 1d4 skills of choice, 1d4 spells |
19 | 1 extra attack |
20 | 1d10 stat points, 1d10 stat trait points, 1d4 skills of choice, 1d4 spells, 1 extra action of choice (attack, move, or support) |
You also get the following bonuses for leveling up your hunter.
Level | Hunter Bonuses for Level |
---|---|
2 | +1 to Throw, and Bow Power; 1 Ability |
4 | +2 to Bow Power and Perceive; +1 to Hit Chance and Nature; 1 Ability |
6 | +1 to Bow Power; +1d10 to Wisdom; 1 Ability; +2 to Soul Save |
8 | + 1d4 to either Bow or Throw Power; +2 to Critical; 1 Ability |
10 | +1 to Throw and Bow Power; +1d10 to Speed; +1 to Immunity, Nature, Hit Chance, and Acrobatics; 2 Abilities; +1 to Vitality Save |
14 | +1 to all Wisdom traits; 1d4 abilities; +2 to Nature |
18 | +1d10 to Charisma; +1d6 to Intellect; +2 to Critical |
20 | +1 to all Wisdom traits; 1d4 abilities |
Skills
Hunters specialize in skills that deal with animals, hunting, and surviving off of the land.
Skill | Stat Cost | Range | Area | Duration | Effects | Success Roll |
---|---|---|---|---|---|---|
Aiming | 2 Soul | weapon range | 1 target | instant | This skill gives you an extra 1d10 to roll with your attack. The number on the 1d10 doesn't increase your actual damage, but it does give you a larger number to see if you hit your target. | hit chance +2 |
Animal Talk | 1 Soul | 1 animal near you | 1 animal | 1 minute | Talk to and understand animals | Nature +2; +1 per level |
Arrow Rain | 4 Soul, 2 Power | weapon range -4 | a 4x4 area | instant | You grab a handful of arrows and quickly shoot them up in the air. They come raining down over an area hitting anyone in that area, friend or foe. Bow Power does not apply and you cannot crit. You can shoot 1d8 +1 arrows. Must have Precise Shot. | Luck -2 |
Blind Shot | N/A | weapon range | 1 target | instant | This skill gives you a bonus to your Hit Chance of +1d4 to make a blind shot with your bow & arrow or crossbow. Must have Aiming. | Perceive |
Blind Throw | N/A | weapon range | 1 target | instant | This skill gives you a bonus to your Hit Chance of +1d4 to make a blind throw. Must have Aiming. | Perceive |
Bow Drawing | 2 Power | weapon range | 1 target | instant | This skill increases the damage power of your bow by 1d10 and the range by 1d6. Must have Aiming. | Bow |
Bow Empowerment | 1d4 Power | self | self | 1d4 rounds | This skill increases your Bow Power by 1d6. | Athletics |
Extra Arrow | 6 Soul | weapon range | 1 target | instant | This skill allows you to add an extra arrow so that you are shooting 2 arrows with your one shot at one target. Bow Power only applies once, but critical will apply and need to be checked for each arrow. Must have Quick Shot. | Sleight of Hand -1 |
Field Dress | N/A | 1 target | 1 target | instant | With this skill you can skin a killed beast and take its hide and meat as a battle reward. The beast must be dead and must be an animal. | Nature +2 |
Identify Animal | 2 Soul | line of sight | 1 target | instant | Allows you to identify what the animal is, its type, and its stats. Must have Animal Talk. | Nature |
Lucky Shot | 2 Soul | weapon range | 1 target | instant | With this skill you make a lucky shot that does more damage. This skill adds your Luck score to your attack. Must have Bow Empowerment. | Luck -1 |
Lucky Throw | 2 Soul | throw range | 1 target | instant | With this skill you make a luchy throw that does more damage. This skill adds your Luck score to your attack. Must have Throw Empowerment. | Luck -1 |
Mortal Shot | 6 Soul | weapon range | 1 target | instant | With this skill you have a 1 in 6 chance of instantly killing the target. This is decided by rolling a 1d6, where 6 = death. Must have Sniper Shot. | Perceive -5 |
One Hit Toss | 6 Soul | throw range | 1 target | instant | With this skill you have a 1 in 6 chance of instantly killing the target. This is decided by rolling a 1d6, where 6 = death. Must have Percise Throw. | Perceive -5 |
Precise Shot | 4 Soul | weapon range | 1 target | instant | Your shot is true, your aim is dead on. You increase your weapon damage by 1d12. Must have Lucky Shot. | Perceive -4 |
Precise Throw | 4 Soul | throw range | 1 target | instant | Your throw is true, your aim is dead on. You increase your weapon damage by 1d12. Must have Lucky Throw. | Perceive -4 |
Puck Shot | 2 Soul | weapon range | 1 target | instant | This skill allows you to bounce the shot off of any surface at an angle to hit a target that could not be hit normally with a straight shot. If the surface is another target, that surface target will not receive bow power or critical damage. Must have Blind Shot. | hit chance -2 |
Quick Shot | 4 Power | weapon range | 1 target | instant | This skill allows you to quickly make a second shot with your bow & arrow or crossbow. Must have Bow Drawing. | Sleight of Hand |
Ricochet Projectile | 4 Soul | weapon range | a 5x5 area around the initial target | instant | This skill allows you to bounce the arrow or bolt off of the initial target to hit a target in the area. It can then bounce off that target to hit another target in the area. The projectile will do this until it misses a target. The determination of hit or miss here is Hit Chance. After the first target you must make a Hit Chance for each additional target. You get a penalty of 2 for each target after the second total target hit, and that 2 increases by 2 per target. Once you fail this check, the skill ends. You must have Puck Shot. | Hit Chance |
Silent Hunter | 2 Soul | move | self | instant | With this skill you gain a +2 to your Stealth and a first strike as you move across the battlefield to your target, if your target fails to perceive you. You do not incur any attacks of opportunity. Must have Stand Downwind. | move -1 |
Sniper Shot | 4 Soul | weapon range + 1d6 | 1 target | instant |
With this skill you can target a specific area of the target to hit.
|
Perceive -3 |
Staggering Shot | 4 Soul | weapon range | 1 target | instant | This shot dazes the target for 1d4 rounds so that the target cannot move or use spells. Must have Bow Drawing. | Critical -2 |
Stand Downwind | 3 Soul | self | self | 1d4 hours or until you move | You stand perfectly still, in the right spot so that no enemies around will know to even make a perceive check. Unless they look right at you they will not notice you are there. Until you move anyways, at which time you are plainly visible. | Stealth -1 |
Throw Empowerment | 1d4 Power | self | self | 1d4 rounds | This skill increases your Throw Power by 1d6. | Athletics |
Throwing Blitz | 6 Power | throw range | 1 target per weapon thrown, or just 1 target | instant | With this skill you can throw 1d6 weapons or objects. Must have Precise Throw. | Sleight of Hand -4 |
Trick Shot | 4 Soul | weapon range | 1 target | instant | This skill allows you to perform seemingly impossible shots, such as shooting your bow when sliding down hill, or when leaping, or whatever. Must have Bow Drawing. | hit chance +1 |
Trick Throw | 4 Soul | throw range | 1 target | instant | This skill allows you to perform seemingly impossible throws, such asthrowing when sliding down hill, or when leaping, or whatever. Must have Blind Throw. | hit chance +1 |
Abilities
A hunter can learn the following abilities. You get to start with 1 ability. Abilities are profession specific, you cannot learn the following abilities if you are not of this profession. You learn abilities as you grow in levels.
Ability | Effects |
---|---|
Combat Endurance | This ability causes all of your offensive skills to use only half their stat cost. It has to be an offensive skill that causes damage to work with this ability. |
Combat Preparedness | This ability allows you to to have prepared a skill or attack at the start of battle that you can use for free on your turn without using one of your actions. This only works for the first round when it is first your turn during battle. |
Elemental Arrow | Your arrows take on the characteristcs of your runic element. You will do 20% more damage to elements you are strong against and there's a 20% chance that elements you are weak against will receive no damage. |
Free Reload | You can grab a new arrow or reload your crossbow without an action cost. This can be done once per turn. Must have Tactical Strategy. |
Half Distance | You can use your bow and arrow at half the minimum distance, however, you will not be able to add your bow power to the attack. Must have Projectile Proficiency. |
Hunting | You can hunt for 1d10 hours one beast type. This allows you to do double bow power and always crit against that beast type. You cannot change beast type while hunting is in progress. Must have Tracking. |
Inflict Wounds | Your arrow shot will inflict wounds with a critical hit. Wounds causes 1d4 bleeding damage for 1d10 rounds or until bandaged. Must have Know Kill Hit. |
Know Kill Hit | This ability allows you to make a hit chance check whenever you do not cause damage to the target due to their armor, so that you can cause at lease your melee power worth of damage. |
Point Blank | You are able to use your bow & arrow at point blank distance, ie, 1 space or right next to the target. You cannot use your bow power and you cannot crit. Must have Half Distance. |
Projectile Proficiency | +1d4 to attack with projectile weapon |
Quick Equip | Ability to change multiple pieces of equipment with just one support action, instead of one support action per piece of equipment. This includes swapping out arrow types. |
Tactical Strategy | This ability allows you to set aside an attack, skill, or spell to be used at just the right time. With this ability you can set aside a move, be it an attack or a skill use; and target an enemy to use this move on right before that enemy makes a move that you declared you wanted to intercept. You must have Combat Preparedness to have this ability. |
Tracking | +2 to perceive to find and follow tracks |
Tree Climbling | +2 to Athletics check to climb trees; +1 per level |
Weapon Proficiency | You become more proficiency with your weapon. You add 1d6 damage to that weapon. This skill must be acquired for each weapon type you want proficiency with. |
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