Stats
- Hit Dice: d10
- Weapon Proficiencies: Bow OR Crossbow (pick one), plus 1 of your choice
- Armor Proficiencies: Light
Class Equipment
Pick two at character creation
- Quiver of returning: arrows return after missing targets
- Quiver of accuracy: after rolling attack, can add +10 to hit, 1/day
- Phase arrows: 3 arrows that ignore 2 points of DR
- Hunter’s mark arrows: 3 arrows that glow when they hit target, making them easier to track
- Splitting arrowheads: 3 special heads that cause arrow to hit two adjacent targets; damage is split
Core Features
| Level | Feature | Description |
|---|---|---|
| 1 | Hunter’s Focus | Mark targets for sustained accuracy advantage |
| 2 | Specialized Ammunition & Field Crafting | Craft special arrows and learn traps |
| 3 | Can’t Hide | Track Marked targets even without line of sight |
| 4 | Environmental Advantage | Inject environmental features for party advantage |
| 5 | Path Selection | Choose path; Journeyman Class Tier |
Hunter’s Mark
Cost: 2 AP
Effect: Choose a target within line of sight to Mark. You gain Advantage on your first ranged attack each round against your Marked target.
Duration: Until you Mark a new target, the Marked target dies, you lose line of sight to the Marked target, or you voluntarily cancel the Mark (free action).
Limitation: You can only have one Marked target at a time.
Specialized Ammunition
Once per day, you can craft a number of special arrows/bolts based on your Hunter Class Tier. When crafting, choose any ongoing damage effect (Bleed, Fire, Ice, Shock, Poison, Acid) for all arrows. When making a ranged attack, you may declare you’re using a special arrow before rolling - on a successful hit, the target takes ongoing damage equal to {Level÷2} per round.
| Class Tier | Arrows/day |
|---|---|
| Apprentice | 3 |
| Journeyman | 5 |
| Expert | 7 |
| Master | 9 |
| Legendary | 12 |
Field Crafting
Choose any 2 different Apprentice Traps to learn. You can craft and deploy each known trap once per day for no materials costs. You may still craft any number of traps in a day based on time/materials; this ability gives you 2 free each day.
You also gain a +5 to Survival when deploying the trap to determine spot/disarm/resist difficulties.
Can’t Hide
Once you Mark a target, you can sense its general direction and approximate distance for 1 hour after losing line of sight.
Environmental Advantage
Twice per day, when the GM is describing your surroundings, you may inject some feature of the environment (not people or objects, and must be within reason) that would provide your party some advantage in the situation. For the duration of the scene, if any ally can describe how they take advantage of this environmental feature (must spend 1 additional AP in Combat) they can gain Advantage on their applicable roll while doing so.
Path Selection (Level 5)
At Level 5, Hunters must choose their specialization path:
- Seeker Path specializes in urban hunting, tracking people through civilized areas, and gathering information. They excel at surveillance, social infiltration, and pursuing targets through cities and settlements.
- Pathfinder Path specializes in wilderness expertise, natural tracking, and environmental mastery. They excel at surviving in the wild, working with animals, and navigating untamed lands.
Seeker Path
| Level | Feature | Description |
|---|---|---|
| 5 | Information Network | Gather intel on Marked targets |
| 6 | Urban Camouflage | Blend into crowds and civilized areas |
| 7 | Trick Shot | Create specialized trick arrows |
Information Network
When you Mark a target in a settlement, you can spend 1 hour gathering information to learn one of the following about them: their daily routine, one significant relationship, one secret they’re hiding, or one weakness they possess. You can only use this ability once per target.
Urban Camouflage
Gain Advantage on Stealth checks in settlements when there are 3 or more people nearby.
Trick Shot
You can now make 3 “Trick Arrows” per day in addition to your Specialized Ammunition. These follow the same limitations as Specialized Ammunition. Choose from the following options for each arrow:
- Ricochet Arrow: This arrow can reflect (no less than 90 degrees) off of materials harder than standard wood to strike enemies from unexpected angles. You gain Advantage on the attack, but the attack is at -10 and it does half damage.
- Grappling Arrow: This arrow trails a strong rope. On hit, you can spend 1 AP to either pull yourself to the target’s location or pull the target to an adjacent hex to you.
- Smoke Arrow: This arrow releases a thick smoke cloud in a 2-hex radius around the impact point. Creatures inside the smoke are Blind while in the effect, and people inside the effect are Invisible to people outside the effect. The cloud lasts for 3 rounds.
- Net Arrow: This arrow deploys a weighted net on impact. On hit, the target becomes Restrained (can break free with Athletics check as normal).
Pathfinder Path
| Level | Feature | Description |
|---|---|---|
| 5 | Animal Companion | Gain a loyal animal partner |
| 6 | Wild Empathy | Communicate with and influence animals |
| 7 | Pack Tactics | Coordinate attacks with animal companion |
Animal Companion
Gain an animal companion. It acts on your initiative and can perform simple commands. See Animal Companion rules for details on which animals you can choose, and the mechanics of them.
If it dies, it can be resurrected with 3 uninterrupted days of meditation in nature.
Wild Empathy
You can communicate basic concepts with any natural animal and make Influence checks (within reason) to request simple favors or information. Animals are generally friendly toward you unless threatened. Note that animals are not inherently intelligent.
Pack Tactics
Your Animal Companion now provides Gang Up bonuses to your ranged attacks against targets it is threatening.