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Hunter

About this class

You know how to survive.
You read tracks through mud and ash. You know which plants can heal and which can kill. You can tell when an animal is watching you, even when you cannot see it. You understand the rhythm of the forest, the reef, the mountains, and the creatures that call them home.
A Hunter doesn’t simply kill.
A Hunter knows the world.

Domains

Core domain
Bone
Core domain
Sage

Starting stats

Evasion
11
Hit points
6

Hope feature

Exploit the Opening
Spend 3 Hope to gain a +2 bonus to your next attack roll against your Quarry. If the attack succeeds, you may also add your Experience modifier to the damage roll without spending Hope.

Class features

  • Hunter's Mark

    Once per scene, when you successfully identify or study a creature, person, or environmental threat, you may mark it as your Quarry.
    Until the scene ends:
    You gain +1 to rolls made to track, locate, or identify your Quarry.
    When you successfully attack your Quarry, you may gain 1 Hope if the GM agrees that you exploited a weakness you discovered.
    You may only have one Quarry at a time.

Class items

  • A Hunter's Field Kit:
  • - Tracking Markers
  • - Cord
  • - Small Cutting Tools
  • - Containers for Samples
  • - Basic Snares
  • - Plant-gathering Tools
  • - Flint/Fire-making materials
  • - A small field journal or collection of carved/marked tracking tokens
  • (When using any item from the kit, you may describe how the kit helps you gain a +1 to your roll)

Character questions

Background prompts

  1. Who from your community shaped you most?
  2. Why do you do what you do in order to survive?

Connection prompts

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Discussion

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