Hunter
Designed by
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.
Included subclasses
Domains
Bone
Sage
Starting stats
Hope feature
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
- Who from your community shaped you most?
- Why do you do what you do in order to survive?
Connection prompts
Subclass cards
Printable via header menu
Beastbound
Foundation
SPELLCAST TRAIT: Instinct
Bonded Companion: You have a bonded animal companion.
Bond of the Wild: Your companion is permanently bonded to you and remains by your side unless you direct otherwise.
Choose one:
Scout — your companion excels at tracking and reconnaissance.
Guardian — your companion protects you and your allies.
Hunter — your companion assists in attacks against your Quarry.
Messenger — your companion excels at carrying messages and navigating long distances.
At each level, your companion gains access to its own advancement options.
Beastbound
Specialization
Tsaheylu Bond: Your connection with your companion deepens beyond ordinary training.
When you form tsaheylu with your companion, you can perceive aspects of its senses and emotional state.
Once per rest, while connected:
gain Advantage on a roll relying on your companion’s senses, or
immediately learn what your companion perceives within its sensory range.
Beastbound
Mastery
One Spirit, Two Bodies: When you form tsaheylu with your companion, you may spend 1 Hope to allow the two of you to act with perfect coordination.
Until the end of the scene:
You cannot be surprised while your companion is conscious.
When either you or your companion succeeds on an attack against the same target, the other gains +1 to their next attack against that target.
Pathfinder
Foundation
SPELLCAST TRAIT: Agility
Know the Path: You always know the direction you last traveled from and can identify the safest immediately available route through familiar terrain.
Additionally, when you spend a Hope to utilize an Experience related to navigation, tracking, survival, or the environment, you may also ask the GM one question about the surrounding area.
Examples:
“What direction did they go?”
“Where is the nearest water?”
“What part of this terrain is unstable?”
“What creature made these tracks?”
The GM answers honestly.
Pathfinder
Specialization
Leave No Trail: When you succeed on an Agility or Instinct roll to travel through the wilderness, you may choose to leave no obvious trail.
Additionally, when tracking someone who knows you’re following them, you gain +1 to the roll.
Pathfinder
Mastery
Master of the Wind: Once per session, when you enter an unfamiliar natural environment, you may declare one useful fact about it that your character could reasonably know through experience.
Examples:
“This valley floods when the moon is high.”
“These flowers only bloom near underground water.”
“Thanators avoid this region.”
You then gain 1 Hope.
Hunter
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
Bone + Sage
Starting Evasion
11
Starting Hit Points
6
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)
Hunter’s 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.
Hunter Subclasses
Choose either the Beastbound or Pathfinder subclass.
Beastbound
This is the Ikran / animal-companion Hunter.
Spellcast Trait
Instinct
Foundation Features
Bonded Companion: You have a bonded animal companion.
Bond of the Wild: Your companion is permanently bonded to you and remains by your side unless you direct otherwise.
Choose one:Scout — your companion excels at tracking and reconnaissance.
Guardian — your companion protects you and your allies.
Hunter — your companion assists in attacks against your Quarry.
Messenger — your companion excels at carrying messages and navigating long distances.
At each level, your companion gains access to its own advancement options.
Specialization Feature
Tsaheylu Bond: Your connection with your companion deepens beyond ordinary training.
When you form tsaheylu with your companion, you can perceive aspects of its senses and emotional state.
Once per rest, while connected:
gain Advantage on a roll relying on your companion’s senses, or
immediately learn what your companion perceives within its sensory range.
Mastery Feature
One Spirit, Two Bodies: When you form tsaheylu with your companion, you may spend 1 Hope to allow the two of you to act with perfect coordination.
Until the end of the scene:
You cannot be surprised while your companion is conscious.
When either you or your companion succeeds on an attack against the same target, the other gains +1 to their next attack against that target.
Pathfinder
This is the Hunter who isn’t defined by a companion. They’re defined by the environment itself.
Spellcast Trait
Agility
Foundation Features
Know the Path: You always know the direction you last traveled from and can identify the safest immediately available route through familiar terrain.
Additionally, when you spend a Hope to utilize an Experience related to navigation, tracking, survival, or the environment, you may also ask the GM one question about the surrounding area.
Examples:
“What direction did they go?”
“Where is the nearest water?”
“What part of this terrain is unstable?”
“What creature made these tracks?”
The GM answers honestly.
Specialization Feature
Leave No Trail: When you succeed on an Agility or Instinct roll to travel through the wilderness, you may choose to leave no obvious trail.
Additionally, when tracking someone who knows you’re following them, you gain +1 to the roll.
Mastery Feature
Master of the Wind: Once per session, when you enter an unfamiliar natural environment, you may declare one useful fact about it that your character could reasonably know through experience.
Examples:“This valley floods when the moon is high.”
“These flowers only bloom near underground water.”
“Thanators avoid this region.”
You then gain 1 Hope.
Background Questions
Answer any of the following, or create your own.
- • Who from your community shaped you most?
- • Why do you do what you do in order to survive?
Connections
Ask one of the following, or improvise.
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Discussion
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