{"name":"Hunter","overview":"<flavour text here>\r\n\r\n","hitdice":"d10","hitpointsfirstlevel":"22 + CON","hitpointsathigherlevels":"1d10 (or 6) + Con Modifier","armorproficiencies":"All","weaponproficiences":"Choose 4 from: Spearthrusting, Lancing, Swordplay, Axewielding, Hammerskill, Whipcracking, Archery, Marksmanship, Unarmed","tools":"Tools: Choose 1 from: Tanners Tools, Trappers Tools","savingthrows":"Strength, Wisdom","skills":"Choose 5 from: Athletics, Intimidation, Stealth, History, Nature, Religion, Animal Handling, History, Insight, Medicine, Survival","equipment":"","spellcasting":"","features":"[h3]Lv.1 Trackers Sense[\/h3]\r\nThe huntsman is skilled at being able to pick up a trail of a creature or creatures following it from location to source. As\r\nan action, the huntsman may attempt a perception check to read the signs at an area or location learning the following;\r\n\r\n[i]Note: Incorporeal or flying creatures may not leave sign of their passage depending on circumstances, and any creature\r\nthat has attempted to cover its tracks adds its intelligence modifier to the DC, when a group passes, the median\r\nintelligence modifier (round down) is used.[\/i]\r\n\r\nDC8 - If any creatures have recently passed\/stayed here\r\nWhen checking for creatures, the huntsman gains an intuition as to the number of tracks or signs of a corporeal creatures\r\npassage or approximately how long they may have stayed here, and\/or how recently they left\/passed. They do not gain any\r\ninsight over different groups of creatures, but may pick up if some of the creatures were civilised (worn boots, used fire\r\nand\/or tools). If specifically no creatures could\/would have passed recently (such as in a tomb or vault) then the huntsman\r\nmay also know this if there is a specific absence of tracks.\r\n\r\nDC11 - The type(s) of creature\r\nThe tracker learns the type(s) of corporeal creature that passed, by type it is the general category of creature; human,\r\nbeast, ogriod, wyrm, aberant or wight etc. When they do so, they may pick up if these were separate groups of creatures,\r\nsuch as if a wyrm was following the tracks of a rider.\r\n\r\nDC14 - Pick up or follow the trail of an identified creature\r\nThe tracker is able to intuit a direction and trail to be followed, if it possible that trail could be followed. In so doing they\r\nknow where the groups of creatures headed from this location, and may follow the trail for a short period to the next\r\nnearby location where they are required to repeat the tracking check to continue to follow the trail. If the trail ends, such\r\nas the creature taking flight, entering a body of liquid or passing onto hard clean flooring, then the huntsman may know\r\nthis and that the trail cannot be directly be followed \u2013 they still gain a rough idea of the creatures direction of travel and\r\nmay attempt to pick up the trail later.\r\n\r\nDC17 - Any notable features of an identified creature\r\nA particularly perceptive huntsman can determine more about the creature from its sign. For every 3 points the huntsman\r\nexceeds this DC by they learn something notable about the creature such as; if it is wounded, sick or infirm, the specific\r\ncreature, if it was civilised what armour, weapon or tool it may be carrying, if the creature was ridden, the pace of the\r\ncreatures travel (leisurely, or hasty), if the creature was attempting to cover its trail, any discarded consumables etc.\r\nFollowing a trail\r\n\r\nAs the tracker gains information about their quarry, it improves their chance to follow its trail. If the tracker already\r\npossesses answers to any of the above when tracking a specific creature or group of creatures they may add +2 to their\r\nperception check for every hint they possess. The GM make also grant bonuses for other relevant information that the\r\ntracker may possess.\r\n\r\n[h3]Lv.1 Wilderness Forager[\/h3]\r\nThe huntsman selects three favoured environment that they are familiar travelling and hunting\/gathering in; Tundra,\r\nTaiga, Alpine, Greatwood, Commonland, Steppe, Savanna, Jungle, Desert, Urban-Underground. When the huntsman is\r\nexploring in this environment they gain the following benefits;\r\n[ul]\r\n[li]Whenever the huntsman rests they may take a 1hr ritual to hunt or gather from the local environment if they\r\npass a DC8 survival check. When successful the huntsman gains 1d4 rations or uses of firefuel.[\/li]\r\n[li]When travelling you remain alert to danger adding your proficiency bonus to perception checks to avoid\r\nambushes and to initiative.[\/li]\r\n[li]You gain expertise on tracking perception checks in your favoured environment.[\/li]\r\n[\/ul]\r\n\r\n[h3]Lv.2 Hunters Art[\/h3]\r\nThe huntsman chooses a preferred style of bringing down their mark from the list below;\r\n\r\n[ul]\r\n[li][b]Trapper[\/b] \u2013 The hunter prefers to bring their mark in by baiting a trap or ambush waiting for their quarry to step into a\r\nground of their choosing, conferring the following benefits;\r\n[ul]\r\n[li]Once per short rest as a 10min ritual the huntsman may prepare an area up to 120ft in diameter as a site of\r\nambush conferring a +3 bonus to stealth checks to them and their allies.[\/li]\r\n[li]As a 1min ritual the huntsman may use an appropriate item(s) for a specific type of creature as bait. Whenever\r\nthat creature would come within 90ft of the bait they gain advantage on perception checks to perceive the\r\nobject\/substance used as bait. If the object\/substance is spotted, if the creature attempts to leave the area without\r\ninvestigating the object, they must pass a contested wisdom save with the huntsman. If they fail, they are\r\ncompelled to investigate\/take the object before they leave the area.[br]\r\nThe nature of the appropriate item for a given creature bait is left to GM discretion, the huntsman may be able to\r\ndetermine such objects\/substances through an insight check on an identified creature.[\/li]\r\n[li]On the first round of combat the huntsman has advantage on the first attack roll against creatures lower in the initiative order than themselves.[\/li]\r\n[\/ul]\r\n[\/li]\r\n\r\n[li][b]Stalker[\/b] \u2013 The huntsman prefers to pick up the marks trail and follow them to within striking distance. Making their move\r\nat a moment of weakness, conferring the following benefits;\r\n[ul]\r\n[li]Once per short rest when you are attempting to move stealthily and are spotted and challenged such that you are\r\naware that you have been spotted, you may choose to immediately go first in the initiative order, beginning an\r\nencounter.[\/li]\r\n[li]When attempting to follow a trail the huntsman increases the bonus to future perception checks for each hint\r\nabout their quarry to +3[\/li]\r\n[li]When the huntsman is hidden from a creature, they may make a ranged attack and attempt to remain hidden.\r\nEach time the huntsman attacks in this manner they must attempt a contested stealth check against the target(s)\r\nperception checks. If successful they remain hidden and out of sight. If a target is hit, they become aware they are\r\nunder attack.[\/li]\r\n[\/ul][\/li]\r\n\r\n[li][b]Warden[\/b] \u2013 The huntsman prefers clever detective work to learn about their quarry before moving in for the take down when they have the upper hand.\r\n\r\nOnce per short rest the huntsman may take a 10min ritual to inspect an object or area, determining detailed information about people and events related to them. On completion of the ritual you may learn one of the following facts, if applicable. When a fact would not be applicable you know the nature in which this fact would not be applicable. You may be able to determine other facts other than listed within GM discretion.[br]\r\n\r\n[b]Object Analysis:[\/b][br]\r\n\u2022 The region the object was created in and\/or if it has any makers marks.[br]\r\n\u2022 One significant personality trait about one of its previous owners.[br]\r\n\u2022 Know how the object came into the location it was found.[br]\r\n\u2022 One significant fact about the objects condition or recent use[br]\r\n\r\n[b]Area Investigation:[\/b][br]\r\n\u2022 Routine events that take place in this area[br]\r\n\u2022 Types of people or creatures that have travelled through in the last month[br]\r\n\u2022 Any objects or signs that are out of place with the rest of the area[br]\r\n\u2022 One significant event that happened here within the last month[br]\r\n[\/li]\r\n[\/ul]\r\n\r\n[h3]Lv.3 Hunter Archetype[\/h3]\r\nYou select a Hunter archetype gaining its features at the approiate levels.\r\n[ul]\r\n[li][blocklink:652938][\/li]\r\n[li][blocklink:652988][\/li]\r\n[li][blocklink:652963][\/li]\r\n[\/ul]\r\n\r\n[h3]Lv.5 Lands Stride[\/h3]\r\nWhen attempting to travel without leaving a trail, you may add your proficiency bonus to you and your allies trail DC. All\r\nmembers of your party have to be willing and cooperative for this to apply to the entire group.\r\n\r\n[h3]Lv.7 Travellers Tongue[\/h3]\r\nThe hunters travels have allowed them to pick up additional lore. At this level the huntsman may pick an additional\r\nlanguage which they are literate in.\r\n\r\n[h3]Lv.8 Extra Attack[\/h3]\r\nWhen you take the attack action you may make a second attack against any adjacent foes within 5ft.\r\n\r\n[h3]Lv.10 Marksman[\/h3]\r\nWhen you take the attack action with a ranged weapon, you may choose to take a -5 penalty on the attack roll to add +10 damage to the ranged attack","subclasses":"[block:652938]\r\n[blocklink:652938][br]\r\n[block:652963]\r\n[blocklink:652963][br]\r\n[block:652988]\r\n[blocklink:652988]","tabledata":"","tags":"Class,Hunter","isShared":"on","templateId":"25","blockId":"652899","world":"22cebf8a-b5b4-4d30-8a2c-0c5a518ea50e","folder":"5758"}