Class: Hunter

For those who find joy in the pursuit of prey, the world is divided into predators and their quarry. Whether they are scouts, trackers, or bounty hunters, hunters share common traits: a specialized mastery of weapons, the ability to stealthily stalk even the most elusive targets, and a diverse set of skills to overcome a wide range of adversaries. These knowledgeable, patient, and skilled hunters relentlessly pursue human, beast, and monster alike, gaining insight into the ways of predators, adapting to various environments, and honing their martial abilities to lethal perfection. While some hunters track down man-eating creatures to safeguard the frontiers, others dedicate themselves to pursuing cunning prey, including fugitives from their own kin.

Role: Hunters excel as agile skirmishers, whether engaging in close-quarters combat or attacking from a distance. Their abilities enable them to deal significant damage to specific types of foes, while remaining versatile against all manner of enemies. Their skills make them invaluable assets in any encounter.

## Archetypes

### Druidic Inclinations

#### Positive Energy

At 1st level, you start to gain 1 extra mana per level.

#### Spirit Bond

At 3rd level, you may call upon nature's spirits to help you. Once per day, you may ask them to cast Augury without spending any resources on your part. Otherwise, you may ask them to cast any spell that you know and is not superior to half your max spell level.

#### Regenerative Mana

At 9th level, you begin to learn how to properly use the mana around you. You may heal yourself freely using mana, at a rate of 2 mana points per 1HP healed.

#### Strong Bond

At 9th level, the hunter strengthens his bond with his animal companions. The hunter’s effective druid level for his animal companions is now equal to his hunter level; he may immediately allocate these additional levels to his companions as he sees fit.

#### Death Cheater

At 15th level, your connection with the natural spirits becomes extremely strong. Whenever you would reach 0 or negative hitpoints, you may choose to instead remain at 1 HP. As you know that cheating death goes against some spirit's wishes, you gain 40 stress everytime you use this feat.

### Guide

#### Mark to Kill

At 1st level, you may spend your move action to mark an enemy and rally your allies to focus on that target. You and your allies gain a +1 bonus on weapon attack and damage rolls against that target. Your allies must be within a 30ft radius of you for this effect to apply, and must be able to hear and see you. This bonus increases by 1 at levels 5, 10, 15 and 20.

#### Flanker's Bonus

At 3rd level, you may spend your move action to grant your allies some extra combat prowess. You and your allies gain an additional +3 bonus on damage rolls when flanking with anyone affected by this ability. Your allies must be within a 30ft radius of you for this effect to apply, and must be able to hear and see you. This bonus increases by 3 at levels 5, 10, 15 and 20.

#### Advantageous Terrain

At 6th level, when you find yourself in one of your preferred terrains, you have the ability to study the area and gain the following benefits. Each round spent studying the terrain is a standard action. During the first round, you select a single square within line of sight and designate a 60-foot-radius burst area around it. Depending on the number of rounds spent studying, you and your allies gain specific advantages for a duration of 10 minutes per Hunter level.

1st Round: Allies within line of sight and able to hear you gain a +2 bonus on initiative checks while within the designated advantageous terrain area.

2nd Round: Allies within line of sight and able to hear you gain a +2 bonus on Perception, Stealth, and Survival checks while within the designated advantageous terrain area.

3rd Round: Your movement is unaffected by difficult terrain while within the designated advantageous terrain area. Additionally, you can automatically take 10 on Athletics and Acrobatics checks, even in immediate danger or distractions.

#### See in Darkness

At 9th level, you master the ability to light the way. As a bonus action, you may launch a flare into the air, transforming darkness into dim light and dim light into bright light. Furthermore, if you did not have Darkvision, you gain a Darkvision of 30ft.

#### Superior Tactics

At 15th level, you, as a Hunter, gain a powerful ability to manipulate the initiative order of yourself and your allies once per day. After rolling initiative at the start of a battle, you can rearrange the initiative rolls of yourself and your allies in any order you choose. This allows you to strategically position your team and gain a tactical advantage.

If you have already spent 3 rounds studying the terrain with your advantageous terrain ability and both you and your allies are within the designated effect area, you also gain a +2 bonus to your initiative checks. This bonus further enhances your ability to act swiftly and take control of the battlefield.

Using this ability does not require an action and can be done freely at your discretion as a Hunter.

### Lone Hunter

#### Hunter's Prey

At 1st level, you can easily tell the weaknesses and defenses of a favoured creature. By using your move action, you may learn the protections or the scores of a creature at 40ft or less of you.

##### Armor Breaker

At 3rd level, you become an expert in penetrating through the defenses of your foes. You may spend your move action to charge one of your attacks. The attack receives a +5 to hit. If the attack hits, the foe has 2 AC less when calculating your attacks.

#### Hunter's Luck

Upon reaching 6th level, once per day, you as a hunter can either reroll one of your attack rolls or force an enemy who just hit you with an attack to reroll the attack roll. You must take the result of the second roll, even if it is worse. You can use this ability once per day at 6th level, and one additional time per day at 9th and 14th levels.

#### Inspired Moment

At 9th level, you may have an inspired moment once a day. Whenever you score a critical hit, you may inspire yourself and gain the following atributes: You gain a +4 on attack and damage rolls, cannot be scared or charmed, and your crit range increases by 1.

#### Quick and Silent

At 15th level, you cannot be surprised and always act as if you had rolled a natural 20 on any initiative check while within any of your favored terrains.

### Skirmisher

#### Hunter Trick

At 1st level, you learn how to use a hunter trick. You learn another at levels 6 and 12. You may use Hunter Tricks as many times as half your Hunter level + your ING modifier. Check the Hunter's Tricks page for more information.

#### Intercepter

At 3rd level, you learn how to deflect a projectile with your own projectiles within 30ft. To deflect the attack, the Hunter makes an attack with a ranged weapon. If her attack roll is greater than the attacking opponent’s roll, the opponent’s initial attack automatically misses. For each size category the attacking creature is larger than the Hunter, the Hunter takes a –4 penalty on her attack roll. The Hunter must declare the use of this ability after the attack is announced, but before the roll is made. Unusually massive ranged weapons, such as boulders or ballista bolts, and ranged attacks by firearms or generated by natural attacks or spell effects can’t be deflected.

#### Evasion

At 9th level, you learn how to evade attacks that would otherwise hit you. If he makes a successful DEX saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the hunter is wearing light armor, medium armor, or no armor. A helpless hunter does not gain the benefit of evasion.

#### Foe Hater

At 15th level, you become an expert at hunting your favored foe. When dealing with favored enemy, you bypass any resistance that it may had against your attacks. Furthermore, if you deal a critical hit, you may add 2d6 of extra radiant damage.

### Woodlander

#### Agile Senses

At 1st level, you add a bonus equal to 1/2 your hunter level on all Perception and Survival skill checks you make while located on your favorite terrain.

#### Marathon Runner

You gain Endurance as a bonus feat at 3rd level.

#### Inured

At 6th level, you gain a resistance of 25 to an elemental damage of your choosing (Fire, Poison, Acid, Lightning or Cold).

#### Camouflage

At 9th level, you gain the ability to use the Stealth skill to hide in your favored terrain, even in the terrain does not grant cover or concealment.

#### Spectral Defense

At 15th level, you become an expert on diminishing the effects of attacks against you. When you take damage from an attack, you may spend your reaction to give yourself Resistance 50 on the attack. You may use this ability as many times as your proficiency.