Arrowmerk

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*“Right then, let me tell ya a story that goes back 1000 years ago, those times are lost to us apprentice, but the lessons that our ancestors learned in those times are still ones we will learn today. Once upon a time there lived a hunter by the name of Ron Glassmith, Ron was a smart hunter, he would always check his traps 5 times over before taking off to set another one, he was a fox hunter, foxes were an expensive pelt to sell too, and one day he dreamed of using the money he had gathered to buy himself citizenship in the kingdom he lived in. What Ron didn’t expect though was to catch a different type of fox altogether, see this fox could talk, had legs and arms like us humans, as well as a face like us too. Ron didn’t know what to make of it really, but he let the lady go as he figured even if he wanted to treat it as a fox there would be no pelts to sell. The strange fox was named “Julie” and she wanted to stay with the hunter as she had fled from her home, Ron being a smart hunter allowed the strange fox to stay as long as she helped him with hunting and only ate what she caught herself. Before Julie’s arrival Ron had solely lived by himself, a lifestyle i’m sure you get is customary to all us hunters even today. But now he was living with someone else, being careful he would from then on only hunt other animals and not foxes whilst this strange woman was with him. Eventually though Julie had found out about his fox hunting, and she promptly left the hunter. The next day when Ron the smart hunter woke up, his friend and companion had left him, Ron quickly gathered his things and went to go and look for her, and some say he’s still looking for her to this very day… What’s the lesson in this story you ask? There are two, the first lesson is always check your traps, the second lesson is don’t get attached to other people, especially fox ladies.”*

Starting equipment: Songwood bow/Hunting rifle (Requires Tinker or Halfling) , light armor, 2 boxes of rations (D quality), 10x bottles of grease, a pack of dried leaves

Starting health: +3

Starting stat bonuses: +2 agility, -1 constitution

Skilled at using: Bows, Shortswords,Muskets

**Arrowmerk Skills**

**LVL1**

**TRUE SHOT**

*(Complex)*

*(1 action)*

Deliver a focused shot with a bow or other ranged weapon for 2d6 damage at a single target within 20 spaces from you. This ability ignores HB ratings.

**LVL2**

**LODGES**

Despite living isolationist lifestyles, Arrowmerks will often join into groups called lodges when in the process of training in order to learn new skills and hone their skills as one would say. At LVL2 you will join one of these lodges yourself, taking in its teachings in order to improve your skill.

**HUNTERS LODGE**

The hunters lodge is a proud and old lodge that trains its students in the ways of nature and passes on the many tricks of capturing and fighting dangerous beasts of the wild. A member of the Hunters lodge is a master of  navigating the dangerous wilds of Aluria, able to uncover and track their prey over long distances.

Favorite prey

*(Passive)*

Choose a classification of creature that you are skilled at hunting, your weapon attacks on that enemy deal an extra 1d6 damage, you also gain advantage on all attacks you make against creatures of that classification. You may take Beast, Mortal, Humanoid, Demonic, Monster, Aquatic or hive mind.

**TRAPPERS LODGE**

The trappers lodge is a lodge that focuses its teachings on creating clever ways to catch the many beasts of the world through the indirect use of traps and timed automation, the motto of the trappers lodge has for a long time been “The most efficient merks there are, for a fair price at that” although seen as cowardly by many of their peers, members of the trappers lodge pride themselves on the idea of not having to lay even a finger on their bows.

Grease trap

*(Simple)*

*(2 actions)*

You have the ability to set up simple grease traps on a 4x4 grid, the grease trap is hidden and a creature must roll a DC18 intelligence roll in order to see the trap. Any creature that steps on a grease trap must roll a DC 15 agility. Upon failure the creature automatically moves 10 spaces in the direction they were walking and falls on the ground, being stunned for a turn if they hit any kind of wall or object and also taking 2d4 damage upon collision.

**ARCHERS LODGE**

A lodge that has its origins in ancient wars and military excellence, the Archers lodge trains its students in pure bowmanship, nothing more, nothing less. Members of the lodge have reportedly had to shoot several apples from one mountaintop to the other in order to maintain membership within this lodge. In essence the Archers lodge values discipline and skill with the bow, and that’s that.

Unrivaled accuracy

*(Passive)*

When shooting a creature that is standing still within 20 spaces of you, you gain advantage on the attack roll, if you happen to already have advantage on the attack, you roll triple advantage.

**FUSILIER LODGE** (Tinkers and Halflings only)

A specialized Tinker and Halfling lodge that focuses on the usage of the powder based hunting rifles of the empire, being that these things are rare and expensive, any member of the Fusilier lodge is expected to bring their own rifle, where they are then trained in its proper usage and its applications for killing beasts.

Clean barrels

*(Passive)*

Whilst some lesser races might claim a gun is inferior to the bow due to its tendency to explode, the truth is that a rifle requires respect and care to function properly, something that you are quite accustomed to. Any rifles, muskets or other powder-based weapons in your possession will not blow up if you critically fail a weapon attack roll with them.

**LVL3**

*Hunters Lodge*

LVL3: Hunter’s mark

*(Complex)*

*(1 action)*

Using an action you may mark a target creature within 20 spaces with a Hunter’s mark, for the rest of combat that target receives an extra 1d4 damage from your attacks. Targets that try to hide or go invisible can still be seen by you as long as they’re in a 5 mile radius.

*Trappers Lodge*

LVL3: Advanced trapmaking

*(Daily)*

While simple traps are fine, any good trapper is an expert in improvising a complex and multi-layered trap, you may spend anywhere from 10 minutes to 3 hours in making a special custom trap outside of combat. When you do so roll a d20 adding your intelligence bonus to determine if your trapping vision is fulfilled, the trap must be made out of things currently available to you.

*Archers Lodge*

LVL3: Piercing shot

*(Daily)*

*(1 action)*

Delivers a powerful piecing shot that passes through the initial target and deals 2d6 damage to all enemies in a 10 space line.

*Fusilier Lodge*

LVL3: Platesplitter

*(Daily)*

*(1 action)*

Deliver a hard hitting weapon attack with your musket that aims to punch through a target's armor, the target must roll a DC14 agility save, upon a failure the target takes the weapon attack damage and suffers 1d3 durability to their armor regardless of the weapon attack roll.

**LVL4**

*Hunters Lodge*

LVL4: Hunting partner

You gain an animal companion with which you hunt with and fight with. The animal companion will follow your orders and can do things such as check for traps, sniff out animals with the right items present. Your Hunting partner will be chosen by the GM.

*Trappers Lodge*

LVL4: Snap trap

*(Simple)*

*(1 action)*

You have the ability to set up snap traps on a 2x2 grid, the snap trap is hidden and a creature must roll a DC18 intelligence roll in order to see the trap. Any creature that steps on a snap trap must roll a DC 15 agility. Upon failure the creature suffers 2d4 damage and is immobilized if it has a strength stat below 16. The creature may attempt to get out of the trap by rolling a DC 16 strength.

*Archers Lodge*

LVL4: Stable aim

*(Simple)*

*(1 action)*

Steadying your breath you lower the shakiness in your arms letting your arrows fly in a more accurate arc. For the rest of your turn your currently held weapon gains +5 range as long as you don’t move after using this ability.

*Fusilier Lodge*

LVL4: Elemental bullets

*(Complex)*

*(1 action)*

You receive the ability to cast a simple spell which turns a simple bullet or small projectile into an elemental bullet, elemental bullets when fired with a ranged weapon gain special characteristics and bonuses. You may spend 5 minutes outside of combat to enchant 10 bullets.

Fire bullet: Deals burning on a successful hit and deals an extra 1d4 damage

Frost bullet: Deals Freezing on a successful hit and deals an extra 1d4 damage

Shock bullet: Deals Electrocution on a successful hit.

Implosion bullet: Deals an extra 1d8 damage, deals 1d4 damage even on a miss.

Dummy bullet: Deals no damage but upon hitting a hard surface delivers a fierce explosion noise which has a chance to terrify nearby creatures.

**LVL5**

**QUICKSHOOTING**

Your skill with ranged weaponry has increased to the point where you may perform 3 weapon attacks per turn using your actions instead of just 2 as long as the weapon is ranged.