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The thrill of the chase thrums in a Hunter’s mind as they patiently surveil. No detail is too small or insignificant to ignore. Experience teaches the most important lesson: you don’t have to be more powerful than your quarry, so long as you’re better prepared.<br>
The thrill of the chase thrums in a Hunter’s mind as they patiently surveil. No detail is too small or insignificant to ignore. Experience teaches the most important lesson: you don’t have to be more powerful than your quarry, so long as you’re better prepared.<br>
'''Starting Skill: Perception.''' If you choose Hunter as your starting path, gain a free skill rank in Perception.
'''Starting Skill: Perception.''' If you choose Hunter as your starting path, gain a free skill rank in Perception.
[[Hunter#Seek Quarry (Hunter Talent)|Seek Quarry key talent]]


=== Seek Quarry (Hunter Talent) ===
=== Seek Quarry (Hunter Talent) ===
'''Prerequisite:''' None.'''<br>
'''Prerequisite:''' None.<br>
'''Activation:''' Special Activation<br>
'''Activation:''' Special Activation<br>
''Once you’ve found your prey’s trail, you unrelentingly pursue them and study their movements across the harshest of terrain.''<br.
''Once you’ve found your prey’s trail, you unrelentingly pursue them and study their movements across the harshest of terrain.''<br>
After spending 1 minute mentally preparing, you choose a character who you can sense or who you’ve previously encountered. That character becomes your quarry until
After spending 1 minute mentally preparing, you choose a character who you can sense or who you’ve previously encountered. That character becomes your quarry until
you choose to end this effect as a Free Action or select a new quarry.<br>
you choose to end this effect as a Free Action or select a new quarry.<br>
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*[[Hunter#Combat Training|Combat Training]] & [[Hunter#Tagging Shot|Tagging Shot]] ([[Hunter#Archer|Archer]])
*[[Hunter#Combat Training|Combat Training]] & [[Hunter#Tagging Shot|Tagging Shot]] ([[Hunter#Archer|Archer]])
*[[Hunter#Killing Edge|Killing Edge]] & [[Hunter#Startling Blow|Startling Blow]] ([[Hunter#Assassin|Assassin]])
*[[Hunter#Killing Edge|Killing Edge]] & [[Hunter#Startling Blow|Startling Blow]] ([[Hunter#Assassin|Assassin]])
*[[Hunter#Martial Intuition|Martial Intuition]] & [[Hunter#Searing Lash|Searing Lash]] ([[Hunter#Disciple|Disciple]])
*[[Hunter#Sharp Eye|Sharp Eye]] & [[Hunter#Fire Discipline|Fire Discipline]] ([[Hunter#Sharpshooter|Sharpshooter]])
*[[Hunter#Sharp Eye|Sharp Eye]] & [[Hunter#Fire Discipline|Fire Discipline]] ([[Hunter#Sharpshooter|Sharpshooter]])
*[[Hunter#Deadly Trap|Deadly Trap]] & [[Hunter#Animal Bond|Animal Bond]] ([[Hunter#Tracker|Tracker]])


== Archer ==
== Archer ==
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''You instinctively follow the tempo of battle, keeping the pressure on your foes at critical moments.''<br>
''You instinctively follow the tempo of battle, keeping the pressure on your foes at critical moments.''<br>
Spend 1 focus to make a second Strike action with a hand you already used for a Strike this turn.<br>
Spend 1 focus to make a second Strike action with a hand you already used for a Strike this turn.<br>
== Disciple ==
=== Bursting Sunspot ===
'''Prerequisite:''' Discipline 4+; [[Hunter#Leaping Flame|Leaping Flame]]<br>
'''Activation:''' Free Action<br>
''You can cause your foes to burst in a blaze of glory upon contact.''<br>
When you deal damage with a melee weapon attack, you can spend 3(4?) focus to make a Discipline test against all other characters within 10 feet of the target. Every character you succeed against takes 4d8 Energy damage, and every one you fail against takes 2d8 Energy damage.<br>
=== Collected ===
'''Prerequisite:''' [[Hunter#Martial Intuition|Martial Intuition]]<br>
'''Activation:''' Always Active<br>
''You remain mindful of your immediate goals without losing sight of your deeper value, staying even-keeled amid chaos.''
When you acquire this talent, increase your Cognitive and Spiritual defenses by 2.<br>
'''Leads to:''' [[Hunter#Preternatural|Preternatural Alacrity]]
=== Leaping Flame ===
'''Prerequisite:''' [[Hunter#Salamander Charge|Salamander Charge]]<br>
'''Activation:''' Reaction<br>
When a character you can sense deals damage to you, spend 2 focus and a reaction to travel as a small ember, placing yourself in an empty space within 5 feet of that character. You then gain 1 Action that you can only spend making an attack against the character that triggered this reaction.<br>
'''Leads to:''' [[Hunter#Bursting Sunspot|Bursting Sunspot]]<br>
=== Martial Intuition ===
'''Prerequisite:''' Discipline 1+ [[Hunter#Seek Quarry (Hunter Talent)|Seek Quarry key talent]]<br>
'''Activation:''' Reaction<br>
''Your opponents' blows radiate a certain rhythm that your body has learned to read.''<br>
When an character you can sense targets one of your defenses or forces you to make a Test, you can use a Reaction and Test Discipline against its Cognitive defense. On a success, learn of the following of your choice:<br>
*If one of its attributes of your choice is higher, lower, or equal to yours.
*If its movement rate is higher, lower, or equal to yours.
*If one of its defenses of your choice is higher, lower, or equal to yours.
*If it has any weapon or armor expertises.
*If it is under a magical effect.
'''Leads to:''' [[Hunter#Sight Without Sight|Sight Without Sight]], [[Hunter#Collected|Collected]]
=== Preternatural Alacrity ===
'''Prerequisite:''' [[Hunter#Collected|Collected]]<br>
'''Activation:''' Always Active<br>
At the start of your turn, you can move up to 20 feet.<br>
Additionally, your movement rate increases by 10 feet.<br>
=== Searing Lash ===
'''Prerequisite:''' Discipline 2+; [[Hunter#Seek Quarry (Hunter Talent)|Seek Quarry key talent]]<br>
'''Activation:''' 2 Actions<br>
''You coat your Weapons in searing flames.''<br>
Make a melee weapon attack against the Physical defense of a target. This attack Range changes to Melee [+10] if it is not already greater. When you roll damage for this attack, add an extra 1d6 damage, and the damage type is now Energy damage.<br>
Additionally, until the start of your next turn, all of the weapon attacks you make have this altered Range, deal this additional damage, and have their damage type changed.<br>
This talent becomes more powerful as your tier increases: at tier 2, you roll an extra 2d6 damage (instead of 1d6), and the altered Range becomes Melee [+15]; at tier 3, you instead roll an extra 3d6 damage and the Range becomes Melee [+20]; at tier 4, you instead roll an extra 4d6 damage and the Range becomes Melee [+25]; and at tier 5 you instead roll an extra 4d6 damage and the Range becomes Melee [+30].<br>
'''Leads to:''' [[Hunter#Salamander Charge|Salamander Charge]]<br>
=== Salamander Charge ===
'''Prerequisite:''' Discipline 3+; [[Hunter#Searing Lash|Searing Lash]]<br>
'''Activation:''' 2 Actions<br>
Once per scene, move up to your movement rate, characters cannot target you with Reactive Strike. During this movement you can move through occupied spaces freely but cannot end the movement in occupied spaces. After this movement, you leave behind a 10-foot-high and 1-foot-thick wall of fire following your path that lasts until the end of the scene, or you choose to end it as a Free Action. The wall is dangerous terrain [2d8 energy].<br>
This talent becomes more powerful as your tier increases: at tier 3, it becomes dangerous terrain [3d8 energy] (instead of 2d8); at tier 4, it becomes dangerous terrain [4d8 energy]; and at tier 5, it becomes dangerous terrain [5d8 energy].<br>
'''Leads to:''' [[Hunter#Leaping Flame|Leaping Flame]]
=== Sight Without Sight ===
'''Prerequisite:''' Perception 3+; [[Hunter#Martial Intuition|Martial Intuition]]<br>
'''Activation:''' Special Activation<br>
''You are able to detect the thin ripples of magic caused by the subtle movements of hidden creatures.''<br>
Increase your Senses Range by one step, as if your Awareness was 2 higher.<br>
Additionally, you gain the "Tune Senses" action.<br>
'''Tune Senses (1 Action).''' Double your Senses Range until the end of your next turn.<br>


== Sharpshooter ==
== Sharpshooter ==
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''You quickly focus on your target, filtering out all unnecessary detail in your environment to seek this new quarry.''<br>
''You quickly focus on your target, filtering out all unnecessary detail in your environment to seek this new quarry.''<br>
Spend 2 focus to use the Gain Advantage action as against an enemy you can sense. If you’re Prone, using this talent instead costs no focus. After you successfully Gain Advantage in this way, that test’s target also becomes your quarry if you don’t already have one.<br>
Spend 2 focus to use the Gain Advantage action as against an enemy you can sense. If you’re Prone, using this talent instead costs no focus. After you successfully Gain Advantage in this way, that test’s target also becomes your quarry if you don’t already have one.<br>
== Tracker ==
=== Animal Bond ===
'''Prerequisite:''' Have an animal companion; [[Hunter#Seek Quarry (Hunter Talent)|Seek Quarry key talent]]<br>
'''Activation:''' Special Activation<br>
''Your animal companion is more than just a friend or working beast—they’re your partner. They warn you of danger, anticipate your needs, and follow your commands … most of the time, anyway.''<br>
When you acquire this talent, it upgrades an animal companion you’ve gained as a reward.<br>
You can communicate simple concepts with your animal companion, and they generally attempt to help you as requested.<br>
Your animal companion alerts you of incoming danger. While you can sense them within 10 feet of you, each of your defenses increases by 1. When you move, your animal companion automatically moves alongside you.<br>
During combat, your animal companion follows the rules for allied NPCs. However, if your animal companion hasn’t yet acted this round, you can use a Free Action to call on them to act during your turn. When you do, they gain either 1 or 2 Actions (your choice) to immediately use of your choice, then at the start of their next turn, they gain that many fewer Actions than usual.<br>
In addition to the actions in your animal companion’s stat block, they can use the special Track action:<br>
'''Track (2 Actions).''' The animal companion helps their Hunter track one character of the Hunter’s choice who the animal companion can sense within their reach. The target becomes the Hunter’s quarry for their Seek Quarry talent.<br>
If your animal companion is reduced to 0 health, they don’t become Unconscious, but they stop fighting and retreat to safety. (However, your animal companion can still die from injuries or for narrative reasons.)<br>
If you ever lose your animal companion, you can bond with a new animal at an opportunity the GM deems appropriate.<br>
'''Leads to:''' [[Hunter#Protective Bond|Protective Bond]]<br>
=== Deadly Trap ===
'''Prerequisite:''' Survival 1+; [[Hunter#Seek Quarry (Hunter Talent)|Seek Quarry key talent]]<br>
'''Activation:''' 2 Actions<br>
''You know how to build traps and snares to catch wildlife—or even deadlier game!''<br>
Using foraged supplies or specialized equipment, you create and conceal a trap within your reach. Choose an entangling trap or an impaling trap:<br>
'''Entangling Trap (Survival vs. Cognitive defense).''' You create a trap with rope, debris, or other ensnaring objects. On a hit, the target takes 2d4 impact damage and becomes Immobilized for 1 round, then the trap’s area becomes difficult terrain until the end of the scene.<br>
'''Impaling Trap (Survival vs. Physical defense).''' You create a trap with caltrops, spikes, or other sharp objects. On a hit, the target takes 2d4 keen damage and becomes Afflicted [vital damage equal to 3 + your ranks in Survival] for 1 round, and you can spend an Opportunity to inflict an injury on the target.<br>
This trap covers a 5-foot-diameter circle on the ground or other surface concealing it; the trap remains until triggered, then it is expended. When a character touches
this surface, the trap triggers. Make an attack using your Survival against the defense listed for that trap, gaining an advantage if the target is your quarry. On a hit, the target suffers the trap’s effects. This attack can’t graze.<br>
You can have a maximum number of active traps equal to your ranks in Survival. You can’t overlap the areas of active traps. If another character makes a test to search for or disarm a trap, the DC equals your Spiritual defense.<br>
'''Leads to:''' [[Hunter#Experienced Trapper|Experienced Trapper]]<br>
=== Experienced Trapper ===
'''Prerequisite:''' Perception 2+; [[Hunter#Deadly Trap|Deadly Trap]]<br>
'''Activation:''' Special Activation<br>
''You’re adept at living off the land, confidently hunting with your traps and foraging for resources.''<br>
When you forage as part of a short rest, it doesn’t take your full attention, so you can roll your recovery die or engage in other activities as usual. When you make a Survival test to forage for food and water, you auto­matically succeed as long as they exist in your environment and nothing prevents you from foraging. Your foraging can sustain a number of characters equal to your ranks in Survival.<br>
Additionally, after a long rest in the wilderness, you can fashion a tool from natural materials using your Survival modifier instead of Crafting. This foraged tool could be a spear, sling, tent, or another survival tool that can be made from materials found in the area, as determined by the GM.<br>
Finally, when you acquire this talent, the damage from your Deadly Traps talent increases from 2d4 to 2d6, and when that talent applies a condition, its duration increases from 1 round to 2 rounds.<br>
'''Leads to:''' [[Hunter#Hunter's Edge|Hunter's Edge]], [[Hunter#Surefooted|Surefooted]]<br>
=== Feral Connection ===
'''Prerequisite:''' Survival 2+; [[Hunter#Protective Bond|Protective Bond]]<br>
'''Activation:''' Always Active<br>
''Your animal companion has grown strong under your care and has learned to trust your instincts as much as their own.''<br>
When you acquire this talent, your animal companion’s maximum and current health increase by 5 × your tier; when your tier increases, your animal companion’s health does as well.<br>
They also increase their Physical, Cognitive, and Spiritual defenses by 2 each. When your animal companion makes a test, they add a bonus equal to your ranks in Survival.<br>
Additionally, when you acquire this talent, gain a utility expertise in Animal Care.<br>
=== Hunter’s Edge ===
'''Prerequisite:''' Survival 3+; [[Hunter#Experienced Trapper|Experienced Trapper]]<br>
'''Activation:''' Always Active<br>
''You put your traps and animal companion to best use, inflicting devastating wounds with all the tools in your arsenal.''<br>
Your animal companion gains an advantage on tests against your quarry.<br>
Additionally, when you acquire this talent, the damage from your Deadly Traps talent increases from 2d6 to 2d8, and when that talent applies a condition, its duration increases from 2 rounds to 3 rounds.<br>
=== Pack Hunting ===
'''Prerequisite:''' Perception 3+; [[Hunter#Protective Bond|Protective Bond]]<br>
'''Activation:''' Reaction<br>
''Like a predator who hunts in groups, you expose your quarry’s weaknesses, enabling your allies to fight alongside you with terrifying coordination.''<br>
When an ally in your line of effect attacks your quarry, you can use this reaction and spend 1 focus to add your ranks in Survival to either the result of their attack test
or their damage roll (your choice).<br>
=== Protective Bond ===
'''Prerequisite:''' [[Hunter#Animal Bond|Animal Bond]]<br>
'''Activation:''' 1 Action<br>
''With a word or gesture, you command your animal companion to defend others.''<br>
You assign your animal companion to protect an ally within 30 feet of you, and your animal companion moves to that ally’s side. While your animal companion remains within reach of the ally, you lose the bonus to your defenses from your [[Hunter#Animal Bond|Animal Bond]], and the ally gains this bonus instead.<br>
You can end this effect as if you’re within 30 feet of your animal companion and can influence them, at which point the animal companion returns to your
side. Otherwise, this effect ends at the end of the scene.<br>
'''Leads to:''' [[Hunter#Feral Connection|Feral Connection]], [[Hunter#Pack Hunting|Pack Hunting]]<br>
=== Surefooted ===
'''Prerequisite:''' [[Hunter#Experienced Trapper|Experienced Trapper]]<br>
'''Activation:''' Always Active<br>
''You move through treacherous terrain with confidence and speed.''<br>
When you acquire this talent, increase your movement rate by 10.<br>
Additionally, before you take damage from dangerous terrain or falling, reduce that damage by 2 × your tier.