Starting Equipment: Armor with spikes to ward of beasts (Medium Armor), A variety of specilised weapons, A heavy tome full of notes
Background Question: Who's handwriting fills your tome?
XP Trigger: Hunt a monster from your tome or add a new one
Class Type: Warrior
Starting Stamina: 10
Warrior Ability: You may push yourself in combat to gain a +1d bonus to attacks.
A: | Family of Hunters, Network of Hunters | |
|---|---|---|
B: | Monsters Have Nightmare too, +1 Attack Per Turn | |
C: | Trapmakers Art | |
D: | From The Monsters Eyes, Secrets are Revealed |
Your family is known for hunting a monsters, you may choose a unique type of weapon with 1 additional tag, such as a Whip, Hooked Sword or Attal. You gain a +1 to hit when using these weapons.
You have access to the knowledge base of the local Monster Hunters. Be it a tome, your memory or a more esoteric method you have a record about the monsters in any region you are based around and you can update it with information about a new region by meeting the local chapter of the Guild.
With this information if you can identify a monster you will learn:
Rage Trigger, something that will send it into mindless rage, preventing it from feeling
Fear Trigger, something it fears that will make it flee or hesitate to attack
Drive, a behavior that drives the creature and guides it's actions
Unique Abilities, that the creature is known for and any common ways to counter them.
Defenses & Weaknesses, that protects the creature from normal attack and any ways to bypass them.
You have a particular type of target you are an expert in hunting choose a feature from below.
Fey warden: You hunted the Fey, you may reroll 1's on saves against being charmed and can cast Illusion with 1 MD at will.
Bounty Hunter: You hunted Criminals, you can make the grapple maneuver as a part ranged or melee attacks.
Mage Breaker: You hunted Mages, when you attack a spellcaster as a reaction you can attempt a blind maneuver instead of the attack, disrupting the spell.
Sanctified Stalker: You hunt Outsiders, you can imbue your attack with an elemental magic.
Hunter: You hunt Beasts, you have a best companion such as a wolf or bird of pray. Functions as Familiar Feat.
You can assemble various traps relatively cheap supplies. You can setup any of these traps with 10 minutes of work. You may decide the trigger you want, such as a steps, noise or manual activation. When you craft a trap, choose up to [template] effects from the list below.
Damage: Victims take 1d6 damage.
Halt: Victims are immobilized.
Alert: Victims set off a loud racket.
With other items (poisons, flammable oils), you can create more types of traps.
Once per day, you can cause one of your physical attacks to deal +X damage, where X is equal to the HD of the highest level monster your party has ever killed. You must keep track of this. If you miss, this ability is not expended.