Chapter I
Hunter
Those who prowl the woods or streets in search of their prey.
Class Ledger
Health Gain Per Level
+5
Armor Mastery
LightMedium
Talent Pool
BasicMartial
Mastery Notes
Skill Mastery Pool
Your choice of 3 from: Naturalism, Stealth, Precision, Medicine, Might, Awareness
Weapon Mastery Pool
Daggers and your choice of 2 simple or martial ranged weapons.

Class Features, Levels 1-5
Level 1: Arms of the Trade
You may choose one of the following upgrades which will be applied to all weapons you have mastery with
- Your To Hit rolls gain a minor benefit.
- Your damage rolls gain a minor benefit.
- You weapon attacks gain lethal +1.
- You increase your ranged weapons first range increment by 30ft.
- You ignore the detriments imposed by ranged attacking a character who has partial cover.
Level 2: Gatherer
You gain a minor benefit to all Naturalism Checks made to forage for items, ingredients or food.
You may make a foraging check after battle to find your spent ammunition. The check has a variable success threshold of 12, 17, 20 with you recovering 25%, 50% and 75% of your spent ammunition (in a reusable state).
You may make a foraging check after battle to find your spent ammunition. The check has a variable success threshold of 12, 17, 20 with you recovering 25%, 50% and 75% of your spent ammunition (in a reusable state).
Level 3: Hunting Mark
You have learned to mark your targets, helping you keep track of and eliminate them.
You can Mark a single target at a time. Marking a new target removes the mark from your previous target.
It costs 2AP on your turn to mark a target. You must be able to see the target in order to mark them.
Marking provides the following benefits:
- Marked targets take an additional 1d6 weapon damage from you.
- You have advantage on Awareness checks made to perceive marked targets.
- You have advantage on all checks made to track marked targets.
Level 4: Harry
At the start of your turn an ally my spend 2AP to distract, accost and identify an enemy within its reach, harrying them and making them a clearer and easier target. That creature becomes harried for the rest of your turn.
You may mark a harried creature for 0AP. In addition you gain advantage attacking harried creatures.
Level 5: Hefty Mark
The bonus damage provided by your Hunting Mark now depends on the AP cost of your weapon attacks. For each AP used for perform a weapon attack against a marked target, add 1d4 weapon damage.
Starting Equipment
- Each weapon selected from your mastery selection
- Rural, Urban or wilderness survival kit
- One armor of your choice that is cheap or standard price.
- 50 arrows or bolts
Path Specializations
At level 6, your character may ascend into one of the advanced path classes below.
No published path classes are currently linked to this starting class.