Hunter

Hunters are ranged warriors who focus on taking down targets with precise, deadly shots. They are unmatched when it comes to chasing and defeating single targets, as enemies can’t flee from their range and accuracy. Most hunters avoid fighting in melee, preferring to use their range to their advantage.

Hunter talents give a variety of boosts to ranged weapons and single-target attacks. Some talents give buffs to single long-range shots with high accuracy and damage, while others give buffs to attacks against specific targets. Hunter ribbons give them bonuses on tracking down enemies and surviving the wilderness.

Examples of hunters in fiction include Hawkeye from Marvel Comics, Ashe from League of Legends, and most fictional rangers or snipers.

Novice Talents

Bear Trap

You throw a portable bear trap towards a nearby enemy

Range
60 feet
Duration
Forever

Make an Agility attack roll against your target’s Agility DC.

Critical Success
Your target takes 3d6 damage and is restrained
Success
Your target takes 2d6 damage and is immobilized
Failure
Your target takes 1d6 damage and is slowed until the end of your next turn

But your leg! Ah! It’s caught in a bear trap!

Called Shot

You aim for an enemy’s weakest point, trading accuracy for power

Make a ranged Strike with a -5 penalty. If this Strike hits, its base damage is doubled.

Distracting Fire

Your rapid shots distract a foe, making it easier for allies to hit them

Duration
Until the start of your next turn

Make a ranged Strike with a -5 penalty. The target of your Strike is flat-footed.

Double Shot

You fire two arrows at one target, with almost no delay

Make two ranged Strikes against the same target.

Focus Aim

You steady your aim, preparing for a single strike

Duration
1 minute, or until you use any Move power

You have a +2 bonus to your next Strike. This bonus stacks with further uses of this power, up to a maximum of +6.

Hunt Prey

You focus on hunting down and attacking a single target

Target
One creature you can see, or one creature whose trail you’re following
Duration
24 hours, or until you use this power again

You have advantage on die rolls made to search for or track your target. Your first successful Strike each round against your target deals an extra 1d6 damage.

Sharpshooter

You are an expert at making long range shots on difficult targets

You treat ranged weapons as having double their normal range, and you ignore cover when making ranged Strikes.

Sniper's Shot

You make a long-range attack with increased accuracy and damage

Make a ranged Strike with a +5 bonus. This Strike doesn’t get disadvantage for being a long-range Strike.

Veteran Talents

Debilitating Shot

You aim for a weak point and cripple your enemy for a time

Duration
Until the end of your next turn

Make a ranged Strike. On a success, your target is slowed. On a critical success, your target is flat-footed and immobilized.

Hunter's Vision

You can always see your hunted prey in your mind’s eye

Prerequisites
Hunt Prey
Target
The target of your Hunt Prey power
Duration
Until your Hunt Prey power ends

While your target is within 500 feet, you know their exact position even if you can’t see them. Your ranged Strikes against your target have double their normal range and a +2 bonus to the attack roll.

Running Shot

You circle around an enemy and fire a shot from an unexpected direction

Use the Stride power. At any time during this Stride, make a ranged Strike with advantage against a target within 60 feet.

Traps Everywhere

You can remotely activate the countless traps that you’ve placed beforehand

You can fight with remote traps, a special type of ranged weapon that works by triggering a pre-placed trap that happens to be under your target’s feet. Making a Strike with a remote trap is a Retroactive ability, as you are declaring that you happened to hide a trap in that exact spot beforehand.

Your remote traps are a ranged weapon with 2d6 base damage and 100 range. Whenever you use a remote trap, you choose whether the base damage is Bludgeoning, Fire, Piercing, Toxic, or Slashing (or another trait approved by the GM).

Strikes with your remote traps have the following rules:

  • You don’t need a clear line to your target
  • Your target doesn’t benefit from cover
  • Your target must be within 10 feet of a solid surface
  • Optionally, you can add your Intellect to the attack and damage rolls instead of your Agility
  • Optionally, you can attack your target’s Agility DC instead of their Defense

Volley

You fire a rain of shots, targeting everyone in an area

Range
The range of your weapon
Area
20-foot burst

Make a ranged Strike. This Strike targets all creatures in this power’s area.

Master Talents

Hunter's Instincts

You can see enemies through walls, and can track their health and footprints

Area
300-foot emanation, which follows you for the duration
Duration
1 minute

You can sense all creatures in this power’s area as well as if you could see them.

You have a +10 bonus to Intellect+Travel rolls made to track creatures.

Sharpened Focus

You can focus your aim even better as you prepare a strike

Prerequisites
Focus Aim

Your Focus Aim power gives you a +5 bonus your next Strike, stacking up to +15.

Triple Shot

You can fire three projectiles at once instead of two

Prerequisites
Double Shot

When you use Double Shot, make three ranged Strikes against the same target instead of two.

Epic Talents

Ribbons

Eagle Eyes

You have incredibly sharp eyesight and can perceive details from a distance

You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you.

Favored Enemy

You are especially skilled at hunting down a particular kind of creature

Choose a type of favored enemy: animals, fey, humanoids, outsiders, or undead. You have advantage on die rolls to track or recall information about your favored enemies. You also learn one language of your choice that is spoken by your favored enemies (if they don’t speak, you can learn any language of your choice).

Find Arrows

You’re always able to find or craft more ammunition

You acquire a bundle of 50 arrows or bolts. This ammunition might be a set you constructed at a fletcher’s shop, a set you crafted from primitive natural materials, or a lucky find on the battlefield.

Pass Without Trace

You can perfectly camouflage your tracks to avoid pursuers

You can hide your trail while travelling in natural environments, giving you a +10 bonus to any die rolls made to avoid being tracked.

Perfect Shot

You can hit stationary targets perfectly out of combat

Out of combat, when you make a ranged Strike against a stationary target, your Strike is automatically a critical success. You must have a minute to prepare for the shot, and your target must be completely stationary.