Hunter in Archons Decisive Factor System | World Anvil
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Hunter

Eat or be eaten is the law of the wilds, and that is one of the few laws hunters recognize. They are masters of moving stealthily, stalking their prey, and dispatching it with precision. If they decide to interact with civilization, hunters serve as guides and scouts to forgotten and unknown places of this world.  

Domains

Cora's Domains of the Wilds, Travel, and Deception.  

Starting Attributes

Hunters rely on Intuition for sensing their quarry before it senses them. They also need Agility to make the shot, and to a lesser degree Strength to make it a powerful one. They're usually too practical to put much emphasis on Logic and Soul.  

Starting Skills

Ranged: 3
Survival: 3
Perception: 3
Athletics: 2
Stealth: 2   2 points remain  

Starting Inventory

Longbow: Quality 3.   Camouflage: Quality 2.   Quality Boots: Quality 2.  

Talent Advancement

  1. Animal Companion:
  2. Ranged Expert:
  3. Hunting Grounds:
  4. Sniper:
  5. Apex Predator:
  6. Grievous Wounds:
  7. Forward Scout:
  8. Tracker's Senses:
  9. Exploit Weakness:
  10. Ranged Warrior:
  11. Ranged Master (Requires Ranged Expert):
  12. Forward Scout:
 

Variants

While hunters normally specialize in ranged combat, if you prefer a more hands-on approach you can specialize in melee combat. In such a case, Strength might become more important than Intuition.   For a more magical setup, you can take the Wilds Magic skill as well as Beginner Caster and Adept Caster (requires Beginner Caster).

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