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Hunter Skill List

Annotation 2020-01-08 204703.jpg

HUNTER'S MARK | Fast  Action |  Utility: Transmutation | Cost 6 Stam 

Choose a creature you can see and mystically mark it as your quarry.  For the next 3 rounds of combat, add +d3 per Dex whenever you hit the target with a weapon attack.  If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature for the remainder of turns.  

(This bonus only applies to your base dice attack and cannot stack with other skills.)

Cool Down: 5 Turns

 

REQUIREMENTS: 2 DEX

XP COST: 40

THRILL OF THE HUNT | Passive Buff  | 

The prospect of a difficult hunt is one not easily resisted by the hunter.  When tracking down a target, your first attack on your target guarantees a crit. This ability can only be used after successfully tracking your target via perception roll and chase.

PREREQ: TRACKER

XP COST: 45

FIRST BLOOD |Standard Action|  Cost: 5 Stamina  

You make a precision strike, dealing damage. Target must make a saving throw, a dexterity saving throw vs the ranger’s DC of 5+ Dex rating. 

Upon failure, the target takes bleed damage of 1d6+2(Wis)  for two rounds. 

Cool Down: 3 Turns

REQUIREMENTS: 2 DEX and 2 WIS

XP COST: 55

WILDERNESS KNOWLEDGE I  | Passive Buff |

Your knowledge of the wilderness and terrain has been honed by your experience and fortitude.  When roling for knowledge in woodland and wilderness areas, you may apply an additional +2 to your modifier.
 

REQUIREMENTS: 2 WIS, 1 INT
XP COST: 50

POISON ARROW | Standard Action |  Cost: 5 Stamina  

The Ranger inflicts poison damage on the target. Target suffers a Damage Over Time effect of 1d4 + the ranger’s total wisdom score for three rounds.


Target can be cleansed. 

Cool Down: 3 Turns

REQUIREMENTS: 2 DEX 2 WIS 2 INT

XP COST: 60

NATURAL MEDICINE I | Passive Buff | Heal

Rangers often spend time away from civilization and must rely on creating their own natural herbal remedies.  When attempting to heal yourself or party members in the wilderness, gain a +2 to your medicine check. 

 

This poultice can also be used to restore 4+Wis+Int Health for 2 rounds. 

This skill cannot be used in combat.

REQUIREMENTS: 2 INT, 2 WIS
XP COST: 65

COLOSSUS SLAYER | Passive Buff |

When faced against a large creature,(golems,giants,dragons,etc.) your crit range is expanded by two points. IE: roll of 18-20 on your Attack Roll. 

REQUIREMENTS: 2 DEX, 2 STR 

XP COST: 75

ENHANCED VIGOR I | Passive Buff  |  

While out in the wilderness, away from the hustle and bustle of towns or crowded streets, you find yourself in your element. 

 

The value of your health is increased by 4 per Con in these settings.

This passive does not apply when inside a major city or hub. 

REQUIREMENTS: 2 CON, 2 DEX

XP COST: 70

BLINDING POWDER | Fast Action / Debuff  | Cost: 8 Stamina |

Survival skills aren’t all tracking and hunting.  Sometimes a bit of guile and trickery is required to survive.  Target must make a Con DC vs 5+Dex or be Blinded.

(Blinded characters lose their AR for 2 rounds.)

Cool Down: 5 Turns

 

REQUIREMENTS: 3 DEX,  3 WIS

XP COST: 90

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