
Hunter
Profession, single-classed
A highly trained fighter expert in tracking, woodlore and wilderness survival. The best come from barbarian, nomadic or tribal clans.
From the book
Hunters are highly trained fighters versed in tracking, woodcraft and surviving in the wild. They are found in civilized lands too, but the finest usually hail from barbarian, nomadic or tribal peoples.
Every hunter has Scouting, which lets them travel through wilderness, mounted or on foot, without being detected or while shaking off pursuit, and lets them spot others using Scouting; it also raises their movement over rough or wild ground.
They generally wear no metal armor, preferring light leather, furs and hides for speed and stealth, and carry only the gear they think essential. Riding, woodlore and fighting skill open many jobs: those without a tribe may serve as mercenary scouts tracking enemy troop movements in the wilds, while others become long-distance couriers on horseback, wilderness guides, or trappers selling pelts to traders from the towns.
Skills by level
- Level 1
- Any 1 Weapon (plus the short bow)
- Read Tracks
- Tracking
- Set/Disarm/Detect Snares
- Woodcraft
- Stalking
- Hunting
- Archery I & II
- Level 2
- +1 to Hit
- Camouflage/Ambush
- Level 4
- +1 to Hit
- Level 6
- +1 to Hit
- 2 Attacks per Round
- Level 8
- +1 to Hit
- Herb Lore
- Level 10
- +1 to Hit
- Herbal Remedies
- Level 12
- +1 to Hit
- 3 Attacks per Round
- Level 14, 16, 18, 20, etc.
- +1 to Hit
At a glance
- Minimum attributes
- DEX 12, INT 10, STR 12, CON 12, PER 14
- Alignment
- Any
- Combat training
- Highly Trained
- Hit points per level
- 1 H.P. per point of CON, plus 6 H.P. at first level; then +6 H.P. and any CON bonus per level gained; after 12th level, +1 H.P. per level with no CON bonus (optional rule, page 48)
- Special abilities
- +1 saves vs PER for every 3 levels of ability gained; Scouting: 90% + 1% per level (99% maximum) to move unseen or shake off pursuit, mounted or on foot, in wilderness regions, or to detect others who are Scouting; also raises maximum movement across rough or wilderness terrain by +50%
- Restrictions
- Generally will not wear metal armor of any sort (prefer leather, furs and hides); Generally carry only essential equipment
- Equipment
- Short bow (proficiency granted at level 1)
