

Under Construction
Dec. 29, 2014
Hunter
Class Specialty Skills
Specialist: When fighting their race of choice for hunting, they get a boost to their attacks. (+1 per CP)
Stalker: They can gather information that leads them to finding their specialized prey. (10% per CP, GM Discretion)
Traps: The Hunter is familiar with their prey's patterns and can utilize trapping tools to attempt capture. The trap can be used to either be an early alarm system, or to temporarily capture something and make it lose a turn if it was attacking. Other uses might be allowed at GM Discretion. (10% per CP)
Stragegist: Able to plan out attacks, routes and more in order to have an edge. (Increases Init, 1 per CP)
Riding: Can successfully ride most creatures. (10% per CP.)
Enslave: If a Hunter defeats their opponent in battle, they have the option of kill or enslave. If someone is enslaved, they'll be captured for d# days, and lose d100 gold for each day captured before they are released or escape.
A hunter is a very unique and odd class. They will actually go out of their way, sometimes risking their own life in order to do so, to hunt down and find whatever it is they have dedicated themselves to finding. Sometimes this is treasure, exotic locations or goods, rare discoveries, or even races. Some hunters will take what they find as a trophy, and pride themselves in being the best. Most often a hunter's choice of hunt is an actual race, choosing either to attempt exterminating this race, or simply capturing them as slaves and then using them as soldiers or selling them to another for profit.
Magic Allowed
Alter
Trickery
Hindrance
Armor Allowed
Cloth
Wood
Leather
Studden Leather
Chainmail
Elven
Weapon Specializations Allowed
One-Handed
Two-Handed
Dual-Wield
Mechanical
Thrown
*Limit: 2