Hunter
AP Value: 246 adventure points
Prerequisites: None
Special Abilities: Languages totaling 6 AP; Skill Specialization Tracking
Combat Techniques: Bows 12, Polearms 8
Skills:
Physical: Body Control 4, Climbing 4, Feat of Strength 2, Perception 6, Self-Control 3, Stealth 5, Swimming 4
Social: —
Nature: Animal Lore 5, Orienting 6, Plant Lore 5, Ropes 4, Survival 7, Tracking 7
Knowledge: Myths & Legends 4, Religions 3
Craft: Leatherworking 3, Treat Wounds 3, Woodworking 3
Suggested Advantages: Direction Sense, Exceptional Sense (Hearing or Sight), Rugged Fighter, Sense of Range
Suggested Disadvantages: Afraid of… (Confined Spaces)
Unsuitable Advantages: Socially Adaptable
Unsuitable Disadvantages: Afraid of… (Darkness), Night-blind
Variants:
- Big Game Hunter (260 AP): Crossbows 12 instead of 6, Plant Lore 3 instead of 5, Self-Control 6instead of 3
- Bounty Hunter (278 AP): Crossbows 10 instead of 6, one of the following combat techniques 12: Fencing Weapons, Impact Weapons, Swords; Animal Lore 1 instead of 5, Empathy 5 instead of 0, Intimidation 4 instead of 0, Plant Lore 2 instead of 5
- Slave Hunter (284 AP): Swords 10; Empathy 4 instead of 0, Intimidation 7 instead of 0; common cultures: Arianian, Mhanadistani, Novadi, Southern-Aventurian
- Tribal Hunter (258 AP): Earthencraft 4 instead of 0, Treat Poison 4
Publication: Core Rules page 134