The Hunter
Sept 20, 2023 11:43:44 GMT -5
Post by Admin: Soul on Sept 20, 2023 11:43:44 GMT -5
Hunter
The Hunter is the pinnacle of tracking and investigation whether it be man, beast, or other lifeform. They are capable of acquiring vast amounts of detail about their target through their toolkit, which allows them to analyze even the smallest of hints and use them to track their target through any environment while remaining completely hidden from their enemies.
In order to purchase levels in the Prestige Class Hunter, you must meet the below requirements:
In order to purchase levels in the Prestige Class Hunter, you must meet the below requirements:
- Must have master in a Martial skill or Stealth Skill (not both, just one) to obtain level one and two
- Must have Exalted in a Martial skill or Stealth Skill (not both, just one) to obtain level three and four
Level One
50 Solars to purchase level one
Standard Equipment:
One of the Hunters biggest assets is their standard tool kit, a series of unique items that the hunter outfits them self with. Upon earning this level, you gain access to the items below which get added to your inventory. These items are considered standard gear to the hunter and can be used for as long as they have not been damaged or destroyed in a topic.
Investigation Kit | A collection of the necessary tools for any investigations, its use over time while searching will generate information on the scene. During the first post of use, the user gathers information from a specific area that reveals the number of individuals, their weight, and their height over the last few hours. During the second post of use, direction of travel, track details (shoes, paws, etc), and general movement (did a fight occur, do they have a limp, etc) are all revealed to the hunter. During the third post of use, cloth fragments, hair/fur particles, and other such physical particles that would be relevant to the scene are discovered. |
Camouflage Kit | Much like the Investigation Kit, this too has the necessary tools for its purpose. This camouflage paint allows the user to blend into any environment that they find themselves in and can be applied to any of their gear, clothing or items. Once applied, it significantly reduces your visibility while on the move, and when remaining still, the user becomes effectively invisible to traditional non-magical means of detection. Requires one post to apply to a single item. |
The Cloak | A full body cloak with long wide sleeves and a hood, made of canvas and often comes in a flat, matte color, such as grey, tan or cream. The cloak is large enough to fully cover the users body, and then some, able to hide the users arm and leg movement while under the cloak. Internally it has a wealth of pockets which hold your various equipment and has a storage value of 8 item points. Is largely rain proof. |
The Harness | Worn underneath the cloak, but over normal attire, the harness comes equipped with numerous leather rings and straps to which larger equipment can be secured close to the body so as to prevent the items from making sound while moving. Has a storage value of 4 item points. |
The Mask | A form fitting white matte mask, it covers the entirety of the face from the forehead to the chin. This mask provides one hit prevention against physical attacks that would strike your face, the mask shattering if struck again. |
Improvisation Equipment
While Hunter's are never without their standard equipment, most of them often come with additional gear, known as improvised tools. These tools are a random assortment of items that have their own effects but can be combined to create more advanced systems such as traps or triggers. Each hunter comes with the items listed below which can be used on their own but can not be combined or utilized with other objects without a class feature.
Spidersilk Wire | Extremely thin and strong wire made from the silk of a very rare spider, it is considered the lynchpin to a Hunter’s equipment load out. Comes in four spools of a hundred feet each. |
Crude Gunpowder | The most expensive piece of the Hunter’s equipment, they carry a small satchel of gunpowder with them at all times (3 uses per topic). |
Carabiners | A hinged hook around the size of a human palm, the hook locks in place when the clasp closes around an object while meeting the point of the hook. Comes in a set of five. |
Anchors | A small piece of metal with a spike on one end and a loop on the other. Can be hammered or screwed into a surface and can be used to anchor an object to a surface. Comes in a set of 10 and can hold the weight of one average player character. |
Glass Spheres | An empty glass sphere with a hole that is closed off by a cork. Used to store liquids, powders, etc. Four bottles come included in the kit. |
Smoke Powder | A handful of mixed charcoal powders, when thrown or propelled outward, creates a medium sized cloud of black smoke, which impairs normal vision for the next two post. Comes with two uses. |
Flash Powder | A handful of light yellow powder with tiny bits of flint mixed within. When this powder is thrown or propelled forward, it will react with the bits of metal to create a non magical flashing effect in the immediate area. Comes with two uses. |
Powdered Capsaicin | A handful of bright red powder made from various plants and peppers that are spicy in nature. If this powder comes into contact with the eyes, nose or is breath in through the mouth, it will cause intense burning and irritation. Anyone affected can not use novice level spells, martial or stealth skills for their next post. Comes with two uses. |
Powdered Glass | A handful of white powder made from ground up glass. If this powder comes into contact with the eyes, nose or is breath in through the mouth, it will deal damage, create discomfort and prevent the target from taking any action other than moving during its next post. Comes with two uses. |
Caltrops | A multi prong metal object around the size of a golf ball, when stepped on they produce a bleed effect as if they had the Serrated enchantment. Comes in a set of ten. |
Sticky Paste | A pouch of moldable, sticky paste that can be attached to surfaces. It is not strong enough to hold a person but can support the weight of small objects. Comes with 5 uses. |
Camo Cloth | Small patches of cloth that mimic your cloak and are made with colors and designs meant to match the environment around them. These patches of cloth blend in with the area and can be used to hide objects. Comes in a set of four. |
Improvisation Engineer
While a Hunter is tremendously skilled in traditional combat methods, it’s their ability to analyze and use their environment to their advantage that gives them an edge against opponents that would be considered stronger than them. With access to your Improvisation Equipment, a Hunter can turn any environment into a proverbial minefield. Once per post, a Hunter is able to combine up to three of their Improvisation gear into a new item or combination of items on the fly. This can be used until you run out of improvised gear.
Tracker Extraordinaire
On top of the Hunter’s Investigation Kit, they have a collection of heightened physical and innate senses. Physical senses such as smell, touch, hear, sight, and taste. Innate senses like, a perfect sense of direction, the feeling that something seems off or misplaced, and other such subconscious communications. This allows the hunter to pick up on clues or tracks that would other wise be hidden.
Level Two
75 Solars and level one to purchase level two
Creative Inventor
Having spent enough time utilizing your standard and improvised gear, your ability to craft random items or systems has increased. You can now create two different make shift items or systems in a single post. (Counts as two separate actions) You can now mix your standard gear with improvised gear as well, giving you access to more unique combinations. This feature can be used until you run out of improvised gear to use.
Intuitive Bloodhound
Your ability to pick up on context clues or sense that things are out of place have increased. You can feel if there is anything around you that is hidden or cloaked in non magical ways. If a person is attempting to hide, or something you are looking for is disguised, you will get a mental ping of its general location. You will have a basic idea of where anything that is hidden could be found as long as it is not being hidden by magical means.
Level Three
100 Solars and level two to purchase level three
Improvisation Master
Now a master of combining and crafting improvised items, your full inventory becomes a series of deadly weapons. You can now create three different make shift items or systems in a single post and can be used until you run out of improvised gear. If you used this ability three times in one post, the third creation counts as a free action. You can now also combine your Improvised, Standard and normal inventory gear together, gaining access to a full arsenal of items to be improvised together.
Magicians Secret
Nothing can get passed the Hunter's ability to sense their surroundings now. You are able to sense any hidden object, person or living creature, regardless of how they are hidden. You will get a mental ping of the exact location of where something is trying to be hidden from you, and can even sense things that are magically hidden, such as by spells or abilities. You can sense invisible enemies or detect things covered up by magic.
Level Four
125 Solars and level three to purchase level four
Welcome to the Jungle
Now a master of your craft, all of your creations no longer take an action, letting you create up to three different combinations in a single post while also doing other things. Additionally you have learned the inner workings of trap creation, able to locate and even disarm other traps. Your movements no longer trigger systems that are hidden like traps and can be disarmed by you without being triggered.
Always Watching
Not only does nothing get passed you, but you are also now able to react to someone attempting to strike or harm you from a hidden location. If someone tries to ambush you or attack you from within a cover, normal or magic, you gain a hit prevention against that attack, dampening your enemies attempts to surprise you. Your opponent must be obscured when launching the attack, such as in smoke, invisible or silently undetected.
The Houdini Act
As you reach peak mastery of your hunting skills, your Camouflage Kit now applies a magic obfuscation on top of its regular disguise effect. This obfuscation causes the equipment to be coated in it to no longer be detected through magical methods. Spells or class abilities will no longer detect you, allowing you to stay hidden from both normal and magical means.