2.1 Class - Monster Hunter
  1. Notes

2.1 Class - Monster Hunter

Core Rule System

MONSTER HUNTER

There are those that have a higher calling to risk their lives to save their peoples, for fame and even for wealth. These heroes take the name Monster Hunters and dedicate their live to slaying the supernatural and preternatural. Many don’t survive for long and ever make retirement, but their legends make them immortal as their tales are told by Bards worldwide. Many either server a lord or sponsor but just as many wander the lands taking contracts here and there. A successful Monster Hunter is rarely poor and many take apprentices continuing the line of Monster Hunters.

Role: Monster Hunters are deft tacticians using different skills and tactics with each creature they hunt. Whether up close or at range the Monster Hunter is a skilled combatant and more than capable one on one or in a battle. Their abilities allow them to deal significant harm to the supernatural and preternatural, but their skills are valuable against all manner of enemies.

Theme: Witch Hunter, Monster Slayer, etc.


Alignment: any

Attribute Bonus:

+1 Body

+1 Prowess

Health: Body X4

Power: Prowess X1

Armour Proficiency: Cloth, Leather, Mail and Plate.

Starting Equipment: a Ringmail hauberk, a hand weapon, a ranged weapon and a dagger.


Skill Priority

Primary: Combat

Secondary: Basic

Tertiary: Advanced


Basic Skills

Athletics +10%
Concentration +10%
Endurance +10%
Evade +10%
First Aid +10%
General Knowledge +10%
Perception +10%
Scavenging +10%
Choose 2 at +10%

Combat Skills 

2 at +20%
1 at +10%

Advanced Skills

Outdoor at +20%
Choose 4 at +10%

Animal Handling
Craft
Devices
Expert
Interrogation
Investigation
Knowledge
Languages
Navigation
Riding


Monster Hunter Talents

Absorb Essence
Casting Time: 1, Power: 0
The Monster Hunter if striking the finishing blow can absorb some of the creature’s essence, this can either restore 2D6 Health or 1D6 Power.

Critical Strike
Casting Time: free action, Power 2
If the Monster Hunter Scores a “critical” then their weapon gains an energy “Proc” and adds 1D6 extra damage to the strike.

Mighty Leap
Casting Time: 1, Power 3
The Monster Hunter can hurl himself vast distances from a running start of 20’ for a total of 30’+5’ per every Body Mod point. This is can be vertically or horizontally or between the two but cannot exceed the total. If the end of the might leap ends before landing then an Endurance Test can be made to half the damage from the fall.

Spirit Trap
Casting Time:1, Power 3, Spirit 15+, Duration 1 minute
A Monster Hunter can lay down a 15’ diameter magical circle that forces noncorporeal entities to become tangible to the Monster Hunter.

Sure Strike
Casting Time 1, Power 1 per +1, Prowess 12+
A Monster Hunter can improve their chance to hit by +5% up to a max of their relevant attribute modifier per attack. For example a Monster Hunter with a Body of 16(4) can add up to a +20% to hit.

Taunt
Casting Time 1, Power 1
A Monster Hunter can choose to make a bonus “free” action and make an opposed Persuasion vs Persistence roll to force an enemy to become so enraged that they will only attack the fighter and leave their current target alone on their next action.