Post by cvasquez on May 27, 2021 1:45:49 GMT
SURVIVAL HUNTER
The name is pretty ironic, considering anything you're hunting won't be surviving for very long.
Tier 1
Hunter's Prowess - They'll never know what hit them. Unless they have eyes and see you stabbing them repeatedly. You may now perform two basic melee attacks for the cost of one main action.
Strength of the Wild - You've gone through some pretty intense training to get pecs THIS jacked. You gain +X to robustness, where X is equal to your tiers in this class.
Tier 2
Hunter's Cry - No good hunter would be caught dead without their animal companion, because they're the cutest, fluffiest killing machine ever seen by man. Yes they are! Once per encounter, use a main action to support the next action a target support animal takes based on perspicacity. This action will directly add your roll's successes onto their roll.
Master of the Hunt - Some animals are your friends, others are dinner for that night. It's a complex relationship. You gain advantage to any and all hostile rolls against a creature that may be described as a beast or animal (excluding humans, but not excluding beastkin).
Tier 3
Play Dead - Nope, no incredibly skilled hunters here, just a dead body. Move along, officer! You may now attempt to pass yourself off as a dead body, and you can do so VERY convincingly. You are even able to slow your breaths and heartbeat to be virtually undetectable to anyone besides a medical professional. Based on perspicacity. Once per encounter, you may use this as an immediate reaction to taking damage from an enemy attack.
Wild Venom - Spiders are such good hunters because they use poison with their horribly sharp implements, and we could all stand to learn a bit from the majestic spider. Once per encounter, apply poison to your melee weapons as a simple action. On a successful hit with a basic melee attack, target is inflicted with a random status effect from the following list:
1. Weakness - Target becomes physically weaker and rolls with disadvantage on any physical rolls.
2. Forgetfulness - Target becomes forgetful and rolls with disadvantage on any mental rolls.
3. Unlucky - Target becomes down on their luck and rolls with disadvantage on any luck rolls.
4. Berserk - Target becomes mindlessly enraged and will attempt a basic attack against a random target on the battlefield based on a 1dX (Where X is the number of targets there are).
5. Cursed - Target must roll wild magic with their next spell and cyber surge with their next use of technology.
6. Fear - Target cannot approach what they are afraid of without a perspicacity save and get disadvantage on ranged attacks.
7. Sleep - Target falls asleep (if capable of sleeping). Physical attacks against sleeping targets do extra damage and gain advantage, but immediately wake the sleeping target on a successful hit.
8. Poison - Target is poisoned, must roll vitality at the beginning of their turn for damage dealt until the poison is dealt with.
9. Immobilized - Target is unable to use their movement action on their next turn.
10. Regen - Target is mildly regenerating health, must roll vitality at the beginning of their turn for damage restored until end of effect.
Tier 4
Hunter's Prowess (Bonus) - You've got really big knives and you know how to use them. Once per day, your next basic melee attack may now affect all targets in melee range of you. This applies to both the attacks of a double attack.
Lying in Wait - Curious is the trap-maker's art... his efficacy unwitnessed by his own eyes. And your traps are way more efficacious than most peoples! Once per day, you can enchant a target trap that you've already placed. You can make this target either invisible OR do additional damage to whoever triggers it.
Tier 5
Brutal Hunt (Unique) - The hunt is on. Once per day, activate this ability as a simple action. For the duration of this effect, you get a 1.5x multiplier to your melee attacks, a 0.25x multiplier to your defensive rolls, and you draw aggro from enemies. This effect lasts for 1d2 turns.
Wisdom of the Wild - If you ain't wise, forget about the surviving part of being a "Survival Hunter". You gain +X/2 to perspicacity, where X is equal to your tiers in this class.
Tier 6
Open Vein - You've noticed that if you slice your knife in juuuuust the right place, more of that red stuff comes out - which is good for you and very bad for whoever you're fighting. On a successful basic attack hit, you have a small chance to cause your target to profusely bleed. Effect based on luck, procs above 75. This effect cannot resolve twice on the same target.
Tier 7
Hunter's Prowess (Bonus) - Life really is better with cuddly deadly buddies. Once per encounter, you may have a target support animal attack with your basic melee attack as a free action. This attack does NOT consume your support action.
Tier 8
Natural Camouflage - You know a handy little spell that turns you almost completely invisible! Very handy for hunting, or just trying to get out of getting caught by the cops committing crimes, whatever. Once per day, become invisible based on perspicacity as a simple action. If you do anything that constitutes a main action, the invisibility is immediately cancelled.
Tier 9
Wildfire Bomb - Subtlety is good and all, but sometimes you just need everything around you to burn down to nothing but ash and cinders. Once per day, manufacture a powerful wildfire bomb, a small grenade that explodes into a huge burst of flame upon detonation. Manufacturing the bomb is a simple action.
Tier 10
Brutal Hunt (Unique Bonus) - You feel you'd be able to get an lot more done if you just... stabbed more. While the Brutal Hunt effect is active, you now only get a 0.5x multiplier to defensive rolls, and can perform THREE basic melee attacks for the price of a single main action!
Fight or Flight - Sometimes even the best hunters go up against something waaaaay stronger than them. In those cases, you got two choices - fight or flight. You gain a +X/4 bonus to either vitality or deftness (your choice), where X is equal to your tiers in this class.