GLOG Class: Hunter (Revised)

The Hunter is about being observant and avoiding observation. You may be a hunter of beasts or a hunter of men, or, for that matter, an explorer who simply knows that the best way to stay alive is to remain unnoticed and, when that fails, hit things from a very far distance.

Starting Equipment: Leather armor, bow or crossbow, 20 arrows or bolts, light weapon
Starting Skill:
Roll 1d4 or choose one—1 Bandit, 2 Cartographer, 3 Soldier, 4 Wilderness

Level abilities

  1. Low Profile, Tracking
  2. Danger Sense, Trophies, +1 Stealth
  3. Know Thy Enemy, Traps
  4. Steady Hands, Vanish, +1 Stealth

Low Profile

If you have already hidden, then you get advantage on any subsequent rolls made to remain hidden and you only have a 3-in-6 chance of revealing your position if you make a ranged attack (but make no mistake: if Gregor gets an arrow stuck in her shoulder then she’s going to know that something is damn well up even if she doesn’t see you).

Tracking

Normally, whenever your DM rolls a 3 on a wandering monster check, you find traces of a monster (instead of the monster itself). Expand this range by one (e.g. from 3 to 3-4).

You have the additional option to follow the traces. If you do, then you will encounter either the monster itself (50% chance) or the monster’s lair (50% chance). The lair is empty 50% of the time and usually contains loot.

Tracking in a Pre-Populated Dungeon

Because I run my dungeons on Roll20, and Roll20 lets me see the whole dungeon without revealing anything in particular to the players, I’m experimenting with “pre-populated” dungeons where, rather than making wandering monster checks every so often, every monster which lives in that dungeon has already been placed.

The Tracking ability has to work a little differently here, of course. Instead of modifying the wandering monster check, you can spend 10 minutes in a room to find out the following:

  • What has been here in the past hour?
  • Which direction did they come from?
  • In which direction did they go?
  • Approximately how long ago were they here?

Danger Sense

Whenever you are surprised, you have a 50% chance to act on the surprise round anyway.

Sensing Danger in a Pre-Populated Dungeon

If there is a monster nearby (e.g. in an adjacent room), you have a 25% chance to notice even if nobody else has that opportunity (e.g. most people might not notice that there are goblins taking a nap in the next room, but you picked up on a quiet breathing sound). You may want to alert your friends to this fact.

If there is a surprise round for reasons unrelated to “there were monsters in the next room but you failed to notice them,” then you have a 50% chance to act on the surprise round anyway.

Trophies

You can collect trophies from fresh corpses. Each trophy takes a single Inventory slot counts as a single piece of armor and grants +1 Defense (max +3 Defense). This bonus does not stack with other armor (but does still stack with a shield).

Additionally, irrespective of whether you have other armor, or how many trophies you have collected, each trophy collected from a particular type of creature grants you +1 to Save vs any  of that creature’s special abilities, and creatures of that type get -1 to Saves vs Fear against you. These effects stack if you have multiple trophies from the same creature type.

Know Thy Enemy

You can spend one round doing nothing but observing the behavior of a particular opponent, then make a lawful Intelligence roll. On a success, your next ranged attack against that opponent does +1d12 damage.

You can benefit from this ability once per combat.

Traps

You can manufacture and set traps. It takes 10 minutes to manufacture a trap in natural terrain. Traps can be set immediately or carried around, and take 1 Inventory slot each. Enemies that walk into your trap must make a chaotic Dexterity roll with disadvantage or suffer its effects.

A normal trap can have a reasonable, mundane effect like one of the following:

  • Target takes 1d4 damage (bludgeoning or piercing)
  • Target is immobilized or prone for a turn
  • Target makes a lot of noise

Traps can have up to two additional effects, but the first additional effect removes the target’s disadvantage from their Dexterity roll and the second additional effect gives them advantage. If you have additional resources (e.g. flammable oils, poisons) then you can create more effects.

Steady Hands

If you are in the same place and position as last turn (e.g. did not take a move action, were not knocked prone), then you get +1 ranged to-hit, deal +1 ranged damage, and get -1 ranged to-hit for every 20 ft past the listed range rather than every 10 ft.

Vanish

If you are in caves, dense forests, hills, or any other kind of terrain with abundant line-of-sight-blocking features, then you can choose to vanish (“down the hall” also works, if there are multiple possible paths you could have taken after you broke line of sight). While vanished, you cannot affect the world or be affected by it. You can reappear at any time by climbing down a tree, walking over a hill, emerging from a shrub, etc.

This ability is limited by plausibility.

Credit

This revision of the Hunter owes a lot to Arnold K.’s Ranger class, Skerples’ Hunter class, Andrew Sawyer’s Ruffian and Hunter classes, and Luther Gutekunst’s Stalker and Marksman classes.

Design

Trophies don’t totally fit the core themes of the hunter, but they’re a part of the base Ranger / Hunter template, they fit the feel of a “hunter,” and I’m trying to give each class an ability that allows PCs to keep “getting stuff” even after their levels max out, like Notches. Most of the later class abilities don’t directly play into these core themes either, but they directly benefit from that foundation: it’s easier to Know Thy Enemy if you haven’t been discovered, Traps aren’t going to work if your enemy is around to see you place them, and Steady Hands is most easily taken advantage of if you’ve maneuvered your way into a good spot before combat.

I’m tempted to replace the mechanics of Know Thy Enemy with something a little more in line with the Assassin’s

Playtest

This hasn’t been playtested yet.

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