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Monday, May 18, 2015

HUNTERS- Doublecrossroads Wildermen, Trackers, Snipers, and Beastkillers

  • Hunters require a 9 Constitution and a 9 Wisdom.
  • Hunters use a d6 for their Hit Die.
  • Their Defensive Number is 16.
  • Hunters can use any Normal weapon (d8).
  • Hunters may also use rifles.
  • You begin the game with 3/6 in Wilderness (formerly Bushcraft). This improves by 1 point every 4 levels after that, at 5, 9, and 13.
  • They use different rules for Aiming than other Classes. Making a successful Wilderness roll allows you to add your Wilderness rating to your damage for your ranged attack. 2 rounds of successful Wilderness checks in a row allow you to instead add your Wilderness rating to both to hit rolls and damage.
  • You receive twice your Charisma bonus for the purposes of interacting with animals and many other creatures. An animal which considers you its friend, with a week’s training, may become a Helper.
  • At level 7, you roll Wilderness twice when tracking a specific target or specific prey.
  • At level 9, you either embrace the wild and attract up to your maximum of animal Helpers (consult DM to determine type) or you establish a Hunting Lodge, attracting level 1 Soldiers, Hunters, and Professionals.
  • Hunters advance until level 16.
Features Level XP HP
Great Aim
Wilderness 3
1 0 1d6+1+Constitution bonus

2 1750 +1d6+Constitution bonus

3 3500 +1d6+Constitution bonus

4 7000 +1d6+Constitution bonus
Wilderness 4 5 14000 +1d6+Constitution bonus

6 28000 +1d6+Constitution bonus
Great Tracking 7 56000 +1d6+Constitution bonus

8 112000 +1d6+Constitution bonus
Wilderness 5
Hunting Lodge
9 224000 +1d6+Constitution bonus

10 336000 +2

11 448000 +2

12 560000 +2
Wilderness 6 13 672000 +2

14 874000 +2

15 896000 +2

16 1008000 +2