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"No. Orcs patrol the eastern shore. We must wait for cover of darkness."

Hunters of the Wild, trail-blazers, exiles, woodsmen, battle-deserters, hermits, scouts, trackers, bounty-hunters, spies, A Lord's Master of the Hunt

  • An Avatar fitting your race.

  • Read the lore for your character's race.

Grit is 8.

Your carry weight is equal to STRx2+Grit.

Your hitpoints are CONx2+Grit+10.

Your damage is 1dGrit.

Starting Moves

Animal Companion

You have a supernatural connection with a loyal animal. If your animal would take damage, you take that damage instead (this cannot be used to "stack" damage as by Blot Out the Sun or Lightning Bolt). You can’t talk to it per se but it usually acts as you wish it to. Name your animal companion.

 

Choose a species:

  • Wolf, Cougar, Bear, Eagle, Dog, Hawk, Cat, Owl, Pigeon, Rat, Mule (it doesn't have to be these animals exactly, so long as it is mundane, native to local, temperate climates, and no more massive than a horse).

 

Depending on its type, it may not be desired or acceptable in the limits of a town or city.

 

Choose a base:

  • Ferocity 1, Cunning 3, Instinct 2, Armor 2

  • Ferocity 1, Cunning 3, Instinct 1, Armor 1

  • Ferocity 2, Cunning 3, Instinct 2, Armor 1

  • Ferocity 2, Cunning 2, Instinct 1, Armor 1

 

Choose as many specialties as its Cunning:

  • Hunting: +1 on Sniff 'Em Out or Hunt&Track

  • Guarding: you can choose the "Defend Me!" command

  • Attacking: you can use the "Get 'Em!" command

  • Survival: add +1 to your CON rolls outside of combat

  • Menial Labor: add +1 to your STR rolls outside of combat

  • Scouting: add +1 to your WIS rolls outside of combat

  • Leaping: add +1 to your DEX rolls outside of combat

Choose as many weaknesses as its instinct:

  • Disobedient: you can't use any commands on your first turn in combat

  • Timid: you can only add its damage to your attacks on a 10+

  • Distracted: on a 10+, your Sniff 'Em Out roll always counts as 7- 9

  • Hesitant: -1 Ferocity, +1 Cunning

  • Feral: Pet runs away when you are the victim of a control spell

Command

Interrupt

When you work with your animal companion on something it’s trained in you can give a command:

  • "Get 'Em!" add its ferocity to your damage (requires Attacking specialty)

  • "Defend Me!" add its armor to your armor when you take damage (requires Guarding specialty)

  • "Track!" add +1 to your roll when you Sniff 'Em Out or Hunt&Track

  • "Look!" add +1 to your roll when you Discern Realities

  • "Speak!" add +1 to your roll when you Parley

  • "Jump!" add +1 to your roll when you Defy Danger

Sniff 'Em Out

You can track down a particular creature with the aid of your animal companion as long as you have an item with the mark's scent on it. This can only be used once per target. Roll +WIS

  • On a 10+ you're pointed in the right direction. You can find them if they're on the same sim level as you and there are no obstacles (buildings, bodies of water) between you. If there are obstacles, take the result of a 7-9.

  • On a 7-9 you have a vague idea of where they've gone. You can track half of the way before losing their trail.

  • On a 6 or lower you lose them entirely.

Note: This can only be used once per target per week of roleplay.

Faster than his Shadow

Free Action

You can switch your weapons without it spending a Standard Move for Switch It up.

Class and Advanced Moves

When you gain a level from 2–5, you may choose one of these moves:

Wild Empathy

You can clearly understand the emotions, desires, expressions and intentions of animals, elves, nature spirits, fae and those with animal features. You can communicate simple ideas to them without words; however they are not required to obey you.

 

On My Marksman

Requires: Ranger

Deal +1d4 damage with an attack (either Hack & Slash or Volley).

Legolas's Reach

Gain 2 more arrows in your quiver, beyond the 5x you normally would start with (giving a total of 7).

Clipped Wing

On a successful attack (Hack & Slash or Volley) you may choose to pin your target down instead of dealing damage, giving them a -1 on their next Run Away move.

 

Man’s Best Friend

Requires: Animal Companion

When you allow your animal companion to take a blow that was meant for you, the damage is negated and your animal companion’s ferocity becomes 0. If its ferocity is already 0 you can’t use this ability. When you have a few hours of rest with your animal companion it's ferocity 1 point. Only 1 point of ferocity is restored per day.

 

Blot Out The Sun

Interrupt: When you Volley you may spend extra ammo before rolling. For each extra ammo you spend, you may select an additional target for your volley, up to a maximum of 3 total targets. Roll once and if you hit, deal your damage -2 per additional target to each of your chosen targets.

 

Well-trained

Requires: Animal Companion

Choose another training for your animal companion.

 

Multiclass Dabbler

Pick one move from another class, as long as it isn't a Starting Move or another Multiclass Move. Treat your level as one lower for choosing the move.

When you gain a level from 6–10, you may choose one of these moves or the level 2–5 moves.

Wild Speech

Requires: Wild Empathy

You can awkwardly speak with and understand any non-magical, non-planar creature, including a smattering of or pieces of odd languages.

Smaug’s Belly

When you spend a post studying an opponent before combat begins, you can ignore 1 armor when you deal your damage to them. You can use this on only one opponent per encounter.

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A Special Trick

Requires: Animal Companion

Choose a move from another class. So long as you are working with your animal companion you have access to that move. You may not select a starting move.

 

Unnatural Ally

Your animal companion (or new animal companion) is a monster, not an animal. Describe it. Give it +1 ferocity and +1 instinct, plus a new training.

Hunt & Track (WIS) (Saving Throw +DEX)

Requires: Sniff 'Em Out

You’ve been a hunter all your life. If you can acquire an item from someone you’re trying to find, you can track them down. Roll+WIS

On a 10+, you can track down anyone, anywhere.

On a 7-9, you know on which sim level your mark currently is.

On a 6 you lose their scent. You'll have to try to find their tracks again after 12 hours.

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