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The Hunter Class focuses on tracking and stealth kills from long range or short range. They prefer to be unseen, like assassins and rogues, but are also good monster slayers and field experts. They are a jack of all trades in many cases when it comes to finding their prey, able to use any kind of weapon, short or long.

Below is a list of advantages and disadvantages you pick to replace advantages/disadvantages you might have or simply add to your character's list for flavor. For every advantage you pick you have to pick a disadvantage, however.

You can also choose to replace one of your character's racial excel and decel stats with one of the Hunter's choices.

Excel Stats: Perception, Speed, Reflexes(1 level up gives you 10 points in each.)

Detriment Stats: Strength, Magik Offense, Magik Defense(2 level ups give you 5 points in each.)

 

Class Advantages/Disadvantages:

Advantage: If something is wrong in the environment, you are given a warning.

Advantage: When chasing a target, you are given more chances to stay with them.

Disadvantage: When in one on one battles, you are at a disadvantage and will likely be beaten.

Disadvantage: Magik spells hurt you more.

 

When you reach Lv. 25 with the Hunter, they can either be upgraded to Archer Class or Assassin Class.

 

If you have an idea for a talent/ability/skill not listed below you fill fits into the Class listed, speak with the GM to create it. If it too advanced, he might just inform you it will go into the Advanced Class version of the Class.

 

Talents:

1) Monster Understanding: A Hunter has to understand all they can about monsters and creatures they come across, applying the knowledge to the various lifeforms out there in the world. Once one begins to understand the basic nature of a creature, they can begin to branch out the knowledge from there.

Tier 1 - What is a Monster?: This level gives you basic knowledge about most ordinary monsters, so that when you encounter one you can query the GM and use this tier to get information on them to dazzle other players about the monster. Note this is for ordinary monsters. 1 Class Level cost

Tier 2 - Advanced Species - ???: You can opt to have your character pick a particular type of monster breed to focus on above others - like felines or etc. to know more about them in intimate detail than just basic details. This tier lets you choose one to be an expert in above all others so you can hunt them better than anything else in the world. 1 Class Level cost

Tier 3 - Applying Overall Knowledge: Taking the first tier over all knowledge, you can apply it into hunting and tracking monsters and their patterns, so that you can ask the GM various methods to use against them in tracking them, and then doing battle against them. 1 Class Level cost

Tier 4 - Applying ???? Knowledge: This lets you apply Tier 2 knowledge to do more keen knowledge to the branch of your speciality field. 1 Class Level cost

Tier 5 - You chart your path from here. Speak with the GM. ? Class Level cost

Bonus Tier 1 - You chart your path from here. Speak with the GM. ? Class Level cost

Bonus Tier 2 - You chart your path from here. Speak with the GM. ? Class Level cost

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2) The Hunt: When hunting a thinking, crafty opponent across terrain and knowing they can/will try to out smart you, one has to hone that talent with practice and lots of work. This is the place to get that.

Tier 1 - Understanding the Prey: It helps to understand humanoid nature when it comes to them on the run or simply what they might do when you're following them across long distances. This gives you simple knowledge where you can ask the GM in query using this tier possible things the prey might do if they follow normal structures. 1 Class Level cost

Tier 2 - What the Environment Says: The environment leaves behind clues if you're willing to stay and look for it. A lot of times RPers simple walk and travel, not bothering to look at the ground or around them. If you actively use this tier the GM will inform you of what's out of place. At this point he won't say what it means. 1 Class Level cost

Tier 3 - What the Environment Means: Now he tells you what it means. 1 Class Level cost

Tier 4 - Covering Your Own Tracks: If you're the unhunted, the GM informs you of things you can do to hide your tracks with this tier if you use it. 1 Class Level cost

Tier 5 - If the Prey Is Unusual: If you're hunting something unsual and it's not following protocol, the GM will inform you of it with this tier and point out things that do not add up, giving you somethingt to arm yourself when it comes time to track the prey. 1 Class Level cost

Bonus Tier 1 - You chart your path from here. Speak with the GM. ? Class Level cost

Bonus Tier 2 - You chart your path from here. Speak with the GM. ? Class Level cost

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3) The Kill Box: When it comes to doing maximum damage on the enemy, the Hunter works hard on learning what to hit on what type of target. Each tier covers various types of monsters and humanoid type opponents.

Tier 1 - Monsters/Creatures Rank D-B: Whenever you use this tier, which can only be done a few times per session, you will do double the damage on that particular enemy for all further attacks due to your knowledge. You can also tell others where to aim so they can cause more damage, even though it won't be double. 1 Class Level cost

Tier 2 - Monsters/Creatures Rank A-S: Whenever you use this tier, which can only be done a few times per session, you will do double the damage on that particular enemy for all further attacks due to your knowledge. You can also tell others where to aim so they can cause more damage, even though it won't be double. 2 Class Level cost

Tier 3 - Humanoids Rank D-B: Whenever you use this tier, which can only be done a few times per session, you will do double the damage on that particular enemy for all further attacks due to your knowledge. You can also tell others where to aim so they can cause more damage, even though it won't be double. 1 Class Level cost

Tier 4 - Humanoids Rank A-S: Whenever you use this tier, which can only be done a few times per session, you will do double the damage on that particular enemy for all further attacks due to your knowledge. You can also tell others where to aim so they can cause more damage, even though it won't be double. 2 Class Level cost

Tier 5 - Bosses: Whenever you use this tier, which can only be done a few times per session, you will do double the damage on that particular enemy for all further attacks due to your knowledge. You can also tell others where to aim so they can cause more damage, even though it won't be double. 3 Class Level cost

Bonus Tier 1 - You chart your path from here. Speak with the GM. ? Class Level cost

Bonus Tier 2 - You chart your path from here. Speak with the GM. ? Class Level cost

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4) Traps: Setting up traps to deploy against an enemy is part of the Hunter's game. It allows them to plan ahead if they have time, or to think on the fly if they have just barely enough time. Below are the tiers, go wild.

Tier 1 - Trap Making Basic: You are able to make traps if you have rope, something sharp, and at least 5 minutes and enough space. 1 Class Level cost

Tier 2 - Trap Making Advanced: You are able to make traps if you have rope, something sharp, and at least 3 minutes and enough space. 1 Class Level cost

Tier 3 - Trap Making Master: You are able to make traps if you have rope, something sharp, and at least 1 minutes and enough space. 1 Class Level cost

Tier 4 - Trap Placement Adept: You're able to place the trap you have made in under 3 minutes and partially blend it in, making it somewhat hard on people to notice it. 1 Class Level cost

Tier 5 - Trap Placement Master: You're able to place the trap you have made in under 1 minute and 30 seconds; you can hide it very well and only those with high perception will notice it. 2 Class Level cost

Bonus Tier 1 - You chart your path from here. Speak with the GM. ? Class Level cost

Bonus Tier 2 - You chart your path from here. Speak with the GM. ? Class Level cost

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5) Stealth Movement: The Hunter has to be able to move with stealth and grace through shadows, terrain both urban and forest and other.

Tier 1 - Stealth Movement in Shadow Adept: If there is shadow, you are capable of rudamentary stealth approach through it, able to stealthily move and stand in place to hide your presence from others. You're not perfect, though. 1 Class Level cost

Tier 2 - Stealth Movement in Shadow Master: If there is shadow, you are capable of very good stealth approach through it, able to stealthily move and stand in place to hide your presence from others. You're close to perfect, though. 1 Class Level cost

Tier 3 - Stealth Movement in Urban Open Areas: In open areas like roof tops and alley ways, you are able of stealth like movements if there is cover you can move between quietly, using people or other things as distractions. 1 Class Level cost

Tier 4 - Terrain Stealth Adept: Terrain stealth is the hardest to master with many things that can give you away out there. You have rudamentary stealth tactics moving through open spaces and darting in and out, using the terrain to your advantage. 1 Class Level cost

Tier 5 - Terrain Stealth Master: Terrain stealth is the hardest to master with many things that can give you away out there. You have near perfect stealth tactics moving through open spaces and darting in and out, using the terrain to your advantage. 1 Class Level cost

Bonus Tier 1 - You chart your path from here. Speak with the GM. ? Class Level cost

Bonus Tier 2 - You chart your path from here. Speak with the GM. ? Class Level cost

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6) Distraction: There are many different ways to go about distracting your opponent, and Hunters all have their own ways of doing it. The tiers below are blank so you can fill in your own way of going about it. Speak with the GM for ideas or implementation on how a Hunter might distraction an opponent, then attack from another direction.

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7) Herbology: Herbology basically allows you to make various potions and concotions if you have the herbs. You must pick the herbs or buy them in shops to make the potions, so you have to actively state you're searching the area whenever camp is made in sessions or this is a waste of time taking.

Tier 1: Your gasp of herbs is basic at best, however you can recognize dangerous plants from non-dangerous ones. This will allow you from making a fatal mistake in what you eat.

Tier 2: Your grasp of herbs allows you to recognize potiential plants that can ease pain and help with minor healing in the body. This allows you to have knowledge in how to mix herbs into a basic healing item.

Tier 3: You can concoct herbs together that allows you to make advanced healing herbs. These herbs take time to take effect and are for long distance healing. You can also mix together poisons. However, the poisons can easily be identified and take a long, agonizing time to kill.

Tier 4: You can conconct poisons that are untraceable now. You are also able to identify rare herbs others would have difficulties with.

Tier 5: You can mix together instantenous healing herbs that heal the body, however it takes 10 fully mixed healing herbs. Shuffle, shuffle, mix mix, make room.

Bonus Tier 1: You can create your own potions and types. You can speak with the GM about it and what types of herbs you'll need for your ideas and where in Tareh to find them - then how to make the team go there.

Bonus Tier 2: Make your own tier. Lazy people.

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8 Talent will be filled in later. Keep in mind you can make your own hunter talents.

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Abilities:

1) Fists of Pain: When a hunter has fallen back onto their fists because they have been disarmed or made weaponless, this ability is vital because it enhances the damage they can make their hands do. It doesn't necessarily make them a hand to hand expert, and certainly having a high H2H stat helps, but this is to do high damage quickly when in a sticky situation.

Lv. 1: By focusing energy, you can do increased damage. This allows you to increase your strength into your fists by 40 points temporarily for 1 minute. Energy Cost: 30 / 1 Class Level Cost

Lv. 2: By focusing energy, you can do increased damage. This allows you to increase your strength into your fists by 60 points temporarily for 1 minute . Energy Cost: 50 / 1 Class Level Cost

Lv. 3: By focusing energy, you can do increased damage. This allows you to increase your strength into your fists by 80 points temporarily for 1 minute . Energy Cost: 70 / 2 Class Level Cost

Lv. 4: By focusing energy, you can do increased damage. This allows you to increase your strength into your fists by 100 points temporarily for 1 minute . Energy Cost: 90 / 2 Class Level Cost

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2) Quick Draw: This allows the Hunter to focus on quickly drawing a weapon faster and faster at the cost of great energy.

Lv. 1: You can get your weapon in hand within 15 seconds. You have to use an actual skill to make your move. Energy Cost: 30 / 1 Class Level Cost

Lv. 2: You can get your weapon in hand within 10 seconds. You have to use an actual skill to make your move. Energy Cost: 60 / 1 Class Level Cost

Lv. 3: You can get your weapon in hand within 5 seconds. You have to use an actual skill to make your move. Energy Cost: 100 / 1 Class Level Cost

Lv. 4: You can get your weapon in hand within 1 seconds. You have to use an actual skill to make your move. One time use per session. Energy Cost: 150 / 2 Class Level Cost

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3) Path of the Arrow: Though this is mostly meant for bows and arrows, this can be used for throwing weapons as well, like daggers and knives. The path of the arrow is a tool to throw accurately and through impossible odds to hit one's target. This an ability instead of a skill and is needed to take the skill below Arrow into Eye.

Lv. 1: Taking enough time, one can line up angles and paths so they attempt to bounce off a single wall to strike a target - this is a wild strike, meant simply to hit. 1 Class Level cost

Lv. 2: Taking enough time, one can line up angles and paths so they attempt to bounce off a single wall to strike a target - this is more precise and one can line up where they are aiming. 1 Class Level cost

Lv. 3: Taking enough time, one can line up angles and paths so they attempt to bounce off two walls to strike a target - this is a wild strike, meant simply to hit. 1 Class Level cost

Lv. 4: Taking enough time, one can line up angles and paths so they attempt to bounce off two walls to strike a target - this is a precise strike 1 Class Level cost

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4) Feint: Using their body language, a Hunter is able to feint and draw off an enemy's attack in one direction to perform another move, require precise movement and energy to pull off. The better the reflexes and speed, the better this move works.

Lv. 1: Shifting one's body language, a Hunter can act relaxed when they are at ready, prepared to attack. Requires no energy, but the more charisma, the better prepared they are at looking nonchalant. 1 Class Level cost

Lv. 2: A quick attack to the left, allows the Hunter to focus their movements to the right to do what they need to do. This can be done in reverse. Energy Cost: 30 / 1 Class Level cost

Lv. 3: You chart your path from here. Speak with the GM. ? Class Level cost

Lv. 4: You chart your path from here. Speak with the GM. ? Class Level cost

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5) Poison Coating: The ability to coat one's weapons in poison if they have the herbs on hand to mix, or if they can buy it from stores. Some enemies may be immune

Lv. 1: This allows the Hunter to coat their weapons in a fast acting poison that lasts for 5 minutes and needs to break the skin to act. The poison is a weak brew that will weaken the target, not kill them, and will drop their stats by 1/4th. It can only be used a few times per session. 1 Class Level cost

Lv. 2: This allows the Hunter to coat their weapons in a fast acting poison that lasts for 5 minutes and needs to break the skin to act. The poison is a weak brew that will weaken the target, not kill them, and will drop their stats by 1/2th. It can only be used a few times per session. 1 Class Level cost

Lv. 3: This is a fatal brand of poisoning and must be handled with care, as any cut can be fatal for the person using and the person receiving. It takes about 10 minutes to do the job though, and some enemies may be immune. Limited to few times use. 1 Class Level cost

Lv. 4: This is a fatal brand of poisoning and must be handled with care, as any cut can be fatal for the person using and the person receiving. It takes about 5 minutes to do the job though, and some enemies may be immune. Limited to few times use. 1 Class Level cost

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6) Smoke Cloud: The smoke cloud allows the Hunter to use smoke to aid them in their combat skills.

Lv. 1: The smoke cloud radius covers 1 foot, allowing the Hunter to decide how to use it to their best advantage. 1 Class Level cost

Lv. 2: The smoke cloud radius covers 3 feet, allowing the Hunter to decide how to use it to their best advantage. 1 Class Level cost

Lv. 3: The smoke cloud radius covers 5 feet, allowing the Hunter to decide how to use it to their best advantage. 1 Class Level cost

Lv. 4: You chart your path from here. Speak with the GM. ? Class Level cost

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7-8 Abilities will be filled in later. Keep in mind you can make your own hunter abilities.

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Skills:

1) Hunter Strike: This allows you to build your own unique version of the Slash attack, but it's ore of a strike attack for Hunters due to their fondness for variations of weapons, culiminating in a super powerful version on Level 4 known as Cripple-Strike. The first three levels you can make up to uniquely suit your own character's playstyle.

Lv. 1: You chart your path from here. Speak with the GM. ? Class Level cost

Lv. 2: You chart your path from here. Speak with the GM. ? Class Level cost

Lv. 3: You chart your path from here. Speak with the GM. ? Class Level cost

Lv. 4: Cripple Strike. This powerful strike is powered by a combination of your energy, and if you have mana you can pump it into the strike as well. The devastating blow is able to carefully be aimed around armor to strike at weak points, or if there is none, force it's way through the weakest part of an armor so it can impale even with an arrow through tier 7, crippling that particular area aimed at. It also allows you to open the Cripple StrikeSpecial Attack, which you can speak with the GM about building to your special needs. Energy Cost: 80 / 3 Class Level Cost

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2) Multi-Strike: A multi-prong strike, from long range, either from arrows or throwing weapons that allows the user to strike the enemy all at once in three places, pinning or impaling.

Lv. 1: If you have 30 seconds, you can line up the multi-strike shot to fire off three arrows at an enemy head on with no fanciness to it. Energy Cost: 50 / 1 Class Level cost

Lv. 2: If you have 15 seconds, you can line up the multi-strike shot to fire off three arrows at an enemy head on with no fanciness to it. Energy Cost: 70 / 1 Class Level cost

Lv. 3: You chart your path from here. Speak with the GM. ? Class Level cost

Lv. 4: You chart your path from here. Speak with the GM. ? Class Level cost

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3) Arrow into the Eye: This builds off the ability of Path of the Arrow and it needs to be taken for it to work, but this is an actual skill/attack that strikes enemies deadly like.

Lv. 1: With perfect concentration, if the character has no distractions and 30 seconds to line up the shot, they can fire a deadly accurate shot either with arrows or throwing knives for a weak spot for maximum damage. If the enemy doesn't move. Coordination with other players to distract the enemy for that time is crucial. Few times use per session. Energy: 50 / 1 Class Level cost

Lv. 2: With perfect concentration, if the character has no distractions and 15 seconds to line up the shot, they can fire a deadly accurate shot either with arrows or throwing knives for a weak spot for maximum damage. If the enemy doesn't move. Coordination with other players to distract the enemy for that time is crucial. Few times use per session. Energy: 80 / 1 Class Level cost

Lv. 3: If something goes horriblely wrong with the line up shot, the player can aim and bounce it off one wall if they have another 10 seconds after whatever level they use it on to strike the weak spot. One time use per session. Energy: 100 / 2 Class Level cost

Lv. 4: You chart your path from here. Speak with the GM. ? Class Level cost

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4) Back Stab: A quick thrust or arrow shot into the back to finish off one's foe. If it finishes them off and just doesn't wound them. This is meant mostly for a surprise attack and extra damage before the start of the battle.

Lv. 1: Long range back stab with arrows or throwing knives. If the enemy is unaware of your presence and you have the initiative and they are not wearing armor you cannot pierce with other abilities, this level will do double damage if they strike their back. Energy: 50 / 1 Class Level cost

Lv. 2: Short range back stab with swords or daggers. If the enemy is unaware of your presence and you have the initiative and they are not wearing armor you cannot pierce with other abilities, this level will do double damage if they strike their back. Energy: 50 / 1 Class Level cost

Lv. 3: If the enemy is aware, you no longer get double damage initiative, but you can use this level one time per session to shift them around and try to go for an instant kill in the back by dodging their attack and stabbing for their kidneys in the back. This is meant to get around a failed situation if something arises and your only choice is to end it. This is meant for most mid to low level enemies and armor won't matter. Energy: 100 / 1 Class Level cost

Lv. 4: You chart your path from here. Speak with the GM. ? Class Level cost

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5) Poison Cloud: Mixing poison into the smoke cloud, the Hunter is a jerk. You need to have learned the Smoke Cloud Ability.

Lv. 1: The poison smoke cloud radius covers 1 foot, allowing the Hunter to decide how to use it to their best advantage. 1 Class Level cost

Lv. 2: The poison smoke cloud radius covers 3 feet, allowing the Hunter to decide how to use it to their best advantage. 1 Class Level cost

Lv. 3: The poison smoke cloud radius covers 5 feet, allowing the Hunter to decide how to use it to their best advantage. 1 Class Level cost

Lv. 4: You chart your path from here. Speak with the GM. ? Class Level cost

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6) Stealth Kill: You need to have taken the Stealth ability for this. Each level of this skill can only be done once. You create your own forms of stealth kills that suit your character's needs.

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7-8 Skills will be filled in later. Keep in mind you can make your own hunter skills.

 

 
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