Hero Hunter
Level 13Attacks
Abilities
A hero hunter carries the materials to Craft two Alarm Snares, two Grasping Snares, one Snagging Hook Snare, and one Stunning Snare. The hero hunter replenishes any used supplies each time they make their daily preparations.
Trigger The hero hunter is targeted with a melee or ranged attack by an attacker they can see
Effect The hero hunter gains a +2 circumstance bonus to AC against the triggering attack.
The hero hunter Crafts a snare that would normally take 1 minute or less to Craft. The Stealth DC to locate the snare and DC to disable it with Thievery are equal to the hero hunter's Crafting DC if it's higher than the snare's DC.
The hero hunter makes a ranged Strike. If it hits and deals damage to a flying target, the target falls up to 120 feet but takes no damage from the fall. The creature can't Fly, Leap, levitate or otherwise leave the ground until the end of the hero hunter's next turn.
The hero hunter knows how to hunt and kill any game. While in this stance, all the hero hunter's Strikes deal an additional 2d8 precision damage, and the range increment for their ranged weapon Strikes is 20 feet longer than normal. If the hunter gets a critical hit with a weapon Strike, the target also takes 2d6 persistent bleed damage.
Some hunters grow bored of simple beasts and monsters. For them, a battle-tested warrior is the finest prey.
Villains pursue selfish and cruel goals, trampling over anyone in their way.