Outlander: Beast Hunter (Advanced) (TP)
Grim Hollow: Campaign Guide p. 99 (Third Party)
- Competencias
- Survival
Rasgos
Outlander
Outlanders are people who live their lives away from civilization. Some have chosen a life of isolation, while others have been exiled from society. Outlanders are renowned for hardiness and self-sufficiency, but distrusted by most civilized people.
- Skill Proficiencies: Choose one from Animal Handling, Athletics, Medicine, Nature, Perception, Stealth, Survival.
- Tool Proficiencies: Herbalism Kit Languages: Choose one standard.
- Equipment: Common clothes, tinder box, several torches, waterskin, a hatchet, a herbalism kit, and 5 gp.
Beast Hunter
Hunters make their living by trapping, hunting, and killing vicious beasts. Some provide meat and furs for settlements, or for trade. The strongest may become a community's best defense against wandering monsters.. They are often as brutish as the creatures they hunt, heavily scarred from close encounters with their prey. They are proficient in setting many different traps, from simple snares to spring-loaded traps and cages. The beast hunter typically favors ranged weapons when taking down larger prey, avoiding close range where possible. Some favor stealth, lying patiently in ambush, while others revel in the thrill of the chase. Beast hunters have a natural aptitude for tracking all manner of beasts, quickly noticing signs that an animal has passed by, down to an exact time and direction of travel.
- Skill Proficiency: Survival.
- Additional Equipment: a net, a hunting trap, 30 feet of rope, one vial of pheromones or a pouch of bait.
Track Quarry
Upon spending an hour examining your surroundings, and succeeding on a mediumDC Wisdom (Survival) check, you can track the movements of creatures that have passed through the area. You can ascertain the exact time and direction a creature went, if you are familiar with the type of creature.
Rank 1 - Tracker
You have shadowed an accomplished hunter to learn their methods of setting traps, stalking prey, and following tracks. When you aren't out hunting with your mentor, you busy yourself setting snares, practicing with a bow and arrow, and learning about the creatures you hunt.
Holdings:
- You know where to find a Beast Hunters' Lodge that you can use in the wilderness to rest and escape danger.
- You have a lead as to the location of the lair of a powerful and dangerous creature.
Progression: Prove to your mentor that you are competent to hunt on your own and teach the new and inexperienced.
Rank 2 - Trapper
You have developed your hunting skills to the point where you can make a living from them, beyond just feeding yourself day to day. You are adept in setting traps, and have an eye for where to ready your snares to maximize your chances of an easy kill. You seek out game trails where there is evidence of recent activity, and almost always return to find a creature snared in your trap.
Holdings:
- Up to a handful of apprentices who wish to learn the trade.
- Use of equipment from a Beast Hunters' Lodge to hunt any beast you accept a contract to kill. You must have access to a Beast Hunters' Lodge.
Progression: Complete a contract to kill a particularly rare and dangerous beast for a community or an influential individual. You must determine the creature's species, track it, and slay it.
Rank 3 - Venator
You are the one to call in the surrounding area if farmers are being slain by beasts, or if mages require a specific magical component.
Holdings:
- A team of experienced hunters who assist you in large hunts and handle smaller jobs you assign to them.
- Access to the Beast Hunters' Lodge's library, which contains all known weaknesses of beasts and monsters.
Progression: Slay a legendary beast. The event must draw the awe of influential individuals across the land.
Rank 4 - Mythical Beast Hunter
Your skills as a hunter are known to be unparalleled in the lands. Monarchs and nobles request your aid to remove the most difficult of monsters from their lands. Merchants contract you to capture the most vicious of mythical creatures, and druids ask for your assistance to relocate dangerous but endangered fantastical creatures.
Holdings:
- Control of the guild of Beast Hunters, including the resources and personnel the guild controls.
- Fame and high repute across the land as a figure of legend.
- A mighty weapon or artifact handed down to you by the guild, a satisfied customer, or an admirer.
- An audience with any ruler at their convenience to discuss matters of beast hunting in their domain.
Profession Dice
Profession Dice are the in-game advantages provided to characters by their background profession. Characters can add their Profession Die to skill or ability checks according to any Talents they have selected. In addition, a character always adds their Profession Die when rolling for Profession Abilities. A character's Profession Die is determined by their rank, and shown in the table below:
Profession Die Table:
| Profession Rank | Profession Dice |
|---|---|
| 1 | 1d4 |
| 2 | 1d6 |
| 3 | 1d8 |
| 4 | 1d10 |
Talents
Talents are unique dispositions, experiences, or characteristics your character has picked up due to their time working in their profession. This is represented by allowing characters to add their Profession Die in unique situations that highlight the skills gained through their profession. A character may select a Talent from their corresponding Talent list when they select their profession, and select an additional Talent whenever they rank up within a profession.
Talent: Beast Whisperer
Whenever you make a Wisdom (Animal Handling) check to train or direct orders to a beast, you can add your Profession Die to the roll.
Talent: Biologist
Whenever you make an Intelligence (Nature) check to determine the properties of animals, you can add your Profession Die to the roll.
Talent: Born in the Saddle
Whenever you make a Wisdom (Animal Handling) check while riding an animal or interacting with your mount, you can add your Profession Die to the roll.
Talent: Botanist
Whenever you make an Intelligence (Nature) check to determine the properties of plants, you can add your Profession Die to the roll.
Talent: Calloused Hands
Whenever you make a Strength (Athletics) check to lift, drag, or shove a heavy object, you can add your Profession Die to the roll.
Talent: Disciplinarian
Whenever you make a Charisma (Intimidation) check while issuing a command to an individual of lower rank within your background, you can add your Profession Die to the roll.
Talent: Drunkard
Whenever you make a Constitution check to determine if you will throw up, pass out, or how severe a hangover is, you can add your Profession Die to the roll.
Talent: Forecaster
Whenever you make a Wisdom (Survival) check to determine the weather for the next 48 hours, you can add your Profession Die to the roll.
Talent: Gambler
Whenever you make a Dexterity (Sleight of Hand) or Wisdom (Perception) check to cheat at a game or catch someone else cheating, you can add your Profession Die to the roll.
Talent: Gut Feeling
Whenever you make a Wisdom (Insight) check to detect if an Aristocrat or Criminal is lying, you can add your Profession Die to the roll.
Talent: Hard-Working
Whenever you make a Constitution check for a repetitive task such as marching or laboring for hours without rest, you can add your Profession Die to the roll.
Talent: Local Historian
Whenever you make an Intelligence (History) check to determine the history of an item, location, or cultural phenomenon from the same region as you, you can add your Profession Die to the roll.
Talent: Navigator
Whenever you make a vehicle check, you can add your Profession Die to the roll.
Talent: Renowned
Whenever you make a Charisma (Persuasion) check, and are interacting with Military, Outlanders, or Criminals, you may add your Profession Die.
Talent: Translator
Whenever you make an Intelligence check to communicate with a creature who doesn't share a language with you, you can add your Profession Die to the result.
Talent: Camper
When you make a Wisdom (Survival) check to construct a temporary shelter, you may add your profession die to the roll.
Talent: Temperature Tolerance
When you make a Constitution saving throw to avoid exhaustion due to extreme temperatures, you may add your profession die to the roll.
Talent: Tree Springer
When you make a Dexterity (Acrobatics) check to ascend, descend, or travel between trees, you may add your profession die to the roll.
Otros datos
ancestry
Outlander