Huntsman

Wild Bonds

MarineMechanic

“Well, if it means that much to you, I can rightly see why you wouldn’t want to let it go.”

~ Kroy, Homesteader Huntsman

The beasts of the Frontierland exist on their plane of ferocity. Humans, crops, and livestock embrace lives on the outside filled with peril, ever vigilant at what may be watching from the wilderness. But others grapple with nature’s fiercest, horn, tooth, and claw. Masters of their domain, the Huntsman is the actual apex predator of the wilderness.

As the hybridization of the Marine and Mechanic Base Classes, the Huntsman is incredibly versatile, using technology and natural intelligence to outwit their prey. The trademark of a Huntsman is their ability to bind beasts to a Matrix, effectively taming them under their command. In addition, the Huntsman can artificially enhance their Bound Beasts, control a serpentine Predator Drone, and coordinate their hunting pack.

Historically Speaking

The Huntsman could be considered among the earliest exploring methodologies to emerge in the Frontierland. Axian caravans and merchants stretched trade far across Salt's furthest reaches, offering top pay for anything worthwhile that a savvy adventurer might pull from the wild. These offers made it lucrative to pursue a career in trapping, hunting, and poaching for those brave enough to face the wilderness. Merchants and hunters began what would become a mutual upcycling of equipment and materials, with hunters purchasing more effective and robust technology from the merchants to procure better materials in the wilds, which they would then trade for the next update to their equipment to procure even rarer materials, and so on, ad infinitum. After lifelong careers of scavenging and prospecting, Hunting Guilds and other organizations glorified such practices. They documented the mighty beasts brought to heel by the lords of the wilderness, laying the foundations for future explorers. These Huntsman became the foremost experts in tracking, survival, and beast taming.

The Modern Huntsman

The Huntsman has obtained insights into the minds of beasts and their organizational nuances. While many looks to capture, kill, or exploit these beasts, others act as stewards of nature or preservers of some perceived “natural order.” Others still apply their wilderness expertise to tracking and hunting more lucrative prey, such as other humans. A modern Huntsman is capable of independence but often works with a Company toward a greater goal, as they are survival experts, deadly gunners, and resourceful technicians. A Huntsman often falls into a career as a hunter, tracker, or guide. An unscrupulous Huntsman poaches rare and exotic beasts to the point of extinction for sport.

Class Features

The Huntsman's Class Features focus on shredding through enemy defenses, empowering their weapons and Heroics, and quickly scoring Critical Hits. The Huntsman Class benefits from having high Skill, Focus, and Will Attributes.

Vitals

Hit Points Per Rank: +7

Action Points Per Rank: +4

Equipment Training

Weapons: Handcannon, Launcher, Longarm, Omni Kit, Lumen Driver, Matrix Controller, Rifle, Shotgun

Armor: Cloth Armor, Heavy Armor, Light Armor, Energy Shield

Elements: Biotic, Cryonic, Electric, Pyrotic

Class Abilities

At Huntsman Rank One (1), a Character receives the following pair of Class Abilities:

Innate Class Abilities: Engineering/Nature

They gain a bonus to Class Ability Checks equivalent to half (½) of their Huntsman Rank. An additional Class Ability from the following list is chosen at Huntsman Ranks Three (3), Five (5), and Seven (7):

Selected Class Abilities: Acrobatics, Apothicine, Electronics, Investigation, Perception, Stealth

Huntsman Ranks

When distributing a Class Rank, remember that a Character’s Hybrid Class Rank cannot exceed both of a Character’s Base Class Ranks.

A Huntsman sees the most benefit from a high Skill Attribute, enhancing Class Features such as Alpha, Ranged Attacks, Physical Armor, Initiative and Speed, effectiveness with Maneuvers, and any Acrobatics, Drive, and Stealth Ability Checks. Huntsman players can also benefit from investing in a high Will Attribute, enhancing Class Features such as Alpha, Force Armor, Effect Duration, and Initiative, while increasing any Apothicine, Investigation, Nature, or Perception Ability Checks. Huntsman players benefit from a honed Focus Attribute, powering up Cast Attacks, increasing their Total Action Points and available Action Slots, and improving any Arcana, Electronics, or Engineering Ability Checks.

Rank-by-Rank Attributes/Features

Rank One (1). Skill (+2), Will (+1), Charm (+1)—Bestial Collar, Feral Bond

Rank Two (2). Pick (+1), Grit (+1)

Rank Three (3). Skill (+1), Focus (+1)—Drone Model: Predator

Rank Four (4). Pick (+1), Power (+1)

Rank Five (5). Skill (+1), Focus (+1), Will (+1)—Primal Link

Rank Six (6). Pick (+1), Grit (+1)

Rank Seven (7). Skill (+1), Focus (+1)—Pack Mentality

Rank Eight (8). Pick (+1), Power (+1)

Rank Nine (9). Will (+1), Charm (+1)

Rank Ten (10). Skill (+2), Grit (+1), Focus (+1), Will (+1)—Alpha

Bestial Collar

Beginning at Huntsman Rank One (1), the Huntsman’s Digital Collar can now control the beast Creature Type.

Beast Binding

Prerequisite: Huntsman

Action Type: Ritual (2 hour)

As a two (2) hour Ritual during Downtime, a captured, willing, or incapacitated beast can be permanently bound to a Huntsman's Matrix Controller. Bound Beasts function identically to Bound Machines, with the caveat that they are biological creatures.

Feral Bond

Beginning at Huntsman Rank One (1), the Precision Enhancement bonus of the Huntsman's Draw a Bead also applies to any Cast Attack or Damage Rolls made by a Possessed or Bound Beast or Machine.

Beast Taming

Prerequisite: Huntsman

Action Type: Ritual (1 hour)

The Huntsman can retrain a Bound Beast over one (1) hour as a Ritual during a Downtime. Similar to the Mechanic's Machine Tune-Up Ritual, Beast Taming enables the Huntsman to make modifications and upgrades to their Bound Beasts, allowing their functionality to mirror the Huntsman’s experience. Bound Beasts without a custom statistics sheet can use the Huntsman’s Statistics when determining Armor, Saves, and Impacts during Beast Taming. A Bound Beast’s Attack and Damage rolls are always made using the Huntsman’s Matrix Controller Attack and Damage rolls. When performing Beast Taming, the Huntsman may readjust the Bound Beast’s Hit Point total to the following amount:

Beast Hit Point Calculation

(7 + Huntsman’s Will Attribute) * Character Level

Drone Model: Predator

Beginning at Huntsman Rank Three (3), the Huntsman gains access to the serpentine Predator Drone. The Huntsman can also access a unique Predator Scope Ranged Weapon Modification that they can install into any Two-handed Ranged Weapon. The Predator Scope can be activated as a Rapid Action through a Force Impact, enabling the Huntsman to inflict the Marked Condition on any target within Weapon Range. Marking a target prevents them from becoming Hidden or Invisible and causes any Bound Beasts to prioritize them with their actions. The Predator Drone can only Mark a number of targets equivalent to half (½) of the Huntsman’s Will Attribute at a time. The Huntsman can also use the Predator Drone to perform Engineering, Perception, and Nature Ability Checks to interact with any point within Weapon Range. Additionally, the Predator Drone can remain operational outside the Huntsman’s Effective Matrix Range.

Primal Link

Beginning at Huntsman Rank Five (5), in response to suffering a loss of Hit Points, the Huntsman can divert half (½) of the Damage received to an adjacent Bound Beast as a Reaction.

Pack Mentality

Once at Huntsman Rank Seven (7), the Huntsman’s successful Ranged Attacks make their targets Vulnerable to an Attack from their Bound Beasts. The next successful Attack by the Huntsman’s Bound Beast against that target registers as an automatic Critical Hit.

Alpha

As a Master Huntsman, at Huntsman Rank Ten (10), the Huntsman can designate a Bound Beast from their pack to permanently become an Alpha.

Alpha Training

Prerequisite: Huntsman

Action Type: Ritual (2 hour)

As a Ritual during Downtime, the Huntsman spends two (2) hours training a Bound Beast to lead the pack. As a result, the Alpha gains a Rally Enhancement bonus to all Damage Rolls equivalent to the Huntsman's Skill Attribute. In addition, the Alpha passively retains the Resilient Condition against all Physical Damage (Slash/Pierce/Crush), reducing any Damage suffered to Minimum Damage, including Damage sustained through Primal Link. The Alpha also receives the following improvement to their Total Hit Points:

Alpha Hit Point Increase

Half (½) Huntsman's Will Attribute * Character Level

Huntsman Perks

Husbandry

Prerequisite: Beastial Collar

Your Repair Effects can heal your Bound Beasts.

Hunting Grounds 

Prerequisite: Feral Bond

While on your Turf, your Bound Beasts benefit from Feral Bond at all times. 

Lurking Constrictor

Prerequisite: Drone Model: Predator

Your Predator Drone can burrow through non-Metal walls and floors to reach its destination.

Primal Siphon

Prerequisite: Primal Link

Your Primal Link is now a Free Action.

Pack Ferocity

Prerequisite: Pack Mentality

Your Bound Beast's Critical Hits inflicted as a part of Pack Mentality bypass all forms of Damage Resistance.

Beta Rising

Prerequisite: Alpha

Whenever your Alpha dies, you can designate a new Alpha immediately.

Huntsman Heroics

Tracker Dart

Prerequisite: Huntsman(Rank 1) 

AP Cost: 10

Action Type: Ranged Weapon Attack

Range: Weapon Range

Effect Duration: Hours

As a Standard Action, you can attempt a Ranged Weapon Attack against a Target within your Weapon Range by loading and firing a unique tracker dart that, if successful, does not inflict Damage but will allow you to trace your Target’s location at will for the Effect Duration.

Lick Wounds

Prerequisite: Huntsman(Rank 2) 

AP Cost: 20

Action Type: Standard Action

Range: Matrix Range(Radius)

As a Standard Action, you can utilize your Matrix Controller to issue a Command to a Bound Beast within your Effective Matrix Radius to tend to its wounds or a potential Injury. As Full Action, your Bound Beast recovers 1D10 Hit Points for every Point of your Will Attribute in addition to your Repair Modifier and removes a single Injury. At the end of the Lick Wounds, your Bound Beast returns to its previous Command.

Lockjaw

Prerequisite: Huntsman(Rank 3) 

AP Cost: 30

Action Type: Cast Weapon Attack

Range: Matrix Range(Radius)

As a Standard Action, you can utilize your Matrix Controller to issue a Grapple Command to your Bound Beasts. Your Bound Beast will use its movement to seek out and engage the nearest Target through a Cast Weapon Attack. If successful, in addition to your normal Weapon Damage, your Target is inflicted with the Grapple Condition. Each time your Bound Beast successfully maintains its Grapple, your Target suffers your normal Weapon Damage, an additional 1D6 Crush Damage, and a Stack of the Bleed Injury for every Two(2) Points of your Skill Attribute. In addition, the Target can attempt a Maneuver against your Attack Roll to avoid or escape the Condition. After the Grapple is broken, your Bound Beast returns to its previous Command.

Constrictor

Prerequisite: Huntsman(Rank 4) 

AP Cost: 40

Action Type: Standard Action

Range: Matrix Range

As a Standard Action, you can attempt a Force Impact to utilize your Matrix Controller to issue a Command to your Predator Drone to trap and crush a Target within your Effective Matrix Range, inflicting the Entangled Condition for as long as your Predator Drone is fixated on the Target. Each Turn spent Entangled will inflict 1D10 Crush Damage for every Point of your Will Attribute. The Target can attempt a Physical Save against your Force Impact to Negate the initial Condition, but once trapped, must instead beat your Force Impact with an Engineering or Athletics Ability Check. 

Hypnosis

Prerequisite: Huntsman(Rank 5) 

AP Cost: 50

Action Type: Standard Action

Range: Matrix Range

As a Standard Action, you can attempt a Force Impact to utilize your Matrix Controller to issue a Command to your Predator Drone to entrance a Target within your Effective Matrix Range with a hypnotic gaze or rhythmic motion, inflicting the Enthralled Miscognition for as long as your Predator Drone remains fixated on the Target. Then, the Target can attempt a Force Save against your Force Impact to Negate the Miscognition. 

Ripwire Snare

Prerequisite: Huntsman(Rank 6) 

AP Cost: 60

Action Type: Full Action

Range: Half(½) Will Attribute(Line)

Effect Duration: Rounds

As a Full Action, you can attempt an Engineering Ability Check to deploy a Ripwire Snare Trap in an Adjacent Space that extends a tripwire in a straight line up to a Range equal to Half(½) of your Will Attribute. The next Target to step within the Affected Area triggers the trap, becoming ensnared and shredded by razor wires, inflicting the Entangled Condition and Stacks of the Bleed Injury equal to Half(½) of your Skill Attribute each Turn for the Effect Duration. Finally, the Target can attempt an Athletics or Engineering Ability Check against your Engineering Ability Check to break the Condition.

Kill Command

Prerequisite: Huntsman(Rank 7) 

AP Cost: 70

Action Type: Cast Weapon Attack

Range: Matrix Range(Radius)

As a Standard Action, you can utilize your Matrix Controller to issue a Kill Command to your Bound Beast, allowing it to an Additional Move Action this Turn as it uses its movement to engage your designated Target. Upon reaching its Target, your Beast will go for its throat as a Cast Weapon Attack. If successful, in addition to your normal Weapon Damage, your Target suffers an additional 1D10 Slash Damage for every Two(2) Points of your Will Attribute for each Injury or Condition your Target is currently suffering.

Pack Takedown

Prerequisite: Huntsman(Rank 8) 

AP Cost: 80

Action Type: Full Action

Range: Matrix Range(Radius)

As a Full Action, you can designate a Target while granting a Move Action to All Bound Beasts within your Effective Matrix Radius. Your Beasts will use their movement to engage on the designated Target, allowing you to attempt a Cast Weapon Attack for each Beast able to Attack. If any of your Attack Rolls are a Critical Hit, all Attack Rolls for Pact Takedown register as a Critical Hit. 

Prey Pheromones 

Prerequisite: Huntsman(Rank 9) 

AP Cost: 90

Action Type: Ranged Weapon Attack

Range: Weapon Attack

Effect Duration: Rounds

As a Standard Action, you can attempt a Ranged Weapon Attack against a Target within your Weapon Range by loading and firing a tranquilizer dart full of Pheromones that induces an irrefutable hunger into your Bound Beasts, inflicting the Marked Condition for the Effect Duration. Any successful Matrix Attacks facilitated through your Bound Beasts are automatic Critical Hits while the Marked Condition persists. The Target can attempt a Physical Save against your Attack Roll to Negate the Condition.

Primal

Prerequisite: Huntsman(Rank 10) 

AP Cost: 100

Action Type: Full Action

Range: Adjacent

As a Full Action, you can designate an Adjacent Bound Beast as your new Alpha.