“They are the true pathfinders. Their eyes see farther and their ears hear clearer than all other Ascended. For Hunters, the Wilds are their home, not their enemy.”
A young Hunter will find themselves in nature more often than in a home. They will go out of their way to immerse themselves in the wild, whether it be within a great forest, an extensive cave network, or within the water. Hunters will observe natural creatures, and even mimic their movements and behaviors until they fully understand the beast. They are masters of navigation, even at a young age, capable of finding their way home no matter the conditions.
Hunters preside over the wilderness and nature, much like their god. Instead of turning their gazes to the stars or keeping their mind lodged between the pages of a book, they prefer to keep their boots on the ground and hands on the earth. They live with nature— in accordance with its movements and structures. They often find the rigid constructs of society restricting, finding true freedom running alongside the wildest creatures and seeing all that nature has to offer them.
Hunter Traits: Unorthodox, Free-Spirited, Pathfinder
Ability Scores: Dexterity, Intelligence, Wisdom
Feat: In Your Element
Skill Proficiencies: Nature, Perception, Survival
Tool Proficiency: Herbalism Kit
Equipment: Choose (A) or (B): (A) Shortbow, Quiver, Arrows (20), Herbalism Kit, Traveler’s Clothes, 16 GP; or (B) 50 GP.
You gain the following benefits.
Heightened Senses. You gain Expertise in Wisdom (Survival), even if you do not have proficiency.
Perfect Navigator. You have a perfect memory of maps and geography. You cannot get lost by natural means, and you have a general idea of the types of creatures that can be found in any specific biome or region. You can easily find food and fresh water for yourself and up to 5 other people each day, given that the land is able to produce such things.