Exotic Trophy Hunter
The Exotic Trophy Hunter is not satisfied with merely hunting for survival, or gathering pelts for trade. They are a different breed of warrior. An expert tracker, a cunning adversary, and the apex predator of any land they find themselves in. They don’t hunt merely for sport, either. They hunt because it fulfills a primal need to master the land and the creatures that live in it. Always seeking the next monster, the greater challenge, they revel in the glory of their kills, and draw strength from the trophies they take from their conquests. Trophy hunters are historically tribal, as living closer to the land and away from civilization allows for an easier connection with the spiritual and ritualistic nature of the hunt, though it is not unheard of for Trophy Hunters to come from educated and even noble backgrounds. These individuals usually start off bored with their mundane existence of luxury and leisure, then reach out to the outside world for a thrill or two. Before long, some discover they have an aptitude for the hunt, and their hobby becomes a way of life, drawing a sense of purpose and new power from every treasure they collect.
The Exotic Trophy Hunter is a three stage Talent.
Exotic Trophy Hunter I
The Exotic Trophy Hunter must first master the creation of Totems. Through an intense ritual forming a spiritual connection with the slain creature, the hunter discovers the innate properties of the beast through its remains and refashions it into a totem, so as to draw on its energy at a later time. At a much higher cost, the Exotic Trophy Hunter can also create a true Trophy of his kills. This creation also must be taken from a creature the hunter has slain and grants them a constant power related to the beast’s nature. In order to gain these abilities, Hunters becomes unusually adept at determining the strength of their enemies, quickly learning whether or not their prey is beyond them.
Prerequisites
- Rank 5 in Any Philosophy
- Skill Specialization Hunting and Hunting Rank 7
- Academics (Monster Lore) Rank 5
- Cost: 3 Destiny Points
Features
You create totems from the creatures you have killed, which can be used to grant a temporary boon in combat. The benefit granted by the Totem is dependent on the type of creature it came from. Any Non-Humanoid creature can be used to create a totem, though you must have participated in the creature's demise. Creating a totem involves removing some small part of the creature's body (such as a claw, fang, or small bone) and wearing it on your person. You may have up to three totems prepared at a time, though each must be obtained from a different creature (though need not be a different type of creature). The totem must be created within one day of being harvested from the creature's body.
Creating the Totem requires 1 hour and a cost of 1 Stamina Burn and 1 Resolve Burn. Totems are consumable items that you, or a creature you give it to, may use as a Standard Action [REC 1]. Once a Totem has been activated, its effect applies to the creature that activated it, and then the totem crumbles to dust and is lost.
If the creature from which you create the Totem applies to two or more descriptors on the table below, you may choose which of the associated boons applies at the time of creation. You may only harvest a single totem or trophy (but not both) from an individual creature.
Creature Type/Keyword | Effect |
---|---|
Abberant | Regain 1d6 Resolve spent. |
Air | Gain a Fly Speed (Hover) of 100ft per 3 segments for 1 round. |
Animal or Beast | Regain 1d6 Stamina spent. |
Aquatic/Water | You can breathe underwater for 1 hour. |
Chaotic Keyword | You are Immune to Ranged Weapon Attacks for 1 moment. |
Cold | For 1 moment, when you are attacked by a creature in Melee, automatically deal 10 Cold damage to the creature after the attack resolves. |
Construct | Gain Damage Reduction 5 to all Weapon Attacks for 1 phase. |
Dragon | Regain 1d6 Energy Burn (your choice of Resolve or Stamina or combination). |
Earth | Make an Attack on all structures within 10ft, Demolition +10 vs Durability. |
Elemental | Heal an injury one box and make a Resilience check to attempt to further heal the injury. |
Fae | Restore 1d4 Morale Damage. |
Fire | For the next phase, when you deal damage with a weapon, you may choose to have that weapon deal Fire damage instead of its normal type. |
Heavenly/Good Keyword | Regain Hitpoints equal to [1d10 + Healing Value]. |
Hellspawn/Evil Keyword | Your next Weapon Attack deals an additional 3 WD Necrotic damage. |
Insectoid | Make a Saving Throw against one effect and reduce the difficulty of the Saving Throw by 1d10 [STB 1d10]. |
Lightning | For the next phase, when you deal damage with a weapon, you may choose to have that weapon deal Lightning damage instead of its normal type. |
Ooze and Caustic | For 1 moment, whenever you are attacked by a creature in Melee, automatically deal 10 Caustic damage to the creature after the attack resolves. |
Lawful Keyword | You are Immune to the Dazed, Stunned, and Stupefied conditions for 1 phase. |
Plant | Gain Fast Healing (5) for 1 moment. |
Undead | Gain 20 Temporary Hitpoints. |
Creating a Trophy requires 1 hour and a cost of 6 Stamina Burn and 6 Resolve Burn.
If the creature from which you create the Trophy applies to two or more descriptors on the table below, you may choose which of the associated boons applies at the time of creation. You may only harvest a single totem or trophy (but not both) from an individual creature.
Unlike Totems, a Trophy cannot be shared to lend its benefits to another creature.
Creature Type/Keyword | Level 1-10 | Level 11-20 | Level 21+ |
---|---|---|---|
Abberant | +3 Item bonus to Resolve. | +6 Item bonus to Resolve. | +9 Item bonus to Resolve. |
Air | Whenever you fall, you will instead glide slowly and harmlessly to the ground (as the Feather Fall power). | Gain a Glide Speed of 40ft per 3 segments. | Gain a Fly Speed (Hover) of 60ft per 3 segments. |
Animal or Beast | +3 Item bonus to Stamina. | +6 Item bonus to Stamina. | +9 Item bonus to Stamina. |
Aquatic/Water | You can breathe underwater. | You can breath underwater and your actions underwater are hindered. | Gain a Swim Speed of 60ft per 3 segments. You can also breath underwater and your actions underwater are hindered. |
Chaotic Keyword | +2 Item bonus to Dexterity based Saving Throws. | +2 Item bonus to Dexterity. | +4 Item bonus to Dexterity. |
Cold | Damage Reduction 10 to Cold damage. | Damage Reduction 20 to Cold damage. | Damage Reduction 30 to Cold damage. |
Construct | +2 Item bonus to Resilience. | +4 Item bonus to Resilience. | +6 Item bonus to Resilience. |
Dragon | +2 Item bonus to Strength based Saving Throws. | +2 Item bonus to Strength. | +4 Item bonus to Strength. |
Earth | +2 Item bonus to Constitution based Saving Throws. | +2 Item bonus to Constitution. | +4 Item bonus to Constitution. |
Elemental | Damage Reduction 5 to Bludgeoning, Chopping, Piercing, and Slashing damage. | Damage Reduction 10 to Bludgeoning, Chopping, Piercing, and Slashing damage. | Damage Reduction 15 to Bludgeoning, Chopping, Piercing, and Slashing damage. |
Fae | Magic Resistance 1d4+4. | Magic Resistance 1d6+6. | Magic Resistance 1d8+8. |
Fire | Damage Reduction 10 to Fire damage. | Damage Reduction 20 to Fire damage. | Damage Reduction 30 to Fire damage. |
Heavenly/Good Keyword | +2 Item bonus to Charisma based Saving Throws. | +2 Item bonus to Charisma. | +4 Item bonus to Charisma. |
Hellspawn/Evil Keyword | +2 Item bonus to Intelligence based Saving Throws. | +2 Item bonus to Intelligence. | +4 Item bonus to Intelligence. |
Insectoid | +1/+1 Item bonus to Armor Class. | +2/+2 Item bonus to Armor Class. | +3/+3 Item bonus to Armor Class. |
Lawful Keyword | +2 Item bonus to Wisdom based Saving Throws. | +2 Item bonus to Wisdom. | +4 Item bonus to Wisdom. |
Lightning | Damage Reduction 10 to Lightning damage. | Damage Reduction 20 to Lightning damage. | Damage Reduction 30 to Lightning damage. |
Ooze and Caustic | Damage Reduction 10 to Caustic damage. | Damage Reduction 20 to Caustic damage. | Damage Reduction 30 to Caustic damage. |
Plant | +10 Item bonus to Hitpoints. | +20 Item bonus to Hitpoints. | +30 Item bonus to Hitpoints. |
Undead | Damage Reduction 10 to Necrotic damage. | Damage Reduction 20 to Necrotic damage. | Damage Reduction 30 to Necrotic damage and you are Immune to Death effects. |
Exotic Trophy Hunter II
The Exotic Trophy Hunter adds to their collection, and can now hold on to more kills, granting them greater power. They also becomes more skilled at assessing their targets, and can instantly recognize the vulnerabilities and defenses of prey through their expanding experience in the wild kingdom, and by carefully observing the movements and behavior of these creatures.
Prerequisites
- Exotic Trophy Hunter I
- Rank 6 in Any Philosophy
- Cost: 2 Destiny Points
Features
Exotic Trophy Hunter III
Their obsession with the power obtained from the hunt reaches its apex, bedecked in the numerous prizes they have won and the Exotic Trophy Hunter becomes filled with primal strength. They have also learned much, and excel at butchering creatures of the type kind as one of their trophies.
Prerequisites
- Exotic Trophy Hunter II
- Rank 7 in Any Philosophy
- Cost: 2 Destiny Points
Features
- Increase the weapon damage dealt by the attack by 1 WD.
- Increase a saving throw imposed by the attack by 1d10 [STP 1d10].