Living folio · Skills
Hunter — Class Skill List
Class Identity Hunter is the class of the ranged field predator: the adventurer trained to read terrain, identify pursuit signs, control engagement distance, and end threats from outside immediate reach. A Hunter does not just shoot well. A Hunter understands how living things move through space, how...
Overview
Class Identity
Hunter is the class of the ranged field predator: the adventurer trained to read terrain, identify pursuit signs, control engagement distance, and end threats from outside immediate reach. A Hunter does not just shoot well. A Hunter understands how living things move through space, how environments shape those movements, and how to exploit that before the enemy reaches the party.
In Tower terms, the Hunter specializes in: - ranged kill pressure - spoor and sign reading - pursuit and disengagement control - lane use, elevation use, and route threat management
Party Role
A Hunter usually fills four linked roles: - ranged eliminator - tracker - approach-lane controller - terrain-based threat manager
A good Hunter reduces the number of bad engagements the party has to survive by: - detecting movement signs early - choosing favorable lines of contact - punishing advancing enemies before they enter melee pressure - tracking wounded or fleeing threats so they do not become repeat problems
Distinct Identity
Hunter is not Rogue-at-range.
The difference is: - Rogue reads hidden danger, stealth space, trap logic, and positional opportunity - Hunter reads movement traces, kill lanes, pursuit flow, and exposed targets in open or semi-open space
Hunter is also not Mage-at-range and not a generic archer. Its identity is built around: - disciplined ranged lethality - practical field tracking - terrain exploitation - pursuit logic - controlled engagement distance
Mechanical Identity
Hunter skills should emphasize: - ranged accuracy under field conditions - target selection - weak-point use - terrain exploitation for ranged advantage - tracking and pursuit - spacing and firing discipline - suppression and lane denial - ammunition and coating use as a practical extension, not as a secondary Alchemist kit
Hunter should not own: - stealth-heavy infiltration identity - trap mastery - broad scouting supremacy - melee duel specialization - magical ranged casting - full alchemical production - broad party-command support
Equipment Relationship
Natural weapon families
- bows - crossbows - thrown hunting weapons - light field blades or hatchets as sidearms
Natural support equipment
- tracking kit - ammunition maintenance kit - skinning or harvesting knife at basic practical level - rope and climbing support gear at universal level - weatherproof carry gear for ammunition and field movement - simple coatings and prepared ammunition at field-use level
Not core Hunter equipment
Hunter does not naturally own mastery over: - shield handling - heavy armor use - trap construction - ritual tools - grimoire use - mana-circuit tools - full alchemical kit - surgical or advanced medical tools
Skill List
Combat
- Steady Aim - Priority Targeting - Weak Point Placement - Suppressing Fire - Finishing Shot
Control
- Range Management - Lane Denial
Movement
- Mobile Firing
Fieldcraft
- Track Reading - Terrain Read - Pursuit Sense
Craft / Field Utility
- Ammunition Preparation
Skill Entries
Steady Aim
Category: Combat
Class access: Hunter
Short identity line: The disciplined foundation of reliable ranged fire.
What competency this skill represents:
Steady Aim is the repeatable control of breath, release timing, posture, weapon alignment, and shot discipline required to place ranged attacks where intended under field pressure.
Why this belongs to this class in the lore:
Hunter is the ranged specialist class. This is not merely using a bow or crossbow. It is the stabilized discipline that makes a Hunter's ranged work recognizably different from amateur use.
Typical prerequisites: - Ranged weapon family proficiency in at least one family: - bows - crossbows - thrown hunting weapons
Compatible weapon / tool / item families if relevant: - bows - crossbows - thrown hunting weapons - sighting aids if applicable
What Rank D means:
Can fire controlled, repeatable shots under normal combat pressure.
What Rank C means:
Maintains accuracy while fatigued, rushed, or under partial disruption.
What Rank B means:
Shot discipline is integrated; accuracy remains dependable in bad footing, poor visibility, and unstable engagements.
What Rank A means:
Can place decisive shots in windows most ranged fighters cannot exploit at all.
Narrative use:
Shows the Hunter as calm, efficient, and technically dangerous without requiring supernatural effects.
Tabletop use:
Supports accuracy with ranged attacks, reduced penalties from pressure or poor position, and serves as a prerequisite for advanced Hunter attack skills.
Limits and anti-abuse notes:
Does not grant automatic weak-point access, target prioritization, movement shooting, or infinite range competence.
Overlap check with other classes:
Rogue may use ranged weapons, but Hunter owns true professional ranged firing discipline as a class identity.
Range Management
Category: Control
Class access: Hunter
Short identity line: Control the distance or lose the fight.
What competency this skill represents:
The active management of space between the Hunter and hostile threats: preserving useful distance, recovering it when compromised, and recognizing when distance is no longer favorable.
Why this belongs to this class in the lore:
Distance is the Hunter's primary protection and tactical resource. Maintaining it is central to how the class survives and kills.
Typical prerequisites: - Steady Aim Rank D
Compatible weapon / tool / item families if relevant: - bows - crossbows - thrown hunting weapons - light sidearms
What Rank D means:
Can keep enemies from collapsing distance easily in straightforward encounters.
What Rank C means:
Uses space proactively rather than reactively; regains line and spacing before pressure becomes panic.
What Rank B means:
Reads approach patterns and manages distance almost preemptively.
What Rank A means:
Controls engagement distance even in difficult terrain or multi-threat encounters at a level others notice immediately.
Narrative use:
Shows the Hunter backing, shifting, cutting angles, and choosing ground before melee pressure fully lands.
Tabletop use:
Supports disengagement discipline, maintaining effective firing distance, resisting rushdown pressure, and synergy with lane and terrain skills.
Limits and anti-abuse notes:
Does not replace Rogue movement, stealth withdrawal, or Vanguard space-holding.
Overlap check with other classes:
Rogue movement is about access and escape; Hunter movement is about keeping a ranged kill envelope intact.
Terrain Read
Category: Fieldcraft
Class access: Hunter
Short identity line: See the battlefield before the fight exists.
What competency this skill represents:
The ability to read terrain specifically for ranged engagement value: lines of sight, elevation advantage, cover use, forced approach routes, blind corners, exposed lanes, and bad ground for incoming threats.
Why this belongs to this class in the lore:
Hunter is defined by terrain use more than any other non-magical ranged class.
Typical prerequisites: - Steady Aim Rank C - Range Management Rank D
Compatible weapon / tool / item families if relevant: - all Hunter ranged families - basic field optics if present in setting
What Rank D means:
Can identify good firing positions and obvious bad ones.
What Rank C means:
Reads how the room or corridor will shape movement, not just where to stand.
What Rank B means:
Positions for likely future exchanges, not just the current shot.
What Rank A means:
Can consistently turn awkward or hostile ground into workable Hunter ground through superior reading and positioning.
Narrative use:
Lets the Hunter think in lanes, elevation, obstructions, and approach geometry rather than just aiming.
Tabletop use:
Supports positional advantage, setup bonuses, lane-based attack or suppression play, and encounter-space interpretation.
Limits and anti-abuse notes:
Not Navigation, not trap sense, and not full dungeon scouting.
Overlap check with other classes:
Rogue reads hidden paths and concealment space better. Hunter reads firing ground and movement exposure better.
Track Reading
Category: Fieldcraft
Class access: Hunter
Short identity line: Read the passage of life through the environment.
What competency this skill represents:
The interpretation of spoor, disturbed ground, blood traces, broken growth, scrape marks, scent residue where relevant, and movement signs that reveal what passed through an area, how many, how recently, and in what condition.
Why this belongs to this class in the lore:
Tracking is core Hunter identity, not secondary flavor.
Typical prerequisites: - None
Compatible weapon / tool / item families if relevant: - tracking kit - harvesting knife - field markers - lantern or light gear
What Rank D means:
Can follow clear tracks and identify obvious signs.
What Rank C means:
Can interpret partial sign, distinguish fresh from stale traces, and identify wounded or burdened movement.
What Rank B means:
Reconstructs pursuit patterns from poor evidence and notices signs others do not recognize as signs at all.
What Rank A means:
Can track through heavily compromised environments, mixed sign, and Tower-distorted spaces with exceptional reliability.
Narrative use:
Lets the Hunter contribute before combat and after combat, especially in pursuit, ambush avoidance, and monster-behavior scenes.
Tabletop use:
Supports following fleeing enemies, reading recent danger, finding routes used by creatures, and identifying wounded prey or stalking threats.
Limits and anti-abuse notes:
Does not automatically reveal intent, traps, or full dungeon mapping.
Overlap check with other classes:
Rogue scouts spaces and hidden danger. Hunter reads trails and movement evidence.
Priority Targeting
Category: Combat
Class access: Hunter
Short identity line: Kill what matters first.
What competency this skill represents:
The trained assessment of which visible target most needs immediate ranged pressure based on threat, exposure, party condition, terrain, and likely near-future consequences.
Why this belongs to this class in the lore:
Hunters justify their role by making the right target disappear, stagger, or fail at the right time.
Typical prerequisites: - Steady Aim Rank C - Terrain Read Rank D
Compatible weapon / tool / item families if relevant: - all Hunter ranged families
What Rank D means:
Can avoid wasting shots on low-value targets in simple engagements.
What Rank C means:
Selects targets based on party need rather than obvious visibility.
What Rank B means:
Consistently removes the threat that would have changed the fight if left alive.
What Rank A means:
Makes target decisions so quickly and correctly that allies begin structuring their actions around that reliability.
Narrative use:
Lets the Hunter feel intelligent and disciplined rather than just accurate.
Tabletop use:
Supports threat-focused targeting bonuses and synergy with suppression, finishing, and weak-point skills.
Limits and anti-abuse notes:
Does not confer omniscience. Wrong information and hidden threats still exist.
Overlap check with other classes:
Rogue may mark targets for party awareness. Hunter specializes in making the kill-order decision from a ranged execution standpoint.
Weak Point Placement
Category: Combat
Class access: Hunter
Short identity line: Hit where the body, armor, or mana structure fails.
What competency this skill represents:
The recognition and exploitation of exposed anatomical, structural, and mana-biological vulnerabilities through precision ranged impact.
Why this belongs to this class in the lore:
This is how a Hunter remains relevant against creatures bigger, tougher, or harder to kill than a simple arrow should allow.
Typical prerequisites: - Steady Aim Rank C
Compatible weapon / tool / item families if relevant: - bows - crossbows - thrown hunting weapons - prepared ammunition
What Rank D means:
Can capitalize on obvious weak spots when they appear.
What Rank C means:
Knows common vulnerable zones by creature type or body logic and can exploit them reliably.
What Rank B means:
Turns ordinary hits into disabling or fight-shaping hits with striking consistency.
What Rank A means:
Can identify and exploit fleeting, layered, or non-obvious vulnerability windows that most fighters never see.
Narrative use:
Produces specific results: hamstrung movement, blinded monsters, broken joints, disrupted cavities.
Tabletop use:
Supports precision damage, disabling shots, anti-armor or anti-monster weak-point play, and synergy with Finishing Shot.
Limits and anti-abuse notes:
Some targets require special ammo, teamwork, or have no easy exploit.
Overlap check with other classes:
Rogue may exploit openings in close range. Hunter specializes in ranged vulnerability exploitation at distance.
Mobile Firing
Category: Movement
Class access: Hunter
Short identity line: Move without surrendering ranged function.
What competency this skill represents:
The ability to reposition, adjust footing, and fire with usable control during movement or immediately out of movement.
Why this belongs to this class in the lore:
Hunter cannot be a stationary turret in Tower spaces. This skill preserves Hunter identity when terrain, pursuit, or collapsing lines force motion.
Typical prerequisites: - Steady Aim Rank C - Range Management Rank C
Compatible weapon / tool / item families if relevant: - lighter bows - light crossbows where setting allows - thrown hunting weapons
What Rank D means:
Can fire competently after quick repositioning or while moving in controlled bursts.
What Rank C means:
Maintains offensive pressure while changing angle or retreating.
What Rank B means:
Movement and shot preparation are integrated.
What Rank A means:
Can maintain dangerous firing rhythm across unstable or contested movement space.
Narrative use:
Useful for action scenes that need the Hunter active rather than rooted.
Tabletop use:
Supports reduced penalties for moving and firing, firing after reposition, kiting play, and dynamic ranged combat.
Limits and anti-abuse notes:
Not acrobatic Rogue mobility and not free full-power shooting under all conditions.
Overlap check with other classes:
Rogue owns superior evasive and stealth movement. Hunter owns movement that preserves ranged kill pressure.
Pursuit Sense
Category: Fieldcraft
Class access: Hunter
Short identity line: Know how prey runs and where it will fail.
What competency this skill represents:
The practical reading of pursuit dynamics: how wounded enemies flee, how groups scatter, how creatures choose cover or escape routes, and where to cut them off or abandon chase.
Why this belongs to this class in the lore:
Tracking should not end at following footprints. Hunter needs real pursuit skill.
Typical prerequisites: - Track Reading Rank C - Terrain Read Rank D
Compatible weapon / tool / item families if relevant: - tracking kit - ranged weapons - rope and mobility support at universal level
What Rank D means:
Can continue pursuit without immediately losing the target after initial flight.
What Rank C means:
Predicts likely escape paths and pursuit breaks rather than simply following behind.
What Rank B means:
Cuts off fleeing targets, recovers lost trails from behavior logic, and knows when pursuit is becoming a trap.
What Rank A means:
Can conduct or deny pursuit with exceptional control even in confusing terrain or partial sign loss.
Narrative use:
Excellent for chase scenes, wounded-monster follow-ups, and preventing recurring threats.
Tabletop use:
Supports chase resolution, pursuit and interception play, anti-escape functionality, and ambush risk mitigation during tracking.
Limits and anti-abuse notes:
Does not replace Rogue stealth pursuit or universal navigation.
Overlap check with other classes:
This is one of Hunter's clearest differentiators from Rogue.
Suppressing Fire
Category: Control
Class access: Hunter
Short identity line: Use threat of impact to control behavior.
What competency this skill represents:
The use of repeated, well-placed ranged pressure to force hesitation, redirect movement, deny action windows, or keep an enemy from committing cleanly.
Why this belongs to this class in the lore:
Hunter should control ranged space, not only deal damage.
Typical prerequisites: - Range Management Rank C - Priority Targeting Rank C
Compatible weapon / tool / item families if relevant: - bows - crossbows - prepared ammunition where relevant
What Rank D means:
Can disrupt enemy commitment in straightforward lane fights.
What Rank C means:
Uses pressure to shape approach routes and timing, not just cause hesitation.
What Rank B means:
Can meaningfully control multiple hostile decisions over the course of an encounter through intelligent ranged threat.
What Rank A means:
Turns ranged pressure into a true battlefield-control tool in terrain that supports it.
Narrative use:
Lets the Hunter help the party even when a kill is not immediately available.
Tabletop use:
Supports denial of movement lanes, interruption pressure, ally window creation, and anti-rush function.
Limits and anti-abuse notes:
Requires line, ammunition, and pressure credibility. It fails if the enemy can ignore the threat or if terrain collapses its value.
Overlap check with other classes:
Vanguard controls bodies in close range. Hunter controls movement choices at range.
Lane Denial
Category: Control
Class access: Hunter
Short identity line: Make a path too dangerous to use.
What competency this skill represents:
The identification and active domination of a specific corridor, stair, choke point, opening, or exposed traverse such that enemies crossing it accept disproportionate risk.
Why this belongs to this class in the lore:
This is the class's clearest terrain-control expression and one of the best ways to make Hunter matter in party tactics.
Typical prerequisites: - Terrain Read Rank C - Suppressing Fire Rank D
Compatible weapon / tool / item families if relevant: - bows - crossbows - prepared ammunition - simple field markers or prepped arrows if needed
What Rank D means:
Can hold obvious approach lanes effectively.
What Rank C means:
Chooses better lanes and times denial around enemy pressure and ally position.
What Rank B means:
Turns terrain features into meaningful no-go zones for hostile movement.
What Rank A means:
Can dominate contested approach geometry so well that the fight reorganizes around the lane claimed.
Narrative use:
Very strong in Tower environments full of corridors, bridges, stairs, and entries.
Tabletop use:
Supports choke-point control, area denial without magic, defensive retreat, and extraction play.
Limits and anti-abuse notes:
Not a magical wall. It depends on line of sight, weapon readiness, distance, ammunition, and hostile willingness to test it.
Overlap check with other classes:
Hunter denies paths through ranged threat. Craftsman may fortify a space; Vanguard may physically hold it; Hunter makes crossing it suicidal.
Ammunition Preparation
Category: Craft / Field Utility
Class access: Hunter
Short identity line: Prepare shots for the target, not just the weapon.
What competency this skill represents:
The field-safe preparation, maintenance, and situational adaptation of ammunition and simple coatings for Hunter use: preserving shot quality, balancing heads or bolts for conditions, and applying limited practical coatings meant for ranged delivery.
Why this belongs to this class in the lore:
Hunter needs some ownership over ammunition logic, but not enough to trespass deeply into Alchemist territory.
Typical prerequisites: - Steady Aim Rank C - basic ammunition or ranged maintenance familiarity
Compatible weapon / tool / item families if relevant: - arrows - bolts - thrown hunting weapons - simple coating kit - ammunition maintenance kit
What Rank D means:
Can keep ammunition reliable and apply basic prepared shot variants correctly.
What Rank C means:
Can adapt ammunition to creature type, weather, and engagement purpose with consistent usefulness.
What Rank B means:
Gets more reliable tactical value from the same ammunition stock than ordinary ranged users.
What Rank A means:
Can prepare and manage ammunition with a degree of purpose and precision that significantly raises Hunter field effectiveness.
Narrative use:
Helps show the Hunter as practical, prepared, and disciplined outside direct combat.
Tabletop use:
Supports basic specialty ammo preparation, simple coating use, ammunition upkeep, and encounter prep choices.
Limits and anti-abuse notes:
This is not full poisoncraft, bomb-making, or advanced reagent work. If an effect is complex chemistry, it belongs to Alchemist support.
Overlap check with other classes:
Hunter prepares and applies field-use ammunition. Alchemist owns true compound design and advanced reactive substance logic.
Finishing Shot
Category: Combat
Class access: Hunter
Short identity line: End the threat when the opening is real.
What competency this skill represents:
The integrated act of taking the decisive shot only when terrain, target condition, aim, and timing have all aligned enough to justify full commitment to a fight-ending strike.
Why this belongs to this class in the lore:
Hunter needs a capstone execution skill, but it should emerge from discipline and reading, not spectacle.
Typical prerequisites: - Steady Aim Rank B - Weak Point Placement Rank B - Priority Targeting Rank C
Compatible weapon / tool / item families if relevant: - bows - crossbows - thrown hunting weapons in limited cases
What Rank C means:
Can recognize and commit to genuine finishing windows against already pressured or exposed targets.
What Rank B means:
Produces reliable fight-ending ranged strikes when the setup is real and earned.
What Rank A means:
Can convert brief, difficult windows into decisive removal of high-value threats.
What Rank S means only if appropriate:
Only as a story-grade personal signature, not baseline class expectation.
Narrative use:
Gives Hunter a satisfying climax skill that still feels earned and grounded.
Tabletop use:
Supports a high-commitment decisive shot and rewards correct setup play.
Limits and anti-abuse notes:
Not spammable. Requires real setup, target vulnerability, line, timing, and commitment.
Overlap check with other classes:
Rogue may kill opportunistically in close range. Hunter owns the disciplined long-range finishing commitment.
Redundancy Pass
Close but still distinct
Suppressing Fire and Lane Denial - Suppressing Fire controls enemy behavior dynamically - Lane Denial controls a piece of space structurally
Track Reading and Pursuit Sense - Track Reading reads evidence - Pursuit Sense interprets chase behavior and interception logic
Priority Targeting and Finishing Shot - Priority Targeting chooses what matters - Finishing Shot converts a prepared opening into a decisive kill