Living folio · Class
Hunter
Hunter is the Tower’s ranged executioner : the party member whose job is to delete targets from a distance and keep consistent pressure while others control the fight. Where a Rogue makes the dungeon readable, a Hunter makes enemies pay for being seen. Tag fit: Physical / Long Range / Damage . In a five...
Overview
Hunter is the Tower’s ranged executioner: the party member whose job is to delete targets from a distance and keep consistent pressure while others control the fight. Where a Rogue makes the dungeon readable, a Hunter makes enemies pay for being seen.
Tag fit: Physical / Long Range / Damage.
In a five-person party, the Hunter’s slot is usually: - Primary ranged DPS - Priority target removal (casters, runners, elites, fliers) - Kiting pressure (forcing enemies to move badly) - Ammo/venom prep as a damage amplifier
What makes Hunter different from other classes
- They’re built for clean kills, not information. A Hunter can scout a bit, but their identity is damage reliability at range. - They fight the environment as much as the monster. Lines of sight, elevation, choke points, wind, footing—Hunters “play the room.” - They scale with technique and discipline. Breath control, draw rhythm, reload timing, and target selection are what become deadly, not flashy abilities.
Stat tendencies (Adventurer Card attributes)
(Typical leanings, not hard locks.)
Best / most emphasized - AGI (Agility): fast repositioning, footwork to keep distance, stable shooting under movement. - INS (Insight): target reading, lead timing, weak-point recognition, terrain use. - END (Endurance): sustained firing, repeated sprints to maintain spacing, long-range focus without collapsing.
Usually weaker - MNA (Mana): not a mana class; any “magic” comes from items/coatings. - STR (Strength): variable—bows and heavy draw styles benefit from STR, but many builds stay moderate and rely on technique. - RSN (Resonance): variable; matters more deeper down when Tower pressure disrupts focus.
Where they shine
- Consistent ranged DPS: steady kills while the frontline holds or the party rotates. - Punishing approach lanes: turning corridors and open halls into death zones. - Kiting and spacing control: forcing melee threats to waste stamina just reaching them. - Weak-point work: eyes, joints, throat gaps, mana-stone cavities—precision that reduces risk and time.
Where they don’t shine
- Close-quarters pressure: grapples, sudden corner rushes, cramped rooms where distance collapses. - Line-of-sight denial: smoke, heavy clutter, winding hallways, or darkness without proper lighting. - Armor checks: some targets simply demand blunt force, special ammo, or teamwork; pure arrows can stall out. - Ammo logistics: they can’t “infinite cast”—poor supply planning kills Hunter value fast.
How Hunter “works” in-world (skill access logic)
Hunter guild tracks unlock marksmanship families and damage protocols:
Core ranged combat families - Marksmanship: stable aim, recoil control, draw/release timing, reload patterns (bow/crossbow/throwing variants) - Shot types: power shots, stagger shots, pin/hamstring patterns, multi-target line shots (technique-based, not “magic arrows”) - Movement shooting: firing while stepping, firing out of slides/turns, quick reposition drills
Terrain exploitation (their “Tower edge”) - Elevation use, corner peeks, “kill angles,” bait lanes - Timing discipline with party calls (shoot on shield impact, shoot on stun window)
Venom & coating track (non-pet identity) - Hunters commonly learn practical venom prep for arrows/bolts: bleed boosters, paralytic micro-doses, irritation toxins for control-through-damage.
This is not full Alchemist work—more like a specialised, field-safe subset.
Mana relationship (fits your “Physical” tag)
Hunters are not mana-based, but they often rely on: - Coatings that are mildly mana-reactive (better “stick,” better stability in Tower air) - Mana-fed gear (rangefinder lens charms, stabilised lanterns, anti-fog scope plates—if your setting has them) - Special ammo crafted by Alchemists (expensive, saved for elites)
They generally do not run pets/companions as a core feature in your version—this keeps the class clean: range + damage + terrain.
Quick phrasing you can reuse in prose
- “A Hunter doesn’t start the fight. They end it.” - “Distance is armor, and they know how to wear it.” - “They don’t need magic. They need an angle.”
If you want, tell me what weapons you want Hunters to be “default certified” in (bow only vs bow + crossbow + throwing), and I’ll tune the stat lean (more STR for heavy draw bows, more INS/AGI for light bow + mobility).