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Cosmere Companion
Hunter emblem
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Heroic Path

Hunter

A relentless tracker of the Rosharan wilds

trending_upStarting Skill

+1 Perception

Granted at character creation.

auto_awesomeKey Talent

Seek Quarry

Choose a character to pursue and gain an advantage against.

psychologySuggested Attributes

Awareness, Strength, Speed

schoolUseful Skills

6 skills

Agility, Perception, Stealth

auto_awesomeKey Talent

Seek Quarry

After spending 1 minute mentally preparing, choose a character you can sense or have previously encountered. They become your quarry until you end the effect or choose a new one. You gain an advantage on tests to find, attack, or study your quarry.

Activation:1 minute (preparation)
  • check_circleDesignate a character as quarry
  • check_circleAdvantage on tests to find, attack, or study them
  • check_circleFree action to end or change quarry
psychologySuggested Attributes
AwarenessStrengthSpeed
schoolUseful Skills
AgilityPerceptionStealthSurvivalLight WeaponryHeavy Weaponry
alt_routeMulti-Path Suggestions
WarriorAgent
emoji_eventsSuggested Rewards
Animal companionGrandbowShardblade

Specialties

Three specialty paths — pick one to define how your hunter works in practice.

Archer

Shaping the battlefield from range

Archers strike before the front lines meet. They scatter formations, punish advancing enemies, and pick off the dangerous ones before they become a problem.

Playstyle

Build for Perception, Agility, and a ranged weapon expertise. You are the party's ranged damage dealer with a strong identity around tagging targets and keeping them marked.

Tier 2 Talents (6)

Tagging Shot

1 action

Prereq: Perception 2+, Seek Quarry

Move 5 feet and make a ranged attack. On a hit or graze, the target becomes your quarry.

Combat Training

Passive

Prereq: Seek Quarry

Gain a weapon, armor, and Military Life expertise. Once per round, graze without spending focus.

Steady Aim

1 action

Prereq: Agility 1+, Combat Training

Increase ranged weapon range by half and deal extra damage equal to your Perception.

Sharp Eye

1 action

Prereq: Tagging Shot

Test Perception vs Cognitive to learn a target's lowest attribute, lowest defense, or if key pools are below half.

Exploit Weakness

Free action

Prereq: Perception 3+, Sharp Eye

Gain Advantage on your quarry without spending the usual focus.

Unrelenting Salvo

Passive

Prereq: Agility 3+

Strike your quarry more than once per turn with the same ranged weapon.

Assassin

Up close and decisive

Assassins take the quarry contract personally. They move through cover, set up unsuspecting targets, and end fights with a single committed strike rather than a drawn-out exchange.

Playstyle

Stack Stealth and Perception. Your specialty rewards ambushes, repositioning, and big single-target burst damage against high-value enemies.

Tier 2 Talents (5)

Startling Blow

1 action

Prereq: Stealth 1+

Make an unarmed or improvised weapon attack vs Cognitive. On a hit or graze, the target is Surprised.

Killing Edge

Passive

Prereq: Perception 2+

Gain Knives and Slings expertises. Those weapons gain Deadly and Quickdraw traits.

Fatal Thrust

1 action

Prereq: Perception 3+

Attack an unsuspecting target with a light melee weapon vs Cognitive, adding 4d4 damage.

Shadowing

Passive

Prereq: Stealth 2+

Your quarry has a disadvantage to notice you; you have an advantage to avoid them.

Sidestep

Passive

Prereq: Stealth 3+

Gain additional Dodge while unarmored (or wearing armor with deflect below 2).

Tracker

At home in untamed country

Trackers are comfortable in wilderness and know how to turn it into a weapon. Traps, animal companions, and the terrain itself become tools.

Playstyle

Lean on Survival and an animal companion if you get one. You excel in long travel arcs, wilderness adventures, and prepared encounters where you picked the ground.

Tier 2 Talents (5)

Deadly Trap

1 action

Prereq: Survival 1+

Conceal a 5-foot entangling or impaling trap. Entangling immobilizes; impaling inflicts vital damage.

Animal Bond

Passive

Prereq: Animal companion

While your companion is within 10 feet, your defenses increase by 1.

Experienced Trapper

Passive

Prereq: Perception 2+

Forage and fashion natural tools with Survival. Traps increase to 2d6 damage and 2 rounds duration.

Pack Hunting

Passive

Prereq: Perception 3+

Your animal companion gains an advantage against your quarry. Traps increase to 2d8 damage and 3 rounds.

Hunter's Edge

1 focus

Prereq: Survival 3+

Add your Survival to an ally's attack or damage roll against your quarry.

Overview

Hunters turn patience into a weapon. The Seek Quarry key talent asks for a minute of preparation and pays back with a compounding edge — every test to find, strike, or study the target gets an advantage, until you decide to move on.

In practice a Hunter picks their encounter, their ground, and the one enemy whose removal will decide the fight. Everyone else is secondary. The specialties — Archer, Assassin, Tracker — just decide how you remove them.

Role in the party

A Hunter is the party's target-fixer. When there is a dangerous enemy, a boss, a duelist, or a caster who is going to ruin the fight, Seek Quarry says that one is mine. The rest of the party gets to clean up knowing the dangerous one is being ground down by a character with persistent advantage against them.

Outside combat the Hunter is your scout, tracker, and wilderness expert. Long journey arcs and prepared ambushes are where the path really sings.

Playing a Hunter

  • Choose quarry early and protect the investment. The talent only starts paying off when you've locked onto a target. Don't change quarry casually.
  • Plan around terrain and stealth. Traps, cover, high ground, and surprise all multiply the Hunter's baseline.
  • Decide on ranged or melee up front. Archer and Assassin pull in very different directions — their shared focus on Perception is the only major overlap.
  • Multi-path for survivability. Warrior gives you stances and the durability to survive close engagements. Agent gives you more stealth and utility when the quarry is human.

Specialties in depth

Archer

Archers fire from range and chain quarry-marking with ranged strikes. Tagging Shot is a low-prep quarry-assignment that doubles as a real attack. Steady Aim extends range and adds Perception as damage, making early shots meaningfully painful. Unrelenting Salvo uncaps your ranged Strikes against quarry, and Exploit Weakness keeps Gain Advantage free — two of the best sustained-damage levers in the game.

Build an Archer when the party needs a consistent single-target ranged damage dealer with strong lockdown on the enemy caster.

Assassin

Assassins are the specialty for burst damage on chosen targets. Startling Blow sets up Surprise. Fatal Thrust delivers the payload — 4d4 extra damage, with a maxroll-penalty on the injury roll. Shadowing keeps you off your quarry's radar. Sidestep adds survivability once you close.

This is the specialty for players who want a single big turn to matter and want combats that feel like hunts rather than slogs.

Tracker

Trackers turn the environment into a tool. Deadly Trap is a strong zone-control option; Experienced Trapper and Pack Hunting scale the trap damage dramatically. If you have (or will get) an animal companion, Animal Bond gives you a mobile +1 defense bubble, and the companion becomes a secondary threat.

Trackers favor campaigns with real travel, real wilderness, and downtime for preparation. They are less effective in pure urban or intrigue campaigns.

Iconic archetypes

  • The Conscript Archer — a military-trained ranged specialist. High Heavy Weaponry (grandbow), focused on scattering enemy lines.
  • The Shadow Operative — an Assassin working for a covert order. Pairs naturally with Agent for infiltration scenes.
  • The Wilderness Guide — a Tracker with an animal companion, at home in hostile country. Great for exploration-heavy campaigns.
Content version 1.0.0Updated 2026-04-18

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