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.