World-wise archer haunted by prophetic visions.
|RACE:|| Half Elf|
|Armor Class||Physical Defense||Mental Defense|
|Hit Points||Recoveries||Recovery Roll|
|melee||+ 7||4d8 + 3||3|
|ranged||+ 8||4d10 + 4||3|
|One Unique Thing||Icon Relationships|
|I hear voices that tell me the truth.||Knights of Solamnia: Conflicted 1|
|League of Adventurers: Positive 2|
|Seeker of Ancient Secrets 5+||RELENTLESS HUNTER|
|Former Ranger 4+|| -Ranged Basic damage 1d10|
|Mercenary Troubleshooter 1+||-Keen Hunter boon|
|Once an outlaw 2+||Commands|
|Son of a bartender +1||Tactics|
|Weigh the Odds|
|Fight from the Front|
|Seeker: Knowledge Seeker|
|You gain the Seeker background (or some similar equivalent that fits with your character’s story) at its|
maximum bonus of +5, without having to spend normal background points on it. Unlike a ranger with the
Tracker talent, you can only seek out lore, knowledge, or arcana.
|Seeker: Cunning Stalker|
|When you roll initiative, you can designate the most dangerous non-mook foe as your quarry until the end|
of the battle or until it drops. Your crit range on quarry is +2, and you gain +2 to hit against it. In addition, you
can always spend a move action to learn the approximate location of your quarry. While you have an enemy
quarried, you take -2 to hit other enemies.
|Spirit Boon: Retribution Shot. Use this boon as a quick action. Until the end of the battle, you gain a |
bonus to damage rolls equal to your Constitution modifier + your level, multiplied by
the number of times your quarry has damaged you with an attack this battle.
This multiplier increases as your quarry continues to attack you.
|You rely on perception, intuition, and common sense as a|
commander instead of charismatic presence. Any time an element
of the commander class refers to Charisma, you can replace that
element with a reference to Wisdom.
In addition, one battle per day, you can reroll your initiative
if you don’t like the first result. You must take the re-rolled result.
|Attacks at engaged enemies will no longer hit allies.|
|2||Relentless Hunter- Adventurer|
| Seeker ranged basic attacks may now target PD instead of AC|
|3|| Cunning Stalker- Adventurer|
| Seeker attacks against quarry target have a crit range of 17|
|4||Deflecting Shot- Adventuer|
|If the enemy’s next attack against AC or PD is a natural odd roll, it takes half damage from its own attack.|
|Once per battle, subtract one from the natural result of|
one of your own d20 rolls
|Follow-up Strike (crusader)||Inevitable Shot (High Druid)|
|Flexible melee or ranged attack|
Triggering Roll: Natural 16+ hit
Effect: After resolving your first attack, make another
basic attack against the target you hit.
|Flexible ranged attack|
Triggering Roll: Natural even miss
Effect: Instead of dealing miss damage, reroll the
attack against a different target near the first.
|Flexible ranged attack|
Triggering Roll: Any odd roll
Effect: The target’s next attack against an ally’s AC or PD does half damage.
|Arrow of Fate||Resourceful Stalker|
|Use this spirit boon when you miss with a rerolled attack |
with this trick shot. Deal one die of WEAPON damage per
point on the escalation die to a third enemy that wasn’t
either of the original targets. This can exceed your normal
WEAPON damage by up to two dice.
|Use this boon as a standard action. You can use one|
adventurer-tier trick shot you know; the initial target of
the trick shot must be your quarry.
|Use this boon when you hit with a ranged or thrown weapon.|
One target you hit is vulnerable until the end of your next turn.
|Tactics||Basic Tactical Strike||Enforce Clarity|
|Quick Action * Recharge 11 after battle|
Target: One Ally
Effect: The target may make a basic attack as a free action.
|Quick Action * Recharge 16 after battle|
Target: One Nearby Ally
Effect: One non-last-gasp effect on the target ends
(including ones that don’t require a save)
|Commands||Rally Now||Try Again|
|Interrupt * 1 command point|
Target: One nearby ally on their turn
Special: Spend an extra CP to target unconscious ally
Effect: Target can rally as a free action this turn.
If it’s their 2nd+ rally, they still need to succeed on the save.)
|Interrupt Action * 2 command points|
Target: One nearby ally that made an attack roll (on their turn)
Effect: The target can reroll the attack but must use the new result.
|Save Now!||Hit Harder|
|Interrupt action * 1 command point|
Target: One nearby ally (on the ally’s turn)
Effect: The target can roll a save against a save ends effect
|Interrupt action * Cost: 1 command point|
Target: One nearby ally who hits with an attack (on the ally’s turn)
Effect: The target can reroll any of the damage dice. They must
accept the rerolled result.
Haughty weapon- when you attack the most dangerous enemy in an encounter, you deal +1d4 damage per tier to it.
-Quirk: challenges others to improvised contests.