Hunter (Snow Trolls)

The Hunters are among the best marksmen in Acadia. Those who wish to support their teammates from a distance improve their skills with long rifles. Because the requirements of Hunter qualification is the highest in the Snow Trolls, only a small fraction of trainees actually become Hunters.

Role:

Hit Die: 5 + Hunter level +  (2 x Con modifier)

Tolerance: 1d10 + (3 + Con modifier) x Hunter level

Class Features
The following are class features of the Hunter

Proficiencies:
Hunters are also proficient with all light armour.
 * Marksman proficiency with all handguns and all rifle classes
 * Sharpshooter I proficiency with one weapon from a rifle class
 * Basic II proficiency with two other weapon classes

Grit:
See page Grit and Deeds

Deeds:
See page Grit and Deeds

Hunter Deeds:

 * Focused Shot: At 2nd level, the Hunter learns how to control their breathing better in order to stabilize their shot. By spending 1 grit, they can focus on one target hold their breath for up to 4 rounds, improving their attack bonus by +3 with every round they spend focusing, up to a maximum of +12. If the enemy moves 20 feet or more during their turn, the Hunter loses their focus. If the target goes out of sight or gets knocked down, the Huner can switch their focus to any nearby enemy by losing 1 round of focus. This only applies to scoped rifles and when the Hunter is prone or is being supported by a surface.
 * Detect Targets: At 7th level, the Hunter knows how to detect enemies from a distance. As long as they have 1 grit, they can scan an area for targets. As long as the area they are within the range of the binoculars they are using or within 2 range increments of their rifle's scope, they have an easier time recognizing enemies (effects up to the GM to decide). This does not affect weapon sight modifications such as night vision or infrared binoculars and scopes.
 * Immobilize Vehicle: At 13th level, the Hunter can spend 2 grit to target vulnerable parts of vehicles to immobilize them until repaired. The success of this action depends on the cartridge used by the Hunter's rifle and the reliability of the targeted vehicle.
 * Death's Shot: At 19th level, when the Hunter scores a critical hit, they can spend 1 grit point to deal normal damage, and the target must succeed at a Fortitde saving throw with a DC equal to 10 + 1/2 the Hunter's level + the Hunter's Dexterity modifier. On a failed saving throw, the target dies. This is a death attack. Performing this deed does not allow the Hunter to regain grit from confirming a critical hit or making a killing blow.

Hunter's Prowl:
At 3rd level, the Hunter gets better at blending in with their surroundings. As long as the Hunter is wearing camouflage and protective equipment, they gain a +2 bonus to stealth (and +1 every 4 levels after) and +2 bonus (and +1 every 4 levels after) on fortitude saves against effects of cold exposure as long as they are using this ability. If the Hunter is using camouflage or protective equipment that is unsuitable for their environment, the effects are halved (rounded down).

Feat: Extended Range:
At 4th level, the Hunter knows how to correct their aim to hit futher targets. As long as they are prone and resting their weapon on either a bipod or a solid object, their distance penalty is reduced by 1 level. At level 14, the first 2 levels of distance penalty are ignored.

Feat: Deadly Aim:
At 9th level, the Hunter knows where to target for maximum damage. With this feat, the damage requirement to deal hitpoint damage is reduced by 1, and by 2 at level 18 (minimum 6 damage required). If the Hunter already has the Deadly Aim feat, the damage required is further reduced by 1 point. This effect stacks with ammunition and equipment bonuses, but not with other skill bonuses. The Hunter requires a Sharpshooter or higher qualification with their weapon in order to gain the effects of Deadly Aim.

Chosen Path:
At 10th level, the Hunter has to choose how they want to fight. As their skills grow, their role in armed confrontations and reconnaissance becomes more emphasized. To develop their skills further, they must declare their future focus:


 * Lone Wolf: The Hunter dedicates their time to interacting less on their squadmates, relying solely on their own senses and knowledge. After becoming a Lone Wolf, the Hunter gains a permanent bonus to their skill and proficiency gains, but they no longer gain teamwork bonuses from their squad members.


 * Sniper Team: Aware that working alone is difficult especially when supporting a squad, the Hunter can choose to work together with a squadmate to share information in combat. As long as they are in communication either verbally or automatically (over awareness tools), the Hunter gains a bonus to attacking every target in their chosen squadmate's field of view. The Hunter also gains the ability to shoot through cover or solid objects with penalties if the enemy is not in direct sight, relying on their squadmate's perception.


 * ANN's Eyes: Even though the Hunter is aware that their own senses aren't enough to have control over the battlefield, some Hunters are unwilling to develop closer bonds with their squadmates. The solution to them is provided by ANN, in the form of electronics to enhance their senses above that of a normal human. ANN's Eyes are the only people who can utilise all of ANN's awareness enhancement devices without having to use ThirdEye.


 * Wild Card: Some Hunters give up their conventional method of taking out their enemies from a distance and participate in the firefight from the frontline. These Hunters no longer gain bonuses for fighting in long range, but became deadly marksmen at close quarters combat instead.

Signature Rifle
At level 11, the Hunter can choose a weapon to become their signature weapon (requires Sharpshooter III proficiency or higher). They immediately gain 1 additional proficiency level with that weapon. They also learn how to maintain and upgrade their weapons, permanently reducing their misfire range by 2 (minimum 0), unlocking special hand-loaded and overpressure ammunition and allowing the Hunter to fine-tune their weapons to suit their needs better. If the Hunter loses access to their signature rifle (eg. confiscation, loss or destruction), they can choose another weapon with Expert I proficiency or higher, or they can manufacture their own rifle and start with Basic I proficiency.

Signature Rifle Improvement I
By level 14, the Hunter has enough training with their signature rifle that they can take aim faster than they can with other weapons. As long as they have at least Expert I proficiency with their rifle, they can quickly target an enemy and make an attack without any penalties. The Hunter does not need to set up their weapon or be prone to use this feature, but this does not apply to rifles which require to be set up.

Signature Rifle Improvement II
At level 17, the Hunter has access to further abilities when using their signature rifle. As long as they have at least Expert II proficiency with their signature rifle, they gain the following bonuses:


 * The effective range of the signature rifle is increased, ignoring an additional two long range increments. Close range increments are not affected
 * AP ammunition crafted for the signature rifle gains an additional point of armour penetration.