Hunter
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"You are responsible, forever, for what you have tamed.” — Antoine de Saint-Exupery


Overview

AKA: Ranger, Beastmaster, Archer, Gunner
Hunters are at home in the wilds. They know the beasts and monsters that lurk in the untamed lands. Hunters often tame them, using the bow to strike them with various afflictions and problems before capturing them, and using them for their own purposes. Hunters thus are capable of great damage and decent support, though their power fluctuates depending on the wildness of the place. They are a back-row job, but powerful with weapons for that fact.

Base Statistics

These are the basic statistics for anybody with Hunter set as their main job.

HP 20 Weapon Power 1d10 Weapon Type Bows
MP 20 Spell Power 1d6 Armor Type Light Armor
Job Bonus +1 Speed, +1 Accuracy Job Links Berserker/Geomancer/Thief

Skills

Characters with Hunter as their main job can use the following skills.

Explore Mind: Hunters move instinctively through the trackless lands.
Social Mind: Hunters communicate much with simple words and gestures.
Knowledge Mind: Hunters know much about the wilderness instinctively.

Hunting

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Hunters gain the following powers as they gain job levels. The three major categories of Huntings are Tame, which focuses on subduing and recruiting monsters; Shot, which augments the hunter's attacks; and Sense, which reveals info and enhances a hunter's abilities.

1: Sense: Aim

Hunters can make the attacks of their allies keen.

Aim Tech 1 A The target gains an Accuracy bonus equal to the hunter's level.

2: Tame: Catch & Release

Hunters can capture a monster, and unleash it later to work for them.

Catch & Release Tech 1 A If an enemy is in Crisis, the hunter can target them with Catch.
Catch: The target is removed from the battlefield, and stored. Only one monster can be stored at a time.
Once they have used Catch on a creature, the hunter can use Release.
Release: The caught monster is freed, and uses their Blue Magic as the hunter dictates. The hunter can then use Catch again.

3: Shot: Poisoned Arrow

Hunters tip their arrows with venom.

Poisoned Arrow Tech 1 A Deal HALF WEAPON POWER damage and roll 1d20
On a roll of 10 or better, the target is inflicted with Poison.

4: Sense: Libra

Hunters know their enemies strengths and weaknesses

Libra Spell 1 A
5 MP
You learn the target's elemental properties: weaknesses, resistance, immunity, absorption, etc.

5: Tame: Subdue

Hunters will cow creatures into obedience.

Subdue Tech 2 A Deal damage to the target equal to HALF of their remaining HP. This is considered a Death effect.

6: Shot: Blinding Arrow

Hunters can fire an arrow with a blinding venom on it.

Blinding Arrow Tech 1 A Deal HALF WEAPON POWER damage and roll 1d20
On a roll of 10 or better, the target is inflicted with Blind.

7: Sense: Awareness

Hunters notice even the hidden things.

Awareness Spell 2 A
20 MP
Until your next turn, you ignore all invisibility.

8: Tame: Control

Hunters can manipulate enemies in the midst of combat.

Control Tech 3 A The hunter can choose the target's next action, and the target of that action.

9: Shot: Piercing Arrow

Hunters ignore their foes defenses with this shot.

Piercing Arrow Tech 2 A Deals WEAPON POWER damage, ignoring Stamina.

10: Sense: Advice

Hunters know the weaknesses of enemies.

Advice Tech 3 A The target crits on their next attack.

Epic: Shot: Barrage

A hunter launches a flurry of arrows at foes!

Barrage Tech 4 A Deal WEAPON POWER damage four times to targets of your choice.

Feats

Hunters can customize their abilities with feats, gaining new abilities and options.

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Rank I

Tame: Lay down!

Prerequisite: Hunter Level 1
Hunters can persuade their prey to take a short nap.

Lay down! Tech 1 A Roll 1d20. Add +5 if the target is in Crisis.
On a roll of 10 or better, inflict Sleep on the target.

Tame: Go Wild!

Prerequisite: Hunter Level 1
Hunters can confuse their prey into damaging itself.

Go Wild! Tech 1 A Roll 1d20. Add +5 if the target is in Crisis.
On a roll of 10 or better, inflict Confuse on the target.

Tame: Stay!

Prerequisite: Hunter Level 1
Hunters can persuade their prey to stay where they are.

Stay! Tech 1 A Roll 1d20. Add +5 if the target is in Crisis.
On a roll of 10 or better, inflict Immobilize on the target.

Tame: Sit!

Prerequisite: Hunter Level 1
Hunters can make their prey more reticent.

Sit! Tech 1 A Roll 1d20. Add +5 if the target is in Crisis.
On a roll of 10 or better, inflict Paralyze on the target.

Shot: Flame Arrow

Hunters can light their ammo on fire before launching it.

Flame Arrow Tech 1 A Deal WEAPON POWER Fire damage.

Shot: Mindblow

Hunters can blast their enemies' magical power.

Mindblow Spell 1 A
10 MP
Deal WEAPON POWER damage to the target's MP.

Trap: Leech Trap

Hunters can set a trap for those that defy them.

Leech Trap Tech 1 A If the target attacks, they are dealt DOUBLE WEAPON POWER damage to their MP.

Rank II

Tame: No!

Prerequisite: Hunter Level 1
Hunters can force monsters to not act.

No! Tech 2 A Roll 1d20. Add +5 if the target is in Crisis.
On a roll of 10 or better, inflict Disable on the target.

Tame: Quiet!

Prerequisite: Hunter Level 1
Hunters can silence his enemies.

Quiet! Tech 2 A Roll 1d20. Add +5 if the target is in Crisis.
On a roll of 10 or better, inflict Silence on the target.

Shot: Frost Arrow

Hunters can coat their arrows in freezing herbs.

Frost Arrow Tech 2 A Deal DOUBLE WEAPON POWER Ice damage.

Shot: Scattershot

Hunters can cover the battlefield in arrows.

Scattershot Tech 2 A Deal WEAPON POWER damage to all enemies.

Sense: Conceal

Hunters can lurk in the shadows

Conceal Tech 2 A Gain Invisibility.

Trap: Choking Gas

This trap inhibits an enemy's magic more harshly.

Choking Gas Tech 2 A If the target attacks, they are inflicted with Silence.

Rank III

Tame: Come!

Prerequisite: Hunter Level 1
Hunters can force monsters to their side.

Come! Tech 3 A Roll 1d20. Add +5 if the target is in Crisis.
On a roll of 10 or better, inflict Charm on the target.

Shot: Bolt Arrow

Hunters can charge their arrows with electricity.

Bolt Arrow Tech 3 A Deal TRIPLE WEAPON POWER Lightning damage.

Shot: Sidewinder

Hunters can blast monsters especially well.

Sidewinder Tech 3 A Deal TRIPLE WEAPON POWER damage and, if the target is not a humanoid, inflicts Death.

Epic

Shot: Desperado

Hunters can fill the battlefield with a hail of weapons.

Desperado Tech 4 A Deal TRIPLE WEAPON POWER damage to all enemies.
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