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2006-07-07 05:41:23
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~: Hunters :~

      Hunters are a class that is superior at tracking and killing targets. Usually many hunters have the benefit of an animal ally of their choice, usually a predator but can be a scout. Hunters take great benefit from independence, since they do not need the help of allies so long as their pet is with them in battle. Hunters are easy to hire, since their skills of killing and higher speed make them a valued asset to any team and allows them to go through combat swiftly. Hunters are vulnerable to magic. Hunters are an excellent class for beginners.


Advantage: Speed
Weakness: Magic
Starting Equipment
Prerequisite
- Skinning or Butcher skill.
Guild Reward
- 1 of the Fantasma Animals types as an ally. (Selected based on character race & animal type)


Advanced Hunters


Warden (Neutral)
      Wardens are the ushers of law and justice. These powerful and quick hunters are charged with the upkeep of peace and prosperity within the walls of a nation. Those who attempt to escape from the law or commit crimes without fear of punishment are easily tracked down by these swift enforcers. Their primary targets are thieves, who rely on their quick reflexes to escape with which wardens combat by speed over distance.
Requirements: Tracking, Justice, & Disarm Skills.
Class Skills
- Trap Skill (3): Increases Trap Quality by 1. (Permanent)
- Truesight (3): Reveals all hidden targets in awareness range. (Replaces Tracking, Permanent)
- Judicator (4): Increases Justice, Vengeance, & Counterattack by 1 while active. (Activate)

Slayer (Holy)
      Hunters that specifically hunt dangerous prey that is usually wicked and evil. Slayers are hired for their amazing skill in dispatching and smiting demons in particular, taking much of their training from ancient documents on the works of Marcus Fellrise from Avilion and Hykiotan Yamabushi from Andoria. Slayers are among the few fighters that Demons fear, because they are very adept at killing the unholy creatures.
Requirements: Evil Resist, Critical Strike, & any 1 Weapon Skills, & Holy 3+ Neutrality.
Class Skills
- Smite (2): Causes extra damage to Evil targets, less to Holy targets, random to Chaos Targets while active. (Activate)
- Boost (3): Increases 1 attack damage by x. (x = Magic) (Cast-Stamina)
- Holy Defiance (6): Reduces 50% Evil Damage & 1 of any other damage dealt from Evil targets while active. (Activate)

Assassin (Evil)
      Assassins are hunters that train in the art of killing and do so stealthily. Insuring a kill, Assassins are masters of poisons, and added with their stealth they can deliver silent blows of lethal potency without anyone knowing until the assassin is a safe distance away. Hired by lords who would sacrifice their own reputation to insure their succession, Assassins are among the many who deal in death. The art of assassination is one of the most dangerous trades in the world, as Assassins are targetted and killed on sight by factions both enemy and sometimes ally to cover up evidence.
Requirements: Sneak, Critical Strike, & Shadow Skills, & Evil 3+ Neutrality.
Class Skills
- Poison Skill (2): Increases Poison quality by 1. (Permanent)
- Disappear (4): Increases Sneak, Stealth, & Shadow Skills by 1 while active. (Activate)
- Stealth (1): Decreases all targets awareness by 1 in awareness range. (Automatic)

Nomad (Chaos)
      Nomads are rogue hunters in the desert lands of Arabia. Keen in speed of foot and senses, Nomads are very difficult to sneak upon. Key to their survival in a land where hidden dangers lurk under the sands, Nomads survive only because a sudden shift in sand sends them into alarm. It is this symbiosis in a land of chaos that makes them so aware of their surroundings.
Requirements: Loner, Far Sight (or Awareness Bonus), & Sneak Skills, & Chaos 3+ Neutrality.
Class Skills
- Sand Foot (1): No extra actions across sandy terrain. (Automatic)
- Chaos Resist (3): Increases Chaos damage resistance by 1. (Permanent)
- Nomad (3): Increases Physical stats by 1 if no allies present. (Replaces Loner Skill, Automatic)

Yeoman (Neutral - Alt2)
      Yeoman are woodsman hunters that seek a rural life in the forests. Hired by knights and lords passing through the woods to be sure of their safe travel, Yeomans have uncanny tracking skills. Sometimes mistaken as an archer, these men of the woods rely on ranged combat but are quick and aware. Yeoman usually prefer to have a cottage out in the wilderness, but may settle for a rural farm if it is nestled close to the trees.
Requirements: Tracking, Camouflage, & any 1 Ranged Weapon Skills, & must be Neutral.
Class Skills
- Strip Carcass (2): Increases Skinning & Butcher Skills by 1. (Automatic)
- Woodsman (4): Reduces 50% Botanical Damage & 1 of any other damage dealt from Botanical targets while active. (Activate)
- Arrowsmith: May only have 2 of 5 styles... (Cast-Stamina)
      Footed (1): Creates 5 Footed Arrows. (Requires 1 Lumber)
      Torch (2): Creates 5 Torch Arrows. (Requires 1 Lumber & 1 Cloth)
      Serrated (2): Creates 5 Serrated Arrows. (Requires 1 Lumber)
      Long Dart (3): Creates 3 Long Darts. (Requires 1 Lumber)
      Magic (5): Creates 5 Magic Arrows. (Requires 1 Lumber, Known Spell, & Cast-Mana)

Beast Master (Neutral - Alt3)
      Wildfolk, living among the beasts of their domain. Speaking to the animals in their own tonque, the Beast Master is lord of the wild. Calling out to the creatures that surround them, they find their peace within the wilderness and where they lay their head is home. Though they may lack a degree of education, Beast Masters know many secrets of the wild that others would overlook. Caretaker and summoner, the Beast Master is a rare class but each of their number lords over the animals like a king.
Requirements: Domestication, Any 1 Element Resist, Warcry, & Beast Language Skills.
Class Skills
- Soothe (2): Stops 1 attacking animal if it has not been attacked. (Cast-Faith)
- Call of the Wild (3): Summons 1 random animal ally for x turns. (x = Charisma) (Cast-Faith)
- Frenzy (1): Doubles stamina when angered or pulled. (Automatic)


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