Wheel of Time Rules Manual

Classes / Hunter

Class Tree

Hunter

Lone wolf of the wild — isolate, predict, and strike from unseen paths.

Hit Points 2d6 + CON Mod
Skill Points 6 + INT Mod
Armor Light or Medium Armor
Stacking Ability Apex Predator
Next Noble
Class Skills
Animal Empathy Climb Craft() Handle Animal Heal Hide Intimidate Intuit Direction Jump Knowledge () Listen Move Silently Pick Pocket Profession () Ride Read Lips Search Spot Swim Tumble Use Rope

The Hunter is the lone wolf class. Used to being on his own, comfortable away from civilization, his specialty lies in coaxing the bear away from its family, in leading the deer down the wrong path, and attacking out of sight. While Hunters are generally known for their use of bow and arrow, many hunters are skilled with the knife, spear, and even the sword. And the hunter's prey will vary from a tiny fawn, to a terrifying wolf, to an unobservant noble… Due to his time in the wilderness and on his own, and the fact that hand to hand battle in the wild is part of daily life, the hunter should expect to have a better Fortitude curve than most, a decent defensive curve, and an exceptional amount of skills. Wisdom is the main tool in the Hunter's arsenal: the insight into his target's thoughts allows the Hunter to predict movement, dictate actions, and influence his enemy's decisions on the battlefield.

Stacking Ability

Counters mark the hunter's control of the prey — spent for movement and avoiding AoO.

Apex Predator

Any time you use a non-passive Hunter ability, you gain a stack.

Stack Burn

  • 1 Stack

    Move 10 extra feet during your move action.

  • 1 Stack

    You will not invoke the next 1 Attack of Opportunity you would otherwise trigger.

Level Progression

Attack bonus, hit-point bonus, actions per melee, saves, and defense by level.

Tap any row to keep your current level highlighted while you play.

Level Attack Bonus HPB Melee APM Fort Reflex Will Defense
1+5512107
2+6613218
3+7714329
4+88154210
5+99165311
6+1010186412
7+12/+112297413
8+13/+2132108515
9+14/+3142119616
10+15/+41521210617
11+16/+51621311718
12+17/+61721512819
13+19/+7/+41931613820
14+20/+8/+52031714921
15+21/+9/+621318151023
16+22/+10/+722319161024
17+23/+11/+823320171125
18+25/+12/+925322181226

Abilities

Search every tier at once — useful mid-turn.

13 abilities
Tier 1

Basic Abilities

May be purchased using talent points in any order.

  • Isolate

    0 Phys Passive Ability

    Add APM to Attack and Damage when Target enemy has no allies in his AoI.

  • Intimidate

    0 Phys Passive Ability

    Add APM to CTR when target enemy has no allies in his AoI.

  • Focus

    0 Phys Swift Action

    Target an enemy within LoS. Add APM to Attack, Damage, and CTR when attacking them. Bonus lasts until Hunter attacks another target. Can be used multiple times against same target.

  • Surround

    0 Phys Swift Action

    If Hunter's target is flanked and Hunter is in target's AoI, Hunter adds APM to Attack and CTR, and attacks with +1 Advantage.

Tier 2

Intermediate Abilities

You must have spent at least 1 point in class tree.

  • Bait

    1 Phys Swift Action

    Draw target enemy up to 15' towards the hunter, leaving them open to AoO.

  • Divide

    1 Phys Swift Action

    If 2 enemies are in Hunter's AoI, his knowledge of intimidation and terrain forces them to move 10' directly away from Hunter, leaving them open to AoO. The Hunter may choose not invoke an AoO if he uses his Movement Action to approach one of those enemies this turn.

  • Ambush

    1 Phys Swift Action

    Target an enemy that could not see you last turn. This turn, Hunter may take +1 Standard Movement Actions to approach that enemy to attack. Hunter may choose not to invoke AoO from that enemy.

  • Extricate

    1 Phys Swift Action

    Hunter may follow up any Attack Action with a free 15' movement directly away from target enemy. Hunter may choose not to invoke AoO from this movement.

Tier 3

Advanced Abilities

You must have spent at least 3 points in class tree.

  • Bait and Switch

    2 Phys Swift Action

    Hunter projects a façade of a wide open target to an enemy, and then like a coiled spring awaits the enemy's approach. Target enemy moves up to 15' toward Hunter in a straight line. Hunter gets 2× his WIS Mod to Attack and Damage against that enemy until the end of this turn.

  • Divide and Conquer

    2 Phys Swift Action

    If two enemies are in Hunter's AoI, his knowledge of intimidation and terrain forces them to move 20' directly away from Hunter, leaving them open to AoO and lowering their Defense by 2× Hunter's WIS Mod. Hunter can follow one of these enemies and remain in melee range as a free action, and may choose not invoke AoO from that enemy.

  • Extricate and Retaliate

    2 Phys Free Action

    Following any one successful attack this round, Hunter may move directly away from an enemy up to 30' as a free action, and may choose not to invoke any AoO's. For each enemy's AoI Hunter enters during this move, Hunter may use a free Standard Attack on that enemy.

Encounter

Encounter Abilities

Once per encounter (combat).

  • Savagery

    1 Phys Swift Action

    In the wild, you learned that brutality often overcomes finesse. This turn, add your Defense to your Attack rolls. Your Defense is 0 until your next turn.

Daily

Daily Abilities

Once per in-game day (dawn to dawn).

  • Predatory Urge

    1 Phys Full Round Action

    You have manipulated the enemy, and built a carefully laid trap over several turns. Attack an enemy you have used at least 2 non-passive Hunter class abilities on this encounter. Make a Full Attack Action, plus 2 attacks at your lowest attack bonus. Make each of these attacks with +2 Advantage.

Wheel of Time RPG · Hunter class tree Rules manual