Well trained and usually familiar with the local area, hunters are expert marksman. Not just any shmuck with a gun, these folk have completed a lengthy training course and passed a difficult set of exams to prove their knowledge of nature and skills with firearms. Most of them specialize in the use of scoped rifles, but some also use powerful compound bows. Regardless of their weapon of choice, all have the ability to deliver shots made with deadly precision from stealth and specifically train to focus down fleeing prey. Their high proficiency with a wide variety of firearms is compounded by the fact that they are some of the few people who are heavily armed when shit hits the fan and often train dogs to assist them in finishing off prey that survived their initial ambush.
Especially because their abilities have nothing to do with their patron, they are dangerous foes from day one of the apocalypse.
Master of the Wild. Hunters are usually found stalking through the territory they hunted in before the fog with their canine companion. They lay ambushes and traps for game and trespassers alike and in combat they abuse the terrain they know like the back of their own hand. The dog by their side (Wolf stat block) distracts and pins down enemies. Should a hunter ever be engaged in close range, they will pull their side-arm and fill opponents with a volley of bullets.
Any humanoid (any race), any alignment
Armor Class 14 (2 armor)
Hit Points 27 (5d8+5)
Vitality 22 (5d8)
Speed 11 m.
Str: 13 (+1)
Dex: 14 (+2)
Con: 12 (+1)
Int: 12 (+1)
Wis: 14 (+2)
Cha: 10 (+0)
Skills. Nature +4, Perception +6, Stealth +4, Survival +6
Senses. passive Perception 16
Challenge 1 (200XP)
Surprise Attack. If the hunter surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.
Hunter’s Focus. A firearm deals one extra die of its damage when the hunter hits with it (included in the attack). Checks made to hide from the hunter after being spotted have disadvantage.
Bolt-Action Sniper Rifle. Ranged Weapon Attack: +6 to hit, reload (5), scope, penetrating, range 200/1000 m., one target. Hit: 16 (3d10) piercing damage.
Pistol. Ranged Weapon Attack: +4 to hit, reload (10), light, repeater, penetrating, range 40/200 m., one target. Hit: 11 (3d4) piercing damage.
Hunting Knife. Melee Weapon Attack: +4 to hit, reach 1 m., one target. Hit: 4 (1d4+2) piercing damage.
|Bolt-Action Sniper Rifle||1||Looted, Tattered (3-6)|
|Outdoor Jacket||1||Looted, Tattered|
|Outdoor Pants and Hiking Boots||1||Looted, Tattered|
|Random Loot, Survival||1||Looted|
Bolt-Action Sniper Rifle
Damage: 2d10 piercing damage
Properties: Sniper Ammunition (range 100/500), reload (5 internal), heavy, two-handed, penetrating, scoped
Weight: 8.5 kg.
A simple weapon with a wooden stock, a black metal barrel, a small 5 shot magazine and a black scope.
Damage: 2d4 piercing
Properties: Pistol Ammunition (range 40/200), reload (10 internal), repeater, light, penetrating
Weight: 1 kg.
A rugged semiautomatic pistol with a black barrel and plastic grip. It contains a steel 10 shot magazine.
Properties: Execute, finesse, light, thrown (range 5/20)
Weight: 0.5 kg.
A fine knife made from beautiful damascus steel, with a horn handle.
Properties: Padded Torso Armor
Weight: 2 kg.
A green and lightly camouflaged jacket made from loden. (Tattered: This item has been badly damaged during the battle.)
Outdoor Pants and Hiking Boots
Properties: Padded Leg Armor
Weight: 1 kg.
Thick dark green and brown pants that make no noise when sneaking and thick boots made for rugged terrain. (Tattered: This item has been badly damaged during the battle.)