Hunter

Quick like a Rogue, but powerful like a Fighter, the hunter is the expert of the land. Usually former peasants or those who lived on the outskirts of villages, Hunters had to learn how to survive in order to get by. Hunters are usually identified as Rangers, Ninja, Army Scouts, Survivalists, and many other names.

Hunters are experts with ranged weaponry, and can function as either support or as the main attacking force in a pinch. They aren't the perfect combatants nor the perfect criminals, but what they lack in specialization they make up for with variety. A hunter is always a boon to any group, and is more than capable of functioning on their own.

Contrary to popular belief, hunters cannot speak to wildlife.

Specs
HP: 4

MP: 3

Attack Bonus: 0/+1 with Ranged weapon of choice/+3 against favored enemy

+3 Survival

+3 Tracking/Hunting

+2 Swimming

+2 Camoflauge

+2 Sneaking

+2 Jumping

+2 Herbology

Hunters Receive 1 Feat, which may be replaced with 1 Feywild spell or 1 Magical Technique (if appropriate as determined by the GM)

Bonuses: Animal Companion (Trained Rat, Dog, or Bird of Prey), Favored enemy (+3 bonus against one type of enemy).

Restrictions: Loses skills in anything heavier than studded leather. -1 Penalty when using anything heavier than 10 lbs as a weapon (and some 10 lb weapons at the GM's discretion).

Starting Armor: Leather or Weaker

Starting Weapon: Ranged Weapon of choice, small dagger/knife OR club/sap

Starting Money: 4d6 + 4