The Hunters

The Hunters are humans spliced with Anima.

Dual Race: As part of being spliced Anima the Hunter's body undergoes various mutations. Some intentional. Some are not. 

All Hunters gain two races. One of which must always be Human. They gain all benefits from both races, including both racial stat modifiers. A Hunter may not choose the second race to also be Human. They some of the physical traits associated with that race up to player discretion.

The Anima has a strange effect on the Human form. It drains pigmentation from their skin, hair, and even iris. All hunters have their skin begin taking steps to become porcelain white, hair to become wheat blonde, and eyes to become honey orange. This loss of pigmentation stops at varying stages, although those that do not suffer it at all are viewed as having weak compatibility with the Anima.

Mechanically, being spliced with Anima is what gives humans Character Level and The Fiends HD. The mutations the Anima causes are also what grants Hunters access to racial features of other races, though their appearance remains relatively human. All Hunters also gain access to the following abilities:

Anima Control:

Each Hunter starts with an Anima Pool whose maximum size is equal to their character level. A Hunter may spend Anima as one would spend Hero Points to "Act Out Of Turn", "Bonus", "Extra Action", "Reroll",  "Recall", and a modified version of Cheat Death.

To Cheat Death, a Hunter permanently reduces their Anima Pool by 1 in addition to paying the cost from the Anima Pool. The cost of Cheat Death is equal to the number of times Cheat Death has been used.

A Hunter may choose to spend points from the Anima Pool that they do not posses going into deficit. This represents pushing past the safety limits of Anima spliced into the body. The consequences of this is unclear and The Church has but one thing to say about doing this: don't. 

Anima is restored either during sufficient downtime or during certain events.

Additional uses for Anima may be uncovered.

 

Hunters also have access to the following feats:

Anima Mastery

Your Anima Pool maximum size and current value is increased by 1. You gain a +2 insight bonus to Fortitude and Will saves against Anima based effects. You may not retrain this feat or any feat which lists it as a prerequisite if you are in Anima deficiency. 

Recalling Anima

Prerequisite: Anima Mastery, caster level 3

Your Anima Pool maximum size, but not its current value, is increased by 1. 

If you are a spontaneous caster, you may spend 1 point of Anima to regain the use of a number of spell slots who's sum spell level is equal to the spell level you can cast from the class which grants the spell slots.

If you are a prepared caster, you may spend 1 point of Anima to switch out any number of prepared spell slots who's sum spell level is equal to twice the highest spell level you can cast from the class granting the spell slots.

Devastating Anima

Prerequisite: Anima Mastery, BAB +3

Your Anima Pool maximum size, but not its current value, is increased by 1. 

When before making an attack roll you may spend 1 point of Anima, to gain the following effect:

If the attack hits, it is an automatic critical threaten. If the attack would critically threaten naturally, the critical is automatically confirmed. If the attack was not made with a spell, the critical multiplier of this attack is increased by 1. 

If the attack misses, you roll damage as normal and deal half of it to the target of the attack. This damage is negated by Evasion. 

Shielding Anima

Prerequisite: Anima Mastery, Fort +4

Your Anima Pool maximum size, but not its current value, is increased by 1. 

When you would be critically hit, you may spend any number of Anima to reduce the critical multiplier of the critical hit by the number of Anima spent to a minimum of 1.

You may spend 1 point of Anima to suppress the effects of any condition caused by a failed Fortitude or Will save by 1 round. Using this ability multiple times against the same condition increases cost by 1 each time. The duration which the effect is suspended is not deducted from it's duration. 

Lightning Anima

Prerequisite: Anima Mastery, Reflex +4

Your Anima Pool maximum size, but not its current value, is increased by 1. 

You may spend 1 point of Anima, to gain the following effects:

Your movement speed is doubled until the end of turn. If you move at least 30ft this round, you gain concealment until the start of your next turn. If you move at least 60ft this round, you gain total concealment until the start of your next turn. You are considered flanking from all squares which you have moved through until the end of your next turn.

Until the start of your next turn you are considered to have the Mobility feat, if you already posses the Mobility feat, it's bonuses increase by +2. 

 

 

The Hunters

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