Guild Hunter/Huntress Image

Guild Hunters are skilled monster slayers, generally focusing on either bounties or fetch quests. These guild members can range from the fighting focused hunters to clerks that manage the quests and money profit. Each hunter is entitled to a handler, someone who micro manages their hunts, if they so choose. This handler will follow the hunter and support them at small encampments, but will never assist in battle. If a town holds a Hunter's Guild, a member can request quests. A small fee is taken as collateral, but will be paid back in full when completed on top of your reward. Hunters can be skilled in a number of tools and languages, as they help just about anyone with monster issues. However, a quest limit of 4 is placed on every quest unless deemed an emergency and you must be a specific rank in the guild to do certain quests. You can't be wooden rank to fight a dragon.

The ranks are as follows: wooden, clay, stone, copper, iron, steel, bronze, silver, gold, and mithril. By taking this background, you are automatically stone, unless you choose a lower one. Any members of your group who join must take an ability test to place their rank, max being copper. When three quests are done in a specific rank, you will be allowed to take a quest of the next rank. If you succeed, regardless of who is in your party, you will be promoted to the next rank.

You will always have a place to sleep for free if a town has a Hunter's Guild Hall and any non-members with you get a discount for staying there. Finally, a guild smithy and apothecary will give you a small discount on their wares, but not non-members.

 
Skill Proficiencies: Perception, Investigation
Tool Proficiencies: Herbalism Kit
Languages: None
Equipment: [iten]Herbalism Kit[/item], a guild card that describes previous guild activity. It includes your name, hometown, rank, number of quests done of each rank., a set of traveler’s clothes, and a pouch containing 15 gp
 
Guild Business

Guilds are generally found in cities large enough to support several artisans practicing the same trade. However, your guild might instead be a loose network of artisans who each work in a different village within a larger realm. Work with your DM to determine the nature of your guild. You can select your guild business from the Guild Business table or roll randomly.

d4 Guild Business
1 Huntsmen and huntresses
2 Guild clerks and Guild treasurers
3 Guild handler
4 Guild smith and apothecary
 
Feature: Guild Membership

As an established and respected member of a guild, you can rely on certain benefits that membership provides. Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings.

Guilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild’s coffers.

 
Suggested Characteristics

Guild hunters live one of the most dangerous lives in the world. They understand the value of hard work and the importance of community, but they’re vulnerable to sins of pride, greed, and covetousness.

d8 Personality Trait
1 I believe that anything worth doing is worth doing right. I can’t help it — I’m a perfectionist.
2 I take great pride in my kills and will likely find some trophy of my latest kill.
3 I always want to know how things work and what makes people tick.
4 I’m full of witty aphorisms and have a proverb for every occasion.
5 I’m rude to people who lack my commitment to hard work and fair play.
6 I like to talk at length about my profession.
7 My guild hall is full of alcohol. At least, until I get there.
8 I’m well known for my hunts, and I want to make sure everyone appreciates it. I’m always taken aback when people haven’t heard of me.
d6 Ideal
1 Community. My life is used to protect the civilians who cannot fight for themselves. (Good)
2 Protection. A hunters skills are to be used to protect the balance of the ecosystem. (Lawful)
3 Freedom. Everyone should be free to pursue his or her own livelihood. (Chaotic)
4 Greed. I’m only in it for the money. (Evil)
5 People. I’m committed to my hunting party, not necessarily to the guild. (Neutral)
6 Aspiration. I work hard to be the best there is at my craft. (Any)
d6 Bond
1 The guild hall where I learned my trade is the most important place in the world to me.
2 I truly feel alive in a hunt. Out there, it is only you and your target.
3 I owe my guild a great debt for forging me into the person I am today.
4 I pursue wealth to secure someone’s love.
5 One day I will return to my guild and prove that I am the greatest hunter/huntress of them all.
6 My hunting party and I were sent on a suicide mission with me being the only survivor. I will have revenge on the one responsible.
d6 Flaw
1 I sometimes get drunk right before a hunt. I never seem to learn my lesson.
2 I’m quick to assume that someone is trying to cheat me.
3 No one must ever learn that I once stole money from guild coffers.
4 I’m never satisfied with a hunt --- If it doesn't kill me, it wasn't hard enough.
5 I would kill to acquire a high rank.
6 I’m horribly jealous of anyone who can outshine my kills. Everywhere I go, I’m surrounded by rivals.
 
Guild Hunter/Huntress Image

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