Hunter, Researcher Or Madman. Image

You hunt and researcher creatures, often experimenting on the creatures you come across and yourself; maybe you're hired by a larger organisation, maybe your a curious genius trying to advance evolution or maybe you're just an experiment gone wrong yourself. 

 
Skill Proficiencies: Skill proficiencies: Choose 2 from: Survival, Nature, Medicine, Arcana, Investigation, and perception. 
Tool Proficiencies: Tool Proficiencies: Choose 2 tools from: Alchemist, Tinker's, Disguise, Herbalism, and Poisoner's. 
Languages: Languages: Common and one other language of choice. 
Equipment: Equipment: 1 tool you're proficient in, 2 weapons you're proficient with, 1 set of common or traveler's clothes, 1 set of light or medium armour you're proficient with, a pouch of 1D20 gold, and 1 Kit that's applicable to you. 
 
Feature: Feared Hunter

- You are rarely accepted in civilized communities, even when in good company. Whenever people are around you, they feel a sense of uneasiness and anxiety; Unless your adventuring party can successfully vouch for you. Many people tend to avoid contact with you, most won't approach you unless they have a reason, and others might stare from a distance. Eventually, through your deeds, you may come to be tolerated. To those who are dead or close to death spiritually, your presence will feel soothingly familiar to them and will draw in creatures of that nature.

- You have adapted to pick up the traces of a creature, be it scat or track. You know the general signs of creatures nearby, like claw marks, slime trails or a campfire. You also can study an item or creature by scent. This can be used to track a target, even if no tracks or clues are left. If you study the scent for 10 minutes, the scent is imprinted in your mind.

- You also have a decent knowledge, from experience and research of natural strengths, weaknesses and habits of creatures. You may have a reputation for this, whether it is good or bad, People know you have at least survived this long; and people may come to you with a job or a threat they believe is your expertise. Furthermore, because you are seen an expert on the subject, people are likely to believe your assertions about it.

- You are a part of the network of hunters established by the academies and their alumni. Fellow hunters are likely to alert you to news of monster sighting in areas you venture to or are planning to visit. You also have access to the academies facilities and request board; which lists minor tasks requiring the aid of an adventurer. 

- Your position commands a degree of respect that can be used to open doors. If you request the opportunity to ask questions of people, including officials, reclusive wizards, powerful merchants or priests, they or their retainers may meet you; the more reasonable the request, the more likely it will be granted. This does not mean that people will answer questions happily, fully or honestly; or be positively inclined towards you. Merely that they or their representatives will meet and hear you, potentially answering questions on the topic you are investigating. 

- When you travel the wilderness, you sense when someone or something has caught your trail. You lack details but you instinctively recognize your pursuers are within an hour of your position and which direction they approach from.

 
Suggested Characteristics

Your character can act in any way, their background might influence their actions but isn't the sole factor in capacity. 

 
Variant Hunter, Researcher or Madman.: State Alchemist

- You are familiar with the layout of labs, and the equipment found within. During a long rest you may make an Alchemist's supplies check to make a potion. The DC of this depends on the rarity of the potion; DC15 for common, DC20 for uncommon, DC25 for rare, and so on. The DC lowers by 5 if you're in a lab of some sort. Before making any potion you must have access to the material components (if any) of the spell that the potion most resembles (potion of healing = cure wounds, etc). You can also identify the uses of any component you acquire after examining it with your alchemist's supplies over a short rest.

- You can also recall the names, types of poisons and mixtures that can be created from various monsters; and what quantities are needed to create them.

- Your position commands a degree of respect that can be used to open doors. If you request the opportunity to ask questions of people, including officials, reclusive wizards, powerful merchants or priests, they or their retainers may meet you; the more reasonable the request, the more likely it will be granted. This does not mean that people will answer questions happily, fully or honestly; or be positively inclined towards you. Merely that they or their representatives will meet and hear you, potentially answering questions on the topic you are investigating. 

 
Variant Feature: Cursed and Scarred

- You have some physical deformity that marks you arcane or cursed. This abnormality identifies you and you are drawn to others who have a similar curse or mark.

- You're famous in a small circle of researchers, and NPCs that are suffering from similar curses and marks may be drawn to you, and you to them. You have an eye for those similar to you. You can determine if someone shares an origin similar to yours. 

- The mark or curse you carry may be serious and could spread. During your travels, you put others in your presence at risk of falling ill. The mark or curse deformities might include; sharp teeth, bioluminescence, a hunched back, vivisection scars, protruding bone or metal, grafted animal parts, veins visible through your skin, Sigils and runes or other visibly distinctive disfiguration.

- You are uncomfortable where groups of people gather as you fear somehow you'll give your secret away or that normal folk around you sense that you are different. Conversely, you are strangely at peace in dark places tainted by evil and have empathy with fell and infernal things. You know how to hide what you are when in civilised areas or towns, you can find discreet accommodation and keep your identity ambiguous to a passersby.

- Demons to Angels, everyone wants your marked soul. You are haunted by dreams from all sides. Every time you sleep, roll a D20; On a 1 you have a dream about an Evil aligned entity, on 10 you have a dream of an otherworldly entity, and on a 20 you have a dream about a Good aligned entity. 

- When you travel the wilderness, you sense when someone or something has caught your trail. You lack details but you instinctively recognize your pursuers are within an hour of your position and which direction they approach from.

- You can't escape everything. Your mind was broken and has left you clinging to sanity. You are not one mind, but two within one vessel. Your personality can change wildly (Potentially even changing your ability scores).

- When your mind broke, so did your perception of reality. You see the world differently than most. You see something where there is nothing; like a locked door where there is only a wall, a hag there is a little. Failing to tell the difference between your mind and reality.

- You telepathically hear a voice, guiding you. It follows your traits, bonds and flaws, but has an opposing alignment.

 
Hunter, Researcher Or Madman. Image