Trackers are a class of elite warriors, bound to nature and expertly skilled in tracking and neutralizing threats to the realm. Originating from the Silvan Pathfinders, ancient mystics revered for their deep connection with the wild, Trackers undergo rigorous training to hone their skills in stealth, survival, and combat. Each Tracker forms a profound, telepathic bond with a "Exotic Pet" a native creature of Alavir, enhancing their abilities and making them formidable guardians of the land.
Playing as a Tracker, you will experience the thrill of forming a unique bond with a majestic creature such as a keen-eyed hawk, a stealthy panther, or a loyal wolf. This bond transcends the typical master-pet relationship, enabling you to communicate telepathically with your companion and leverage its unique abilities to navigate and protect the wilderness. Together, you will uncover hidden dangers, hunt fearsome beasts, and thwart the schemes of malevolent forces threatening the realm.
As a Tracker, your journey will be filled with challenges that test your skills and resolve. You will traverse treacherous terrains, decipher subtle clues to track elusive enemies, and confront perilous creatures. The unbreakable bond with your Exotic Pet will be crucial, providing you with unmatched resilience and trust, allowing you to emerge victorious from the most daunting encounters. Embrace the role of a Tracker to safeguard the harmony between civilization and the untamed wilderness of Alavir, standing as a true protector of both the land and its people.
Tier 1 is the features you will receive from levels 1-5
At 1st level, You get a Pet. Your pet takes its turn before or after yours in and out of combat, it has an action and bonus action. Your Exotic Pet can wear armor, but they cannot wear accessories. Humanoid Exotic Pets can wield weapons.
If your pet dies in combat, you suffer 3 levels of exhaustion as their soul bond leaves your body. You must tame a new creature by landing a non lethal blow on them in combat and succeeding on a Taming skill check.
The Exotic Pet has the following stats:
Hit Points: 8 x FM
Armor Class: 10 + (PM) + FM
Saving Throw Bonus: (PM)
Movement: 40 Feet
Size: Small, Medium, Large
Attacks: (PM)d6 + SM Nature damage.
Charge. Your pet can dash as a bonus action.
At higher levels:
Your pet can become Huge at level 11, improving it's hit points to 16 x FM.
Your pet can become Gargantuan at level 16, improving it's hit points to 24 x FM.
At 2nd level, (Recharge 3-6) at the start of your turn mark a creature within 60 feet of you by succeeding on an Awareness skill check DC 8 + PM + your Tracker level. You and your Exotic Pet have advantage on attack rolls against the creature, and they take an addition 3 + (PM) Nature damage on hit.
At 4th level, you can choose between the following:
Ability Score Increase:
Increase an ability score by 2, or two ability scores by 1.
Feat:
Choose one feat from the list of feats.
At 5th level, you can choose between the following:
Ability Score Increase:
Increase an ability score by 2, or two ability scores by 1.
Skill Increase:
You gain proficiency 1 levels of proficiency in 3 skills.
At 7th level, you and your exotic pet have proficiency in Reflex saving throws. In addition, you do not need to make a Balance skill check to maintain mount on your exotic pet.
At 9th level, You are unaffected by difficult terrain, your speed cannot be reduced, and you are immune to crowd control conditions from a creatures affected by On the Prowl.
At 10th level, you can choose between the following:
Ability Score Increase:
Increase an ability score by 2, or two ability scores by 1.
Feat:
Choose one feat from the list of feats.
At 12th level, When you kill a creature at least one size larger than you, you and your exotic pet heal for 25% of your max hit points, you can automatically move On the Prowl to the next target and your next attack deals (PM)d12.
At 14th level, You and your Exotic Pet gain 20 movement speed when running towards a creature affected by On the Prowl, and your attacks ignore 2 levels of resistance on a creature.
At 15th level, you can choose between the following:
Ability Score Increase:
Increase an ability score by 2, or two ability scores by 1.
Feat:
Choose one feat from the list of feats.
At 17th level, As an action, choose a number of creatures equal to your SM within 30 feet of you (including you) each creature has a +10 bonus to Stealth checks and can’t be tracked except by magical means. Any creature that receives this bonus leaves behind no tracks or other traces of its passage.
At 19th level, you can choose between the following:
Ability Score Increase:
Increase an ability score by 2, or two ability scores by 1.
Feat:
Choose one feat from the list of feats.
At 20th level, when attacking a creature On the Prowl, you can use a bonus action to attack it 2 additional times.