[Types]
You’re adept at traveling through perilous places. Hard experience has taught you that trust is something to be offered only rarely, and even then, might have to be traded for enmity. You know how to think like, track, and, if need be, bring down your prey, whether your quarry is wild game or someone you’ve determined must be hunted.
Your ability to navigate is important in any group where travel to distant unknown regions and/or through mazelike tunnels under the earth happens with any sort of regularity. Your skill in finding the right path makes you invaluable anytime your group needs to track a foe who’s fled the scene and, once found, quickly dispatch them.
You gain all of the following benefits:
You are trained in tracking.
At tier 6, you can become an expert in tracking if you are already specialized, but you must gain the skill normally.
When you are tracking a creature, have gotten lost, don’t know the first step to take to begin a journey, or are attempting to choose between two or more routes to take, you can ask your GM one question about the task and get a very short, helpful answer. Once you use this ability, you can’t use it again until after your next recovery.
Choose one creature you can see to be your quarry. You gain an asset on all tasks involving following, understanding, interacting with, attacking, or defending against your quarry.
Your attacks against your quarry deal +1 damage. This benefit encompasses hunting-related tasks, if appropriate, such as skinning, dressing, the best way to prepare and preserve any resulting game meat, and so on. You can have only one quarry at a time.
At tier 3, you can have two quarries at a time.
You can always end one of your abilities with an ongoing effect as an extra action on your turn, at no cost.
Choose the following equipment bundle to quickly outfit your character, or assemble your own starting equipment
A sword or bow (plus a quiver of 12 arrows), appropriate clothing, a compass, a backpack, a bedroll, 50 feet (16 m) of rope, a wineskin (full), three torches, rations and water for three days, a tinderbox, and enough extra currency to buy a moderately priced item.