Hunter

HUNTER

A shadow that shows monsters what it means to be prey, whether by wits or witchcraft.
The Hunter inflicts a bevy of nasty conditions to harm and limit enemies, then moves in for the kill.
Walk softly. Strike quickly.

Your abilities will include…

Wicked Strikes - A suite of barbs and binding abilities to weaken and corral enemies.
Finishing Skill - The amazing True Strike ability, that finishes weakened enemies off with incredible power.
Rescue - Abilities for pulling allies out of danger, often by rushing straight into it yourself.
Shine - Recovery abilities that spend your own HP.
Enchantment - Skills to magically attack by enhancing your allies weapons.
Hexes - Spells that punish enemies for attacking with insidious curses.

http://seedrpg.wdfiles.com/local--files/seed2%3Ahunter/S2-HNT2.png

Assist Upgrades

Attack - Can be activated in response to a missed attack. Ally can reroll.
Defend - Stops all non-damage effects of the hit.

Wicked Strikes

Barbed Strike

Type: Action
Technique, Condition, Barbs
Target: Single
[W]D MP: 60

Lashes into the enemy for weapon damage and inflicts wounds (3). Whenever the enemy acts, it takes damage equal to one-fifth of the damage you dealt with Barbed Strike.
CoS: 80

As You Wish

Type: Action
Technique, Condition, Barbs
Target: Single
[W]D MP: 60

As You Wish is only usable against the last enemy that acted, and only if that enemy damaged you. You lash into the target with a vengeance, striking for weapon damage and inflicting harsh wounds (3). Whenever the enemy acts, it takes damages equal to half of the damage you dealt with As You Wish.
CoS: 80

Lash

Type: Action
Technique
Target: Single
[W]D MP: 30

With a stinging attack, you drive the enemy away, inflicting weapon damage with an x0.8 power multiplier. If the enemy's next action includes you as a target, that action's CoS is reduced by -20, and you deal an additional 10 x ATK physical damage to them.
CoS: 80

Blind Strike

Type: Action
Technique, Condition, Barbs
Target: Single
[W]D MP: 60

Lashes into the enemy for weapon damage. Blinds the enemy (4): All of the enemy's techniques have -15 CoS.
CoS: 80

Addle Strike

Type: Action
Technique, Condition, Barbs
Target: Single
[W]D MP: 60

Lashes into the enemy for weapon damage. Inflicts a condition (4): All of the enemy's spells gain +CT10.
CoS: 80

Luck Bane

Type: Action
Technique, Condition, Barbs
Target: Single
[W]D MP: 60

Lashes into the enemy for weapon damage. Inflicts a condition (4): Whenever the enemy spends a luck point, it suffers 5 x ATK damage for each point spent.
CoS: 80

Standard Fare

Type: Passive

Your first two Barbs abilities in a battle cost 0 MP.

Arm Bind

Type: Action
Technique, Condition, Bind
Target: Single
[W]D MP: 50

Strikes and binds the enemy, inflicting weapon damage and a bind (4). When the enemy uses a technique that isn't their basic attack, the bind ends and they suffer 9 x ATK physical damage.
CoS: 80

Heart Bind

Type: Action
Technique, Condition, Bind
Target: Single
[W]D MP: 50

Strikes and binds the enemy's heart, inflicting weapon damage and a bind (4). This bind targets a spell the enemy knows - if you can't name a specific one, the enemy picks one for you. When that spell is used, the bind ends and they suffer 12 x ATK physical damage.
CoS: 80

Soul Bind

Type: Action
Technique, Condition, Bind
Target: Single
[W]D MP: 50

Strikes and binds the enemy's spirit, inflicting weapon damage and a bind (4). When the enemy is targeted by itself or an ally with a support ability, the bind ends and the enemy suffers 15 x ATK physical damage.
CoS: 80

Lightning Bind

Type: Quick
Before Acting

Your next bind condition gains an x3 power multiplier and is duration (1).

Bad To Worse

Type: Passive

Whenever an enemy suffers damage from multiple Bind conditions, the damage inflicted from any Bind activating is increased; by +20% if there are two Binds, and by +50% if all three Binds are present.

Learn Your Lesson

Type: Passive

Whenever an enemy suffers damage from a Bind condition, it takes +20% damage from all sources until its next action. (1)

Finishing Skill

True Strike

Type: Action
Technique
Target: Single
[W]D MP: 50

True Strike hits for weapon damage, then detonates all conditions on the target, clearing them. For each detonated condition, True Strike hits again for x0.4 damage. Use one result check for all True Strike hits.
CoS: 80

New World Arsenal

Type: Quick
Before Acting

Your next True Strike also detonates Enhancements. It gains CT20 as well as an additional hit for 3 x MAG damage for each detonation.

Dangerous Game

Type: Passive

Your first True Strike in each battle can't miss. If it's your fourth action or later, your first True Strike gains an additional final hit that deals damage equal to the sum of all previous hits. (That is, double the final damage value.)

Rescue

Nick of Time

Type: Action
Technique
Target: Single
[W]D MP: 40

Nick Of Time targets only enemies with 10D or less. You snap the enemy's attack out of the way at the last moment, inflicting weapon damage. If the enemy's next action is an attack, that attack has -30 CoS.
CoS: 80

Into the Maw

Type: Action
Technique
Target: Single
[W]D MP: 40

Into the Maw targets only enemies with 25D or less. You wrangle the enemy, inflicting weapon damage. If its next action is an attack, that attack targets you and only you.
CoS: 80

Painful Dart

Type: Action
Technique, Condition
Target: Double
[W]D MP: 60

You quickly hound a pair of enemies, inflicting weapon damage with an x0.75 power multiplier to each. Their next actions have -20 CoS to affect targets other than you (1).
CoS: 75

Close Ranks

Type: Action
Technique
Target: Single
[W]D

You strike for weapon damage, and maneuver to cover an ally: That ally is untargetable until your next action, but you suffer +30% damage until then.
CoS: 80

Spellbreaker

Type: Action
Technique, Condition
Target: Single
[W]D MP: 40

You disrupt with a quick attack, inflicting weapon damage with an x1.2 power multiplier to a target currently charging a CT. That target's spells do -30% damage (2).
CoS: 80

Evade

Type: Action
Support, Stance
Target: Row
30D MP: 40

You enter a stance, directing your party out of danger. All allies other than you in a single row gain 40 Evasion until your next turn.
CoS: 100

Fairy Hunt

Type: Action
Support, Stance
Target: Self
40D MP: 50

You enter a stance until your next turn. While this stance is active, anytime an enemy cast a Spell, you can choose to redirect a single hit from it onto yourself. If you do so, inflict 6 x MAG magical damage to the caster.
CoS: 100

Savior

Type: Reaction
Support
Trigger: An ally is slain by an attack.
MP: 50

You suffer the same damage the ally did (again, if that attack already hit you.) The ally survives with 1 HP.
CoS: 100

Ready For More

Type: Quick
Before Acting

You regain the use of your Guard Assist.

Devil Brand

Type: Quick
Before Acting

If this is your second action or later in the fight, and you haven't been damaged since your last action, your attack this turn marks a single struck enemy with the Devil Brand hex (4) - They take +20% damage.

Warning

Type: Passive

You receive an explicit warning whenever a monster begins charging a Target: Group ability. When you spend LP to reduce damage, reduce damage dealt to all your allies, too.

Enchantment

USING ENCHANTMENT: Most Enchantment abilities fill the target's weapon with magic granting an enhancement, and adds an enchantment effect. The effect of "having a magic weapon" is that the combatant benefits from all the enchantment effects you've added this battle. Whenever there are no remaining weapons with magic, all enchantment effects end. Whenever someone targets more than one enemy with a technique, their weapon loses its magic after resolving the technique.

Enchant

Type: Action
Support, Enchantment, Enhancement
Target: Single
CT15 35D MP: 60

You enchant the target's weapon (3) and add a new enchantment effect.
Enchant Effect: You add a 6 x MAG hit to each strike the enchanted weapon performs.
CoS: 100

Precision

Type: Action
Support, Enchantment, Enhancement
Target: Single
CT15 35D MP: 60

You enchant the target's weapon (3) and add a new enchantment effect.
Enchant Effect: Name an enemy. Enchanted weapons do +30% damage to that enemy.
CoS: 100

Bloodthirst

Type: Action
Support, Enchantment, Enhancement
Target: Single
CT15 35D MP: 60

You enchant the target's weapon (3) and add a new enchantment effect.
Enchant Effect: Whenever an enemy is damaged by an enchanted weapon, you heal the attacker for 6 x WIL HP.
CoS: 100

Etherthirst

Type: Action
Support, Enchantment, Enhancement
Target: Single
CT15 35D MP: 60

You enchant the target's weapon (3) and add a new enchantment effect.
Enchant Effect: Whenever an enemy is damaged by an enchanted weapon, you restore 5 x WIL MP to the attacker.
CoS: 100

Spell Oil

Type: Action
Support, Enchantment, Enhancement
Target: Double
CT15 35D MP: 75

Enchants the targets's weapons (3).
CoS: 100

Monster Blood

Type: Action
Support, Enchantment, Enhancement
Target: Single
CT15 35D MP: 60

Monster Blood may only be cast once for each enemy that has died in the battle. Enchant the target's weapon (6) and add a new enchantment effect.
Enchant Effect: Enchanted weapons gain Critical 15. When an enchanted weapon scores a critical hit, your magical follow-up hits gain bonus damage, also.
CoS: 100

Find the Heart

Type: Action
Support, Special
Target: Single
CT20 10D MP: 100

Choose a target with an enchanted weapon - their next strike with that weapon gains an additional hit for 9 x MAG + d12 magical damage for each active enchantment effect. All your enchantment effects fade afterwards, and all weapons lose their magic.
CoS: 100

Secret Weapon

Type: Quick
When Appropriate

Activate Secret Weapon when an ally strikes an enemy with a weapon. Enchant their weapon (3).
Enchant Effect: Enchanted weapons gain Accuracy 15.

Sealing

Type: Passive

Enemies slain by enchanted weapons cannot be revived. Whenever an enemy is slain by an enchanted weapon, extend the duration of all your enhancements by (2).

Hexes

Black Spot

Type: Action
Spell, Hex, Condition
CT15 35D MP: 60

A dark shadow rolls over the enemy, inflicting 14 x MAG + d10 magical shadow damage. The shadow clings (4) - the benefits of Luck spent against the target are doubled, while it does.
CoS: 100

Hex

Type: Action
Spell, Hex, Condition
Target: Single
CT15 35D MP: 60

Ghostly, red-rusted chains wrap around the enemy, inflicting 15 x MAG + d10 magical shadow damage. The chains dig into the enemy (4) - whenever it damages someone, it suffers 5 x MAG damage back in return.
CoS: 100

Mana Seal

Type: Action
Spell, Hex, Condition
CT15 35D MP: 60

Evil spirits are directed into the target, inflicting 15 x MAG + d10 magical shadow damage. Every time the target spends MP, it loses 5 x MAG for each MP spent. (4)
CoS: 100

Curse

Type: Action
Spell, Hex, Condition
Target: Single
CT5 40D MP: 50

Ghostly, purple-rusted chains wrap around the enemy, inflicting a condition (6): anytime an enemy suffers from the effects of another Hex or from Dark Fortune, they take an additional 5 x MAG damage. The next time the Hunter casts a Hex upon the target, it takes +100% damage, and this condition is removed from the target.
CoS: 100

Rot

Type: Action
Spell, Hex, Condition
Target: Single
CT15 35D MP: 70

A strange slip of paper with a crimson symbol is stuck to the enemy, where it can't easily see. Decay creeps from it for 12 x MAG + d10 magical shadow damage, and it remains for some time (4). When that enemy would inflict 200 damage or more with a single attack, the slip of paper weakens it, recovering 10 x WIL HP to all damaged targets.
CoS: 100

Spike

Type: Action
Spell, Hex, Condition, Special
Target: Single
CT20 35D MP: 80

A phantom nail is driven into the target, almost as large as it, inflicting 18 x MAG + d12 magical shadow damage. It remains (1) - whenever one of the enemy's allies inflicts damage, inflict 5 x MAG damage to the nail-pierced enemy.
CoS: 100

Blood Connection

Type: Action
Spell, Hex, Condition, Special
Target: Single
CT20 35D MP: 80

A sickly web of red light flows out from the target, inflicting 14 x MAG + d10 magical shadow damage. It shrouds the target in an ominous light (2) - the next time they're struck, inflict the damage they suffer to all their allies as well and remove this condition.
CoS: 100

Eternal Torment

Type: Action
Spell, Hex, Condition, Special
Target: Single
CT30 20D MP: 200

Immerses the target in magical darkness (U). While Eternal Torment is active, other conditions can't be cleansed, do not dissipate at (0), and are never removed when triggered by their own effects. (They still blow up nicely.)
CoS: 100

Hidden Strings

Type: Reaction
Spell, Hex, Condition, Special
Trigger: Enemy suffering from a Hex inflicts a condition
MP: 55

Move that Condition onto one of the triggering enemy's allies, instead. This Condition is now a Hex condition.
CoS: 100

Clumsiness

Type: Reaction
Spell, Hex
Trigger: Enemy suffering from a Hex misses with an attack.
MP: 40

Another enemy suffers 8 x MAG damage.
CoS: 100

Luck Harvest

Type: Quick
When Appropriate

Use when an enemy suffering from a Hex is KOd. The Hunter gains Luck equal to amount of LP the enemy had remaining, if it had any remaining. This ability is still consumed if it does not.

Dark Fortune

Type: Passive

Anytime the Hunter spends a point of Luck, every enemy currently suffering a Hex takes 3 x MAG damage for each Hex on them.

Shine

USING SHINE: You can't use Shine abilities on yourself outside of battle.

Shine

Type: Action
Support, Recovery
Target: Single
40D HP: 120

You restore 18 x WIL + d12 HP to the target.
CoS: 100

Powershine

Type: Action
Support, Recovery
Target: Single
50D HP: 240

You restore 30 x WIL + d12 HP to the target.
CoS: 100

Heat Up

Type: Action
Support, Recovery
Target: Single
50D HP: 240

You restore 30 x WIL + d12 MP to the target. You can't be healed (1).
CoS: 100

Heartfire

Type: Action
Support, Recovery
Target: Group
CT20 30D HP: 240

You grant 18 x WIL + d12 temporary HP to your party.
CoS: 100

Relief

Type: Action
Support, Cleanse
Target: Single
40D

Select a single ally. You can choose to transfer any condition the ally is suffering from onto yourself, keeping all timers as they currently are. If you're already suffering from a condition absorbed, keep the larger of the two timers.
CoS: 100

Ultra Shine

Type: Quick
Before Acting

Your next Shine ability gains +50% potency, and -30D.

Strength of Will

Type: Passive

When you're under 200 HP, your Shine abilities gain a +50% bonus, and their HP costs are halved.

Endurance

Type: Passive

When you're under 200 HP, enemies with conditions do -70% damage to you.

Chimera Heart

Type: Passive

Enemies that KO you are consumed in flame (2) - they take +20% damage from your allies, and +100% damage from you.

From Beyond

Type: Passive

Shine, Powershine, and Heartfire become Life effects when targeting KOed allies. (They gain no additional healing.)

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