====== Horned Apostle ====== You are filled with a fragment of a god of the beasts, blessed by a god of the hunt, or perhaps crossed paths with The Wild Hunt itself. This experience has left yo uchanged. As an apostle of the hunt, you have gained nearly 50 pounds of muscle, a foot in height, and your head resembles that of a deer, elk, bison or other horned creature. Your skin assumes a greenish color and green streaks appear in your hair, if you have any. Your eyes shine with emerald light. You are a wild one of the woods now, protector of wild animals and foe to tyrants the world over. ====== Level 7 Horned Apostle ====== **Attributes:** Increase three attributes by 1 each. **Health:** +18 **Languages:** Any one **Traditions:** Primal **Spells:** One expert //**Might of the Hunt:**// You make Strength rolls with 1 boon, and you impose 1 bane on rolls against your Strength. In addition, you grow from your head a pair of sharp horns. The horns are natural weapons that deal 2d6 damage and have the Brutal trait. When you get a critical success for an attack using these horns against a target of your Size + 1 or smaller, you can push the target 1d6 yards away from you and knock it prone. Finally, if you are grabbed, held, or wearing chains or rope bindings on your turn, you can expend 2 yards of movement to break free of the chains or bindings, end the grabbed effect, or remove the held affliction. ====== Level 8 Horned Apostle ====== **Health:** +18 **Bonus Damage:** +1d6 **Spells:** One expert //**Hunt the Prey (Magical):**// You can use this talent when you harm an enemy. The enemy becomes vulnerable until it dies, you become unconscious, or the prey moves across running water. You always know the exact location of any vulnerable creature within 20 yards and your attacks against vulnerable targets deal an extra 1d6 damage. ====== Level 10 Horned Apostle ====== **Health:** +18 **Bonus Damage:** +1d6 **Spells:** One master //**Like Lambs:**// You roll to attack creatures frightened of you with 2 boons and your attacks against such creatures deal an extra 3d6 damage. //**Victorious Roar (Magical):**// When you cause an enemy within 5 yards to become incapacitated, you can roar. Each enemy within 10 yards that can hear you makes a Will roll. On a success, the enemy becomes immune to this talent for 24 hours. On a failure, the enemy becomes frightened of you (luck ends).