Advanced Moves
You may take this move only if it is your first advancement.
Half-Elven
Somewhere in your lineage lies mixed blood and it begins to show its presence. You gain the elf starting move if you took the human one at character creation or vice versa.
When you gain a level from 2-5, choose from these moves.
Wild Empathy
You can speak with and understand animals.
Familiar Prey
When you spout lore about a monster you use WIS instead of INT.
Viper’s Strike
When you strike an enemy with two weapons at once, add an extra 1d4 damage for your off-hand strike.
Camouflage
When you keep still in natural surroundings, enemies never spot you until you make a movement.
Man’s Best Friend
When you allow your animal companion to take a blow that was meant for you, the damage is negated and your animal companion’s ferocity becomes 0. If its ferocity is already 0 you can’t use this ability. When you have a few hours of rest with your animal companion its ferocity returns to normal.
Blot Out the Sun
When you volley you may spend extra ammo before rolling. For each point of ammo spent you may choose an extra target. Roll once and apply damage to all targets.
Well-Trained
Choose another training for your animal companion.
God Amidst the Wastes
Dedicate yourself to a deity (name a new one or choose one that’s already been established). You gain the commune and cast a spell cleric moves. When you select this move, treat yourself as a cleric of level 1 for using spells. Every time you gain a level thereafter, increase your effective cleric level by 1.
Follow Me
When you undertake a perilous journey you can take two roles. You make a separate roll for each.
A Safe Place
When you set the watch for the night, everyone takes +1 to take watch.
When you gain a level from 6-10, choose from these moves or the level 2-5 moves.
Wild Speech
Replaces: Wild Empathy
You can speak with and understand any non-magical, non-planar creature.
Hunter’s Prey
Replaces: Familiar Prey
When you spout lore about a monster you use WIS instead of INT. On a 12+, in addition to the normal effects, you get to ask the GM any one question about the subject.
Viper’s Fangs
Replaces: Viper’s Strike
When you strike an enemy with two weapons at once, add an extra 1d8 damage for your off-hand strike.
Smaug’s Belly
When you know your target’s weakest point your arrows have 2 piercing.
Strider
Replaces: Follow Me
When you undertake a perilous journey you can take two roles. Roll twice and use the better result for both roles.
A Safer Place
Replaces: A Safe Place
When you set the watch for the night everyone takes +1 to take watch. After a night in camp when you set the watch everyone takes +1 forward.
Observant
When you hunt and track, on a hit you may also ask one question about the creature you are tracking from the discern realities list for free.
Special Trick
Choose a move from another class. So long as you are working with your animal companion you have access to that move.
Unnatural Ally
Your animal companion is a monster, not an animal. Describe it. Give it +2 ferocity and +1 instinct, plus a new training.