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Hero Hunter

Some hunters grow bored of simple beasts and monsters. For them, a battle-tested warrior is the finest prey.

Recall Knowledge - Humanoid (Society): DC 31
Unspecific Lore: DC 29
Specific Lore: DC 26

Elite | Normal | Weak
Proficiency without Level

Hero HunterCreature 13

Medium Human Humanoid 
Source NPC Core pg. 162
Perception +25
Languages Common
Skills Acrobatics +23, Athletics +26, Crafting +24, Deception +19, Nature +21, Stealth +27, Survival +25 ((+29 to Track))
Str +5, Dex +4, Con +3, Int +3, Wis +2, Cha +0
Prepared Trapper A hero hunter carries the materials to Craft two alarm snares, two grasping snares, one snagging hook snare, and one stunning snare. The hero hunter replenishes any used supplies each time they make their daily preparations. Snare rules can be found here.
Items +1 resilient studded leather, +1 striking hand crossbow (20 bolts), +1 striking greataxe
AC 33; Fort +22, Ref +25, Will +21
HP 230
Nimble Dodge [reaction] Trigger The hero hunter is targeted with a melee or ranged attackby an attacker they can see Effect The hero hunter gains a +2 circumstancebonus to AC against the triggering attack.Reactive Strike [reaction]
Speed 25 feet, climb 10 feet
Melee [one-action] greataxe +27 [+22/+17] (magical, sweep), Damage 2d12+13 slashing plus hunter's precisionMelee [one-action] fist +26 [+22/+18] (agile, nonlethal, unarmed), Damage 1d4+13 bludgeoning plus hunter's precisionRanged [one-action] hand crossbow +26 [+21/+16] (magical, range increment 60 feet, reload 1), Damage 2d6+8 piercing plus hunter's precisionDeadly Snares [three-actions] (manipulate) The hero hunter Crafts a snare that would normally take 1 minute or less to Craft. The Stealth DC to locate the snare and DC to disable it with Thievery are equal to the hero hunter's Crafting DC if it's higher than the snare's DC.Felling Shot [one-action] The hero hunter makes a ranged Strike. If it hits and deals damage to a flying target, the target falls up to 120 feet but takes no damage from the fall. The creature can't Fly, Leap, levitate or otherwise leave the ground until the end of the hero hunter's next turn.Hunter's Precision [one-action] (stance) The hero hunter knows how to hunt and kill any game. While in this stance, all the hero hunter's Strikes deal an additional 2d8 precision damage, and the range increment for their ranged weapon Strikes is 20 feet longer than normal. If the hunter gets a critical hit with a weapon Strike, the target also takes 2d6 persistent bleed damage.

Sidebar - Advice and Rules Home Advantage

A cocky hero hunter may attack the heroes on their own turf, simply trusting in their skills to win the battle. However, their best move is to lure the PCs to a battlefield they are familiar with, where they've had time to set up their traps. A hero hunter can choose an advantageous place to set their ambush and place snares. They rarely call in allies to assist them unless it's to keep their prey from escaping.

All Monsters in "Villain"

NameLevel
Champion of Rovagug5
Conspiracist0
Deluded Mob4
Despot5
Fiend Caller3
Fleshwarper7
Gang Leader7
Hero Hunter13
Interrogator6
Mastermind4
Propaganist3
Reckless Scientist6
Saboteur2
Toady0
Warmonger10
Wealthy Vigilante8
World Ender16

Villain

Source NPC Core pg. 152
Villains pursue selfish and cruel goals, trampling over anyone in their way.

Sidebar - Additional Lore Golarion's Most Wanted

Here are a few of the most notorious villains in the history of Golarion.

Queen Abrogail II: The ruler of Cheliax devotes herself to Asmodeus, and tyrannically rules her diabolic nation completely confident of the supremacy of herself and her country.
Tar-Baphon: The ancient lich called the Whispering Tyrant invaded nation after nation with his undead hordes, slayed a divine herald, and even now has arisen again and regrouped in the Gravelands.
The Runelords: The seven rulers of ancient Thassilon mastered powers of magical runes, letting them rule in ancient times and return again and again in centuries since to try to take back the power they once had.

Sidebar - Additional Lore Manipulative Evil

Villains who use the power of ideas— like the conspiracist and propagandist found here—aren't particularly effective combatants. Instead, they rely on dupes or other villains (like the deluded mob or warmonger) to physically enact their evil ideologies. They're also adaptable, though the conspiracist usually keeps their conspiracies and themes centered around themself and close allies, while the propagandist typically works their machinations with the consent of the state, using half-truths and manipulative framing to serve those in power and be well paid for their trouble.

Sidebar - Advice and Rules Recurring Villains

Villains are just as devoted to their evil schemes as heroes are to justice or freedom. Villains make excellent recurring NPCs. The section on NPC advancement is especially useful for villains. To tell more varied stories, a GM can have the villains join up with new groups of followers or be under the employ of new benefactors, using their villainous skills for a new cause.

Sidebar - Advice and Rules Relative Villainy

These characters are clearly set out as villains within the structure of a Pathfinder adventure's story, but that doesn't mean the people in the world see them as such universally. Villains often work best when otherwise well-meaning civilians are unable to see their malice, or when the villain is so charismatic or powerful they can bring others under their sway. You can use an influence encounter to play out the player characters trying to sway a powerful person away from the villain's influence, or even have both the PCs and the villain racing to influence the same person.