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There is a Legacy version here.

Monster Hunter

Some mercenaries eschew the complications of politics and fealty and just get paid to hunt monsters. It's a straightforward form of mercenary service, often dangerous in the extreme, but one that can yield glory and fame.

Recall Knowledge - Humanoid (Society): DC 22
Unspecific Lore: DC 20
Specific Lore: DC 17

Elite | Normal | Weak
Proficiency without Level

Monster HunterCreature 6

Medium Human Humanoid 
Source NPC Core pg. 83
Perception +13
Languages Common
Skills Athletics +15, Monster Lore +13, Stealth +13, Survival +11
Str +4, Dex +3, Con +3, Int +1, Wis +1, Cha +1
Favored Game A monster hunter specializes in bringing down certain non-humanoid creatures. These favored game are typically animals and beasts, but an individual might hunt dragons, plants, or more specialized creatures like tigers or manticores.
Items +1 greataxe, composite longbow (20 arrows), hide armor
AC 22; Fort +15, Ref +11, Will +13
HP 105
Reactive Strike [reaction]
Speed 20 feet
Melee [one-action] greataxe +15 [+10/+5] (magical, sweep), Damage 1d12+8 slashing plus primal fearRanged [one-action] composite longbow +14 [+9/+4] (deadly d10, propulsive, range increment 100 feet, reload 0, volley 30 feet), Damage 1d8+6 piercing plus primal fearHunter's Onslaught [one-action] (concentrate, emotion, mental) Frequency once per hour; Requirements The monster hunter isn't fatigued; Effect The monster hunter leads an attack against their monstrous foe. The monster hunter chooses an enemy they can see that qualifies as their favored game. The monster hunter becomes fascinated by that creature and gains 10 temporary Hit Points that last as long as the onslaught does. During the onslaught, the hunter gains a +8 status bonus to damage rolls against the designated enemy, and allies in a 30- foot aura around the hunter gain half that bonus. The onslaught lasts for 1 minute or until either the monster hunter or the designated creature falls unconscious.Primal Fear (emotion, fear, mental) When the monster hunter hits a creature that qualifies as their favored game, that creature is frightened 1 (or frightened 2 on a critical hit).Sudden Charge [two-actions] The monster hunter Strides twice and makes a melee Strike.

Sidebar - Advice and Rules How To Hunt A Monster

Monster hunters fight in different ways. You can replace Sudden Charge with one of the following.

Mighty Swing [two-actions] The monster hunter makes a melee Strike that deals an additional 1d12 damage. This counts as two attacks when calculating their multiple attack penalty.
Far Swing [one-action] The monster hunter makes a Strike with a melee weapon, increasing their reach by 5 feet for that Strike.
Brutish Maneuvers The monster hunter can Reposition, Shove, or Trip an enemy up to two sizes larger than them, and can use these actions while wielding a two-handed weapon.
Big Game Hunter The monster hunter gains a +1 circumstance bonus to AC against attacks made by creatures that are Large or larger. Additionally, whenever the monster hunter deals damage to a creature that is Large or larger, they gain 5 temporary Hit Points that last until the start of their next turn.

All Monsters in "Mercenary"

NameLevel
Bodyguard1
Bounty Hunter4
Exiled Revolutionary10
Mage For Hire3
Mage Killer8
Mercenary Band9
Monster Hunter6
Siegebreaker14

Mercenary

Source NPC Core pg. 82
Whether they're hired to wage war, protect a caravan, or infiltrate an impenetrable fortress, there's ample work for mercenaries all over Golarion.

Sidebar - Related Creatures Crossover Ancestry NPCs

Several of the NPCs elsewhere in NPC Core can fit well in this group: Bone scavenger (level 0), kholo outrider (level 7), kholo pragmatist (level 1), lucky courser (level 8), tunnel viper (level 1)

Sidebar - Additional Lore Group Decisions

In any large group of mercenaries, it becomes extremely important to determine which clients to take on. Though some mercenary bands have a strict hierarchy with a designated leader in charge, bands are typically much more democratic. In most bands, a simple majority vote determines whether an offer is accepted or declined. Other groups fall in the middle, using a democratic election to select an individual leader or small council to make deals on their behalf.

Sidebar - Additional Lore Joining Up

Different mercenary bands have different requirements for prospective members. Being able to fight is just the start. Bands with more honorable reputations require rigorous interviews, blood oaths, and even background checks, while bands with more dubious reputations will take on a skilled fighter with no questions asked. On occasion, bands tend to form along ancestry lines. Orcs, hobgoblins, and dwarves all have storied mercenary bands wandering the Inner Sea region, but almost all of them will take one recruit who's not of their ancestry if their skills are valuable enough.

Sidebar - Additional Lore Mercenary Banter

Here's some parlance commonly used by mercenaries.

Crackster: Someone adept at breaking locks or safes.
Diving: Theft or smuggling below ground, often through tunnels.
Foxing: To play at being asleep, usually for an ambush.
Medic: A healer.
Ram: A hard-hitting warrior.
Slinger: A spellcaster.
Sway of Coin: Swearing allegiance to whoever pays the most.
Waterline: A mercenary company's money: “Take time in town while the waterline's high, everyone.”
Whisperer: Anyone who can move stealthily.