All Creatures
Abilities | Monsters | NPCs
All | Families | Theme Templates
A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | R | S | T | U | V | W | Z


PFS LimitedMonster Hunter

Some mercenaries eschew the complications of politics, oaths of service, 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

Legacy Content

N Medium Human Humanoid 
Source Gamemastery Guide pg. 227
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
Items +1 greataxe, composite longbow (20 arrows), hide armor
AC 23; Fort +15, Ref +11, Will +13
HP 108
Attack of Opportunity [reaction]
Speed 20 feet
Melee [one-action] greataxe +15 [+10/+5] (magical, sweep), Damage 1d12+8 slashingRanged [one-action] composite longbow +14 [+9/+4] (deadly d10, propulsive, range increment 100 feet, reload 0, volley 30 feet), Damage 1d8+6 piercingRage [one-action] (concentrate, emotion, mental) Requirements The monster hunter isn't fatigued or raging; Effect The monster hunter gains 9 temporary Hit Points that last until the rage ends. While raging, they deal 8 additional damage with melee attacks, gain a +10-foot status bonus to their Speed, and take a -1 penalty to AC. The monster hunter can't use concentrate actions except Seek and rage actions. The rage lasts for 1 minute, until there are no enemies the monster hunter can perceive, or until the monster hunter falls unconscious. Once the rage ends, the monster hunter can't Rage again for 1 minute.Sudden Charge [two-actions] The monster hunter Strides twice and makes a melee Strike.

All Monsters in "Mercenaries"

NameLevel
Bodyguard1
Bounty Hunter4
Mage for Hire3
Monster Hunter6

Mercenaries

Source Gamemastery Guide pg. 226
A broad category that includes those wielding arms, spells, or even guile and cunning, mercenaries hire themselves and their expertise to those with the gold to pay for it.

Sidebar - Advice and Rules Bribing Mercenaries

Unless a mercenary prides themself on their name or reputation, the PCs might be able to bribe them to switch sides, or at least stand aside. You can estimate a bribe by taking roughly 5% of the Party Currency value from the row corresponding to the NPC's level on Table 10–9.

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 troupe's money: “Take time in town while the waterline's high, everyone.”
Whisperstep: Anyone who can move stealthily.