There is a Remastered version
here.
Monster 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.Legacy Content
N Medium Human Humanoid
Source Gamemastery Guide pg. 227
Elite Changes are marked. The +2 damage bonus to non-strike offensive abilities (+4 if the ability is limited, such as spells) is NOT factored in.
Recall Knowledge DC 23 • Humanoid (Society)
Perception +15
Languages Common
Skills Athletics +17, Monster Lore +15, Stealth +15, Survival +13
Str +4, Dex +3, Con +3, Int +1, Wis +1, Cha +1
Items +1 greataxe, composite longbow (20 arrows), hide armor
AC 25; Fort +17, Ref +13, Will +15
HP 128
Attack of Opportunity [reaction]
Speed 20 feet
Melee [one-action] greataxe +17 [+12/+7] (magical, sweep), Damage 1d12+2+8 slashingRanged [one-action] composite longbow +16 [+11/+6] (deadly d10, propulsive, range increment 100 feet, reload 0, volley 30 feet), Damage 1d8+2+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.Source Gamemastery Guide pg. 226A 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.
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.
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.