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
Monster Hunter, Mercenary 6
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
Speed 20 feet,
Melee greataxe +15 [+10/+5] (magical, sweep), Damage 1d12+8 slashing
Ranged composite longbow +14 [+9/+4] (deadly d10, propulsive, range increment 100 feet, reload 0, volley 30 feet), Damage 1d8+6 piercing
Rage (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 The monster hunter Strides twice and makes a melee Strike.
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