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Gamekeeper

Creature 6 — human, humanoid

Gamekeepers know every beast that walks, slithers, flies, or swims in their territory and where to find them; try to keep up with the pack if you think you can. The land has chosen these people as guardians, giving them mysterious powers while in their territory. They are prepared to keep balance. Explorers are often well-equipped and well-trained for any type of hazard and are eager to lead others into the wild.

Source: pathfinder-npc-core

Perception +14
Skills athletics +13, diplomacy +11, intimidation +13, nature +15, survival +15
Str
+3
Dex
+4
Con
+2
Int
+0
Wis
+2
Cha
+1
AC 23 Fort +17 Ref +13 Will +12
HP 95
Speed 25 feet

Offense

Melee Fist +15, Damage 1d4+9 bludgeoning
Melee Club +15, Damage 1d6+9 bludgeoning
Ranged Arbalest +17, Damage 1d10+6 piercing

Abilities

Keeper's Revenge (curse, primal) — When the gamekeeper dies, all creatures in a 60-foot type:emanation that have damaged the gamekeeper in the last minute must succeed a DC 24 Will saving throw or be cursed. All animals the cursed creature encounters have an initial attitude toward them that is one step worse. This curse can be removed only by an effect that specifically targets curses.
Move It! — The gamekeeper can Hustle for 30 minutes longer and is not affected by difficult terrain while in their territory.
Sic 'Em! (auditory, emotion, mental) —
Leader of the Pack — The gamekeeper depends on a small pack of dogs or other pack animals suitable for the environment to patrol their area. Creatures that are adjacent to a hostile animal are considered Off-Guard to the gamekeeper.

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