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Hero Hunter

Creature 13 — human, humanoid

SnareSniperLANDVERTICAL

Some hunters grow bored of simple beasts and monsters. For them, a battle-tested warrior is the finest prey. Villains pursue selfish and cruel goals, trampling over anyone in their way.

Source: pathfinder-npc-core

Perception +25
Languages common
Skills acrobatics +23, athletics +26, crafting +24, deception +19, nature +21, stealth +27, survival +25 (+29 to Track)
Str
+5
Dex
+4
Con
+3
Int
+3
Wis
+2
Cha
+0
Items Greataxe, Hand Crossbow, Studded Leather Armor
AC 33 Fort +22 Ref +25 Will +21
HP 230
Speed 25 feet, climb 10 feet

Offense

Melee Greataxe (magical, sweep) +27, Damage 2d12+13 slashing plus Hunters Precision
Melee Fist (agile, nonlethal, unarmed) +26, Damage 1d4+13 bludgeoning plus Hunters Precision
Ranged Hand Crossbow (magical, reload-1) +26, range increment 60 feet, Damage 2d6+8 piercing plus Hunters Precision

Abilities

Prepared Trapper — A hero hunter carries the materials to Craft two Alarm Snares, two Grasping Snares, one Snagging Hook Snare, and one Stunning Snare. The hero hunter replenishes any used supplies each time they make their daily preparations.
Nimble Dodge
Reactive Strike
Deadly Snares (manipulate) — The hero hunter Crafts a snare that would normally take 1 minute or less to Craft. The Stealth DC to locate the snare and DC to disable it with Thievery are equal to the hero hunter's Crafting DC if it's higher than the snare's DC.
Felling Shot — The hero hunter makes a ranged Strike. If it hits and deals damage to a flying target, the target falls up to 120 feet but takes no damage from the fall. The creature can't Fly, Leap, levitate or otherwise leave the ground until the end of the hero hunter's next turn.
Hunter's Precision (stance) — The hero hunter knows how to hunt and kill any game. While in this stance, all the hero hunter's Strikes deal an additional 2d8 precision damage, and the range increment for their ranged weapon Strikes is 20 feet longer than normal. If the hunter gets a critical hit with a weapon Strike, the target also takes 2d6 persistent bleed damage.

WORKS WELL WITH

AnvilLAND / VERTICALSnares funnel enemies into predictable paths where the Anvil waits with Reactive Strike to punish them.
MenderLAND / VERTICALSnare's prepared ground and delay let the Mender sustain allies through a controlled engagement.
WeaverLAND / VERTICALSnares create static hazards while the Weaver further disrupts enemy positioning into trap-laden terrain.

PUNISHES

✖ flying✖ clumping✖ ranged reliance
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder NPC Core.

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