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Vermin Catcher

Creature 2 — human, humanoid

FlankerSnareLAND

Paid exterminators keep streets and sewers clear of pests like rats, snakes, weasels, and insects—even giant rats. Society is built upon the backs of laborers.

Source: pathfinder-npc-core

Perception +6
Languages common
Skills athletics +9, nature +6, stealth +8, survival +6, Vermin Lore +9
Str
+3
Dex
+2
Con
+4
Int
+1
Wis
+0
Cha
-2
Items Club, Leather Armor, Rat Trap (4), Arsenic
AC 17 Fort +10 Ref +8 Will +6
HP 35
Speed 25 feet

Offense

Melee Club +9, Damage 1d6+5 bludgeoning
Ranged Club (thrown-10) +8, Damage 1d6+5 bludgeoning
Melee Fist (agile, finesse, nonlethal, unarmed) +9, Damage 1d4+5 bludgeoning

Abilities

Giant Rat Trap — The vermin catcher places a rat trap in an adjacent space. Any Small or Medium creature that moves into the space with the trap triggers it and must attempt a DC 18 Reflex save. On a failure, the creature takes 1d4 bleed damage (2d4 bleed on a critical failure) and is Immobilized and Off-Guard for 1 round.
Sneak Attack — The vermin catcher deals an additional 1d6 precision damage to Off-Guard creatures.

WORKS WELL WITH

AnvilLANDHolds enemies in melee to create flanking opportunities for sneak attack and keep targets near the rat trap.
WeaverLANDForces or lures enemies into the rat trap space while creating off-guard openings.
MenderLANDSustains the relatively fragile skirmisher during extended melee engagements.

PUNISHES

✖ off-guard✖ clumping
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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