Criminal (Slayer)Criminal (Slayer) CR 8Source GameMastery Guide pg. 267 XP 4,800 Human ranger 5/assassin 4 NE Medium humanoid Init +8; Senses Perception +10DefenseAC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex) hp 63 (9 HD; 5d10+4d8+18) Fort +7, Ref +10, Will +1; +2 vs. poison Defensive Abilities uncanny dodgeOffenseSpeed 30 ft. Melee +1 kukri +13/+8 (1d4+3/15–20) or +1 kukri +11/+6 (1d4+3/15–20) and mwk kukri +11/+6 (1d4+1/15–20) Ranged +1 composite shortbow +13/+8 (1d6+3/×3) or shuriken +12/+7 (1d2+2) or shuriken +10/+5 (1d2+2) and shuriken +10/+5 (1d2+1) Special Attacks death attack (DC 15), favored enemy (humans +4, elves +2), sneak attack +2d6, true deathStatisticsStr 14, Dex 18, Con 14, Int 12, Wis 8, Cha 10 Base Atk +8; CMB +10; CMD 24 Feats Deadly Aim, Endurance, Improved Critical (kukri), Improved Initiative, Improved Two-Weapon Fighting, Point Blank Shot, Two-Weapon Fighting, Weapon Finesse Skills Acrobatics +15, Bluff +5, Climb +15, Craft (alchemy) +5, Disable Device +10, Disguise +10, Escape Artist +10, Intimidate +10, Perception +10, Sleight of Hand +15 (+19 to hide weapons), Stealth +21, Survival +10 (+12 to follow tracks), Swim +6 Languages Common, Elven SQ favored terrain (urban +2), hidden weapons, hunter’s bond (allies), poison use, track +2, wild empathy +5 Combat Gear potions of cure light wounds (2), potion of gaseous form, potion of jump; Other Gear +1 studded leather, +1 kukri, +1 composite shortbow (+2 Str) with 20 arrows, masterwork kukri, shuriken (20), cloak of elvenkind, climber’s kit, disguise kit, giant wasp poison (2), large scorpion venom (2), masterwork thieves’ tools
Boon Slayers can obtain poisons for the PCs at a 20% discount. They can also arrange to kill or capture targets for the PCs’ for 20% less than their usual fee (as determined by the GM).
Slayers are cold-blooded killers, assassins for hire. They are cunning tricksters, deadly snipers, masters of the knife in the back and the storm of shuriken whistling from either hand. Slayers may also be used as ninjas, spies, or particularly deadly enforcers.
Slayers often work alone, sometimes as chief enforcer for a guild master (CR 11), but many work with accomplices, such as three burglars (CR 9), a pair of highwaymen (CR 10), or a half-dozen slavers (CR 10).
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