+1 bonus on attack & weapon damage rolls, plus on Bluff, Knowledge, Perception, Sense Motive, & Survival checks vs. the studied target.
Lasts until you study a new target or the fight ends.
Becomes swift action at Lv 5; scales every 5 Lv.
Cat's Luck1/day
Free action when forced to make a Reflex save — roll twice, take the better result. Must decide before knowing if you succeeded.
Sneak Attack+1d6 · active
+1d6 precision damage when the target is flat-footed or you're flanking (denied Dex). Applies to each hit on a full attack. Next bump to +2d6 at Slayer 6. Same trigger fires Wretched Pain (Fort DC 13 / nauseated).
Natural HunterRacial · passive
+2 racial bonus on Perception, Stealth, and Survival.
Eerie PerceptionShadowbound · Mfst. 1
Gift: Darkvision 60 ft · +2 on Perception & Stealth checks (→ +4 at Mfst lvl 3). Stain:Light Sensitivity — dazzled in bright light (now upgraded to Light Blindness — see Wretched Pain). Eyes fade to dull gray. Maintenance: 2 days/month away from light & life. Fail → DC 17 Will (15 + Mfst lvl 2) or corruption advances.
Wretched PainShadowbound · Mfst. 2
Gift: When you deal weapon damage to a foe you're flanking or that's denied its Dex (the same hits that proc your sneak attack), spend an immediate action: Fort DC 13 or nauseated 1 round. On a save it's only sickened 1 round and immune to this for 24 h. Stain:Light Blindness — blinded 1 round on exposure to bright light, then dazzled while in it. Eyes turn milky white / black / pale yellow. DC = 10 + ½ level + Mfst lvl (2). Free rider on every flank / flat-footed strike.
Wretched Pain(Shadowbound corruption · Mfst. 2) — On a hit vs a flanked or denied-Dex foe (your sneak-attack triggers), immediate action: Fort DC 13 or nauseated 1 round (sickened + immune 24 h on a save). Stain: light blindness (blinded 1 round in bright light, then dazzled), upgrading the earlier light sensitivity.
Cat's Claws(racial alt — replaces Sprinter) — Two claw attacks, 1d4 damage each, primary natural weapons.
Low-Light Vision(racial) — see twice as far in dim light.
Levelling roadmap —
Lv 2 (Slayer): Combat Style TWF · Fast Stealth · Danger Sense +1✓ ·
Lv 3 (Slayer): Sneak Attack +1d6 · feat Weapon Focus (Kukri)✓ ·
Lv 4 (UR 1): Finesse Training (kukri) · Trapfinding · sneak → +2d6. ·
Lv 5 (UR 2): Evasion · Rogue Talent · feat: Iron Will (Will +3 → +5, stacks w/ Indomitable Faith). ·
Lv 6 (UR 3):Dex-to-damage on kukri (Finesse Training) · sneak → +3d6. ·
Lv 7 (Slayer 4): Slayer Talent · feat: Improved TWF (BAB +6 → third kukri attack). ·
Lv 8 (Slayer 5): Studied Target +2 · Stalker (first Studied advance is here, not Lv 3). ·
Belt of Dex +2 (replaces Agile enchantment)✓ bought — next gold sink: a +1 kukri (1,154 gp) for DR/magic foes.
Gear & Equipment
Slayer starting wealth: 5d6 × 10 gp · taken at average 140 gp
Worn & Wielded
Item
Qty
Cost
Wt
Notes
Studded leather armor
1
25 gp
20 lb
+3 armor · max Dex unlim. · ACP −1
Kukri
2
16 gp
4 lb
1d4 · 18–20/×2 · light · slashing
Light mace
1
5 gp
4 lb
1d6 · ×2 · light · bludgeoning (vs skeleton DR)
Explorer's outfit
1
—
—
free starting outfit
Cloak of Resistance +1
1
500 gp
1 lb
+1 resistance to all saves · community half-price
Belt of Incredible Dexterity +2
1
2,000 gp
1 lb
+2 Dex (→20) · all the bonuses above · community half-price
Dagger — sold
—
+1 gp
—
redundant with kukri; freed the slot
Adventuring Kit
Backpack
1
2 gp
2 lb
Bedroll
1
1 sp
5 lb
Belt pouch
2
2 gp
1 lb
Flint & steel
1
1 gp
—
Hemp rope, 50 ft
1
1 gp
10 lb
Grappling hook
1
1 gp
4 lb
Torches
10
1 sp
10 lb
1 hr each, 20 ft bright
Sunrod
2
4 gp
2 lb
6 hr each, 30 ft bright
Tindertwig
5
5 gp
—
standard → light flame
Trail rations
7
3.5 gp
7 lb
Waterskin
1
1 gp
4 lb
Whetstone
1
2 cp
1 lb
Chalk
5
5 cp
—
mark passages
Hunter's Edge
Caltrops bag
1
1 gp
2 lb
5-ft sq · area denial
Acid flask
1
10 gp
1 lb
splash, 1d6+1 spl
Smokestick
1
20 gp
0.5 lb
10-ft cube of smoke, 1 rd setup
Tanglefoot bag
1
50 gp
4 lb
entangle on hit · Ref DC 15
Magic & Potions — bought at half-price for service to the community
Item
Qty
Cost
Wt
Notes
Potion of Haste
1
375 gp
—
+1 attack on full attack, +30 ft, +1 AC/Ref · 5 rds · boss-fight button
Potion of Cure Light Wounds
5
125 gp
—
1d8+1 healed each · in-combat self-heal
Latest credit: Belt of Incredible Dexterity +2 — 2,000 gp (half of 4,000), the full community credit. Light mace (5 gp) + dagger sale (+1 gp) from pocket; purse came up a hair short, so a couple of torches / a sunrod were shed (they dazzle Keth now anyway). Earlier: Cloak +1 (500) · Potion of Haste (375) · 5× CLW (125).
Skip the tanglefoot if your GM gates utility consumables — drop 50 gp back to pocket. Otherwise it's the slayer's best soft-control opener.
PP
0
GP
0
SP
3
CP
23
Light
≤ 43 lb
Medium
44–86 lb
Heavy
87–130 lb
Current load ≈ 73 lb (Medium) — drop the rope or move it to a packhorse to stay Light for Stealth.
The Hunter
A smoke-and-ember tabby with a hunter's stillness — every motion calibrated, every glance a measurement. The orange flares through his coat catch the torchlight like banked coals. He carries the irons of his old cell at the bottom of his pack. He has not decided yet whether they are evidence or a souvenir.
"Study them. Then bleed them."
Tharen would call him patient. Most would call him cold. Use the Bio space below to lock down origin, deity (optional), reason for the cell, what he was hunting when they took him, and what he intends to hunt next.
Notes
— built for Hero Lab import · Pathfinder 1e · v1 —