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— The Hunter's Grimoire —

Keth Veyr

Catfolk  ·  Slayer 3  ·  Medium  ·  CN  ·  30 ft
Catfolk slayer portrait
Hit Points
30
of 30  ·  L1: 10+2+1 · L2: 6+2+1 · L3: 5+2+1
18
Touch 15
Flat-foot 13
Armor / Dex / Mods +3 / +5 / —
Fortitude +6 3 base + 2 Con + 1 resist
Reflex +9 3 base + 5 Dex + 1 resist · +1 vs traps
Will +3 1 base + 1 faith + 1 resist
Perception
+10
tap to roll
Initiative +7
BAB +3
CMB +4
CMD 19
Speed 30 ft

Attacks & Melee

Weapon To Hit Damage Crit Notes
Claws full attack — both at full BAB
+/++8 / +8
1d4+1d4+1
×20/×2
Primary natural · S/P · +1d6 sneak · with Studied: +9/+9, 1d4+2
⚡ Hasted Claws Haste up · +1 atk · +1 AC · +1 Ref · +30 ft · 5 rds
+/++9 / +9
1d4+1d4+1
×20/×2
Natural weapons get no bonus attack — buff only. Studied: +10/+10, 1d4+2.
Kukri (single) off-hand wielded as light if you swap
++9
dmg1d4+1
×18-20/×2
Slashing · Finesse · Weapon Focus +1 · +1d6 sneak
Kukri / Kukri Combat Style: Two-Weapon Fighting
+/++7 / +7
dmg1d4+1
×18-20/×2
TWF −2/−2 · WF +1 · +1d6 sneak · off-hand +0 Str · Studied: +8/+8
Light Mace bludgeoning — beats skeleton DR
++8
dmg1d6+1
×20/×2
Bludgeoning · light · Finesse (Dex) · +1d6 sneak · slots into TWF (light+light)
Studied Target Move action · 1 target
+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 Luck 1/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 Hunter Racial · passive
+2 racial bonus on Perception, Stealth, and Survival.
Eerie Perception Shadowbound · 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 Pain Shadowbound · 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.
Conditions tick what's active
Shaken Sickened Fatigued Dazzled Blinded Flat-Footed Prone Grappled Entangled

Ability Scores

STR
12
+1
DEX
20
+5
CON
14
+2
INT
12
+1
WIS
11
+0
CHA
10
+0

Skills 7 ranks / level  ·  ★ class skill

SkillAblRkTotal
AcrobaticsDex3+11
AppraiseInt+1
BluffCha2+5
ClimbStr1+5
Craft (any)Int+1
DisguiseCha+0
HealWis+0
IntimidateCha3+6
Know. (dungeon)Int+1
SkillAblRkTotal
Know. (geog.)Int+1
Know. (local)Int+1
PerceptionWis3+10
RideDex+5
Sense MotiveWis3+6
StealthDex3+15
SurvivalWis3+8
SwimStr+1
Use Magic DeviceCha

Trained-only skills omitted unless ranked. +3 class-skill bonus applies at 1st rank. Racial +2 on Perception/Stealth/Survival included. Perception & Stealth include +2 Eerie Perception (corruption).

Feats & Traits

  • Weapon Finesse (Lv 1 feat) — Use Dex instead of Str on attack rolls with light weapons, natural weapons, and other finessable weapons.
  • Two-Weapon Fighting (bonus feat — Slayer 2 Combat Style) — Reduces two-weapon penalties to −2/−2 with a light off-hand. Granted free, ignoring the Dex 15 prerequisite.
  • Weapon Focus (Kukri) (Lv 3 feat) — +1 on all attack rolls made with a kukri. Prereq for Improved Critical (kukri) later.
  • Fast Stealth (Slayer talent — Lv 2) — Move at full speed while using Stealth without the −5 penalty.
  • Reactionary (combat trait) — +2 trait bonus on initiative checks.
  • Indomitable Faith (faith trait) — +1 trait bonus on all Will saves. Shores up the corruption's weak point and the Eerie Perception maintenance save.

Class & Racial

  • Studied Target (Slayer 1) — see Page 1.
  • Track (Slayer 1) — +½ slayer level (min +1) on Survival to follow tracks.
  • Combat Style: Two-Weapon Fighting (Slayer 2) — Bonus TWF feat, ignoring ability-score prerequisites. Unlocks the dual-kukri attack row.
  • Danger Sense +1 (Slayer 2) — +1 on Reflex saves vs traps; +1 dodge AC vs trap attacks.
  • Slayer Talent: Fast Stealth (Slayer 2) — Move at full speed without the −5 Stealth penalty.
  • Sneak Attack +1d6 (Slayer 3) — +1d6 vs flat-footed / flanked foes; see Page 1. Scales at Slayer 6.
  • Eerie Perception (Shadowbound corruption · Mfst. 1) — Darkvision 60 ft; +2 Perception & Stealth (→ +4 at Mfst lvl 3). Stain: light sensitivity (now upgraded to light blindness — see Wretched Pain); gray, overreactive eyes.
  • 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.
  • Cat's Luck (racial) — see Page 1.
  • Natural Hunter (racial) — +2 Perception / Stealth / Survival.
  • Low-Light Vision (racial) — see twice as far in dim light.
Levelling roadmapLv 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

ItemQtyCostWtNotes
Studded leather armor125 gp20 lb+3 armor · max Dex unlim. · ACP −1
Kukri216 gp4 lb1d4 · 18–20/×2 · light · slashing
Light mace15 gp4 lb1d6 · ×2 · light · bludgeoning (vs skeleton DR)
Explorer's outfit1free starting outfit
Cloak of Resistance +11500 gp1 lb+1 resistance to all saves · community half-price
Belt of Incredible Dexterity +212,000 gp1 lb+2 Dex (→20) · all the bonuses above · community half-price
Dagger — sold+1 gpredundant with kukri; freed the slot

Adventuring Kit

Backpack12 gp2 lb
Bedroll11 sp5 lb
Belt pouch22 gp1 lb
Flint & steel11 gp
Hemp rope, 50 ft11 gp10 lb
Grappling hook11 gp4 lb
Torches101 sp10 lb1 hr each, 20 ft bright
Sunrod24 gp2 lb6 hr each, 30 ft bright
Tindertwig55 gpstandard → light flame
Trail rations73.5 gp7 lb
Waterskin11 gp4 lb
Whetstone12 cp1 lb
Chalk55 cpmark passages

Hunter's Edge

Caltrops bag11 gp2 lb5-ft sq · area denial
Acid flask110 gp1 lbsplash, 1d6+1 spl
Smokestick120 gp0.5 lb10-ft cube of smoke, 1 rd setup
Tanglefoot bag150 gp4 lbentangle on hit · Ref DC 15

Magic & Potions — bought at half-price for service to the community

ItemQtyCostWtNotes
Potion of Haste1375 gp+1 attack on full attack, +30 ft, +1 AC/Ref · 5 rds · boss-fight button
Potion of Cure Light Wounds5125 gp1d8+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 —