Criminal (Slayer)
Defense
AC: 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 dodge
Offense
Speed: 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 death
Statistics
Str: 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
SQ: favored terrain (urban +2), hidden weapons, hunter’s bond (allies), poison use, track +2, wild empathy +5
Languages: Common, Elven
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
Description
Human ranger 5/assassin 4
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).
Source: GameMastery Guide, p. 267
