Mercenary (Bounty Hunter)
Defense
AC: 22, touch 15, flat-footed 17 (+5 armor, +5 Dex, +2 shield)
HP: 98 (12d10+32)
Fort: +10 Ref: +13 Will: +5
Defensive Abilities: evasion
Offense
Speed: 30 ft.
Melee: mwk rapier +18/+13/+8 (1d6+2/18–20) or mwk sap +18/+13/+8 (1d6+2 nonlethal)
Ranged: +1 merciful composite longbow +18/+13/+8 (1d8+3/×3 plus 1d6 nonlethal) or +1 merciful composite longbow +16/+16/+11/+6 (1d8+3/×3 plus 1d6 nonlethal)
Special Attacks: favored enemy (humanoids [human] +6, humanoids [elf ] +2, humanoids [halfling] +2), quarry
Spells Prepared: (CL 9th; concentration +10) 3rd—plant growth 2nd—barkskin, protection from energy 1st—delay poison, entangle (DC 12), longstrider
Statistics
Str: 14 Dex: 20 Con: 14 Int: 10 Wis: 13 Cha: 8
Base Atk: +12 CMB: +14 CMD: 29
Feats: Deadly Aim, Endurance, Improved Precise Shot, Improved Vital Strike, Manyshot, Pinpoint Targeting, Point Blank Shot, Precise Shot, Rapid Shot, Vital Strike, Weapon Finesse
Skills: Climb +10, Craft (traps) +10, Handle Animal +14, Heal +5, Intimidate +14, Knowledge (geography) +5, Knowledge (local) +1, Knowledge (nature) +5, Linguistics +2, Perception +16, Ride +12, Stealth +24, Survival +16 (+22 to follow tracks), Swim +6
SQ: camouflage, favored terrain (urban +4, underground +2), hunter’s bond (tiger animal companion), swift tracker, track +6, wild empathy +11, woodland stride
Languages: Common, Elven, Halfling
Combat Gear: wand of cure light wounds (CL 1, 50 charges), wand of speak with animals (CL 1, 50 charges), tanglefoot bags (2)
Other Gear: +1 chain shirt, +1 buckler, +1 merciful composite longbow (+2 Str) with 20 arrows, masterwork rapier, masterwork sap, belt of incredible dexterity +2, cloak of elvenkind, blue whinnis (6 doses), purple worm poison (1 dose), 11 gp
Description
Human ranger 12
Boon A bounty hunter can arrange to kidnap an NPC of 10th level or less for the PCs at half his usual fee.
Bounty hunters rarely hunt animals or beasts. Instead, they make not only sport but a lucrative business of capturing humanoid targets at the behest of wealthy patrons. Bounty hunters often work alone, but may lead a press gang of a sellsword, torturer, and two slavers (CR 12).
Source: GameMastery Guide, p. 283
