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Ungkore Bounty HunterCreature 8


RareMediumFeyHumanoid
Source Pathfinder #218: Titanbane
Perception +16 (low light vision)
Languages Common, Fey
Skills Acrobatics +16, Athletics +18, Crafting +18, Stealth +16, Survival +18, Thievery +16
Str +4, Dex +5, Con +4, Int +2, Wis +3, Cha +3

AC 26; Fort +19; Reflex +19; Will +16;
HP 140
Speed 30 feet
Weaknesses Cold Iron 10

Rope Dart One Action +20 (+15, +10) to hit (disarm, finesse, magical, sweep, tethered, trip) 2d4+8 Piercing
Rope Dart One Action +20 (+15, +10) to hit (magical, sweep, tethered, thrown 20) 2d4+8 Piercing

No You Don't! Reaction

Requirements The bounty hunter is wielding a rope dart

Trigger A creature within 20 feet of the bounty hunter Stands or Interacts to draw or pick up a weapon.


Effect The bounty hunter makes a rope dart Strike against the triggering creature. If the attack is a critical success, the triggering action is disrupted, and the bounty hunter Interacts to retrieve the rope dart.

Downward Flick One Action (manipulate)

Requirements The bounty hunter's last action was a successful Athletics check to Disarm or Trip a creature using a rope dart


Effect The bounty hunter makes a rope dart Strike against the tripped creature, using the same multiple attack penalty as the triggering Disarm or Trip attempt. The bounty hunter then Interacts to retrieve the rope dart.

Quick-Release Snare Two Actions

The bounty hunter draws a snare from their bag and tosses it at a creature within 20 feet. The target takes (4d8+18) piercing damage (DC 26 reflex save) and is Off-Guard until the end of the bounty hunter's next turn. The bounty hunter can't use this ability again for 1 minute.


To a satyr, life is a party and everyone is invited. Notorious for their hedonism, these fey believe there's no greater beauty than can be found in song, drink, indulgent meals, and carnal pleasures. Satyrs use their enchanting songs and natural charm to encourage all manner of people to follow their true desires and free themselves from society's rules. This usually involves enticing mortals to join raucous parties or engage in trysts in moonlit glades. If a potential companion rejects a satyr's advances, however, the satyr has little interest in continuing a conversation and goes off to find more amenable revelers.

The lifestyle of a satyr leaves no room for ongoing affairs or long-term friends. Once his party is over or his lust is satiated, the satyr disappears back into the forest. The offspring satyrs leave behind are satyrs themselves, and they usually end up being taken from their cradles by other fey rather than left in mortals' care. Satyrs are always male.

The untouched beauty of the forest is sacred and precious to a satyr. Brutish intruders who clear-cut trees or massacre animals without eating them risk drawing a satyr's ire. A satyr so provoked uses his spells to undermine foes and attempts to dispatch them either with brutal ambushes or by leading a rush of forest animals to attack.

Other fey, particularly more benevolent fey, look upon satyrs as loutish, embarrassing cousins. They're rarely hostile toward satyrs, but most find them insufferable and advise any mortals they like to steer clear of satyrs' glades.


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Fey

Creatures of the First World are called the fey.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.