Under-Blood Courier

Courier's of Subterra

**Source** *Gamemastery Guide pg. 232*

**Perception** +16; (17 to find concealed objects) Darkvision

**Languages** Common, Dwarven

**Skills** Athletics +12, Forest Lore +8, Nature +14, Stealth +12, Survival +16

**Strong-Blooded Dwarf** You gain poison resistance equal to half your level (minimum 1), and each of your successful saving throws against a poison affliction reduces its stage by 2, or by 1 for a virulent poison. Each critical success against an ongoing poison reduces its stage by 3, or by 2 for a virulent poison.

**Rock Runner** You can ignore difficult terrain caused by rubble and uneven ground made of stone and earth. In addition, when you use the Acrobatics skill to Balance on narrow surfaces or uneven ground made of stone or earth, you aren’t flat-footed, and when you roll a success at one of these Acrobatics checks, you get a critical success instead.

**Forager** While using Survival to Subsist, if the hunter rolls a failure or a critical failure, they get a success instead. If the hunter rolls a success, they can provide food for 16 additional creatures, or 32 on a critical.

**Master Tracker** The tracker can Track while moving at full speed.

**Snare Crafting** The poacher can use the Crafting skill to create the following snares: alarm snare, hampering snare, marking snare, and signaling snare. The poacher can create four snares each day without paying for the materials, using 3 Interact actions to set up each snare.

**Survey Wildlife** You can spend 10 minutes assessing the area around you to find out what creatures are nearby, based on nests, scat, and marks on vegetation. Attempt a Survival check against a DC determined by the GM based on how obvious the signs are. On a success, you can attempt a Recall Knowledge check with a –2 penalty to learn more about the creatures just from these signs. If you’re a master in Survival, you don’t take the penalty.

Str +3, Dex +5, Con +3, Int +1, Wis +5, Cha +1

**Items** composite longbow (60 arrows), leather armor, staff Minor, Elixir of Life, Potency Crystal

**AC** 23; Fort +12, Ref +16, Will +12

**HP** 75

**Resistance** 4 Poison

**Speed** 20 feet

**Melee**  Staff +12 [+7/+2], (two-hand d8) **Damage** 2d4+4 bludgeoning

**Ranged**  composite longbow +14 [+9/+4] (deadly 1d10, propulsive, range increment 100 feet, reload 0, volley 30 feet), **Damage** 2d6+6 piercing

**Hunt Prey**  (concentrate) The poacher designates a single creature they can see and hear, or one they’re Tracking, as their prey. The poacher gains a +2 circumstance bonus to Perception checks to Seek the prey and to Survival checks to Track the prey. The first time the poacher hits the designated prey in a round, they deal an additional 1d8 precision damage. The poacher also ignores the penalty for making ranged attacks within their second range increment. These effects last until the poacher uses Hunt Prey again.

**Boulder Roll** Take a Step into the square of a foe that is medium or smaller, and the foe must move into the empty space directly behind it. The foe must move even if doing so places it in harm’s way. The foe can attempt a Fortitude saving throw against your Athletics DC to block your Step. If the foe attempts this saving throw, unless it critically succeeds, it takes 8 bludgeoning damage.

If the foe can’t move into an empty space (if it is surrounded by solid objects or other creatures, for example), your Boulder Roll has no effect.