Special Operative (CR 5)

Special Operative CR 5

XP 1,600
Halfling slayer (guerrilla) 6
LN Small humanoid (halfling)
Init +4 (+7 during surprise round); Senses Perception +13


AC 20, touch 15, flat-footed 16 (+5 armor, +4 Dex, +1 size)
hp 49 (6d10+12)
Fort +7, Ref +10, Will +3; +2 vs. fear


Speed 25 ft.
Melee mwk short sword +14/+9 (1d4+2/19–20)
Ranged mwk shortbow +13/+13/+8 (1d4+3/×3)
Special Attacks quick start, sneak attack +2d6, studied target +2 (2nd, move action)


Before Combat The slayer hides far from the fighting while watching to determine which targets are the biggest threats and then studies them.

During Combat The slayer starts combat by firing sneak attack arrows at their studied target when signaled to do so, after which the slayer hides once more. The slayer repeats this attacking and hiding strategy until discovered and forced to engage in melee.

Base Statistics Without Point-Blank Shot, Rapid Shot, and studied target, the slayer has the following stats: Melee mwk short sword +12/+7 (1d4/19–20); Ranged mwk shortbow +12/+7 (1d4/×3) ; CMB +5; Skills Bluff +9, Knowledge (local) +11, Perception +11, Sense Motive +9, Survival +9.


Str 10, Dex 18, Con 13, Int 14, Wis 10, Cha 10
Base Atk +6; CMB +7; CMD 19
Feats Far Shot, Fleet, Point-Blank Shot, Rapid Shot, Weapon Finesse
Skills Acrobatics +14, Bluff +11, Climb +10, Knowledge (local) +13, Perception +13, Sense Motive +11, Stealth +16 (+19 when remaining motionless), Survival +11; Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception
Languages Common, Dwarven, Goblin, Halfling
SQ combat style (archery), slayer talents (finesse rogue, ranger combat style), strike first, strike last +3
Gear potion of cure light wounds, potion of invisibility, quick runner’s shirt +1 chain shirt, masterwork short sword, masterwork shortbow, daredevil boots, 10 gp


The special operative is in the employ of the crown, taking out threats before they become a serious problem. The special operative frequently works with either a brawler or monk since they do not require physical weapons, allowing them to get into more guarded areas.

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