Assassins' Guild Rogue
CREATURE 1 +7
Common
Acrobatics +6, Athletics +5, Diplomacy +4, Nature +6, Stealth +6, Survival +8
Str +2, Dex +3, Con +1, Int +0, Wis +3, Cha +0
AC 17; Fort +6, Ref +8, Will +4
HP 17
25 feet
Melee Shortsword +7 (agile, finesse, versatile s), Damage 1d6+2 piercing
Ranged Blowgun +8 (agile, nonlethal, reload 1, range increment 20 feet), Damage 1 piercing plus Giant Centipede Venom
Hidden Movement
If the assassins' guild rogue starts its turn undetected by a creature or Hidden from it, that creature is Off-Guard against the rogue's attacks until the end of the rogue's turn.
Sneak Attack
The assassins' guild rogue deals an extra 1d6 precision damage to Off-Guard creatures.
Pathfinder Society Scenario #5-14: Poisonous CouncilOGL