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From Pathfinder #200: Seven Dooms for Sandpoint, which isn't enabled.

Charn Scarnetti

CREATURE 3

Male human aristocrat

Envied by many and detested by still others, nobles exude confidence and gentility. Gossip and gambling are often nobles' favorite pastimes. Day-to-day life for a noble is often a mixture of business and leisure, and to an onlooker, such a lifestyle can appear to be nothing more than a string of meals, parties, and game halls. However, despite what some might believe, life as a noble is often quite dangerous and requires far more intellect than it would appear-along with a healthy dose of suspicion.


Though adventurers travel through perilous dungeons and across treacherous wilderness, sometimes the most dangerous place they can end up is in a noble court.


Perception +11
Languages Common
Skills Deception +10, Diplomacy +10, Gambling Lore +8, Intimidation +9
Str +2, Dex +3, Con +1, Int +1, Wis +2, Cha +4
Items Rapier, Clothing (High-Fashion Fine), Silver Flask, Signet Ring, Loaded Dice

AC 18; Fort +6, Ref +10, Will +11
HP 45

Speed 25 feet
Melee Rapier +12 (deadly d8, disarm, finesse), Damage 1d6+5 piercing
Melee Fist +12 (agile, finesse, nonlethal, unarmed), Damage 1d4+5 bludgeoning
Melee Ghostly Hatchet +22 (agile, finesse, magical), Damage 1d6 bleed plus 2d6+11 void
Lip Reader

After years of sticking their nose where it doesn't belong, the noble has learned to read lips from afar, with the effects of the Read Lips feat.

Noble's Ruse
Frequency Once per round

Effect The noble Feints. On a success, the noble Strikes the target.
Sneak Attack

The noble deals 1d6 extra precision damage to Off-Guard creatures.

Pathfinder #200: Seven Dooms for SandpointOGL