Scarlet Triad Sneak
CREATURE 6 +12
Common
Acrobatics +14, Athletics +10, Deception +12, Intimidation +10, Stealth +16, Thievery +14
Str +2, Dex +4, Con +2, Int +0, Wis +0, Cha +2
Dagger (3), Rapier, Leather Armor, Manacles (Average) (Marked with the Symbol of the Scarlet Triad), Key to Manacles, Thieves' Tools, Bloodseeker Beak (Affixed to Rapier)
AC 25; Fort +10, Ref +14, Will +12
HP 95
Deny Advantage
The sneak isn't Off-Guard to Hidden, Undetected, or flanking creatures of 6th level or lower, or creatures of 6th level or lower using surprise attack.
Mobility
When the sneak takes a Stride action to move half their Speed or less, that movement does not trigger reactions.
Nimble Dodge
A sneak can't use this reaction while encumbered.
The sneak is hit by an attack made by a creature the sneak can see.
The sneak gains a +2 circumstance bonus to their Armor Class against the triggering attack.
25 feet
Melee Rapier +17 (deadly d8, disarm, finesse), Damage 1d6+5 piercing plus Bloodseeker Beak
Melee Dagger +16 (agile, finesse, versatile s), Damage 1d4+4 piercing
Melee Dagger +16 (agile, thrown 10, versatile s), Damage 1d4+4 piercing
Efficient Capture (attack, manipulate)
The sneak has manacles in hand and is adjacent to a creature.
The sneak attempts to bind the creature's wrists or ankles with the manacles. If the sneak succeeds at an attack roll with a +16 modifier against the target's AC, they apply the manacles.
Sneak Attack
The scarlet triad sneak deals an extra 2d6 precision damage to Off-Guard creatures.
Surprise Attack
In the first round of combat, creatures that haven't acted yet are Off-Guard to the sneak.
Pathfinder #147: Tomorrow Must BurnOGL