Tough Assassins' Guild Rogue
CREATURE 5 +12
Common
Acrobatics +12, Athletics +8, Diplomacy +10, Nature +12, Stealth +12, Survival +14
Str +3, Dex +4, Con +2, Int +1, Wis +4, Cha +1
AC 23; Fort +11, Ref +13, Will +9
HP 60
25 feet
Melee Shortsword +13 (agile, finesse, versatile s), Damage 1d8+9 piercing
Ranged Blowgun +14 (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