Tough Ghostknife Infiltrator
CREATURE 5 +10; low-light vision
Common, Vishkanyan
Acrobatics +12, Athletics +10, Deception +14, Diplomacy +12, Society +10, Stealth +14, Thievery +12
Str +3, Dex +5, Con +2, Int +1, Wis +2, Cha +3
AC 22; Fort +9, Ref +14, Will +11
HP 75
+2 to Fortitude Saves vs. Poison
25 feet
Melee Kukri +14 (agile, finesse, trip), Damage 1d6+7 slashing
Melee Shuriken +14 (agile, monk, reload 0, thrown 20), Damage 1d4+7 piercing
Envenom
once per day
Using either saliva or blood, the infiltrator applies vishkanyan venom to one weapon they're holding. To use their blood, they must be injured, or they can deal themselves 1 slashing damage as part of the action.
Flexible
The infiltrator is adept at dealing with tight situations. They have a +1 circumstance bonus to checks to Escape.
Proficient Poisoner
The infiltrator doesn't lose the poison on a weapon due to a critically failed Strike.
Sneak Attack
The infiltrator deals 2d6 extra precision damage to Off-Guard creatures.
Vishkanyan Venom (injury, poison)
Pathfinder Society Scenario #5-14: Poisonous CouncilOGL