Carman RajaniCreature 6
Source Pathfinder #164: Hands of the Devil
Perception +12
Languages Common
Skills Acrobatics +15, Athletics +14, Deception +12, Intimidation +14, Society +10, Stealth +15, Thievery +15
Str +4, Dex +5, Con +1, Int +0, Wis +0, Cha +2
AC 24; Fort +13; Reflex +17; Will +10;
HP 95
Speed 25 feet
Longsword +17 (+12, +7) to hit (magical, versatile p) 2d8+8 Slashing
Light Hammer +16 (+12, +8) to hit (agile) 1d6+4 Bludgeoning
Light Hammer +17 (+13, +9) to hit (agile, thrown 20) 1d6+4 Bludgeoning
Skillful Catch
Trigger Carman is targeted with a ranged attack by a thrown weapon and has a hand free
Effect Carman gains a +2 circumstance bonus to his AC against the triggering attack. If the attack misses, Carman catches the weapon and can immediately make a ranged Strike with it.
Sneak AttackCarman deals an extra 2d6 precision damage to flat-footed creatures.
When the monster Strikes a creature that has the Flat-Footed condition with an agile or finesse melee weapon, an agile or finesse unarmed attack, or a ranged weapon attack, it also deals the listed precision damage. For a ranged attack with a thrown weapon, that weapon must also be an agile or finesse weapon.
Sudden Throw (flourish)Carman quickly draws a thrown weapon and makes a ranged Strike with it. His target must succeed at a DC 22 perception check or be caught Flat-Footed by the attack.
Surprise AttackerOn the first round of combat, creatures that haven't acted yet are Flat-Footed to Carman.
Traits
A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.
HumanA creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.