Garrote Master AssassinCreature 16
Source Pathfinder #161: Belly of the Black Whale
Perception +30
Languages Common
Skills Acrobatics +32, Athletics +29, Deception +26, Stealth +32, Thievery +30
Str +5, Dex +6, Con +3, Int +1, Wis +4, Cha +0
AC 38; Fort +26; Reflex +31; Will +27;
HP 300
Speed 25 feet
dagger +31 (+27, +23) to hit (agile, finesse, magical, versatile s) 2d4+11 Piercing
crossbow +30 (+25, +20) to hit (magical, range increment 120, reload 1) 2d8+6 Piercing
dagger +32 (+28, +24) to hit (agile, finesse, magical, thrown 10, versatile s) 2d4+11 Piercing
Sidestep
Trigger The attack roll for a Strike targeting the assassin fails or critically fails
Effect The assassin deftly steps out of the way of the attack. If there's another creature adjacent to the assassin and within reach of the triggering attack, the assassin redirects the attack to that adjacent creature. The attacker then rerolls the Strike's attack roll against the new target.
Point Blank (flourish)The master assassin makes a crossbow Strike against an adjacent enemy; unlike most ranged Strikes, this Strike doesn't provoke reactions. If successful, the attack deals an additional 4d8 precision damage.
Running ReloadThe master assassin Strides, Steps, or Sneaks, then Interacts to reload her crossbow.
Sneak AttackThe master assassin deals an additional 3d6 precision damage to flat-footed creatures.
Study TargetThe master assassin observes a single target she can see, allowing her to use her Vorpal Garrote during the next round.
Vorpal Garrote (death, incapacitation)Requirements The master assassin used Study Target during the previous round and must have a garrote bolt
Effect The master assassin makes a crossbow Strike against the target she previously studied. If she rolls a success on her attack roll, she gets a critical success instead. The target must attempt a DC 36 fortitude save.
Success No additional effect.
Failure The target takes an additional 3d12 precision damage.
Critical Failure The target is decapitated and instantly dies unless it doesn't require a head to live.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
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.