Sabora SharkosaCreature 7
Source Pathfinder #179: Cradle of Quartz
Perception +16 (low-light vision)
Languages Common, Elven, Kelish, Osiriani
Skills Acrobatics +17, Lore +11, Athletics +17, Deception +15, Diplomacy +15, Society +11, Stealth +17, Thievery +17
Str +4, Dex +4, Con +2, Int +0, Wis +1, Cha +2
AC 25; Fort +15; Reflex +17; Will +13;
HP 120
Speed 30 feet
Knuckle Duster +16 (+12, +8) to hit (agile, free hand, magical) 2d4+10 Bludgeoning
Dueling Pistol +16 (+11, +6) to hit (concealable, concussive, fatal d10, magical, range increment 60, reload 1) 2d6+6 Piercing
Low-Light Vision
The monster can see in dim light as though it were bright light, so it ignores the Concealed condition due to dim light.
Quickest DrawRequirements Sharkosa is aware of at least one of her enemies and not Flat-Footed
Trigger Sharkosa rolls for initiative
Effect Sharkosa makes two melee Strikes, or draws her pistol and makes a ranged Strike, against an enemy she is aware of.
Concussive Fist (incapacitation)A living creature hit by Sharkosa's knuckle duster must attempt a DC 23 fortitude save.
Critical Success The creature is immune to this ability for the next 24 hours.
Success The creature is unaffected.
Failure The creature is Confused for 1 round.
Critical Failure The creature is confused for 1 round and falls Prone.
Golden BulletsSharkosa's supernatural connection to gold allows her to alter the trajectory of her gold-cased bullets in flight. As long as her target is within 120 feet, Sharkosa gains a +1 circumstance bonus to ranged Strikes against targets with lesser cover and a +2 circumstance bonus to ranged Strikes against targets with standard or greater cover.
One-Two PunchSharkosa makes three melee Strikes with her knuckle duster. Each Strike counts against her multiple attack penalty as usual.
Reload TrickRequirements No enemies are within 60 feet of Sharkosa and her dueling pistol is loaded
Frequency once per minute
Effect Sharkosa makes two dueling pistol Strikes, reloading after each shot.
Sneak AttackSharkosa 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.
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.
ElfA creature with this trait is a member of the elf ancestry. Elves are mysterious people with rich traditions of magic and scholarship who typically have low-light vision. An ability with this trait can be used or selected only by elves. A weapon with this trait is created and used by elves.
HalfElfA creature with this trait is part human and part elf. An ability with this trait can be used or selected only by half-elves.
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.