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Skinsaw SeamerCreature 8


RareLEMediumHumanHumanoid
Source Pathfinder #158: Sixty Feet Under
Perception +18
Languages Common, Daemonic
Skills Acrobatics +18, Athletics +17, Deception +16, Medicine +17, Lore +16, Religion +17, Thievery +16
Str +3, Dex +4, Con +0, Int +2, Wis +3, Cha +2

AC 26; Fort +16; Reflex +18; Will +17;
HP 130
Speed 25 feet

War Razor One Action +20 (+16, +12) to hit (agile, backstabber, deadly d8, finesse) 1d4+7 Piercing
Shortsword One Action +18 (+14, +10) to hit (agile, finesse, magical, versatile s) 2d6+7 Piercing
Dagger One Action +20 (+16, +12) to hit (agile, finesse, thrown 10, versatile s) 1d4+7 Piercing

Wire Catch Reaction

Every Skinsaw seamer keeps a sewing needle attached to a loop of thick silk, wrapped loosely around their hand not holding a weapon, which they can use in combat to snag or disarm attackers

Trigger A creature hits the seamer with a melee Strike


Effect The seamer attempts an Athletics check to either Grapple or Disarm the triggering creature.

Flay One Action

Requirements The Skinsaw seamer dealt damage with a melee weapon other than its war razor with their last action


Effect The seamer makes a war razor Strike against the same creature that they just damaged. On a hit, the seamer slices a strip of flesh from the target and deals 1d6 Persistent Bleed Damage in addition to the war razor's usual damage.

Quick Stitch Two Actions

Requirements The Skinsaw seamer is currently grappling a creature


Effect The seamer stitches a piece of cloth to the creature's arm, face, or leg, potentially hindering it. The creature must attempt a DC 26 reflex saving throw; if the seamer has already successfully used their Flay ability against the creature within the past minute, the creature's save result is one degree of success worse.


Critical Success The creature is unaffected.

Success The creature takes 1d4 piercing damage.

Failure The creature is Clumsy 1, Dazzled, Enfeebled 1, or Flat-Footed (seamer's choice). This effect lasts until the creature spends a single action to tear out the stitching, which deals 1d6 piercing damage to it.

Critical Failure The creature is Clumsy 2, Blinded, Enfeebled 2, or flat-footed (seamer's choice). This effect lasts until the creature spends 2 actions to tear out the stitching, which deals 2d6 piercing damage to it.



Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Human

A 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.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.