Adma HeavenstrikerCreature 8
Source Pathfinder Society Scenario #7-11: The Darkness Within
Perception +19 (low light vision)
Languages Common, Shadowtongue, Vishkanyan
Skills Acrobatics +18, Deception +14, Diplomacy +12, Intimidation +12, Stealth +19, Thievery +18
Str +2, Dex +5, Con +4, Int +1, Wis +2, Cha +4
AC 27; Fort +16; Reflex +19; Will +13;
HP 130
Speed 30 feet
Resistances Poison 8
Rapier
+19 (+14, +9) to hit (deadly 2d8, disarm, finesse, magical) 2d6+7 PiercingSample 73
+19 (+14, +9) to hit (magical, splash) 1 Acid + 1d6 Acid + 3d6 PoisonClose Quarters
Adma isn't Off-Guard to creatures of 8th-level or lower that are flanking her.
Venom Spit
Trigger Adma is targeted with a Strike by a creature within 30 feet
Effect Adma spits venom into the attacker's eyes. The attacker takes 2d6 poison damage (DC 23 reflex save). On a failure, the creature is Off-Guard until the end of the target's next turn.
Extend Potency
(manipulate)Requirements Adma has envenomed her weapon
Effect Adma spits on the blade, revitalizing the venom. The venom remains potent until the end of Adma's next turn.
Quick Envenom
Adma Interacts to draw her rapier, then applies a venom to it. The venom remains potent until the end of Adma's next turn, or until Adma hits a target or critically fails an attack roll.
Sneak AttackAdma deals an extra 2d6 precision damage to Off-Guard creatures.
Surprise AttackOn the first round of combat, creatures that haven't acted yet are Off-Guard to Adma.
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.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
VishkanyaAn ancestry with snake-like features and powerful venom.