Charn ScarnettiCreature 3
Source Pathfinder #200: Seven Dooms for Sandpoint
Perception +11
Languages Common
Skills Lore +8, Deception +10, Diplomacy +10, Intimidation +9
Str +2, Dex +3, Con +1, Int +1, Wis +2, Cha +4
AC 18; Fort +6; Reflex +10; Will +11;
HP 45
Speed 25 feet
Rapier
+12 (+7, +2) to hit (deadly d8, disarm, finesse) 1d6+5 PiercingFist
+12 (+8, +4) to hit (agile, finesse, nonlethal, unarmed) 1d4+5 BludgeoningGhostly Hatchet
+22 (+18, +14) to hit (agile, finesse, magical) 1d6 BleedLip Reader
After years of sticking their nose where it doesn't belong, the noble has learned to read lips from afar, with the effects of the Read Lips feat.
Noble's Ruse
Frequency Once per round
Effect The noble Feints. On a success, the noble Strikes the target.
Sneak AttackThe noble deals 1d6 extra precision damage to Off-Guard creatures.
Envied by many and detested by still others, nobles exude confidence and gentility. Gossip and gambling are often nobles' favorite pastimes. Day-to-day life for a noble is often a mixture of business and leisure, and to an onlooker, such a lifestyle can appear to be nothing more than a string of meals, parties, and game halls. However, despite what some might believe, life as a noble is often quite dangerous and requires far more intellect than it would appear-along with a healthy dose of suspicion.
Though adventurers travel through perilous dungeons and across treacherous wilderness, sometimes the most dangerous place they can end up is in a noble court.
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.