Chelaxian RogueCreature 6
Source Pathfinder Society Scenario #6-07: A God Falls Where Magic Fails
Perception +16 ((+18 to detect snares and hazards))
Languages Common, Dwarven, Elven, Gnomish, Halfling
Skills Lore +14, Deception +17, Diplomacy +15, Performance +15, Society +16, Stealth +16, Thievery +14
Str +0, Dex +4, Con +0, Int +2, Wis +3, Cha +5
AC 24; Fort +10; Reflex +16; Will +15;
HP 94
Speed 25 feet
Dagger
+16 (+12, +8) to hit (agile, finesse, magical, versatile s) 1d4+4 PiercingDagger
+16 (+12, +8) to hit (agile, magical, thrown 10, versatile s) 1d4+4 PiercingFist
+15 (+11, +7) to hit (agile, finesse, nonlethal, unarmed) 1d4+4 BludgeoningUnnoticeable Guile
The Chelaxian rogue is an expert at maintaining perfect stillness and blending into their surroundings. Each non-ally creature who has not been targeted by or subject to an attack or effect made by the Chelaxian rogue must, at the start of their turn, succeed at a DC 26 will save (DC 27 will in dungeon environments while the Chelaxian rogue is wearing their camouflage suit) or the Chelaxian rogue becomes Hidden to them. This effect ends if the Chelaxian rogue moves without Sneaking or takes any hostile action against the non-ally creature. This does not prevent a creature from making Perception checks to Seek, making the rogue Observed as normal on a success.
+2 to Perception to Detect Snares and HazardsDevilish FeintWhen the Chelaxian rogue successfully Feints, the target is Off-Guard against the Chelaxian rogue's weapon attacks until the end of the Chelaxian rogue's next turn. On a critical success, the target is off-guard against all weapon attacks for that time, not just the Chelaxian rogue's.
Sneak AttackThe Chelaxian rogue deals an additional 3d6 precision damage to Off-Guard creatures.
Strike of Terror
Requirements The Chelaxian rogue is Hidden from the target of this ability
Effect The Chelaxian rogue makes a Strike with a dagger. If they hit and deal damage, the damaged creature is Frightened 1 (or Frightened 2 on a critical hit).
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
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.