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Carman Rajani

Creature 6 (unique) — human, humanoid

Pre-Remaster content. May include legacy alignment.

FlankerShadeLANDhumanhumanoid

Source: abomination-vaults-bestiary (Pre-Remaster)

Perception +12
Languages common
Skills acrobatics +15, athletics +14, deception +12, intimidation +14, society +10, stealth +15, thievery +15
Str
+4
Dex
+5
Con
+1
Int
+0
Wis
+0
Cha
+2
Items Light Hammer (4), Cooperative Blade, Studded Leather Armor, Thieves' Tools, Gold Pieces (110)
AC 24 Fort +13 Ref +17 Will +10
HP 95
Speed 25 feet

Offense

Melee Longsword (magical, versatile-p) +17, Damage 2d8+8 slashing
Melee Light Hammer (agile) +16, Damage 1d6+4 bludgeoning
Ranged Light Hammer (agile, thrown-20) +17, Damage 1d6+4 bludgeoning

Abilities

Skillful Catch
Sneak Attack — Carman deals an extra 2d6 precision damage to Off-Guard creatures.
Sudden Throw (flourish) — Carman quickly draws a thrown weapon and makes a ranged Strike with it. His target must succeed at a DC 22 Perception check or be caught Off-Guard by the attack.
Surprise Attacker — On the first round of combat, creatures that haven't acted yet are Off-Guard to Carman.

WORKS WELL WITH

AnvilLANDA durable frontline ally draws attention so this striker can slip into position for a precision strike.
SnareLANDA controller that immobilizes a target keeps it from escaping before the striker's precision damage lands.
SniperLANDA ranged attacker picks off priority targets while attention is split by the sudden ambush.

PUNISHES

✖ clumping✖ low Perception✖ first-round complacency
Avoid stacking multiple ambush-focused skirmishers who all depend on the same first-round surprise window.
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder #164: Hands of the Devil.

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