Runaway Blueblood
Creature 3 (uncommon) — human, humanoid
FlankerSniperLANDhumanhumanoid
Dissatisfied with their privileged upbringing, the runaway blueblood has left the life of luxury behind to forge a new path for themself. These lone wolves have an aura of mystery, bravado, and swagger.
Source: pathfinder-npc-core
Perception +7
Languages common
Skills deception +9, diplomacy +9, Genealogy Lore +9, society +11
Str
+1
Dex
+3
Con
+0
Int
+2
Wis
+0
Cha
+4
Items Dueling Pistol, Shortsword, Clothing (Fine), Signet Ring
AC 18
Fort +7
Ref +10
Will +9
HP 45
Speed 25 feet
Offense
Melee Shortsword (agile, finesse, versatile-s) +10, Damage 1d6+5 piercing
Melee Fist (agile, finesse, nonlethal, unarmed) +10, Damage 1d4+5 bludgeoning
Ranged Dueling Pistol (concealable, concussive, fatal-d10, reload-1) +10, range increment 60 feet, Damage 1d6+4 piercing
Abilities
"Courageous" Retreat —
Sneak Attack — The runaway blueblood deals an extra 1d6 damage to Off-Guard creatures.
WORKS WELL WITH
AnvilLANDA frontline holder creates the flanking positions this skirmisher needs to trigger its extra precision damage.
CrasherLANDA heavy striker draws the party's attention, giving this skirmisher room to retreat and reposition for another precision strike.
WeaverLANDA controller that leaves foes Off-Guard turns every one of this skirmisher's strikes into bonus precision damage.
PUNISHES
✖ off-guard positioning✖ overextension✖ melee reliance without backup
Avoid stacking with another Flanker; both compete for the same flanking position and Off-Guard windows.
Works well with · Punishes · Pairing advice
Unlock with Tactics
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