Skinsaw Seamer
Creature 8 (rare) — human, humanoid
Pre-Remaster content. May include legacy alignment.
Source: agents-of-edgewatch-bestiary (Pre-Remaster)
Perception +18
Skills acrobatics +18, athletics +17, deception +16, medicine +17, religion +17, thievery +16
Str
+3
Dex
+4
Con
+0
Int
+2
Wis
+3
Cha
+2
AC 26
Fort +16
Ref +18
Will +17
HP 130
Speed 25 feet
Offense
Melee War Razor +20, Damage 1d4+7 piercing
Melee Shortsword +18, Damage 2d6+7 piercing
Ranged Dagger +20, Damage 1d4+7 piercing
Abilities
Wire Catch — Every Skinsaw seamer keeps a sewing needle attached to a loop of thick silk, wrapped loosely around their hand not holding a weapon, which they can use in combat to snag or disarm attackers
Trigger A creature hits the seamer with a melee Strike
Effect The seamer attempts an Athletics check to either or the triggering creature.
Flay —
Quick Stitch — **Critical Success** The creature is unaffected.
**Success** The creature takes 1d4 piercing damage.
**Failure** The creature is Clumsy 1, Dazzled, Enfeebled 1, or Off-Guard (seamer's choice). This effect lasts until the creature spends a single action to tear out the stitching, which deals 1d6 piercing damage to it.
**Critical Failure** The creature is Clumsy 2, Blinded, Enfeebled 2, or off-guard (seamer's choice). This effect lasts until the creature spends 2 actions to tear out the stitching, which deals 2d6 piercing damage to it.
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