Skinsaw Seamer
Creature 8 (rare) — human, humanoid
Pre-Remaster content. May include legacy alignment.
FlankerWeaverLANDhuman
Source: agents-of-edgewatch-bestiary (Pre-Remaster)
Perception +18
Languages common, daemonic
Skills acrobatics +18, athletics +17, deception +16, medicine +17, Norgorber Lore +16, religion +17, thievery +16
Str
+3
Dex
+4
Con
+0
Int
+2
Wis
+3
Cha
+2
Items Dagger (3), +1 Striking Shortsword, War Razor, Leather Armor, Assorted Rags and Textiles, Metal Wire, Religious Symbol (Silver) of Norgorber, Skinsaw Mask
AC 26
Fort +16
Ref +18
Will +17
HP 130
Speed 25 feet
Offense
Melee War Razor (agile, backstabber, deadly-d8, finesse) +20, Damage 1d4+7 piercing
Melee Shortsword (agile, finesse, magical, versatile-s) +18, Damage 2d6+7 piercing
Ranged Dagger (agile, finesse, thrown-10, versatile-s) +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 Grapple or Disarm the triggering creature.
Trigger A creature hits the seamer with a melee Strike
Effect The seamer attempts an Athletics check to either Grapple or Disarm 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.
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.
WORKS WELL WITH
AnvilLANDAnvil holds enemy attention at the front, giving the Flanker permissive access to backstabber positioning and flanking angles.
WeaverLANDWeaver debuffs enemy saves and mobility, making Quick Stitch conditions stick more reliably after the Flanker lands hits.
SniperLANDSniper capitalizes on off-guard targets the Flanker generates through positioning and the backstabber trait.
PUNISHES
✖ weapon reliance✖ attack spam
another Flanker
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Skinsaw Seamer in the encounter builder — free, no install.
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