Prisoner Creature 1
NMediumHumanHumanoidPathfinder Gamemastery Guide (Second Edition), page 215; family: Downtrodden
Most who end up in a jail, dungeon, or prison are just biding their time until their imprisonment ends, trying to find ways to make it through interminable days of boredom and deprivation. Some, however, may use their time on the inside to strengthen their criminal connections. Using force and intimidation to gain status among other prisoners, they create makeshift weapons to take down their enemies and give them an edge if escape becomes possible. Even for prisoners who don’t become involved in the world of prison politics, learning to stand up for themselves and projecting an air of toughness can become essential for survival in a place where people have little left to lose.
Perception +6
Languages Common
Skills Acrobatics +7, Athletics +6, Intimidation +3, Stealth +7, Thievery +7
Str +3, Dex +4, Con +1, Int +0, Wis +1, Cha +0
Items shiv
AC 17; Fort +4, Ref +9, Will +6
HP 17
Speed 25 feet
Melee ◆ shiv +7 (agile), Damage 1d4+3 piercing
Melee ◆ fist +7 (agile, nonlethal), Damage 1d4+3 piercing
Sneak Attack The prisoner deals an extra 1d6 precision damage to flat-footed creatures.
Surprise Attack On the first round of combat, creatures that haven’t acted yet are flat-footed to the prisoner.
You’re Next (emotion, fear, mental) Trigger The prisoner reduces a creature to 0 Hit Points; Effect The prisoner attempts an Intimidation check with a +2 circumstance bonus to Demoralize a single creature it can see and that can see them.
