The Invisible Man CR 15
AC 21, touch 16, flat-footed 15 (+5 armor, +5 Dex, +1 dodge)
hp 103 (14d8+34)
Fort +7, Ref +15, Will +6; +4 vs. poison
Defensive Abilities evasion, improved uncanny dodge, natural invisibility, trap sense +2
Speed 30 ft.
Melee +2 assassin’s dagger +17/+12 (1d4+3/19–20)
Special Attacks death attack (DC 21), poison use, sneak attack +7d6
Str 13, Dex 20, Con 12, Int 14, Wis 10, Cha 8
Base Atk +10; CMB +11; CMD 27
Feats Combat Reflexes, Dodge, Improved Initiative, Mobility, Spring Attack, Stealthy, Throw Anything, Toughness, Weapon Finesse
Skills Acrobatics +20, Bluff +15, Climb +15, Disable Device +15, Disguise +15, Escape Artist +15, Intimidate +10, Knowledge (local) +10, Perception +10, Sense Motive +15, Sleight of Hand +20, Stealth +25, Swim +8
Languages Common, Undercommon, +1 additional
SQ hidden weapons, hide in plain sight, permanent spells, quiet death, rogue talents (bleeding attack +7, fast stealth, finesse rogue), trapfinding +3, true death
Gear +2 studded leather (invisible), assassin’s dagger (invisible), gloves, goggles, hat, longcoat, 66 gp
PC Gear +158,000 gp
At the beginning of any combat round, he must make a DC 15 Will save or be confused for 1 round.
He benefits from permanent darkvision, resistance, and see invisibility spells. In addition, he has had permanent invisibility placed on his armor and dagger, so that he can wear and wield these tools without becoming partially visible.
Pathfinder Campaign Setting: Rival Guide. © 2011, Paizo Publishing, LLC. Authors: Brian Cortijo, Adam Daigle, Tim Hitchcock, Brandon Hodge, Colin McComb, Jason Nelson, Amber Scott, Neil Spicer, and Todd Stewart.