Gillman Knife Fighter |
CR 1
|
XP 400
Gillman rogue
2
CN Medium humanoid
(aquatic)
Init +3; Senses Perception
+4
DEFENSE
AC 17, touch 13, flat-footed
14 (+4 armor,
+3 Dex)
hp 11 (2d8+2)
Fort
+1, Ref
+6, Will
–1
Defensive Abilities evasion Weaknesses water dependent
OFFENSE
Speed
30 ft., swim 30 ft.
Melee dagger +4 (1d4+1/19–20)
Ranged javelin +4 (1d6+1)
Special Attacks sneak attack +1d6
STATISTICS
Str
12, Dex
17, Con
12, Int
10, Wis
8, Cha
14
Base Atk +1; CMB
+2; CMD
15
Feats Skill
Focus (Intimidate),
Weapon
Finesse
Skills Acrobatics
+7, Bluff +6, Intimidate +10, Knowledge (local)
+5, Perception
+4, Perform (Dance)
+7, Profession
(fisherman) +3, Sense
Motive +4, Sleight
of Hand +8, Swim
+13
Languages Common, +1 additional
SQ amphibious,
rogue
talents
(finesse rogue),
trapfinding +1
Gear masterwork chain shirt, daggers (4), javelin
SPECIAL ABILITIES
Water Dependent (Ex)
Gillmen must submerge themselves completely
in salt or fresh water at least once every 24 hours or begin to
dehydrate.
Death claims a gillman after 24 + 4d6 hours without submersion.
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