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Gillman Knife Fighter (Gillman Rogue 2)


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.