Dockhand CultistCreature 0
Source Pathfinder Society Scenario #1-22: Doom of Cassomir
Perception +3
Languages Common
Skills Acrobatics +3, Athletics +5, Lore +4, Intimidation +3
Str +3, Dex +1, Con +3, Int +0, Wis +1, Cha +1
AC 14; Fort +7; Reflex +5; Will +3;
HP 20
Speed 25 feet
Fist +7 (+3, -1) to hit (agile, nonlethal) 1d4+3 Bludgeoning
Bottle +5 (+1, -3) to hit (agile, range, thrown 20) 1d6+3 Bludgeoning
Heft Crate (manipulate)
Requirements The dockhand is adjacent to a crate
Effect The dockhand picks up a crate and heaves it up to 15 feet. Upon landing, the crate breaks open in a 5-foot burst. Each creature within the area takes 2d6 bludgeoning damage (DC 13 basic reflex save), and the area becomes difficult terrain until cleared.
Swig (manipulate)The dockhand Interacts to either draw a bottle of alcohol or pick up a nearby unattended bottle of alcohol and drink the whole thing. For 1 minute, the dockhand gains a +2 item bonus to melee damage rolls and saving throws against fear, but they become Clumsy 1.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
HumanA creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.