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Iron Ring DeckhandCreature -1


UncommonLEMediumGoblinHumanoid
Source Pathfinder Society Scenario #3-08: Foundation's Price
Perception +2 (darkvision)
Languages Common, Goblin
Skills Acrobatics +2, Athletics +2, Intimidation +2, Lore +3
Str +1, Dex +1, Con +3, Int +0, Wis +1, Cha +1

AC 13; Fort +6; Reflex +4; Will +2;
HP 9
Speed 25 feet

Fist One Action +7 (+3, -1) to hit (agile, nonlethal) 1dd4+1 Bludgeoning
Bottle One Action +5 (+1, -3) to hit (agile, thrown 20) 1d6+1 Bludgeoning

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Heft Crate Two Actions (manipulate)

Requirements The deckhand is adjacent to a crate


Effect The deckhand 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 2d4 Bludgeoning Damage (DC 13 basic reflex save), and the area becomes difficult terrain until cleared.

Swig Two Actions (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.

Effect: Swig



Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Goblin

A creature with this trait can come from multiple tribes of creatures, including goblins, hobgoblins, and bugbears. Goblins tend to have darkvision. An ability with this trait can be used or chosen only by goblins. A weapon with this trait is created and used by goblins.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.