Mercenary SailorCreature 5
Source Pathfinder #147: Tomorrow Must Burn
Perception +11
Languages Common
Skills Acrobatics +11, Athletics +13, Lore +13, Survival +11, Thievery +11
Str +4, Dex +4, Con +3, Int +0, Wis +2, Cha -1
AC 22; Fort +12; Reflex +15; Will +9;
HP 75
Speed 25 feet
Scimitar +15 (+10, +5) to hit (forceful, sweep) 1d6+7 Slashing
Shortbow +15 (+10, +5) to hit (deadly d10, range increment 60, reload 0) 1d6+3 Piercing
Shipboard Grace
The mercenary sailor is not Flat-Footed while Balancing or Climbing while on a watercraft.
MobilityWhen the sailor takes a Stride action to move half their Speed or less, that movement does not trigger reactions.
Shipboard SavvyThe sailor's melee Strikes deal 2d6 extra precision damage if both the sailor and the target are on watercraft.
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.