Naiad CommanderCreature 6
Source Pathfinder Society Scenario #7-03: A Foot in the Door
Perception +12 (low light vision)
Languages Common, Elven, Fey, Thalassic
Skills Lore +17, Acrobatics +10, Athletics +12, Diplomacy +11, Intimidation +13, Survival +10
Str +4, Dex +2, Con +0, Int +1, Wis +2, Cha +3
AC 23; Fort +12; Reflex +12; Will +14;
HP 90
Speed 25 feet (swim 25 feet)
Weaknesses Cold Iron 3
Resistances Fire 3
Aqueous Rapier
+17 (+12, +7) to hit (deadly d8, disarm, magical, water) 1d6+10 PiercingAqueous Main-Gauche
+16 (+12, +8) to hit (agile, disarm, magical, parry, versatile s, water) 1d4+10 PiercingAqueous Fist
+16 (+12, +8) to hit (agile, finesse, magical, water) 1d4+10 BludgeoningAnimal Empathy
The naiad can ask questions of, receive answers from, and use the Diplomacy skill with animals
BraveryWhen the naiad commander rolls a success on a Will save against a fear effect, they get a critical success instead In addition, anytime they gain the Frightened condition, reduce its value by 1.
Dual Disarm
The naiad commander makes two Strikes, one with their rapier and one with their main-gauche (in either order) If both Strikes hit, the naiad commander can attempt to [/act disarm] the target Their multiple attack penalty increases only after all the attacks are made.
No Quarter!
(auditory, concentrate, emotion, linguistic, mental)The naiad commander orders their allies to fight without mercy All allied creatures of equal or lower level within 20 feet of the commander gain a +1 status bonus to attack rolls and damage rolls until the end of the naiad commander's next turn.
Effect: No Quarter!
The captain is the ultimate authority on a vessel, responsible for the livelihood and well-being of everyone on the ship.
Adventurers may need passage on a swift vessel, or they might face danger from raiders at sea or in coastal settlements.
Traits
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.
AmphibiousAn amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don't take the usual –2 penalty for being underwater.
FeyCreatures of the First World are called the fey.
NymphThis family of beautiful fey creatures has strong ties to natural locations.
WaterEffects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a connection to magical water.