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Seaborn FisherCreature -1


MediumAquaticChaoticElfHumanoid
Source Pathfinder Society Quest #4: Port Peril Pub Crawl
Perception +6 (low light vision)
Languages Common, Thalassic
Skills Lore +5, Athletics +4, Deception +3, Nature +5
Str +1, Dex +1, Con +0, Int +0, Wis +2, Cha +1

AC 15; Fort +5; Reflex +2; Will +8;
HP 9
Speed 25 feet (swim 25 feet)

Knife One Action +6 (+2, -2) to hit (agile, versatile s) 1d4+1 Piercing
Knife One Action +6 (+2, -2) to hit (agile, thrown 10, versatile s) 1d4+1 Piercing

Primal Innate Spells (DC 15, +7 to hit)

Cantrips (1st Level): Dancing Lights, Electric Arc, Ray of Frost
1st Level: Hydraulic Push



Traits

Common

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.

Aquatic

Aquatic creatures are at home underwater. Their bludgeoning and slashing unarmed Strikes don't take the usual –2 penalty for being underwater. Aquatic creatures can breathe water but not air.

Elf

A creature with this trait is a member of the elf ancestry. Elves are mysterious people with rich traditions of magic and scholarship who typically have low-light vision. An ability with this trait can be used or selected only by elves. A weapon with this trait is created and used by elves.

Humanoid

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