Tired DockhandCreature -1
Source Pathfinder Society Scenario #6-99: Under the Eye of the Mantis
Perception +1
Languages Common
Skills Lore +3, Acrobatics +2, Athletics +6, Intimidation +3
Str +3, Dex +1, Con +3, Int +0, Wis +1, Cha +0
AC 13; Fort +6; Reflex +4; Will +2;
HP 9
Speed 25 feet
Fist
+7 (+3, -1) to hit (agile, nonlethal, unarmed) 1d4+2 BludgeoningBottle
+5 (+1, -3) to hit (agile, thrown 15) 1d4+2 BludgeoningHeft 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 in the area takes 1d6 bludgeoning damage with a DC 13 reflex save, and the area is 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, then drinks the whole thing. For 1 minute, the dockhand gains a +2 item bonus to melee damage rolls and saving throws against fear but is Off-Guard.
Working to load and unload cargo from ships, dockhands are considered unruly, but many stay focused and work hard until the job is done.
Society is built upon the backs of laborers.
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.