Fishermen
Size/Type: Medium Monstrous Humanoid (Aquatic)
Hit Dice: 2d8+2 (11 hp)
Initiative: +0
Speed: 20 ft., swim 50 ft.
AC: 16 (+6 Natural), touch 10, flatfooted 16
Attacks: Bite +3 Melee or hand weapon +3 melee
Damage: Bite 1d4+1 or hand weapon +1
Face/Reach: 5ft. by 5ft. / 5ft.
Special Qualities: Keen Sight (Ex), Slippery (Ex), Adhesive (Ex), Light Blindness (Ex), Amphibious (Ex), Immunity: Paralysis (Ex), Immunity: Poison (Ex), Resistance: Electricity (Ex): 10
Saves: Fort +1, Ref +3, Will +5
Abilities: Str 13, Dex 10, Con 13, Int 13, Wis 14, Cha 8
Skills: Escape Artist +8, Listen +4, Search +5, Spot +8
Feats: Alertness, Simple Weapon Proficiency
Languages: Aquan, sometimes Trade
Climate/Terrain: Temperate Aquatic
Challenge Rating: 2
Treasure: Coins: Standard , Goods: Standard , Items: Standard
Alignment: Often Neutral Evil
Advancement: 0-2 HD (Medium)
Hit Dice: 2d8+2 (11 hp)
Initiative: +0
Speed: 20 ft., swim 50 ft.
AC: 16 (+6 Natural), touch 10, flatfooted 16
Attacks: Bite +3 Melee or hand weapon +3 melee
Damage: Bite 1d4+1 or hand weapon +1
Face/Reach: 5ft. by 5ft. / 5ft.
Special Qualities: Keen Sight (Ex), Slippery (Ex), Adhesive (Ex), Light Blindness (Ex), Amphibious (Ex), Immunity: Paralysis (Ex), Immunity: Poison (Ex), Resistance: Electricity (Ex): 10
Saves: Fort +1, Ref +3, Will +5
Abilities: Str 13, Dex 10, Con 13, Int 13, Wis 14, Cha 8
Skills: Escape Artist +8, Listen +4, Search +5, Spot +8
Feats: Alertness, Simple Weapon Proficiency
Languages: Aquan, sometimes Trade
Climate/Terrain: Temperate Aquatic
Challenge Rating: 2
Treasure: Coins: Standard , Goods: Standard , Items: Standard
Alignment: Often Neutral Evil
Advancement: 0-2 HD (Medium)
An average fisherman stands roughly 5 feet tall and has a more or less humanoid appearance. Its rounded body is covered with fine scales giving it the appearance of being pudgy or bloated. The arms and legs are slender, almost willowy, ending in broad hands and distended feet that look very much like flippers. The bullet-shaped heads are piscine, with bulging, silver-black eyes and wide mouths full of needle-sharp teeth. Although fishermen are generally a silver-green color, their pigmentation changes with their mood. An angry fisherman is dark red, while a frightened one becomes pale gray or even white. The air around a fisherman carries the almost overwhelming odor of rotting fish.
Fishermen speak Aquan.
COMBAT
Fisherman tactics and weapons vary greatly depending upon the training and skills of the individual encountered. A group of fishermen warriors usually fight in formation, throwing their spears before closing to melee range. While intelligent, they dislike technology immensely and refuse to use it.
Fisherman tactics and weapons vary greatly depending upon the training and skills of the individual encountered. A group of fishermen warriors usually fight in formation, throwing their spears before closing to melee range. While intelligent, they dislike technology immensely and refuse to use it.
Keen Sight (Ex): Fishermen have excellent vision thanks to their two independently focusing eyes. Their eyesight is so keen that they can spot a moving object or creature even if it is invisible or camouflaged. Only by remaining perfectly still can such objects or creatures avoid their notice.
Slippery (Ex): All fishermen secrete an oily film that makes them difficult to grapple or snare. Webs don’t affect fishermen and they usually can wriggle free from most other forms of confinement.
Adhesive (Ex): Fishermen use their own body oil and other materials to give their shields a finish almost like flypaper, holding fast any creatures or items touching them. Anyone who makes an unsuccessful melee attack against a fisherman must succeed at a Reflex save (DC 14), or the attacker’s weapon sticks to the shield and is yanked out of the wielder’s grip. Creatures using natural weapons are automatically grappled if they get stuck.
Immunities (Ex): Fishermen are immune to poison and paralysis. The various hold mutations also have no effect on them, and their keen sight automatically detects figments for what they are.
Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds a fisherman for 1 round. In addition, they suffer a -1 circumstance penalty to all attack rolls, saves, and checks while operating in bright light.
Amphibious (Ex): Although fishermen breathe by means of gills, they can survive indefinitely on land.
Skills: Fishermen receive a +15 racial bonus to Escape Artist checks and a +4 racial bonus to Spot and Search checks.
(Yes, shamelessly stolen from Kuo-toa)
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