Absalom: Gillman Knife Fighter
Defense
AC: 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
HP: 11 (2d8+2)
Fort: +1 Ref: +6 Will: –1
Defensive Abilities: evasion
Weaknesses: water dependent
Offense
Speed: 30 ft., swim 30 ft.
Melee: dagger +4 (1d4+1/19–20)
Ranged: javelin +4 (1d6+1)
Special Attacks: sneak attack +1d6
Statistics
Str: 12 Dex: 17 Con: 12 Int: 10 Wis: 8 Cha: 14
Base Atk: +1 CMB: +2 CMD: 15
Feats: Skill Focus (Intimidate), Weapon Finesse
Skills: Acrobatics +7, Bluff +6, Intimidate +10, Knowledge (local) +5, Perception +4, Perform (Dance) +7, Profession (fisherman) +3, Sense Motive +4, Sleight of Hand +8, Swim +13
SQ: amphibious, rogue talents (finesse rogue), trapfinding +1
Languages: Azlanti, Common
Gear: masterwork chain shirt, daggers (4), javelin
Description
Gillman rogue 2
Water Dependent (Ex) Gillmen must submerge themselves completely in salt or fresh water at least once every 24 hours or begin to dehydrate. Death claims a gillman after 24 + 4d6 hours without submersion.
The Gillmen of Absalom and Escadar are avid duelists, but their confrontations are hardly the elegant dances of the brash human nobles. Their ritualized knife fights erupt in bars and back alleys across the docks, and the most f lamboyant displays aren’t with blades, but with tongues: shocking insults and sexual innuendo f ly back and forth to horrify or enrage an opponent into making mistakes. Such encounters are rarely fatal; gillmen traditionally fight to first blood. Afterward, the winner claims a trophy from the loser: sometimes a handkerchief, other times an ear.
Source: NPC Guide, p. 35
