Sharkskin
CREATURE 7Pangender human nephilim pirate
+13; low-light vision
Common; Special Communication Types
Athletics +18, Deception +15, Diplomacy +15, Intimidation +18, Sailing Lore +12, Stealth +15, Thievery +15
Str +6, Dex +0, Con +2, Int +1, Wis +0, Cha +4
Scimitar, Scimitar, Crossbow, Hide Armor, Triangular Teeth, Dragon Turtle Scale, Potion of Emergency Escape
Pirate Training
Sharkskin ignores the usual penalties for using a bludgeoning or slashing melee weapon in water. In addition, xe can hold xir breath for 175 rounds before suffocating.
AC 25; Fort +15, Ref +18, Will +12
HP 100
Deny Advantage
Sharkskin isn't off-guard to creatures of 7th level or lower that are hidden, undetected, flanking, or using surprise attack.
Triangular Teeth (magical)
once per day
Sharkskin would be hit by an attack against xir AC
Xe gains a +1 circumstance bonus to xir AC against the attack, or a +2 circumstance bonus if the attack is in water or has the amphibious, aquatic, or water trait. Whether the attack hits or misses, xe gains a +2 status bonus to damage with the next Strike xe makes against the attacker before the end of xir next turn.
25 feet
Melee Jaws +16 (finesse, unarmed), Damage 1d6+9 piercing
Melee Fearsome Scimitar +16 (emotion, fear, forceful, magical, mental, sweep), Damage 2d6+9 slashing
Melee Underwater Scimitar +16 (forceful, magical, sweep, water), Damage 2d6+9 slashing
Ranged Crossbow +12 (magical, water, range increment 120 feet), Damage 2d8+2 piercing
Surprise Attack
On the first round of combat, creatures that haven't acted yet are off-guard to Sharkskin.
Twin Feint
You're Next (emotion, fear, mental)
Sharkskin reduces an enemy to 0 hit points
Sharkskin attempts an Intimidation check to Demoralize a single creature xe can see with a +2 circumstance bonus.
Pathfinder Society Scenario #6-00: Salt of the OceanORC