Dockhands are considered unruly working to load and unload cargo from ships, but many stay focused and work hard until the job is done. Some do celebrate the end of their work day with rowdy drinking.
Recall Knowledge - Humanoid (Society): DC 14
Unspecific Lore: DC 12
Specific Lore: DC 9
Dockhand, Laborer 0
Source Gamemastery Guide pg. 222
Perception +3
Languages Common
Skills Acrobatics +3, Athletics +5, Intimidation +3, Labor Lore +4
Str +3, Dex +1, Con +3, Int +0, Wis +1, Cha +1
Items empty bottle (3), leather armor, whiskey (1 bottle)
AC 14; Fort +7, Ref +5, Will +3
HP 20
Speed 25 feet
Melee fist +7 [+3/-1] (agile, nonlethal), Damage 1d4+3 bludgeoning
Ranged bottle +5 [+1/-3] (agile, thrown 20 feet), Damage 1d6+3 bludgeoning
Heft 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 within the area takes 2d6 bludgeoning damage (DC 13 basic Reflex save), and the area becomes 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 and drink the whole thing. For 1 minute, the dockhand gains a +2 item bonus to melee damage rolls and saving throws against fear, but they become clumsy 1.
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