Boatman CR 9
Speed 35 ft.
Melee masterwork short sword +7/+2 (1d6–2/19–20)
Ranged +1 longbow +11/+6 (1d8–1/×3)
Special Attacks favored enemy (goblinoids +2), sneak attack +3d6
Spells Prepared (CL 1st; concentration +4)
Before Combat If he expects combat, he casts jump on himself so that he can easily leap from his barge to shore or vice-versa. If he thinks he’s coming into dangerous territory, he uses his fast stealth rogue ability to sneak up on enemies so that he can fire arrows from concealment.
During Combat He prefers to fight from his barge, forcing opponents to swim to him. He relies on his speed and mobility to stay out of reach of his enemies. If forced into melee combat, he uses his dog to flank so he can make sneak attacks.
Morale He knows when it is time to run and is not above stranding foes on his barge with his anchor feather token, leaping away under the effects of his jump spell, and using his swan boat feather token to create another craft to escape in. But when defending innocents or fighting evil, he gives no quarter and never quits.
Str 6, Dex 15, Con 10, Int 15, Wis 16, Cha 12
Base Atk +8; CMB +6; CMD 20
Feats Deadly Aim, Dodge, Endurance, Fleet, Great Fortitude, Mobility, Point Blank Shot, Shot on the Run
Skills Acrobatics +12, Bluff +14, Climb +10, Knowledge (geography) +15, Knowledge (Nature) +15, Perception +16, Perform (oratory) +14, Sense Motive +16, Stealth +14, Survival +16, Swim +10
Languages Common, Elven, Orc
SQ favored terrain (water +2), hunter’s bond (dog animal companion named Blue), rogue talents (fast stealth, resiliency, stand up), track +2, trapfinding +3, wild empathy +7
Combat Gear elixir of swimming, feather tokens (anchor, fan, swan); Other Gear +1 chain shirt, +1 longbow with 20 arrows, masterwork short sword, amulet of natural armor +1, boots of the winterlands, cloak of resistance +1, ring of protection +1, 450 gp