The tricorne hat this gillwoman wears is encrusted with salt, suggesting years spent at sea.
Squall Seer CR 9
AC 19, touch 14, flat-footed 16 (+5 armor, +1 deflection, +3 Dex)
hp 75 (10d8+30)
Fort +7, Ref +12, Will +10; +4 vs. bardic performance, language-dependent, and sonic, +4 vs. air and water effects, +2 vs. non-aboleth enchantments, –2 vs. aboleth enchantments
Defensive Abilities enchantment resistance; Weaknesses water dependent
Speed 30 ft., swim 30 ft.
Melee mwk quarterstaff +8/+3 (1d6)
Ranged mwk light crossbow +11 (1d8/19–20)
Special Attacks bardic performance 31 rounds/day (move action; dirge of doom [DC 18], distraction, fascinate [DC 18], inspire courage +2, inspire greatness, sea shanty, still water, whistle the wind)
Bard Spells Known (CL 10th; concentration +13)
4th (1/day)—legend lore, shadow conjuration (DC 17)
3rd (4/day)—charm monster (DC 16), elemental speech, seek thoughts (DC 16), summon monster III
2nd (5/day)—create treasure map, enthrall (DC 15), heroism, suggestion (DC 15), whispering wind
1st (6/day)—animate rope, comprehend languages, invigorate, remove fear, sleep (DC 14)
0 (at will)—dancing lights, daze (DC 13), know direction, mage hand, message, resistance
Str 10, Dex 16, Con 14, Int 8, Wis 12, Cha 16
Base Atk +7; CMB +7; CMD 21 (23 vs. grapple, overrun, and trip)
Feats Arcane Strike, Extra Performance, Lingering Performance, Skill Focus (Survival), Two-Weapon Fighting
Skills Acrobatics +11, Climb +8, Knowledge (geography) +11, Knowledge (local) +13, Knowledge (nature) +11, Linguistics +4, Perception +10, Perform (sing) +16, Survival +11, Swim +14
Languages Aboleth, Common
SQ amphibious, familiar (parrot), jack-of-all-trades (use any skill), lore master 1/day, sea legs, world traveler
Combat Gear potions of cure moderate wounds (2), potions of endure elements (2), potion of shield of faith; Other Gear +2 studded leather, mwk quarterstaff, mwk light crossbow with 20 bolts, cloak of resistance +2, ring of protection +1, seer’s tea (3 doses)
The gillmen are a people of the sea, and squall seers find special purpose and insight in buffeting winds and driving rain. They use these times to plumb the nature of reality through magic and drugs, letting their visions guide their voyages and adventures. These gillmen feel the most primal displays of nature’s fury echoing in their pulses and eventually learn to bend that power to their command.
Equal parts clergy and sailors, squall seers often amass cultish crews of gillmen and humans with blind faith in their ability to see ships through any storm as they journey across the world, whether they’re crashing through ice floes, riding the storm-lashed currents, or challenging beasts from the darkest ocean trenches. More than a few alternate between piracy and pirate-hunting, following whatever impulse seems most exciting; they may be denounced in one city only to be celebrated 50 miles up the coast.
Section 15: Copyright Notice
Pathfinder Campaign Setting: Inner Sea Monster Codex © 2015, Paizo Inc.; Authors: John Compton, Paris Crenshaw, Mike Myler, Tork Shaw, and Larry Wilhelm.