Hadozee First Mate (CR 3)
AC: 16 (+2 Dex, +4 masterwork chain shirt), touch 12, flat-footed 14
Hit Dice: 3d8+3 (20 hp)
Fort +4, Ref +5, Will +1
Speed: 30 ft., glide 40 feet (poor)
Space: 5 ft./5 ft.
Base Attack +3; Grapple +4
Attack: Cutlass +6 melee
Full Attack: Cutlass +4 melee and cutlass +4 melee
Damage: Cutlass 1d6+1/19-20 or cutlass 1d6/19-20 (off hand)
Special Attacks/Actions: Favored enemy animals +2
Abilities: Str 12, Dex 15, Con 13, Int 8, Wis 10, Cha 14
Special Qualities: Hadozee traits, wild empathy +6 (+2 magical beasts), 3rd-Level Hadozee Ranger
Feats: Dodge; Endurance; Track; Two-Weapon Fighting; Weapon Finesse; Weapon Focus (cutlass)
Skills: Balance +6, Climb +10, Handle Animal +8, Knowledge (nature) +7, Profession (sailor) +6, and Survival +6
Advancement: By character class
Climate/Terrain: Warm forest, seagoing
Organization: Solitary, gang (2-4), or crew (11-20 plus 2 mates of 3rd level plus 1 captain of 5th level and 5-8 noncombatant cabin boys)
Though normally peaceful, hadozee enjoy a good scrap and a friendly brawl. When combat breaks out in their vicinity, they usually join in with gusto. Hadozee are fond of scrambling up to seize the high ground, then leaping or gliding down on top of their opponents. They prefer nonlethal fights to blood-baths and seldom hold grudges.
- Gliding: A hadozee can use its wings to glide, negating any damage from a fall of any height and allowing travel 20 feet horizontally for every 5 feet of descent. A hadozee glides at a speed of 40 feet (poor maneuverability).
- +4 racial bonus on Balance and Climb checks. Hadozee do not lose their Dexterity bonus to AC while climbing and can climb unimpeded while holding something in one hand. All hadozee have access to Profession (sailor) as a class skill whatever their actual class.