Intended Build:
Size and Type: Morlamaws are Large monstrous humanoids with the aquatic subtype They have a space and reach of 10 feet.
Amphibious: Morlamaws are able to breathe both water and air normally.
Cold Resistance: Morlamaws are accustomed to swimming in icy water and have cold resistance 5.
Darkvision: Morlamaws have darkvision with a range of 60 feet.
Morlamaw Movement: Morlamaws have a land speed of 20 feet and a swim speed of 40 feet.
Natural Weapons: Morlamaws are always considered armed. They can deal 1d3 lethal piercing damage with unarmed strikes, and those attacks don’t count as archaic. Morlamaws gain a unique weapon specialization with their natural weapons at 3rd level, allowing them to add 1-1/2 × their character level to their damage rolls for their natural weapons (instead of just adding their character level, as usual).
Level Up Stats:
5) +1 Dex, +2 Con, +2 Int, +2 Wis (12, 19, 14, 12, 11, 12)
10) +1 Dex, +2 Con, +2 Int, +2 Wis (12, 20, 16, 14, 13, 12)
15) +1 Dex, +2 Con, +2 Int, +2 Wis (12, 21, 18, 16, 15, 12)
20) +2 Str, +1 Dex, +2 Int, +2 Wis (14, 22, 18, 18, 17, 12)
Operative Specialization:
Thief
Feats:
1. Skill Focus (Perception)
1. Skill Focus (Sleight of Hand)
1. Tight Fit
3. Weapon Specialization (Basic melee weapons)
3. Weapon Specialization (Small arms)
3. Improved Initiative
5. Great Fortitude
7. Enhanced Resistance - Kinetic
9. Spellbane
11. Weapon Focus (Small arms)
Operative Exploit:
2. Jack of All Trades (Ex)
4. Holographic Clone (Ex)
5. Holographic Distraction (Ex)
6. Bleeding Shot (Ex)
8. Uncanny Shooter (Ex)
10. Cloaking Field (Ex)