Shipmate — Sailor and Deckhand

Sailor · Deckhand · Mariner · A life lived by the watch bell
The first to climb the ratlines is often the last to be paid. A shipmate knows every groan of the vessel, which lines will snap in a squall and which officer shares food when the stores run low. A quick blade may see off a boarder, but on most days a sailor’s courage is measured by the rope hauled and the water pumped.
At a Glance
| Role | Common sailor, deckhand, bargefolk or mariner; readily adapted to a fishing, merchant or pirate crew |
|---|---|
| Duties | Haul rigging, reef sails, stand watch, mend lines, pump bilges and work boats |
| Arms | cutlass, boarding axe, dagger; an issued pistol is uncommon |
| Protection | studded leather, oilskin clothing and a reliable pair of boots |
| Officers | First Mate and Pirate Captain when aboard a privateer |
| Allegiance | Own shipmates and agreed ship’s articles; may sail among the Brethren of the Coast |
| Where Encountered | Working ships, barges and island harbours, including Tortuga and Port Royal |
| Immediate Concern | The ship’s bilge is taking water, but the mate has ordered the vessel to sail before the leak is found |
Game Statistics
Choose the edition required for play. This is a lightly equipped working sailor, not an elite marine. It can fight with cutlass or boarding axe, and the original Pathfinder scimitar-and-bow profile is preserved inside its own tab.
D&D 5.5e / 2024
Shipmate
Medium Humanoid (Human), any alignment · CR 1/4 (50 XP)
Armor Class 13 (studded leather); Hit Points 11 (2d8 + 2); Initiative +1; Speed 30 ft.
Skills Athletics +3, Acrobatics +3, Perception +2; Tool Proficiency Water Vehicles +3; Senses Passive Perception 12; Languages Common; Proficiency Bonus +2.
Equipment cutlass, boarding axe, dagger, studded leather, rope, a sailor’s kit and a whistle. Firearms are optional issue equipment, not standard arms.
Traits
Sea Legs. The shipmate has Advantage on ability checks made to climb rigging or keep its footing on a rocking vessel. Working Sailor. The shipmate can tend sails, haul lines, pump bilges and assist a trained gunner in operating ship artillery; this does not give a personal cannon attack.
Actions
cutlass. Melee Attack +3, reach 5 ft. Hit: 4 (1d6 + 1) Slashing.
boarding axe. Melee Attack +3, reach 5 ft. Hit: 4 (1d6 + 1) Slashing or Piercing. The hooked head is also used on ropes, hatches and timbers.
dagger. Melee Attack +3, reach 5 ft. Hit: 3 (1d4 + 1) Piercing. Thrown: range 20/60 ft., same attack bonus and damage.
Bonus Actions
Haul Together (1/Day). An adjacent willing ally gains Advantage on its next Strength (Athletics) check to secure rigging, grapple a ship or shift a heavy obstruction before the end of its next turn.
Reactions
Brace for Impact (1/Day). The shipmate adds 2 to its Dexterity saving throw against a visible shipboard hazard, such as a falling spar or loose cargo.
Optional firearm. A shipmate specifically issued a loaded pistol can replace a melee attack with one Ranged Attack +3 at 30/90 ft.; Hit: 6 (1d10 + 1) Piercing. It carries one shot and follows the site’s Loading rule. Ordinary shipmates do not automatically gain 2024 Weapon Mastery.
D&D 5e / 2014
Shipmate
Medium Humanoid (Human), any alignment · CR 1/4 (50 XP)
Armor Class 13 (studded leather); Hit Points 11 (2d8 + 2); Initiative +1; Speed 30 ft.
Skills Athletics +3, Acrobatics +3, Perception +2; Tool Proficiency Water Vehicles +3; Senses Passive Perception 12; Languages Common; Proficiency Bonus +2.
Equipment cutlass, boarding axe, dagger, studded leather, rope, a sailor’s kit and a whistle. Firearms are optional issue equipment, not standard arms.
Traits
Sea Legs. The shipmate has Advantage on ability checks made to climb rigging or keep its footing on a rocking vessel. Working Sailor. The shipmate can tend sails, haul lines, pump bilges and assist a trained gunner in operating ship artillery; this does not give a personal cannon attack.
Actions
cutlass. Melee Weapon Attack +3, reach 5 ft. Hit: 4 (1d6 + 1) Slashing.
boarding axe. Melee Weapon Attack +3, reach 5 ft. Hit: 4 (1d6 + 1) Slashing or Piercing. The hooked head is also used on ropes, hatches and timbers.
dagger. Melee Weapon Attack +3, reach 5 ft. Hit: 3 (1d4 + 1) Piercing. Thrown: range 20/60 ft., same attack bonus and damage.
Bonus Actions
Haul Together (1/Day). An adjacent willing ally gains Advantage on its next Strength (Athletics) check to secure rigging, grapple a ship or shift a heavy obstruction before the end of its next turn.
Reactions
Brace for Impact (1/Day). The shipmate adds 2 to its Dexterity saving throw against a visible shipboard hazard, such as a falling spar or loose cargo.
Optional firearm. A shipmate specifically issued a loaded pistol can replace a melee attack with one Ranged Weapon Attack +3 at 30/90 ft.; Hit: 6 (1d10 + 1) Piercing. It carries one shot and follows the site’s Loading rule. No 2024 Weapon Mastery applies in this edition.
Pathfinder 1e
This cutlass-armed campaign shipmate is an alternative to the original Paizo scimitar-and-longbow NPC, preserved in full below. Do not combine their equipment.
Shipmate — Working Deckhand
CR 1/2; XP 200; N Medium humanoid (human); human expert 1/warrior 1
Init +1; Senses Perception +4; Languages Common.
Defense
AC 15, touch 12, flat-footed 13 (+3 studded leather, +1 Dex, +1 Dodge); hp 11 (1d8+1d10+2); Fort +3, Ref +1, Will +2.
Offense
Speed 30 ft.; Melee cutlass +2 (1d6+1/18–20) or boarding axe +2 (1d6+1/×3; Slashing or Piercing) or dagger +2 (1d4+1/19–20); Ranged dagger +2 (1d4+1/19–20; 10-ft. increment).
Statistics
Base Atk +1; CMB +2; CMD 14; Feats Dodge, Skill Focus (Profession [sailor]); Skills Climb +5, Perception +4, Profession (sailor) +8, Swim +5, Survival +4.
Gear cutlass, boarding axe, two daggers, studded leather, grappling hook and rope, marlinspike and sailor’s kit. The boarding axe has the wooden-surface climbing use described in its entry.
Tactics A shipmate fights to hold a gangway, protect a wounded companion or escape an overrun vessel, but usually prefers orders from an experienced mate.
Original Pathfinder Shipmate (Expert 1/Warrior 1) — source stat block
Published Pathfinder Reference
| Shipmate CR 1/2 |
| XP 200 Human expert 1/warrior 1 N Medium humanoid Init +1; Senses Perception +4 |
| DEFENSE |
| AC 15, touch 12, flat-footed 13 (+3 armor, +1 Dexterity, +1 Dodge) hp 11 (2 HD; 1d8+1d10+2) Fort +3, Ref +1, Will +2 |
| OFFENSE |
| Speed 30 ft. Melee Scimitar +2 (1d6+1/18-20) or dagger +2 (1d4+1/19-20) Ranged composite longbow +2 (1d8+1/x3) |
| STATISTICS |
| Strength 13, Dexterity 13, Constitution 12, Intelligence 8, Wisdom 10, Charisma 9 Base Atk +1; CMB +2; CMD 14 Feats Dodge, Skill Focus (Profession [sailor]) Skills Acrobatics +5, Climb +5, Craft (ships) +3, Perception +4, Profession (fisherman) +4, Profession (sailor) +8, Survival +4, Swim +5 Languages Common Gear masterwork studded leather, daggers (2), composite longbow (+1 Strength) with 20 arrows, Scimitar Boon A shipmate can smuggle a small item onto or off of a ship, or help PCs get on or off of a ship by creating a distraction for any other watchers (-4 on Perception checks to notice the PCs for up to 1 minute). |
D&D 3.5e
Shipmate — Expert 1/Warrior 1
| Size / Type | Medium Humanoid (Human) |
|---|---|
| Alignment / CR | Neutral; CR 1/2 (campaign adaptation) |
| Hit Dice / HP | 1d6 + 1d8 + 2 (10 hp) |
| Initiative | +1 |
| Speed | 30 ft. |
| Armour Class | 15, touch 12, flat-footed 13 (+3 studded leather, +1 Dexterity, +1 Dodge) |
| Base Attack / Grapple | +1 / +2 |
| Attack | cutlass +2 melee (1d6+1/18–20) or boarding axe +2 melee (1d6+1/×3) or dagger +2 melee (1d4+1/19–20) |
| Full Attack | Cutlass +2 or boarding axe +2 or dagger +2 (no extra attacks) |
| Space / Reach | 5 ft. / 5 ft. |
| Saving Throws | Fort +3; Ref +1; Will +2 |
| Ability Scores | Str 13, Dex 13, Con 12, Int 8, Wis 10, Cha 9 |
| Skills | Climb +5, Swim +5, Profession (sailor) +8, Spot +4, Listen +4 |
| Feats | Dodge, Skill Focus (Profession [sailor]) |
| Special Qualities | Deckhand familiar with rope work, rigging and watches; no inherent firearm proficiency |
| Equipment | cutlass, boarding axe, two daggers, studded leather, grappling hook, rope and a sailor’s kit |
Optional pistol: if armed from an officer’s stores, use the pistol rules (1d10 Piercing, ×3 critical, 50-ft. range increment, single shot, standard-action reload); a nonproficient shipmate suffers the normal firearm proficiency penalty.
What Is the Shipmate Doing Now?
A slow leak has appeared below the waterline while the captain prepares to leave harbour. The shipmate found old caulking hidden beneath a freshly painted board and has been told to keep quiet until the next tide. A second sailor has disappeared after taking a piece of the rotted timber to the First Mate.
If the vessel sails, its cargo may be lost in a gale. If the sailor refuses to work, a suspicious officer may call the protest mutiny. The shipmate needs somebody who can inspect the hull without being stopped by the watch.
Personality and Behaviour
Practical, observant and quick with a joke when the weather is fair, the shipmate has little respect for fine coats but pays attention to fair wages and reliable orders. They know that a crew survives by sharing unpleasant work, and distrust anyone who promises shares without putting their name to the articles.
For a named character, give the sailor a small debt, a home port and an ambition beyond the next voyage. Perhaps they are saving to buy a fishing boat, trying to recover a lost sibling or learning enough navigation to sit an officer’s examination.
Meeting Shipmates in Play
During a watch: a sailor hears footsteps where no one should be standing and asks the characters to investigate. In a storm: the mast must be steadied while another shipmate frees a trapped crewmember. During boarding: the sailor uses a boarding axe to cut entangled rigging or draws a cutlass to hold a narrow companionway until help arrives.
Several shipmates together form a deck party or shore-going press gang; they are not automatically trained soldiers. The Veteran Buccaneer is a stronger combatant, while a Guide or pilot specialises in finding a way through unfamiliar waters.
Crew, Officers and Loyalties
The First Mate decides how the watch is organised, but every successful voyage depends upon willing hands. The Pirate Captain may win fame and treasure while the crew receives only its promised shares. A sailor who has seen an officer risk a life to save the wounded may stay loyal for years; one cheated of pay may quietly help a rival captain.
Around the Brethren of the Coast, ordinary sailors know who buys stolen powder, which harbour has reliable water and who has been refusing to pay wounded hands. The most dangerous information aboard a ship often travels among the least celebrated people.
Adventure Hooks
The Rope With the Wrong Knot
A halyard breaks in calm weather, and a sailor recognises a knot made deliberately to fail under load. The crew must decide whether to expose a saboteur before the next storm or search for the goods hidden in the fallen sail.
Six Names Missing
The pay ledger no longer lists six sailors transferred to another vessel. Their hammocks and sea chests are still aboard. A shore broker has been charging for their passage under false names.
All Hands Below
Strange knocking sounds come through the hull while the ship lies at anchor. The carpenter is certain the timbers are sound, but something inside the bilge is trying to get out and the crew refuses to descend alone.
Equipment and Wages
Typical kit: cutlass for cramped fighting, boarding axe to free hatches or chop rigging, two daggers, studded leather, a grappling hook, a length of rope, needle and sail twine, oilcloth, a hammock and a small purse.
A shipmate is usually paid in wages or a share of a voyage’s proceeds. They carry little treasure, but may have a map scrap, a witness’s testimony, a key to a locked cargo hold or a message smuggled from a port.
Further Paths
Meet the First Mate, Pirate Captain and Veteran Buccaneer; learn about the Brethren of the Coast or browse other non-player characters and Caribbean NPCs.
Sources and Licensing
The original Pathfinder Shipmate (Human Expert 1/Warrior 1) CR 1/2 stat block is preserved in full inside its edition panel. This working-deckhand profile and the other rules editions are separate campaign adaptations; do not stack their equipment or abilities.
Equipment reference: Cutlass, Boarding Axe, Dagger, Studded Leather, Pistol, Grappling Hook. Original Pathfinder NPC source.
Section 15: Copyright Notice – Pathfinder RPG GameMastery Guide
Pathfinder RPG GameMastery Guide, © 2010, Paizo Publishing, LLC; Authors: Cam Banks, Wolfgang Baur, Jason Bulmahn, Jim Butler, Eric Cagle, Graeme Davis, Adam Daigle, Joshua J. Frost, James Jacobs, Kenneth Hite, Steven Kenson, Robin Laws, Tito Leati, Rob McCreary, Hal Maclean, Colin McComb, Jason Nelson, David Noonan, Richard Pett, Rich Redman, Sean K Reynolds, F. Wesley Schneider, Amber Scott, Doug Seacat, Mike Selinker, Lisa Stevens, James L. Sutter, Russ Taylor, Penny Williams, Skip Williams, Teeuwynn Woodruff.
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