Pirate Captain (Human Fighter 7/Rogue 5)
[This content was created for the Pathfinder rules by Paizo Publishing LLC and is part of the Pathfinder RPG product line.]
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DESCRIPTION
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Pirate captains are the deadly masters of pirate bands, villainous cutthroats who have cursed, looted, ravaged, betrayed, and carved their way to the top. These steel handed stingrays lead their crews by sheer force of will. Pirate captains make excellent champion pit fighters and deadly assassins. A pirate captain is usually found with a first mate and a dozen shipmates (CR 12).
Pirate Captain CR 11 |
XP 12,800 Human fighter 7/rogue 5 N Medium humanoid Init +10; Senses Perception +13 |
DEFENSE |
AC 21, touch 16, flat-footed 15 (+5 armor, +6 Dexterity) hp 80 (12 HD; 7d10+5d8+19) Fort +7, Ref +12, Will +4; +2 vs. fear Defensive Abilities bravery +2, evasion, trap sense +1, uncanny dodge |
OFFENSE |
Speed 30 ft. Melee +1 dagger +19/+14 (1d4+6/17-20) or 2 +1 daggers +17/+12 (1d4+6/17-20) and +17/+12 (1d4+5/1720) or +1 dagger +17/+12 (1d4+6/1720) and mwk Whip +17/+12 (1d3+1 nonlethal) Ranged mwk composite longbow +17/+12 (1d8+2/×3) Space 5 ft.; Reach 5 ft. (15 ft. with Whip) Special Attacks sneak attack +3d6, weapon training (light blades +1) |
STATISTICS |
Strength 14, Dexterity 22, Constitution 13, Intelligence 12, Wisdom 8, Charisma 10 Base Atk +10; CMB +12; CMD 28 Feats Dazzling Display, Exotic Weapon Proficiency, Improved Critical (dagger), Improved Initiative, Improved Two-Weapon Fighting, Iron Will, Shatter Defenses, Skill Focus (Acrobatics), Skill Focus (Intimidate), Two-Weapon Fighting, Weapon Finesse, Weapon Focus (dagger), Weapon Specialization (dagger) Skills Acrobatics +30, Appraise +5, Bluff +10, Climb +10, Craft (ships) +5, Diplomacy +4, Disable Device +14, Disguise +5, Escape Artist +10, Intimidate +20, Knowledge (local) +5, Perception +13 (+15 to find traps), Profession (sailor) +10, Ride +10, Sleight of Hand +10, Stealth +20, Survival +5, Swim +10 Languages Aquan, Common SQ armor training 2, rogue talents (finesse rogue, weapon training), trapfinding +2 Combat Gear potion of Disguise Self, potion of Spider Climb ; Other Gear +1 chain shirt, +1 daggers (2), daggers (2), masterwork composite longbow (+2 Strength) with 20 arrows, masterwork Whip, belt of incredible dexterity +2, boots of elvenkind, cloak of the manta ray, Magnifying glass, spyglass, masterwork thieves’ tools Boon A pirate captain can arrange safe passage to virtually anywhere in the world reachable by ship. |
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.