Pirate (Sailor)
This rugged character is clad in colorful, mismatched clothing, his hair tied back in a bandana.
Defense
AC: 16, touch 14, flat-footed 12 (+2 armor, +3 Dex, +1 dodge)
HP: 9 (1d8+1)
Fort: +1 Ref: +5 Will: +0
Offense
Speed: 30 ft.
Melee: falchion +2 (2d4+3/18–20) or mwk dagger +3 (1d4+3/19–20)
Special Attacks: sneak attack +1d6
Statistics
Str: 15 Dex: 16 Con: 13 Int: 12 Wis: 10 Cha: 8
Base Atk: +0 CMB: +2 CMD: 16
Feats: Combat Reflexes, Dodge
Skills: Acrobatics +7, Bluff +3, Climb +6, Diplomacy +3, Disable Device +7, Escape Artist +7, Intimidate +3, Knowledge (local) +5, Perception +4, Sense Motive +4, Swim +6
SQ: trapfinding +1
Languages: Common, Polyglot
Ecology
Environment: any oceans or coastlines
Organization: solitary, pair, or gang (3–8)
Treasure: NPC gear (leather armor, falchion, masterwork dagger, other treasure)
Description
Human rogue 1
The average pirate is a free-spirited renegade who would have great difficulty surviving in the cultured depths of polite, civilized society. Rogues and fighters typically make up the majority of a pirate ship’s crew of sailors, as they possess both the skill and brawn necessary for day-to-day raids and heists. These colorful, adventurous characters chafe at society’s laws and restrictions, and the exciting life of the buccaneer is well suited to pirates’ ferocious independence.
Source: Isles of the Shackles, p. 57
