Characters

Sailor (Captain)

CR: 11 XP: 12,800


N Medium humanoid


Init: +1 Senses: Perception +10


Defense

AC: 25, touch 11, flat-footed 24 (+10 armor, +1 Dex, +1 natural, +3 shield)


HP: 89 (12 HD; 3d8+9d10+26)


Fort: +11 Ref: +5 Will: +8, +2 vs. fear


Defensive Abilities: bravery +2


Offense

Speed: 30 ft.


Melee: trident of warning +22/+17 (1d8+11) or starknife +18/+13 (1d4+7/×3)


Ranged: +1 composite longbow +14/+9 (1d8+7/×3) or starknife +14 (1d4+7/×3)


Special Attacks: weapon training (thrown +2, bows +1)


Statistics

Str: 20 Dex: 13 Con: 14 Int: 12 Wis: 10 Cha: 10


Base Atk: +11 CMB: +16 CMD: 27


Feats: Craft Magic Arms and Armor, Craft Wondrous Item, Greater Weapon Focus (trident), Master Craftsman, Power Attack, Skill Focus (Profession [sailor]), Step Up, Strike Back, Toughness, Vital Strike, Weapon Focus (trident), Weapon Specialization (trident)


Skills: Acrobatics +10, Climb +10, Craft (ships) +5, Diplomacy +10, Knowledge (engineering) +5, Knowledge (geography) +10, Knowledge (history) +5, Knowledge (local) +5, Knowledge (nature) +10, Knowledge (nobility) +5, Linguistics +5, Perception +10, Perform (keyboard instruments) +5, Profession (merchant) +5, Profession (sailor) +21, Spellcraft +16, Survival +10, Swim +10


SQ: armor training 2


Languages: Aquan, Auran, Common


Combat Gear: elemental gem (water)


Other Gear: +1 full plate, +1 heavy wooden shield, trident of warning, +1 composite longbow (+5 Str) with 20 arrows, starknife, amulet of natural armor +1, belt of giant strength +2, cloak of resistance +2, gloves of swimming and climbing, musical instrument (harpsichord or small pipe organ), spyglass


Description

Human expert 3/fighter 9

Boon A captain can arrange sea passage for PCs or cargo to any navigable destination, and can help PCs find directions to obscure destinations (+5 bonus on Knowledge [geography] or other related checks). Captains working for a larger group can also issue legal decrees in their name.

A captain is mistress of a ship at sea. She may be the legal authority and representative of her nation, company, faith, or faction, or she may be an independent captain owing allegiance to none and claiming no home but the sea itself. Captains may be used as pirates, admirals, or master merchants. A captain is usually accompanied by a first mate and a traveling merchant as quartermaster (CR 12).

Source: GameMastery Guide, p. 295