Sailor
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.
Pirate, Smuggler This shady-looking sailor has a knowing glint in his eyes, which shift from side to side as he evaluates his surroundings.
Source: Isles of the Shackles, p. 58
