Ship Captain

CREATURE 6

ln medium human humanoid 

Perception +12

Languages Common

Skills Acrobatics +10, Athletics +12, Diplomacy +11, Intimidation +13, Sailing Lore +17, Survival +10

Str +4 Dex +2 Con +0 Int +1 Wis +2 Cha +3

Items dagger, hand crossbow (10 bolts), leather armor, +1 rapier

AC  23; Fort +12, Ref +12, Will +14

HP 90

Bravery When the ship captain rolls a success on a Will save against a fear effect, they get a critical success instead. In addition, anytime they gain the frightened condition, reduce its value by 1.

Speed 25 feet

Melee [>] rapier +17 (deadly 1d8, disarm, magical), Damage 1d6+10 piercing

Melee [>] main-gauche +16 (agile, disarm, parry, versatile s), Damage 1d4+10 piercing

Ranged [>] hand crossbow +14 (range increment 60 feet, reload 1), Damage 1d6+6 piercing

Dual Disarm [>>] The captain makes two Strikes, one with their rapier and one with their main-gauche (in either order). If both Strikes hit, the ship captain can attempt to Disarm the target. Their multiple attack penalty increases only after all the attacks are made.

No Quarter! [>] (auditory, concentrate, emotion, linguistic, mental) The captain orders their shipmates to fight without mercy. All allied creatures of equal or lower level within 20 feet of the ship captain gain a +1 status bonus to attack rolls and damage rolls until the end of the ship captain's next turn.

Gamemastery Guide, page 243.

Open Ship Captain in the interactive creatures list or browse all creatures starting with S.