Ship Captain
CREATURE 6The captain is the ultimate authority on a vessel, responsible for the livelihood and well-being of everyone on the ship.
Adventurers may need passage on a swift vessel, or they might face danger from raiders at sea or in coastal settlements.
+12
Common
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
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, any time they gain the Frightened condition, reduce its value by 1.
25 feet
Melee Rapier +17 (deadly d8, disarm, magical), Damage 1d6+10 piercing
Melee Main-Gauche +16 (agile, disarm, parry, versatile s), Damage 1d4+10 piercing
Melee Fist +16 (agile, nonlethal, unarmed), Damage 1d4+10 bludgeoning
Ranged Hand Crossbow +14 (reload 1, range increment 60 feet), Damage 1d6+6 piercing
Dual Disarm
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.
Effect: No Quarter!
Pathfinder NPC CoreORC