Ship Captain
Creature 6 — human, humanoid
The 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.
Source: pathfinder-npc-core
Perception +12
Skills acrobatics +10, athletics +12, diplomacy +11, intimidation +13, survival +10
Str
+4
Dex
+2
Con
+0
Int
+1
Wis
+2
Cha
+3
AC 23
Fort +12
Ref +12
Will +14
HP 90
Speed 25 feet
Offense
Melee Rapier +17, Damage 1d6+10 piercing
Melee Main-Gauche +16, Damage 1d4+10 piercing
Melee Fist +16, Damage 1d4+10 bludgeoning
Ranged Hand Crossbow +14, Damage 1d6+6 piercing
Abilities
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.
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 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.
Run Ship Captain in the encounter builder — free, no install.
Open in PathfinderGM →