Sailor (First Mate)Sailor (First Mate) CR 8Source GameMastery Guide pg. 295 XP 4,800 Human expert 4/fighter 5 N Medium humanoid Init +4; Senses Perception +10DefenseAC 21, touch 14, flat-footed 17 (+7 armor, +4 Dex) hp 63 (9 HD; 4d8+5d10+18) Fort +7, Ref +6, Will +6; +1 vs. fear Defensive Abilities bravery +1OffenseSpeed 30 ft. Melee +1 short sword +15/+10 (1d6+6/17–20) or +1 short sword +13/+8 (1d6+6/17–20), +1 short sword +13/+8 (1d6+5/17–20) or +1 short sword +13/+8 (1d6+6/17–20), mwk whip +11 (1d3+1 nonlethal) Ranged mwk heavy crossbow +13 (1d10/19–20) Space 5 ft., Reach 5 ft. (15 ft. with whip) Special Attacks weapon training (light blades +1)StatisticsStr 14, Dex 18, Con 14, Int 8, Wis 12, Cha 10 Base Atk +8; CMB +10; CMD 24 Feats Athletic, Exotic Weapon Proficiency (whip), Improved Critical (short sword), Improved Two-Weapon Fighting, Quick Draw, Two-Weapon Fighting, Weapon Finesse, Weapon Focus (shortsword), Weapon Specialization (short sword) Skills Acrobatics +13, Climb +10, Craft (ships) +5, Intimidate +5, Knowledge (geography) +3, Knowledge (nature) +3, Linguistics +3, Perception +10, Perform (sing) +4, Perform (wind) +4, Profession (sailor) +12, Survival +5, Swim +13 Languages Aquan, Common SQ armor training 1 Combat Gear potion of water breathing, feather tokens (anchor, fan); Other Gear +1 breastplate, +1 short swords (2), masterwork heavy crossbow with 10 bolts, masterwork whip, ring of swimming, everburning torch, musical instrument (concertina or fife)
Boon A first mate can arrange for PCs to meet with a captain or merchant prince of their acquaintance, with a +2 circumstance bonus on Diplomacy checks because of the first mate’s reputation. He can also accompany PCs with a longboat and crew of four shipmates for up to 1 day.
A first mate is the loyal assistant to a ship’s captain. He oversees duties and discipline aboard ship, feared but always respected; he is able to entertain with a sea shanty one moment and ply his trusty lash or flashing cutlasses the next. A first mate could also be the warden of an exotic island prison. Away from their ships, first mates can be found with a traveling merchant quartermaster (CR 9), or a captain (CR 12).
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