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Sailor (First Mate)

Sailor (First Mate) CR 8

Source GameMastery Guide pg. 295
XP 4,800
Human expert 4/fighter 5
N Medium humanoid
Init +4; Senses Perception +10

Defense

AC 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 +1

Offense

Speed 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)

Statistics

Str 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).