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Pirate, Sailor (Human Rogue 1)

This rugged character is clad in colorful, mismatched clothing, his hair tied back in a bandana.

Pirate, Sailor CR 1/2

XP 200
Human rogue 1
CN Medium humanoid (human)
Init +3; Senses Perception +4

DEFENSE

AC 16, touch 14, flat-footed 12 (+2 armor, +3 Dex, +1 dodge)
hp 9 (1d8+1)
Fort +1, Ref +5, Will +0

OFFENSE

Speed 30 ft.
Melee falchion +2 (2d4+3/18–20) or mwk dagger +3 (1d4+3/19–20)
Special Attacks sneak attack +1d6

STATISTICS

Str 15, Dex 16, Con 13, Int 12, Wis 10, Cha 8
Base Atk +0; CMB +2; CMD 16
Feats Combat Reflexes, Dodge
Skills Acrobatics +7, Bluff +3, Climb +6, Diplomacy +3, Disable Device +7, Escape Artist +7, Intimidate +3, Knowledge (local) +5, Perception +4, Sense Motive +4, Swim +6
Languages Common, Polyglot
SQ trapfinding +1


DESCRIPTION

Environment any oceans or coastlines
Organization solitary, pair, or gang (3–8)
Treasure NPC gear (leather armor, falchion, masterwork dagger, other treasure)

The average pirate is a free-spirited renegade who would have great difficulty surviving in the cultured depths of polite, civilized society. Rogues and fighters typically make up the majority of a pirate ship’s crew of sailors, as they possess both the skill and brawn necessary for day-to-day raids and heists. These colorful, adventurous characters chafe at society’s laws and restrictions, and the exciting life of the buccaneer is well suited to pirates’ ferocious independence.

Section 15: Copyright Notice – Pathfinder Campaign Setting: Isle of the Shackles
Pathfinder Campaign Setting: Isles of the Shackles © 2012, Paizo Publishing, LLC; Author: Mike Shel.