Cursed Pirate CR 5
AC 17, touch 14, flat-footed 13 (+3 armor, +3 Dex, +1 dodge)
hp 35 (6 HD; 2d10+4d8+6)
Fort +5, Ref +7, Will +1; +1 vs. fear
Defensive Abilities bravery +1, evasion, trap sense +1, uncanny dodge
Weaknesses rotting curse
Speed 30 ft.
Melee +1 short sword +9 (1d6+2/19–20)
Ranged mwk light crossbow +9 (1d8/19–20)
Special Attacks jinx, sneak attack +2d6
Before Combat The cursed pirate tries to fight from higher ground, such as his ship’s rigging or crow’s nest, allowing him to sneak attack anyone climbing.
During Combat The cursed pirate uses Mobility to avoid being flanked and to draw opponents near his pirate allies.
Morale The cursed pirate loves his life of adventure and flees combat if he believes he’ll be killed, jumping off his ship and swimming to safety if necessary.
Str 13, Dex 16, Con 12, Int 10, Wis 10, Cha 14
Base Atk +5; CMB +6; CMD 20
Feats Acrobatic, Athletic, Dodge, Improved Initiative, Mobility, Weapon Finesse
Skills Acrobatics +10, Bluff +10, Climb +11, Diplomacy +10, Disable Device +7, Escape Artist +10, Knowledge (geography) +3, Knowledge (local) +4, Perception +9, Profession (sailor) +5, Sense Motive +9, Sleight of Hand +10, Swim +7, Use Magic Device +6
SQ rogue talents (resiliency, stand up), trapfinding +2
Combat Gear potion of cure moderate wounds; Other Gear +1 leather armor, +1 short sword, masterwork light crossbow with 20 bolts, 535 gp
Any creature within 10 feet of him who confirms a critical hit actually misses as if rolling a 1. He has no control over who this affects or when it happens.
Rotting Curse (Su)
The cursed pirate suffers from a rotting curse which afflicts him as mummy rot, but only when within 100 feet of specific friends.