Shipmate (Human Expert 1/Warrior 1)

To Medieval Characters

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Picture "Burlaki" of artist Korin A.M. Picture "Burlaki" of artist Korin A.M.

[This content was created for the Pathfinder rules by Paizo Publishing LLC and is part of the Pathfinder RPG product line.]

Source: Pathfinder d20pfsrd.com

Shipmate CR 1/2
XP 200
Human expert 1/warrior 1
N Medium humanoid
Init +1; Senses Perception +4
DEFENSE
AC 15, touch 12, flat-footed 13 (+3 armor, +1 Dexterity, +1 Dodge)
hp 11 (2 HD; 1d8+1d10+2)
Fort +3, Ref +1, Will +2
OFFENSE
Speed 30 ft.
Melee Scimitar +2 (1d6+1/18–20) or dagger +2 (1d4+1/19–20)
Ranged composite longbow +2 (1d8+1/x3)
STATISTICS
Strength 13, Dexterity 13, Constitution 12, Intelligence 8, Wisdom 10, Charisma 9
Base Atk +1; CMB +2; CMD 14
Feats Dodge, Skill Focus (Profession [sailor])
Skills Acrobatics +5, Climb +5, Craft (ships) +3, Perception +4, Profession (fisherman) +4, Profession (sailor) +8, Survival +4, Swim +5
Languages Common
Gear masterwork studded leather, daggers (2), composite longbow (+1 Strength) with 20 arrows, Scimitar
Boon A shipmate can smuggle a small item onto or off of a ship, or help PCs get on or off of a ship by creating a distraction for any other watchers (–4 on Perception checks to notice the PCs for up to 1 minute).

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DESCRIPTION

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Shipmates are ordinary sailors, the rank-and file deckhands who keep any vessel, great or small, afloat and moving. They are alert for danger and quick on their feet, weathered by wind and wave and sun, but always with an eye for what waits beyond the horizon. Shipmates can be used as low-level marines, rivermen, bargefolk, or even swamp rats living in stilt-houses. Replacing a shipmate’s Dodge feat with Athletic reduces his AC and CMD by 1, but increases his Climb and Swim skills by 2 each. Replacing his Profession (fisherman) skill with ranks in Linguistics or a Knowledge skill creates a sailor who has traveled the world and has knowledge of distant lands or languages. On board a ship, shipmates might serve as crew for a variety of characters: eight shipmates could work for an evil slaver (CR 6), a seagoing traveling merchant (CR 7), a marauding viking (CR 8), or a pirate captain and her first mate (CR 12).

Away from seagoing vessels, six shipmates could form a press gang looking for easy prey to add to a pirate ship’s crew (CR 4). A single shipmate might be found in the company of a barmaid (CR 1), or with a vagabond or storyteller (CR 2). A pair of shipmates might take up with a drunkard or prostitute while on shore leave (CR 3).

Section 15: Copyright Notice - Pathfinder RPG GameMastery Guide

Pathfinder RPG GameMastery Guide, © 2010, Paizo Publishing, LLC; Authors: Cam Banks, Wolfgang Baur, Jason Bulmahn, Jim Butler, Eric Cagle, Graeme Davis, Adam Daigle, Joshua J. Frost, James Jacobs, Kenneth Hite, Steven Kenson, Robin Laws, Tito Leati, Rob McCreary, Hal Maclean, Colin McComb, Jason Nelson, David Noonan, Richard Pett, Rich Redman, Sean K Reynolds, F. Wesley Schneider, Amber Scott, Doug Seacat, Mike Selinker, Lisa Stevens, James L. Sutter, Russ Taylor, Penny Williams, Skip Williams, Teeuwynn Woodruff.

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