Sailors

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

Sailors (CR 1/2)

Human Rogue 1
Medium Humanoid (Human)
Alignment: Chaotic Neutral
Initiative: +3
Senses: Perception +4
  Speed: 30 feet
Space: 5 feet
 

Defense

Armor Class: 16, touch 14, flat-footed 12 (+2 armor, +3 Dex, +1 dodge)
Hit Points: 9 (1d8+1)
Saving Throws: Fort +1, Ref +5, Will +0
 

Offense

Melee: falchion +2 (2d4+3/18-20) or mwk dagger +3 (1d4+3/19-20)
Reach: 5 feet
  Special Attacks: sneak attack +1d6
 

Statistics

StrDexConIntWisCha
15 (+2) 16 (+3) 13 (+1) 12 (+1) 10 (+0) 8 (-1)
Base Attack Bonus: +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
  Special Qualities: trapfinding +1

 

Special Abilities

NONE
 

Ecology

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.

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