Sailors
This rugged character is clad in colorful, mismatched clothing, his hair tied back in a bandana.
Sailors (CR 1/2)
Human Rogue 1Medium 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
Str | Dex | Con | Int | Wis | Cha |
---|---|---|---|---|---|
15 (+2) | 16 (+3) | 13 (+1) | 12 (+1) | 10 (+0) | 8 (-1) |
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
NONEEcology
Environment: Any Oceans or CoastlinesOrganization: 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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