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Pirate Captain (Human Fighter 7/Rogue 5)


Pirate Captain CR 11

XP 12,800
Human fighter 7/rogue 5
N Medium humanoid
Init +10; Senses Perception +13

DEFENSE

AC 21, touch 16, flat-footed 15 (+5 armor, +6 Dex)
hp 80 (12 HD; 7d10+5d8+19)
Fort +7, Ref +12, Will +4; +2 vs. fear
Defensive Abilities bravery +2, evasion, trap sense +1, uncanny dodge

OFFENSE

Speed 30 ft.
Melee +1 dagger +19/+14 (1d4+6/17–20) or 2 +1 daggers +17/+12 (1d4+6/17–20) and +17/+12 (1d4+5/17–20) or +1 dagger +17/+12 (1d4+6/17–20) and mwk whip +17/+12 (1d3+1 nonlethal)
Ranged mwk composite longbow +17/+12 (1d8+2/×3)
Space 5 ft.; Reach 5 ft. (15 ft. with whip)
Special Attacks sneak attack +3d6, weapon training (light blades +1)

STATISTICS

Str 14, Dex 22, Con 13, Int 12, Wis 8, Cha 10
Base Atk +10; CMB +12; CMD 28
Feats Dazzling Display, Exotic Weapon Proficiency, Improved Critical (dagger), Improved Initiative, Improved Two-Weapon Fighting, Iron Will, Shatter Defenses, Skill Focus (Acrobatics), Skill Focus (Intimidate), Two-Weapon Fighting, Weapon Finesse, Weapon Focus (dagger), Weapon Specialization (dagger)
Skills Acrobatics +30, Appraise +5, Bluff +10, Climb +10, Craft (ships) +5, Diplomacy +4, Disable Device +14, Disguise +5, Escape Artist +10, Intimidate +20, Knowledge (local) +5, Perception +13 (+15 to find traps), Profession (sailor) +10, Ride +10, Sleight of Hand +10, Stealth +20, Survival +5, Swim +10
Languages Aquan, Common
SQ armor training 2, rogue talents (finesse rogue, weapon training), trapfinding +2
Combat Gear potion of disguise self, potion of spider climb; Other Gear +1 chain shirt, +1 daggers (2), daggers (2), masterwork composite longbow (+2 Str) with 20 arrows, masterwork whip, belt of incredible dexterity +2, boots of elvenkind, cloak of the manta ray, magnifying glass, spyglass, masterwork thieves' tools
Boon A pirate captain can arrange safe passage to virtually anywhere in the world reachable by ship.