XP 4,800
Human expert 4/fighter 5
N Medium humanoid
Init +4; Senses Perception +10
DEFENSE
AC 21, touch 14, flat-footed 17 (+7 armor, +4 Dex)
hp 63 (9 HD; 4d8+5d10+18)
Fort +7, Ref +6, Will +6; +1 vs. fear
Defensive Abilities bravery +1
OFFENSE
Speed 30 ft.
Melee +1 shortsword +15/+10 (1d6+6/17–20) or +1 shortsword +13/+8
(1d6+6/17–20), +1 shortsword +13/+8 (1d6+5/17–20) or +1 shortsword
+13/+8 (1d6+6/17–20), mwk whip +11 (1d3+1 nonlethal)
Ranged mwk heavy crossbow +13 (1d10/19–20)
Space 5 ft.; Reach 5 ft. (15 ft. with whip)
Special Attacks weapon training (light blades +1)
STATISTICS
Str 14, Dex 18, Con 14, Int 8, Wis 12, Cha 10
Base Atk +8; CMB +10; CMD 24
Feats Athletic, Exotic Weapon Proficiency (whip), Improved Critical (shortsword), Improved Two-Weapon Fighting, Quick Draw, Two-Weapon Fighting, Weapon Finesse, Weapon Focus (shortsword), Weapon Specialization (shortsword)
Skills Acrobatics +13, Climb +10, Craft (ships) +5, Intimidate +5, Knowledge (geography) +3, Knowledge (nature) +3, Linguistics +3, Perception +10, Perform (sing) +4, Perform (wind) +4, Profession (sailor) +12, Survival +5, Swim +13
Languages Aquan, Common
SQ armor training 1
Combat Gear potion of water breathing, feather tokens (anchor, fan); Other Gear
+1 breastplate, +1 shortswords (2), masterwork heavy crossbow with 10
bolts, masterwork whip, ring of swimming, everburning torch, musical
instrument (concertina or fife)
Boon A first mate can arrange for PCs to meet with a captain or merchant prince of their acquaintance, with a +2 circumstance bonus on Diplomacy
checks because of the first mate’s reputation. He can also accompany
PCs with a longboat and crew of four shipmates for up to 1 day.