Pathfinder RPG Reference Document
Pathfinder Reference Document


Plying the seas and facing danger in pursuit of wealth, adventure, or merely the freedom of the waves, professional sailors arise from every port and ship upon nearly every ocean. Whether as salty sea dogs, hardened marines, sailing traders, seasoned captains, or deadly pirates, those with experience before the mast and skill at reading the tempers of the seas might find new journeys wherever the tides sweep them. The sea breeds colorful characters and seems to harden those who ride its waves, bringing some to nobility and sinking others to the black-hearted depths of cruelty.

Shipmate CR 1/2

XP 200

Human expert 1/warrior 1

N Medium humanoid

Init +1; Senses Perception +4


AC 15, touch 12, flat-footed 13 (+3 armor, +1 Dex, +1 dodge)

hp 11 (2 HD; 1d8+1d10+2)

Fort +3, Ref +1, Will +2


Speed 30 ft.

Melee scimitar +2 (1d6+1/18–20) or dagger +2 (1d4+1/19–20)

Ranged composite longbow +2 (1d8+1/×3)


Str 13, Dex 13, Con 12, Int 8, Wis 10, Cha 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 Str) 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).

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).

First Mate CR 8

XP 4,800

Human expert 4/fighter 5

N Medium humanoid

Init +4; Senses Perception +10


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


Speed 30 ft.

Melee +1 short sword +15/+10 (1d6+6/17–20) or +1 short sword +13/+8 (1d6+6/17–20), +1 short sword +13/+8 (1d6+5/17–20) or +1 short sword +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)


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 (short sword), Improved Two-Weapon Fighting, Quick Draw, Two-Weapon Fighting, Weapon Finesse, Weapon Focus (shortsword), Weapon Specialization (short sword)

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 short swords (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.

A first mate is the loyal assistant to a ship's captain. He oversees duties and discipline aboard ship, feared but always respected; he is able to entertain with a sea shanty one moment and ply his trusty lash or flashing cutlasses the next. A first mate could also be the warden of an exotic island prison. Away from their ships, first mates can be found with a traveling merchant quartermaster (CR 9), or a captain (CR 12).

Captain CR 11

XP 12,800

Human expert 3/fighter 9

N Medium humanoid

Init +1; Senses Perception +10


AC 25, touch 11, flat-footed 24 (+10 armor, +1 Dex, +1 natural, +3 shield)

hp 89 (12 HD; 3d8+9d10+26)

Fort +11, Ref +5, Will +8; +2 vs. fear

Defensive Abilities bravery +2


Speed 30 ft.

Melee trident of warning +22/+17 (1d8+11) or starknife +18/+13 (1d4+7/×3)

Ranged +1 composite longbow +14/+9 (1d8+7/×3) or starknife +14 (1d4+7/×3)

Special Attacks weapon training (thrown +2, bows +1)


Str 20, Dex 13, Con 14, Int 12, Wis 10, Cha 10

Base Atk +11; CMB +16; CMD 27

Feats Craft Magic Arms and Armor, Craft Wondrous Item, Greater Weapon Focus (trident), Master Craftsman, Power Attack, Skill Focus (Profession [sailor]), Step Up, Strike Back, Toughness, Vital Strike, Weapon Focus (trident), Weapon Specialization (trident)

Skills Acrobatics +10, Climb +10, Craft (ships) +5, Diplomacy +10, Knowledge (engineering) +5, Knowledge (geography) +10, Knowledge (history) +5, Knowledge (local) +5, Knowledge (nature) +10, Knowledge (nobility) +5, Linguistics +5, Perception +10, Perform (keyboard instruments) +5, Profession (merchant) +5, Profession (sailor) +21, Spellcraft +16, Survival +10, Swim +10

Languages Aquan, Auran, Common

SQ armor training 2

Combat Gear elemental gem (water); Other Gear +1 full plate, +1 heavy wooden shield, trident of warning, +1 composite longbow (+5 Str) with 20 arrows, starknife, amulet of natural armor +1, belt of giant strength +2, cloak of resistance +2, gloves of swimming and climbing, musical instrument (harpsichord or small pipe organ), spyglass

Boon A captain can arrange sea passage for PCs or cargo to any navigable destination, and can help PCs find directions to obscure destinations (+5 bonus on Knowledge [geography] or other related checks). Captains working for a larger group can also issue legal decrees in their name.

A captain is mistress of a ship at sea. She may be the legal authority and representative of her nation, company, faith, or faction, or she may be an independent captain owing allegiance to none and claiming no home but the sea itself. Captains may be used as pirates, admirals, or master merchants. A captain is usually accompanied by a first mate and a traveling merchant as quartermaster (CR 12).