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Pathfinder Venture-Captain

Pathfinder Venture-Captain CR 13

Source Inner Sea NPC Codex pg. 43
XP 25,600
Human sorcerer 11/loremaster 3
N Medium humanoid (human)
Init +1; Senses Perception +7


AC 14, touch 14, flat-footed 13 (+3 deflection, +1 Dex)
hp 76 (14d6+25)
Fort +9, Ref +8, Will +14


Speed 30 ft.
Melee mwk quarterstaff +6/+1 (1d6–1)
Ranged light crossbow +7 (1d8/19–20)
Sorcerer Spells Known (CL 14th; concentration +18)
7th (3/day)—greater scrying (DC 21)
6th (5/day)—guards and wards (DC 20), legend lore, true seeing
5th (6/day)—break enchantment (DC 19), contact other plane, overland flight, sending
4th (7/day)—charm monster (DC 18), dimension door, lesser geas, locate creature, mass enlarge person (DC 18), scrying (DC 18)
3rd (7/day)—clairaudience/clairvoyance, dispel magic, haste, tiny hut, tongues
2nd (7/day)—detect thoughts (DC 16), fog cloud, invisibility, knock, locate object, scorching ray
1st (7/day)—disguise self, erase (DC 15), feather fall, identify, mage armor, magic missile
0 (at will)—arcane mark, detect magic, detect poison, light, mending, message, prestidigitation (DC 14), read magic, resistance
Bloodline arcane


Str 8, Dex 12, Con 10, Int 16, Wis 14, Cha 19
Base Atk +6; CMB +5; CMD 19
Feats Combat Casting, Eschew Materials, Extend Spell, Great Fortitude, Greater Spell Focus (divination), Heighten Spell, Scribe Scroll, Skill Focus (Knowledge [history]), Spell Focus (divination), Spell Penetration, Toughness
Skills Appraise +14, Diplomacy +17, Knowledge (arcana) +21, Knowledge (history) +26, Knowledge (local) +16, Linguistics +12, Perception +7, Sense Motive +10, Spellcraft +20, Use Magic Device +21
Languages Abyssal, Celestial, Common, Draconic, Dwarven, Elven, Infernal, Osiriani, Polyglot, Undercommon, Varisian
SQ arcane bond (ring), bloodline arcana (+1 DC for metamagic spells that increase spell level), greater lore, metamagic adept (3/day), new arcana, lore +1, secrets (instant mastery, secret health), true lore
Combat Gear potion of cure serious wounds, scroll of greater heroism, scroll of greater teleport, scroll of shadow walk, scroll of stone to flesh, wand of resist energy (5 charges); Other Gear light crossbow with 20 bolts, mwk quarterstaff, bag of holding (type I, contains 28 volumes of the Pathfinder ChroniclesISWG), cloak of resistance +3, headband of vast intelligence +2, ring of protection +3, wayfinderISWG, 38 gp

Venture-captains in the Pathfinder Society are often former Pathfinder field agents who’ve chosen to retire from active exploration in order to facilitate younger and less experienced agents’ endeavors. They act as intermediaries between the rank-and-file Pathf inders and the mysterious, masked Decemvirate, who enigmatically guide the organization from the highest levels of the Society’s headquarters in Absalom.

Most venture-captains are granted their own Pathfinder lodges from which they oversee various expeditions, outfit field agents, and gather information both from their direct reports and their superiors about possible Pathfinder delves in their respective geographical areas.

Some venture-captains have no home lodge over which they preside, either because they operate out of a large lodge with multiple venture-captains (such as the Grand Lodge in Absalom) or travel from lodge to lodge following specific interests in which they specialize. While many Pathfinder field agents do not claim any ambition to give up the adventuring life for a position as a venture-captain, few turn down such an offer when presented, as promotions to the rank are rare.