Alchemist | Antipaladin | Arcanist | Barbarian | Bard | Bloodrager | Brawler | Cavalier | Cleric | Druid | Fighter | Gunslinger | Hunter | Inquisitor | Investigator | Magus | Monk | Ninja | Oracle | Paladin | Ranger | Rogue | Samurai | Shaman | Skald | Slayer | Sorcerer | Summoner | Swashbuckler | Warpriest | Witch | Wizard

Adept | Aristocrat | Commoner | Expert | Warrior

Pirate King

Pirate King CR 14

Source NPC Codex pg. 90
XP 38,400
Half-elf fighter 15
CE Medium humanoid (elf, human)
Init +5; Senses low-light vision; Perception +2


AC 25, touch 15, flat-footed 20 (+7 armor, +5 Dex, +3 natural)
hp 150 (15d10+63)
Fort +15, Ref +15, Will +10; +2 vs. enchantments, +4 vs. fear
Defensive Abilities 25% chance to negate critical hits and sneak attacks, bravery +4, no need to breathe; Immune harmful gases and vapors, sleep


Speed 30 ft.
Melee +1 human-bane scimitar +22/+17/+12 (1d6+10/18–20), mwk handaxe +20/+15 (1d6+6/×3)
Ranged dagger +21/+16/+11 (1d4+5/19–20)
Special Attacks weapon training (heavy blades +3, axes +2, light blades +1)


Before Combat The fighter drinks his potions of barkskin and bear’s endurance.
During Combat The fighter cows his foes with Dazzling Display. He goes after shaken enemies first, especially humans. He uses his first attack each round for a trip attempt. If hard pressed, the fighter uses Combat Expertise to improve his Armor Class and positions himself for a leaping escape into the nearest body of water. He likes to take out healers and support first.
Base Statistics Without barkskin and bear’s endurance, the fighter’s statistics are AC 22, touch 15, flat-footed 17; hp 120; Fort +13; Con 12.


Str 18, Dex 20, Con 16, Int 13, Wis 10, Cha 8
Base Atk +15; CMB +19 (+23 trip); CMD 34 (36 vs. trip)
Feats Combat Expertise, Dazzling Display, Double Slice, Greater Trip, Improved Trip, Improved Two-Weapon Fighting, Iron Will, Lightning Reflexes, Penetrating Strike, Quick Draw, Shatter Defenses, Skill Focus (Intimidate), Toughness, Two-Weapon Fighting, Two-Weapon Rend, Weapon Focus (scimitar), Weapon Specialization (scimitar)
Skills Acrobatics +20, Climb +11, Intimidate +23, Perception +2, Profession (sailor) +6, Stealth +12, Survival +8, Swim +15
Languages Common, Elven, Halfling
SQ armor training 4, elf blood
Combat Gear feather token (anchor) (3), feather token (bird), feather token (fan) (2), feather token (swan boat), potion of barkskin (CL 9th), potion of bear’s endurance, potion of cure serious wounds, potion of shield of faith (CL 12th); Other Gear +1 light fortification breastplate, +1 human-bane scimitar, daggers (8), masterwork handaxe, belt of physical might +2 (Str, Dex), cloak of resistance +3, necklace of adaptation, gold earring worth 50 gp, 413 gp

Serving as the captains of pirate ships or the commandants of pirate fleets, pirate kings command those pressed into their service with ruthless efficiency.

Dalithan of the Black Hand

No dashing swashbuckler, Dalithan might best be described as a dastard in search of a crime. He leads his fleet on pirate raids by land and sea; hires his ships out for mercenary contracts; and dabbles in assassination, extortion, ransom, and smuggling as well. The warrants that authorities and victims try to put out for his death go unsigned thanks to a few well-placed bribes. Though he’s widely regarded as a cold-hearted villain, his crewmates know the captain has a peculiar fondness for seals, often ordering meat—such as prisoners—chopped up and thrown overboard for them.