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Sailor (Captain)

Sailor (Captain) CR 11

Source GameMastery Guide pg. 295
XP 12,800
Human expert 3/fighter 9
N Medium humanoid
Init +1; Senses Perception +10

Defense

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

Offense

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)

Statistics

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).