Sailor (Shipmate)Sailor (Shipmate) CR 1/2Source GameMastery Guide pg. 294 XP 200 Human expert 1/warrior 1 N Medium humanoid Init +1; Senses Perception +4DefenseAC 15, touch 12, flat-footed 13 (+3 armor, +1 Dex, +1 dodge) hp 11 (2 HD; 1d8+1d10+2) Fort +3, Ref +1, Will +2OffenseSpeed 30 ft. Melee scimitar +2 (1d6+1/18–20) or dagger +2 (1d4+1/19–20) Ranged composite longbow +2 (1d8+1/×3)StatisticsStr 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-andfile 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).
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