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There is a Legacy version here.

Ship Captain

The captain is the ultimate authority on a vessel, responsible for the livelihood and well-being of everyone on the ship.

Recall Knowledge - Humanoid (Society): DC 22
Unspecific Lore: DC 20
Specific Lore: DC 17

Elite | Normal | Weak
Proficiency without Level

Changes from being Weak are marked in red below.
NOTE: The -2 damage penalty to non-strike offensive abilities (-4 if the ability is limited, such as spells) is NOT factored in.

Weak Ship CaptainCreature 5

Medium Human Humanoid 
Source NPC Core pg. 149
Perception +10
Languages Common
Skills Acrobatics +8, Athletics +10, Diplomacy +9, Intimidation +11, Sailing Lore +15, Survival +8
Str +4, Dex +2, Con +0, Int +1, Wis +2, Cha +3
Items +1 rapier, dagger, hand crossbow (10 bolts), leather armor, main-gauche
AC 21; Fort +10, Ref +10, Will +12
HP 70
Bravery When the ship captain rolls a success on a Will save against a fear effect, they get a critical success instead. In addition, anytime they gain the frightened condition, reduce its value by 1.
Speed 25 feet
Melee [one-action] rapier +15 [+10/+5] (deadly d8, disarm, magical), Damage 1d6-2+10 piercingMelee [one-action] main-gauche +14 [+10/+6] (agile, disarm, parry, versatile S), Damage 1d4-2+10 piercingMelee [one-action] fist +14 [+10/+6] (agile, nonlethal, unarmed), Damage 1d4-2+10 bludgeoningRanged [one-action] hand crossbow +12 [+7/+2] (range increment 60 feet, reload 1), Damage 1d6-2+6 piercingDual Disarm [two-actions] The captain makes two Strikes, one with their rapier and one with their main-gauche (in either order). If both Strikes hit, the ship captain can attempt to Disarm the target. Their multiple attack penalty increases only after all the attacks are made.No Quarter! [one-action] (auditory, concentrate, emotion, linguistic, mental) The captain orders their shipmates to fight without mercy. All allied creatures of equal or lower level within 20 feet of the ship captain gain a +1 status bonus to attack rolls and damage rolls until the end of the ship captain's next turn.

Sidebar - Advice and Rules Shipboard Spells

The ship captain can gain the following spells in place of Dual Disarm.

Primal Prepared Spells DC 22, attack +14; 2nd summon elemental, water breathing, water walk; 1st gentle landing, gust of wind (×2); Cantrips (2nd) electric arc, guidance, know the way, light, sigil

All Monsters in "Seafarer"

NameLevel
Bosun3
Castaway5
Diver3
Navigator2
Ocean Nomad6
Pirate2
Rigger1
Ship Captain6
Subaquatic Marauder5

Seafarer

Source NPC Core pg. 146
Adventurers may need passage on a swift vessel, or they might face danger from raiders at sea or in coastal settlements.

Sidebar - Additional Lore Conscription

While slavery is outlawed across Golarion, the practice of plying sailors into service with copious amounts of alcohol and ambiguous promises remains a timeless tradition. Old salts sometimes say, “Take the sail, and that's what you'll get.” This originally referred to the standard gold piece of Korvosa that featured a ship imprint. Once a sailor accepted any coin from a recruiter, it was fair game for them to be conscripted.

Sidebar - Related Creatures Crossover Ancestry NPCs

Several of the NPCs elsewhere in NPC Core can fit well in this group: Jinx eater (level 4)

Sidebar - Additional Lore Religion

Faith for those who sail the waves is frequently a matter of appeasement rather than piety. Sailors will commonly pray to Gozreh and Hei Feng for favorable weather; to Besmara in the hopes of avoiding pirates and sea monsters; and to Desna and Sarenrae for aid in navigation. Navies with strong national religions turn a blind eye to this behavior. Rahadoumi vessels are an exception and prohibit such worship. Foreigners among their crews must be secretive in their devotions.

Sidebar - Treasure and Rewards Sea Maps

A ship's map is a matter of great pride and value. Every ship develops maps as it sails and discovers routes and locations. While larger navies may share their findings among each other, independent vessels treasure the secrets of their map above all. For this reason, sea maps often do not have labels and are coded with unique symbols, so their secrets, which are worth more than gold, can't be easily discovered.

Sidebar - Additional Lore The Bends

Deep-depths divers have a special danger they must prepare against when going about their daily business: air in the blood. Colloquially known as the bends, diving disease occurs when a diver rises too quickly, whether out of inexperience or fear. Many divers have had to choose between facing down a terrifying predator or moving too quickly and becoming victims of this painful disease.