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Ocean Nomad

For some, the ocean is not merely a means of getting from port to port, but a home in and of itself.

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

Elite | Normal | Weak
Proficiency without Level

Ocean NomadCreature 6

Medium Human Humanoid 
Source NPC Core pg. 150
Perception +16
Languages Common, Thalassic
Skills Athletics +15, Nature +10, Sailing Lore +18, Survival +13
Str +4, Dex +4, Con +2, Int +0, Wis +3, Cha +0
Items +1 trident, leather armor, net
AC 24; Fort +14, Ref +17, Will +11
HP 100
Tidal Pressure [reaction] (water Trigger An adjacent creature attempts an Athletics check to Swim) Effect The ocean nomad chooses to either prop the swimmer up or yanks them down into the depths. Increase or decrease the result of the Athletics check by one step. If the ocean nomad chooses to decrease the result, the creature can attempt a DC 24 Fortitude save to negate the effect.
Speed 25 feet, swim 25 feet
Melee [one-action] trident +17 [+12/+7], Damage 1d8+10 piercingMelee [one-action] fist +16 [+12/+8] (agile, nonlethal, unarmed), Damage 1d4+10 bludgeoningRanged [one-action] trident +17 [+12/+7] (thrown 20 feet), Damage 1d8+10 piercingStab and Twist [one-action] Requirements The ocean nomad's last action was a successful melee trident Strike; Effect The ocean nomad wrenches out the barbed tines of their trident, inflicting 1d6 persistent bleed to the target.

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.