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Castaway

Be it the result of shipwreck, forcible marooning, or personal choice, surviving alone on an island long enough tends to weed out the weak of body and mind. Lack of social interaction tends to breed belligerence towards outsiders, but hostilities are not a certainty.

Recall Knowledge - Humanoid (Society): DC 20
Unspecific Lore: DC 18
Specific Lore: DC 15

Elite | Normal | Weak
Proficiency without Level

CastawayCreature 5

Medium Human Humanoid 
Source NPC Core pg. 148
Perception +13
Languages Common
Skills Athletics +13, Crafting +12, Nature +11, Stealth +11, Survival +15
Str +4, Dex +2, Con +3, Int +0, Wis +4, Cha -1
Items blowgun (10 blowgun darts), hatchet
AC 21; Fort +14, Ref +13, Will +11
HP 80
Skittish [reaction] Trigger The castaway takes damage from a Strike; Effect The castaway Steps away from the source of the Strike.
Speed 30 feet
Melee [one-action] hatchet +15 [+11/+7] (agile, sweep), Damage 1d6+7 slashingMelee [one-action] fist +15 [+11/+7] (agile, finesse, nonlethal, unarmed), Damage 1d4+7 bludgeoningRanged [one-action] blowgun +15 [+11/+7] (agile, nonlethal, reload 1), Effect 1 piercing plus 2d6 poison and 1d6 persistent poisonCockamamie Rant [two-actions] (auditory, concentrate, linguistic, mental) The castaway launches into a nonsensical verbal stream of consciousness. Creatures in a 30-foot emanation must succeed at a DC 19 Will save or be confused for 1 round. Once a creature has succeeded at a save against the castaway's Cockamamie Rant, they are immune to its effects for 24 hours.Snare Master [three-actions] (manipulate, trap) Frequency five times per day; Effect By scrounging local materials, the castaway constructs a simple but effective deadfall without expending resources. Treat this as a snare with a DC 19 Perception check to spot, and a DC 23 Thievery check to disable. It occupies a single 5-foot square and lasts 24 hours before falling apart. The first creature that enters the space takes 6d6 bludgeoning damageSneak Attack The castaway deals 1d6 extra precision damage to off-guard creatures.

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.