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There is a Remastered version here.

Seafarers

Source Gamemastery Guide pg. 242
Adventurers may need passage on a swift vessel, or they might face danger from raiders at sea or in coastal settlements.

Members

Bosun (Creature 3), Castaway (Creature 5), Diver (Creature 3), Navigator (Creature 2), Ocean Nomad (Creature 6), Pirate (Creature 2), Rigger (Creature 1), Ship Captain (Creature 6), Subaquatic Marauder (Creature 5)

Sidebar - Additional Lore Nautical Superstitions

  • Never use phrases like “good luck,” “drowned,” or “goodbye.”
  • No whistling onboard.
  • Never kill certain creatures, such as albatrosses or dolphins.
  • Never change the name of a vessel without protective rites.
  • Never set sail on certain days of the week.
  • Tengus absorb bad luck into themselves to create good luck.

Sidebar - Advice and Rules Shipboard Spells

The captain can gain all these spells in place of Dual Disarm. The bosun can exchange Pike and Strike to gain the cantrips and 1st-level spells. Primal Prepared Spells DC 24 (DC 18 bosun), attack +16 (+10 bosun); 2nd summon elemental, water breathing, water walk; 1st feather fall, gust of wind (×2); Cantrips (2nd, 1st for bosun) electric arc, guidance, know direction, light, tanglefoot