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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

Ship CaptainCreature 6

LNMediumHumanHumanoid
Source Gamemastery Guide pg. 243
Perception +12
Languages Common
Skills Acrobatics +10, Athletics +12, Diplomacy +11, Intimidation +13, Sailing Lore +17, Survival +10
Str +4, Dex +2, Con +0, Int +1, Wis +2, Cha +3
Items +1 rapier, dagger, hand crossbow (10 bolts), leather armor
AC 23; Fort +12, Ref +12, Will +14
HP 90
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 rapier +17 [+12/+7] (deadly 1d8, disarm, magical), Damage 1d6+10 piercingMelee main-gauche +16 [+12/+8] (agile, disarm, parry, versatile S), Damage 1d4+10 piercingRanged hand crossbow +14 [+9/+4] (range increment 60 feet, reload 1), Damage 1d6+6 piercingDual Disarm 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! (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.

All Monsters in "Seafarers"

NameLevel
Bosun3
Navigator2
Pirate2
Ship Captain6

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.

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