Captain
Manfred Magool, CR: 1; XP: 400; Mouseling male fighter 1/expert (sailor) 2 Align: CN; Small humanoid (fey)
Init: +3; Senses: Low-light Vision; Perception +1
DEFENSE: AC: 16; TAC: 13; FFAC: 13; HD: 1d10+2d8+3+1; HP: 23; Saves: For: +3, Ref: +3, Will: +4; +2 saves vs disease, ingested poisons, nauseated, and sickened effects, Defensive Abilities: +4 dodge bonus to AC against monsters of the giant subtype, SR: ; DR: ;
OFFENSE: Speed: 40 ft.; Melee: cutlass+5 (1d6+2/18-20); Ranged: masterwork composite shortbow +7 (1d6+2/x3) or within 30 ft. masterwork composite shortbow +8 (1d6+3/x3);; Space: ; Reach: ; Special Attacks: ; Spell-Like Abilities: ;
Statistics: Str: 14; Dex: 16; Con: 13; Int: 16; Wis: 13; Cha: 13; BAB: +2; CMB: +3; CMD: 15
Feats: Athletic, Point Blank Shot, Precise Shot
Skills: Expert (6 + Int/Level) + Fighter (2 + Int/Level): Acrobatics (D)(c) +9, Bluff (Ch)(c), Climb (S)(c) +10, Craft (ship) (I)(c) +9, Handle Animal (Ch*)(c), Intimidate (Ch)(c), Knowledge (Dungeoneering) (I*)(c), Knowledge (Engineering) (I*)(c), Knowledge (Geography) (I*)(c) +8, Knowledge (Nature) (I*) (c) +8, Perception (W)(c) +1, Perform () (Ch)(c), Profession (merchant) (W*)(c) +7, Profession (sailor) (W*)(c) +7, Ride (D)(c), Survival (W)(c) +6, Swim (S)(c) +9, ; Racial Modifiers:
Special Abilities:
Languages: Common, Sylvan
Special Qualities: Natural Armor (+1 AC), Plagueborn (+2 on saves vs. disease, ingested poisons, nauseated and sickened effects)
Environment:
Organization:
Treasure: NPC Gear (leather armor, cutlass, dagger, masterwork composite shortbow with 20 arrows, potion of cure light wounds, potion of cat's grace), 245gp
Quartermaster
Napoli Kreerson; CR: 2; XP: 600; Half-elf male sorcerer (marid) 3, Align: CN;
Init: +4; Senses: Low-light Vision, Perception +2
DEFENSE: AC: 10; TAC: 10; FFAC: 10; HD: 3d6+3; HP: 16; Saves: For: +1, Ref: +1, Will: +5;+2 saves vs. enchantments, Immune: sleep Resist cold 10
OFFENSE: Speed: 30 ft.; Melee: quarterstaff +1 (1d6/x2); Ranged: dart +1 (1d4/x2);
Bloodline Spell-Like Abilities (CL 2nd; concentration +5)
6/day - frost ray (cold) (1d6+1)
Sorcerer Spells Known (CL 2nd, concentration +5);
1st - 3 - (6/day) - burning hands* (DC 15), color spray (DC 14), mage armor, obscuring mistB,
0 - 5 - (at will) - acid splash*, detect magic, light, ray of frost, read magic
Bloodline marid, B bonus spell, * elemental damage as cold
Statistics: Str: 10; Dex: 11; Con: 11; Int: 13; Wis: 15; Cha: 17; BAB: +1; CMB: +1; CMD: 11
Feats: Eschew Materials, Improved Initiative, Spell Focus (evocation), Spell Penetration
Skills: Sorcerer (2 + Int): Appraise (Int)(c), Bluff (Cha)(c), Craft (Int)(c), Fly (Dex)(c), Intimidate (Cha)(c), Knowledge (arcana) (Int)(c)+5, Knowledge (planes) (Int)(c) +6, Perception (W) +2, Profession (Wis)(c), Ride (Dex), Spellcraft (Int)(c) +7, and Stealth (Dex), Swim (S) +3, Use Magic Device (Cha)(c) Racial Modifiers: +2 Perception
Special Abilities:
Elemental Resistance (Ex): At 3rd level, you gain cold resistance 10. At 9th level, your cold resistance increases to 20.
Frost Ray (Sp): Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of damage of your energy type + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Languages: Common, Elven
Special Qualities: bloodline marid (frost ray, elemental resistance, bloodline feat (Improved Initiative)), Bloodline Arcana (Whenever you cast a spell that deals energy damage, you can change the type of damage to match the type of your bloodline. This also changes the spell’s type to match the type of your bloodline),
Elven Immunities (immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects, Adaptability (receive Skill Focus as a bonus feat at 1st level), Keen Senses (+2 racial bonus on Perception checks), Low-Light Vision (can see twice as far as humans in conditions of dim light). Elf Blood (count as both elves and humans for any effect related to race), Multitalented (choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes)
Treasure: NPC Gear (potion of cure light wounds, scrolls - disguise self (2), scrolls - expeditious retreat (2), scrolls - marid's mastery (2), scrolls - shield (2), wand of sleep (11 charges), alchemist's fire (2), darts (5), quarterstaff), 453 gp
Sailing Master
Rainger Ullyan CR: 1; XP: 400; Human fighter 1/ expert (sailor) 1 Align: N; Medium humanoid (human)
Init: +5; Senses: Perception +6
DEFENSE: AC: 19; TAC: 11; FFAC: 17; HD: 1d10+2+1 + 1d8 +2; HP: 19; Saves: For: +4, Ref: +1, Will: +2
OFFENSE: Speed: 30 ft.; Melee: cutlass +4 (1d8+3/18-20); Ranged: long bow +2 (1d8/x3);
Statistics: Str: 17; Dex: 12; Con: 14; Int: 10; Wis: 13; Cha: 8; BAB: +1; CMB: +4; CMD: 15
Feats: Cleave, Improved Initiative, Power Attack
Skills: Fighter (2+1+Int/lvl) + Expert (6+1+Int/lvl): Acrobatics (D)(c) +5, Bluff (Ch)(c), Climb (S)(c) +7, Craft (cloth) (I)(c) +4, Diplomacy (Ch)(c), Handle Animal (Ch*)(c), Intimidate (Ch)(c) +3, Knowledge (Dungeoneering) (I*)(c) +4, Knowledge (Engineering) (I*)(c), Knowledge (Geography) (I*)(c), Knowledge (Local) (I*)(c) +4, Knowledge (Nature) (I*) (c), Knowledge (Religion) (I*)(c), Perception (W)(c) +6, Perform () (Ch)(c), Profession (sailor) (W*)(c) +5, Ride (D)(c), Survival (W)(c), Swim (S)(c) +7
Languages: Common
Special Qualities: bonus feat (1st level), skilled (+1 skill rank/level)
Treasure: NPC Gear (potion of cure light wounds, alchemist's fire, holy water, oil (2), leather, heavy wooden shield, long bow, arrows (20), cutlass), 193gp
Sailors:
Ronal Whiteside; CR: 1/3; XP: 135; Human male expert (sailor) 1 Align: CN; Medium humanoid (human)
Init: +1; Senses: Perception +1
DEFENSE: AC: 13; TAC: 11; FFAC: 12; HD: 1d8+2+3; HP: 9; Saves: For: +2, Ref: +1, Will: +2; SR: ; DR: ; Special:
OFFENSE: Speed: 30 ft.; Melee: handaxe +1 (1d6+1/x3); Ranged: shortbow +1 (1d6/x3); Space: ; Reach: ; Special Attacks: ; Spell-Like Abilities: ;
Statistics: Str: 12; Dex: 12; Con: 15; Int: 13; Wis: 13; Cha: 11; BAB: +0; CMB: +1; CMD: 12
Feats: Athletic, Toughness
Skills: Expert (6 + Int/Level): Acrobatics (D)(c) +5, Bluff (Ch)(c) +4, Climb (S)(c) +7, Craft (ships) (I)(c) +5, Knowledge (Geography) (I*)(c), Knowledge (Nature) (I*) (c) +5, Perception (W) +1, Perform (sing) (Ch) (c) +4, Profession (sailor) (W*)(c) +5, Survival (W)(c), Swim (S)(c) +7, ; Racial Modifiers:
Special Abilities:
Languages: Common, Polyglot
Special Qualities: bonus feat (1st level), skilled (+1 skill rank/level)
Environment:
Organization:
Treasure: NPC Gear (leather armor, handaxe, dagger, shortbow with 20 arrows), 2gp
Valgrak Lupfor CR: 1/3; XP: 135; Half-orc male expert (sailor) Align: CN; Medium humanoid (human,orc)
Init: +0; Senses: Darkvision 60 ft.; Perception +2
DEFENSE: AC: 12; TAC: 10; FFAC: 12; HD: 1d8+3; HP: 7; Saves: For: +2, Ref: +0, Will: +4; SR: ; DR: ; Defensive abilities: orc ferocity
OFFENSE: Speed: 30 ft.; Melee: handaxe +2 (1d6+2/x3); Ranged: shortbow +0 (1d6/x3); Space: ; Reach: ; Special Attacks: ; Spell-Like Abilities: ;
Statistics: Str: 14; Dex: 11; Con: 16; Int: 5; Wis: 14; Cha: 17; BAB: +0; CMB: +2; CMD: 12
Feats: Athletic
Skills: Expert (6 + Int/Level): Acrobatics (D)(c) +4, Bluff (Ch)(c), Climb (S)(c) +2, Craft () (I)(c), Intimidate (Ch)(c) +5, Knowledge (Geography) (I*)(c), Perception (W) +2, Perform (sing) (Ch)(c) +7, Profession (sailor) (W*)(c), Survival (W)(c), Swim (S)(c) +8, ; Racial Modifiers: +2 intimidate
Special Abilities:
Languages: Common, Orc
Special Qualities: Intimidating (+2 racial bonus on Intimidate checks), Orc Ferocity (1/day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying), Weapon Familiarity (Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon), Orc Blood (Half-orcs count as both humans and orcs for any effect related to race)
Environment:
Organization:
Treasure: NPC Gear (leather armor, handaxe, dagger, shortbow with 20 arrows), 2gp
Bolverk Astayhar; CR: 1/3; XP: 135; Samsaran male expert (sailor) 1 Align: CN; Medium humanoid (samsaran)
Init: +0; Senses: Low-light Vision; Perception +6
DEFENSE: AC: 12; TAC: 10; FFAC: 12; HD: 1d8; HP: 4; Saves: For: +0, Ref: +0, Will: +4; +2 on all saving throws made to resist death effects, saving throws against negative energy effects, Fortitude saves made to remove negative levels, and Constitution checks made to stabilize if reduced to negative hit points, SR: ; DR: ; Special:
OFFENSE: Speed: 30 ft.; Melee: handaxe +3 (1d6+3/x3); Ranged: shortbow +0 (1d6/x3); Space: ; Reach: ; Special Attacks: ;
Spell-Like Abilities: (CL: 1st, concentration +2)
1/day - comprehend languages, deathwatch, stabilize
Statistics: Str: 17; Dex: 10; Con: 11; Int: 16; Wis: 14; Cha: 13; BAB: +0; CMB: +3; CMD: 13
Feats: Athletic
Skills: Expert (6 + Int/Level): Acrobatics (D)(c) +4, Climb (S)(c) +9, Craft () (I)(c), Knowledge (Geography) (I*)(c), Knowledge (History) (I*)(c) +9, Knowledge (Nature) (I*)(c), Knowledge (Religion) (I*)(c) +9, Perception (W)(c) +6, Perform (string - lute) (Ch)(c) +5, Profession (sailor) (W*)(c) +6, Survival (W)(c) +6, Swim (S)(c) +9, ; Racial Modifiers: +2 on two skills (Knowledge (Religion) & Knowledge (History))
Special Abilities:
Languages: Common, Samsaran
Special Qualities: Lifebound (+2 on all saving throws made to resist death effects, saving throws against negative energy effects, Fortitude saves made to remove negative levels, and Constitution checks made to stabilize if reduced to negative hit points), Shards of the Past (two skills— +2 racial bonus on both of these skills, and they are treated as class skills), Samsaran Magic (Samsarans with a Charisma score of 11 or higher gain the following spell-like abilities: 1/day—comprehend languages, deathwatch, and stabilize. The caster level for these effects is equal to the samsaran’s level)
Environment:
Organization:
Treasure: NPC Gear (leather armor, handaxe, dagger, shortbow with 20 arrows), 2gp
Moerd Goylian CR: 1/3; XP: 135; Half-orc female expert (sailor) Align: CN; Medium humanoid (human,orc)
Init: +3; Senses: Darkvision 60 ft.; Perception +3
DEFENSE: AC: 15; TAC: 13; FFAC: 12; HD: 1d8-2+3; HP: 5; Saves: For: -2, Ref: +3, Will: +5; SR: ; DR: ; Defensive abilities: orc ferocity
OFFENSE: Speed: 30 ft.; Melee: handaxe +1 (1d6+1/x3); Ranged: shortbow +3 (1d6/x3); Space: ; Reach: ; Special Attacks: ; Spell-Like Abilities: ;
Statistics: Str: 13; Dex: 16; Con: 7; Int: 18; Wis: 16; Cha: 9; BAB: +0; CMB: +1; CMD: 14
Feats: Toughness
Skills: Expert (6 + Int/Level): Acrobatics (D)(c) +7, Bluff (Ch)(c), Climb (S)(c)+5, Craft (carpenter) (I)(c) +8, Craft (cloth) (I)(c) +8, Craft (ships) (I)(c) +8, Intimidate (Ch) +2, Knowledge (Geography) (I*)(c) +8, Knowledge (Nature) (I*) (c) +8, Perception (W) +3, Perform () (Ch)(c), Profession (sailor) (W*)(c) +7, Survival (W)(c) +7, Swim (S)(c) +5, ; Racial Modifiers: +2 intimidate
Special Abilities:
Languages: Common, Orc, Draconic, Giant, Gnoll, Goblin,
Special Qualities: Intimidating (+2 racial bonus on Intimidate checks), Orc Ferocity (1/day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying), Weapon Familiarity (Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon), Orc Blood (Half-orcs count as both humans and orcs for any effect related to race)
Environment:
Organization:
Treasure: NPC Gear (leather armor, handaxe, dagger, shortbow with 20 arrows), 2gp
Ornoa Mossbeam; CR: 1/3; XP: 135; Gnome expert (sailor) 1 Align: CN; Small humanoid (gnome)
Init: +0; Senses: Low-light Vision; Perception +4
DEFENSE: AC: 13; TAC: 11; FFAC: 13; HD: 1d8+3; HP: 7; Saves: For: +3, Ref: +0, Will: +4; +2 saves vs. illusion spells and effects; SR: ; DR: ; Defensive Abilities: +4 dodge bonus to AC against monsters of the giant subtype
OFFENSE: Speed: 20 ft.; Melee: handaxe +2 (1d4+1/x3); Ranged: shortbow +1 (1d4/x3); Space: ; Reach: ; Special Attacks: ;
Spell-Like Abilities: (CL: 1st, concentration +2)
1/day - dancing lights, ghost sound (DC 10+), prestidigitation, speak with animals
Statistics: Str: 12; Dex: 10; Con: 17; Int: 16; Wis: 14; Cha: 13; BAB: +0; CMB: +0; CMD: 10
Feats: Athletic
Skills: Expert (6 + Int/Level): Acrobatics (D)(c) +4, Climb (S)(c) +7, Craft (ships) (I)(c) +7, Knowledge (Engineering) (I*)(c) +7, Knowledge (Geography) (I*)(c) +7, Knowledge (Nature) (I*) (c) +7, Perception (W) +4, Perform (comedy) (Ch)(c) +5, Profession (sailor) (W*)(c) +8, Stealth (D) +4, Survival (W)(c), Swim (S)(c) +7, ; Racial Modifiers: +2 Perception, +2 to Craft or Profession
Special Abilities:
Languages: Common, Gnome, Sylvan
Special Qualities: Defensive Training (+4 dodge bonus to AC against monsters of the giant subtype), Illusion Resistance (+2 racial saving throw bonus against illusion spells and effects), Keen Senses (+2 racial bonus on Perception checks), Obsessive (+2 racial bonus on a Craft or Profession skill of their choice), Gnome Magic (+1 to the DC of any saving throws against illusion spells that they cast. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome’s level. The DC for these spells is equal to 10 + the spell’s level + the gnome’s Charisma modifier), Hatred (+1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes), Weapon Familiarity (Gnomes treat any weapon with the word “gnome” in its name as a martial weapon)
Environment:
Organization:
Treasure: NPC Gear (leather armor, handaxe, dagger, shortbow with 20 arrows), 2gp
Hiredar Thorid; CR: 1/3; XP: 135; Human male expert (sailor) 1 Align: CN; Medium humanoid (human)
Init: -1; Senses: Perception +1
DEFENSE: AC: 11; TAC: 9; FFAC: 11; HD: 1d8-2+3; HP: 5; Saves: For: -2, Ref: -1, Will: +3; SR: ; DR: ; Special:
OFFENSE: Speed: 30 ft.; Melee: handaxe +1 (1d6+1/x3); Ranged: shortbow -1 (1d6/x3); Space: ; Reach: ; Special Attacks: ; Spell-Like Abilities: ;
Statistics: Str: 12; Dex: 8; Con: 5; Int: 14; Wis: 12; Cha: 13; BAB: +0; CMB: +1; CMD: 10
Feats: Athletic, Toughness
Skills: Expert (6 + Int/Level): Acrobatics (D)(c) +4, Bluff (Ch)(c), Climb (S)(c) +5, Craft (cloth) (I)(c) +6, Craft (sculpture) (I)(c) +6, Knowledge (Geography) (I*)(c) +6, Knowledge (Nature) (I*) (c), Perception (W) +1, Perform (wind-flute) (Ch) (c) +5, Profession (sailor) (W*)(c) +5, Survival (W)(c) +5, Swim (S)(c) +5, ; Racial Modifiers:
Special Abilities:
Languages: Common, Polyglot
Special Qualities: bonus feat (1st level), skilled (+1 skill rank/level)
Environment:
Organization:
Treasure: NPC Gear (leather armor, handaxe, dagger, shortbow with 20 arrows, wooden flute), 2gp
Oska Graedith; CR: 1/3; XP: 135; Human female expert (sailor) 1 Align: CN; Medium humanoid (human)
Init: +4; Senses: Perception -1
DEFENSE: AC: 16; TAC: 14; FFAC: 12; HD: 1d8+1+3; HP: 8; Saves: For: +1, Ref: +4, Will: +1; SR: ; DR: ; Special:
OFFENSE: Speed: 30 ft.; Melee: cutlass +0 (1d6/18-20); Ranged: shortbow +4 (1d6/x3); Space: ; Reach: ; Special Attacks: ; Spell-Like Abilities: ;
Statistics: Str: 10; Dex: 19; Con: 13; Int: 14; Wis: 9; Cha: 11; BAB: +0; CMB: +0; CMD: 14
Feats: Athletic, Toughness
Skills: Expert (6 + Int/Level): Acrobatics (D)(c) +8, Bluff (Ch)(c) +4, Climb (S)(c) +6, Craft (carpenter) (I)(c) +6, Knowledge (Nature) (I*) (c) +6, Knowledge (Religion) (I*)(c) +6, Perception (W) -1, Perform (dance) (Ch)(c) +4, Profession (sailor) (W*)(c) +3, Survival (W)(c), Swim (S)(c) +6, ; Racial Modifiers:
Special Abilities:
Languages: Common, Polyglot
Special Qualities: bonus feat (1st level), skilled (+1 skill rank/level)
Environment:
Organization:
Treasure: NPC Gear (leather armor, cutlass, dagger, shortbow with 20 arrows), 2gp
Kevynor Caryra; CR: 1/3; XP: 135; Half-elf male expert (sailor) 1 Align: CN; Medium humanoid (elf, human)
Init: +1; Senses: Low-light Vision; Perception +8
DEFENSE: AC: 13; TAC: 11; FFAC: 12; HD: 1d8; HP: 4; Saves: For: +0, Ref: +1, Will: +5; +2 saves vs. enchantments, Immune: sleep, SR: ; DR: ;
OFFENSE: Speed: 30 ft.; Melee: cutlass -1 (1d6-1/18-20); Ranged: shortbow +1 (1d6/x3); Space: ; Reach: ; Special Attacks: ; Spell-Like Abilities: ;
Statistics: Str: 9; Dex: 13; Con: 11; Int: 15; Wis: 16; Cha: 11; BAB: +0; CMB: -1; CMD: 10
Feats: Athletic, Skill Focus (Perception)
Skills: Expert (6 + Int/Level): Acrobatics (D)(c) +5, Bluff (Ch)(c), Climb (S)(c) +3, Craft (cloth) (I)(c) +6, Knowledge (Geography) (I*)(c) +6, Knowledge (Nature) (I*) (c) +6, Perception (W) +8, Perform () (Ch)(c), Profession (sailor) (W*)(c) +7, Survival (W)(c) +7, Swim (S)(c) +3, ; Racial Modifiers:
Special Abilities:
Languages: Common, Elven, Aquan, Gnome
Special Qualities: Elven Immunities (immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects, Adaptability (receive Skill Focus as a bonus feat at 1st level), Keen Senses (+2 racial bonus on Perception checks), Low-Light Vision (can see twice as far as humans in conditions of dim light). Elf Blood (count as both elves and humans for any effect related to race), Multitalented (choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes)
Environment:
Organization:
Treasure: NPC Gear (leather armor, cutlass, dagger, shortbow with 20 arrows), 2gp