Harbormaster Creature 3

LNMediumHumanHumanoid

Pathfinder Gamemastery Guide (Second Edition), page 225; family: Magistrates

There are three flows important to any port: the seaward and coastal flows, marked by the rise and fall of the tides, and the flow of trade. A harbormaster is expected to know the former two reflexively and encourage the latter while knowing jurisdictional rules of law. Often old hands of the sea, harbormasters find themselves anchored to a port by commitment, conflict, or reputation.


Perception +6

Languages Common

Skills Acrobatics +9, Athletics +9, Diplomacy +5, Fishing Lore +8, Intimidation +5, Sailing Lore +10

Str +4, Dex +2, Con +2, Int +2, Wis +1, Cha +0

Items fishing tackle, hatchet (2), ledger, manacles, spyglass

Steady Balance Whenever the harbormaster rolls a success on a check to Balance, they get a critical success instead. They’re not flat-footed while Balancing on narrow surfaces and uneven ground. They can attempt an Acrobatics check instead of a Reflex save to Grab an Edge.

AC 17; Fort +8, Ref +9, Will +8

HP 46

Speed 25 feet

Melee  hatchet +13 (agile, sweep), Damage 1d6+7 slashing

Ranged  hatchet +11 (agile, sweep, thrown 10 feet), Damage 1d6+7 slashing

Experienced Hand The harbormaster has endured their share of adverse conditions at sea. Any creature that’s in adverse weather or aboard a vessel on rough water is flat-footed to the harbormaster.