Pathfinder Venture-captain Creature 11

Pathfinder Lost Omens Character Guide (Second Edition), page 127; family: Pathfinders

The barnacle-crusted armor of this dwarf hints at a thousand exciting tales.

The venture-captains of the Pathfinder Society rose through the ranks of the organization by following a unique path. An individual venture-captain has overcome numerous challenges, and each has countless stories to tell—and the scars to go with them. Each venture-captain maintains a lodge somewhere in the Inner Sea, where Pathfinder agents can rest, share stories, and set out on new missions. The venture-captain assigns these missions themselves, and they can draw on the significant resources of the Pathfinder Society—as well as any local allies they have—to ensure the missions’ success.

This venture-captain operates a lodge that also serves as a tavern. His interest in epic tales led him to join the Society, and he gladly shares these stories with interested parties. Opportunistic field agents can gain the venture-captain’s favor by recovering unique and valuable liquors. The venture-captain hopes to one day publish a Pathfinder Chronicle of his own.


happy to help others explore that incredible place—and live to tell tales of

Perception +20 their adventures.

Languages Common, Dwarf

Skills Alcohol Lore +20 Bardic Lore +16, Diplomacy +21, Occultism +16, Performance +19

Str +5, Dex +1, Con +3, Int +1, Wis +2, Cha +4

Items +1 striking composite longbow, +1 half plate, minor sturdy shield (Hardness 8, HP 64, BT 32), +1 striking warhammer, wayfinder

AC 32 (34 with shield raised);

Fort +22 (successes are instead critical successes), Ref +18,

Will +19

HP 195

Unshakable Anytime the venture-captain gains the frightened condition, reduce its value by 1.

Attack of Opportunity ↩

Shield Block ↩

Speed 20 feet

Melee ◆ warhammer +24 (magical, shove), Damage 2d8+11 bludgeoning

Ranged ◆ composite longbow +20 (deadly 1d10, magical, range increment 100 feet, volley 30 feet), Damage 2d8+8 piercing

Occult Spontaneous Spells DC 27; Cantrips

(3rd) detect magic, inspire competence, inspire courage, read aura

Bardic Lore The venture-captain can Recall Knowledge on any topic using their Bardic Lore skill.

Paragon’s Guard ◆ (stance) While the venture-captain is in this stance and wielding a shield, their shield is always raised.

Weapon Mastery (Hammer) The venture-captain has spent hours training with the hammer. They gain access to the critical specialization effect of all simple and martial hammers.