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  Credits
  Authors: Matt Goodall and Jason Nelson
  Artist: Ivan Dixon, Bob Greyvenstein, Jason Juta, Tim Kings-Lynne, Mike Lowe, Rian Trost
  Design and Layout: Rick Hershey
  Legendary Games Team Members: Clinton J. Boomer, Benjamin Bruck, Matt Goodall, Jim Groves, Tim Hitchcock, Jonathan 
  Keith, Jason Nelson, Tom Phillips, Alistair Rigg, Neil Spicer, Todd Stewart, Russ Taylor, Greg Vaughan, Mark Seifter, Linda Zayas-
  Palmer and Clark Peterson
  Publisher: Jason Nelson
  Executive Partner: Neil Spicer
  Business Director: Rachel Ventura
  Special Thanks: Erik Mona, Lisa Stevens, and the Paizo staff for their excellent Skull and Shackles Adventure Path. 
  Open Content: Subject to designation as Product Identity (see below), the only portion of this Legendary Games product designated as Open Game 
  Content is the rules content (creature stat blocks and names of skills, etc., taken from the Pathfinder Reference Document) as defined in the Open Game Li-
  cense version 1.0a Section 1(d). The front and back cover, back matter, introduction and Credits page, as well all other parts of this product including all text 
  not specifically designated as Open Game Content is not Open Game Content. No portion of this work other than the material designated as Open Game 
  Content may be reproduced in any form without written permission.
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License 1.0a, Section 1(e), and are not 
  Open Content: Legendary Games, the Legendary Games Logo, Adventure Path Plug-In, Pirate Codex, as well as all trademarks, registered trademarks, proper 
  names (including the names of each character, location, item or monster unique to this product), dialogue, plots, storylines, locations, characters, artworks, 
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  Reference in non-Open Game Content (thus not covered by the Open Game License) in this work to content owned by others is not a challenge to their 
  ownership and is used under Fair Use. 
  Cutthroats and Crew © 2014, Legendary Games; Authors  
  Matt Goodall and Jason Nelson.
  ISBN 978-0692335253  
  First printing November 2014.
  Printed in USA.
  Legendary Games
  3734 SW 99th St.
  Seattle, WA 98126-4026
  makeyourgamelegendary.com
  
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  Welcome to Adventure Path Plug-Ins!
  This product is a part of our line of support materials for extended Adventure Path-style campaign play for use with Paizo’s 
  Pathfinder Roleplaying Game. When you see the “Adventure Path Plug-In” logo at the top of a Legendary Games product, 
  you can expect it is designed to fit directly with the themes of a particular Adventure Path campaign, but at the same time 
  are rich additions for your home game regardless of what campaign you may be running. The all-star team of designers here 
  at Legendary Games is committed to bringing you—the busy GM or player—the absolute best third party support for your 
  Pathfinder campaign, products that are innovative in their ideas, beautiful in their appearance, bursting with the creativity of 
  the best authors in the business and developed with a rich interactive layout that blends form and function, and on top of all 
  of that products that are flat-out fun to play. 
  Hey, What’s With the Names?
  You will see us use phrases such as “Pirate Adventure Path” instead of the official title of issues #55 through #60 of the of-
  ficial Adventure Path series produced by Paizo, Inc. Or, you may see us use names such as the “Pirate Isles,” the “Great Mael-
  strom,” the “Hazard Harbor” where the “Pirate King” rules, or the “Empire of Devils” to the north that lurks as a jack-booted 
  menace to all freebooters and buccaneers instead of the proper names of specific characters or places from those adventures 
  or gods from the world setting. While we can create compatible products under the Open Game License, we still have to be 
  respectful of certain content Paizo owns. Because we want to be very respectful of their content and work in partnership 
  with them, we use these “replacement phrases.” Plus, this helps the product have a more general appeal to those who may 
  be running a home campaign that fits the same themes. In any event, we are 100% confident you know what we are talking 
  about and will have no problem making the required connection. 
  Special Electronic Features
  We’ve hyperlinked this product internally from the Table of Contents and externally with links to the official Pathfinder 
  Reference Document as well as d20PFSRD. If it is in the core rulebook, we generally didn’t link to it unless the rule is an 
  obscure one. The point is not to supersede the game books, but rather to help support you, the player, in accessing the rules, 
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  4 4
  Table of Contents
  What You Will Find Inside  Cutthroats and Crew 
  5
  The Seagrave’s Fang 
  6
  The Crew 
  7
  Jenna Ironflame
  CR 6
   7
  Lachlan
  CR 6
  8
  Mayjen
  CR 4
  10
  Redda Amestari
  CR 3
  11
  Rukaia
  CR 4
  12
  Seth Farharbor
  CR 5
  14
  Tylara
  CR 5
  16
  Valenya
  CR 6
  17
  Wivierell
  CR 3
  19
  Zugok
  CR 2
  20
  The Cutthroats 
  21
  Barassa Kraal, the witch doctor
  CR 7
  21
  Harkka Rustfang, wereshark chieftain
  CR 11
  24
  Naanee, megalodon mount
  CR 9
  24
  Sedale “Landshark” Silvertooth
  CR 9
  25
  Wereshark bloodrider (hybrid)
  CR 8
  26
  Hammerhead shark mount
  CR 4
  27
  Wereshark shaman
  CR 8
  28
  NOTE: The following notations are used in the stat blocks contained in this product:
  ACG = Pathfinder Roleplaying Game Advanced Class Guide
  APG = Pathfinder Roleplaying Game Advanced Player’s Guide
  ARG = Pathfinder Roleplaying Game Advanced Race Guide
  B = Bonus feat
  L = Placeholder language standing in for a similar language in the official Pathfinder Roleplaying Game campaign 
  world.
  UC = Pathfinder Roleplaying Game Ultimate Combat
  UE = Pathfinder Roleplaying Game Ultimate Equipment
  UM = Pathfinder Roleplaying Game Ultimate Magic
  
  5
  5
  What You Will Find Inside  
  Cutthroats and Crew
  A life spent at sea is a life of adventure even in the real world, and in a fantasy campaign a voyage beyond the horizon 
  brings dangers and wonders undreamed of by those that never venture out of sight of land. Of course, “Here there be 
  monsters” is more than just a scrawled note on a fragment of map when you sail the seven seas. However, the beauty of a 
  nautical campaign is also the way that every island you visit and every stretch of open water in between can become its own 
  unique location for adventure. You’re not camping out in town and heading down to the local dungeon; you are setting sail 
  on the lookout for long-buried riches, keeping a weather eye on the horizon for the danger you know is coming. 
  Once pirate PCs seize a ship of their own, they need experienced crews! Cutthroats and Crew brings you 10 detailed 
  NPCs to master every part of a ship, all with individual backgrounds that can be linked together. Simple to drop into existing 
  crews as recurring characters or as the masters of the Seagrave’s Fang, this crew of scalawags may be friends or foes, raiding 
  alongside the heroes or trying to steal their plunder! These scurvy sailors can also draw the heroes into a running feud with 
  wereshark cutthroats on their trail, demanding that PC pirates honor the Pirate Code and lend a hand against an enemy that 
  threatens every freedom-loving freebooter that ever sailed the Pirate Main and what don’t wish to become slaves of the 
  bloody moon! 
  We hope these characters help spice up your nautical campaign with the rich and detailed design, luscious layout, beauti-
  ful aesthetics, and excellence in craftsmanship that is the hallmark of Legendary Games. We hope you enjoy using it as much 
  as we enjoyed making it. Game on! !  
  ~  Jason Nelson
  
  6 6
  The Seagrave’s 
  Fang
  If you choose to use these NPCs as a friendly or rival 
  crew, they can serve as the officers of the Seagrave’s Fang, 
  a two-masted brigantine with dark gray sails, the fore-
  mast fully square-rigged and mainmast rigged with both 
  a fore-and-aft mainsail, square topsails, and topgallant 
  sails. Just under 90 feet long and 25 feet wide, the Fang’s 
  armament consists of two pairs of side mounted ballista, 
  one pair mounted on the foredeck and the other on the 
  sterncastle. Jutting out below the Fang’s bowsprit is a long 
  jagged wooden carving of a sharktooth. When flying the 
  ship’s true colors, the Fang displays a golden symbol of 
  crowned skull with crisscrossed curved blades on a black 
  background.
  In game terms, the Seagrave’s Fang is a sailing ship, as 
  described in the Player’s Guide for the Pirate Adventure 
  Path, with the following improvements: broad rudder, nar-
  row hull, and one smuggling compartment in the captain’s 
  cabin. Currently only the captain knows this smuggling 
  compartment exists.
  Plot Hooks
  One of the ship’s crew stole a sacred shark idol while 
  in port. The idol can grant lycanthropy to the bearer 
  and the school of weresharks the idol belongs to 
  want it back at any cost.
  While searching for buried treasure, the Seagrave’s 
  Fang discovered a desert island where a wereshark 
  tribe lairs. The Fang fled from the island, but the 
  weresharks are stalking the ship and have already 
  picked off several of the crew.
  The leader of a wereshark pack has become enam-
  ored with the captain of the Seagrave’s Fang. The 
  leader intends to infect her with lycanthropy and 
  transform her into a fitting wereshark consort, but 
  only after the pack has killed and devoured all of 
  her crew.
  
  7
  7
  The Crew
  The following stat blocks represent the crew of the 
  Seagrave’s Fang, 
  Jenna Ironflame,    
  Master Gunner
  A heavily armed and buxom dwarf holds her axe poised for ac-
  tion. She has her auburn hair tied back in a long braid and a black 
  patch covers her right eye.
  Jenna Ironflame 
  CR 6
  XP 2,400
  Female dwarf fighter (corsair) 7
  LN Medium humanoid (dwarf)
  Init +1; Senses darkvision 60 ft.; Perception +1
  Defense
  AC 18, touch 11, flat-footed 17 (+7 armor, +1 Dex, +2 
  dodge vs. aquatic or water subtype)
  hp 64 (7d10+21)
  Fort +8, Ref +3, Will +3 (+2 vs. fear); +2 vs. poison, 
  spells, and spell-like abilities
  Defensive Abilities bravery +2
  Offense
  Speed 20 ft.
  Melee mwk dwarven waraxe +13/+8 (1d10+7/×3) or 
  mwk boarding axe +13/+8 (1d6+7/×3)
  Special Attacks weapon training (axes +1), +1 on 
  attack rolls against aquatic or water subtype
  Tactics
  During Combat Jenna enjoys the thrill of naval 
  combat, whether it is firing siege engines at 
  opposing vessels or leaping into the midst of an 
  enemy boarding party while wildly lashing about 
  herself. She uses her daredevil boots to tumble into 
  groups of enemies and then uses Great Cleave to 
  strike at multiple foes. If she gets a chance, Jenna 
  enjoys bullrushing an opponent over the side of the 
  ship.
  Statistics
  Str 16, Dex 12, Con 16, Int 13, Wis 12, Cha 6
  Base Atk +7; CMB +10 (+12 bull rush or overrun); 
  CMD 21
  Feats Cleave, Exotic Weapon Proficiency (ballista), 
  Great Cleave, Power Attack, Siege Engineer, Siege 
  Gunner, Weapon Focus (dwarven waraxe), Weapon 
  Specialization (dwarven waraxe)
  Skills Acrobatics +12 (+8 when jumping), Climb +11, 
  Craft (siege engines) +10, Knowledge (engineering) 
  +10, Profession (siege engineer) +10, Profession 
  (sailor) +5 (+7 at sea), Survival +5 (+7 at sea), Swim 
  +12; Racial Modifiers +2 on Craft and Profession 
  checks related to metal or stone, +2 Profession 
  (sailor) and Survival checks while at sea
  Traits Artisan, Reckless
  Languages Common, Dwarven, plus 1 regional 
  language
  SQ armored pirate (medium), craftsman, deck 
  fighting, improved deck fighting, ironflame scion, 
  relentless, saltbeard
  Combat Gear potion of cure moderate wounds; Other 
  Gear +1 agile breastplate, masterwork dwarven 
  waraxe, masterwork boarding axe, daredevil boots, 
  pirate’s eye patch, masterwork artisan’s tools (siege 
  engines), block and tackle, drill, hammer, iron 
  spikes (5), wire saw, whetstone, dwarven gold ring 
  worth 75 gp
  SPECIAL ABILITIES
  Ironflame Scion (Ex) Jenna is one of the last remaining 
  members of the Ironflame clan and she has two 
  bonus traits as part of her heritage.
  Jenna comes from a small but elite dwarven clan 
  who labor to manufacture siege engines for the empire’s 
  main naval shipyards. She spent much of her younger life 
  learning the craft that everyone, including Jenna herself, 
  assumed she would follow for the rest of her life. Jenna 
  was always passionate about these mighty engines of 
  war but a secret part of her longed for the excitement of 
  triggering these gigantic weapons in a real battle rather 
  than just the mundane job of test-firing them. Jenna grew 
  into womanhood and she took up studying with the clan’s 
  weaponmasters, learning the way of the dwarven warrior. 
  This was over the loud protests of her relatives, who ques-
  tioned why she wanted to learn these fighting skills when 
  she would never need them. The final straw came when 
  her grandfather informed her that a marriage had been ar-
  ranged for her and she was to wed a prominent dwarf from 
  a neighboring clan to secure an alliance.
  
  8 8
  After a week of planning, Jenna made her escape and 
  boarded a ship bound for a distant port. Jenna spent some 
  time, and much of the marriage dowry she had taken with 
  her, simply sailing from port to port as a passenger, but her 
  specialized skills and upbringing made it difficult for her to 
  find work or settle down in the places she visited. However, 
  she finally found a ‘privateer’ captain who needed a skilled 
  artillerist to maintain her ship’s siege armament. Jenna 
  quickly realized that the ‘privateer’ was really a pirate, but 
  having found the joy of launching a bombardment against 
  an enemy ship was truly her place in life, she didn’t turn 
  back. During one intense naval battle Jenna suffered a seri-
  ous shrapnel wound to her right eye, she had the wound 
  healed and while she can still see through the eye, it is 
  very sensitive to bright light, so she routinely wears an eye 
  patch during the day. Jenna spends much of her free time 
  aboard keeping the ship’s armament in pristine condition; 
  she finds these routine tasks give her a sense of tranquility.
  Lachlan Chardet,     
  First Mate
  A swarthy unshaven man with a black bandana wrapped 
  around his head looks cagily around himself. A bronze-headed flail 
  rests in an ornate scabbard at his side.
  Lachlan 
  CR 6
  XP 2,400
  Male human fighter (cad) 3/rogue (pirate, scout) 4
  CN Medium humanoid (human)
  Init +1; Senses Perception +0
  Defense
  AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
  hp 64 (7 HD; 3d10+4d8+25)
  Fort +8, Ref +8, Will +5; +1 vs. fear and mind-affecting 
  effects
  Defensive Abilities evasion, unflinching +1
  Offense
  Speed 30 ft.
  Melee mwk flail +11/+6 (1d8+6) or combat scabbard 
  +10/+5 (1d6+4)
  Ranged mwk composite longbow +8/+3 (1d8+4/×3)
  Special Attacks scout’s charge, sneak attack +2d6, 
  swinging reposition
  Tactics
  During Combat Always willing to do whatever it takes 
  to win, Lachlan often starts a battle by swinging in 
  on a line and using swinging reposition to charge 
  an opponent, which allows him to deal sneak 
  attack damage using scout’s charge. Lachlan then 
  attempts to disarm his opponent which enables 
  him to use the Catch Off-Guard feat to make sneak 
  attacks with his combat scabbard. In combat, he 
  also makes good use of dirty trick and steal combat 
  maneuvers to hinder his foes.
  Statistics
  Str 18, Dex 12, Con 14, Int 13, Wis 10, Cha 8
  Base Atk +6; CMB +10 (+15 disarm or dirty trick, +11 
  steal); CMD 21 (24 vs. disarm or dirty trick, 22 vs. 
  steal)
  Feats Catch Off-Guard, Combat Expertise, Extra Traits 
  (Armor Expert, Indomitable Faith), Greater Disarm, 
  Greater Dirty TrickAPG, Improved Disarm, Improved 
  Dirty TrickAPG, Power Attack, Sea Legs, Toughness
  Skills Acrobatics +13, Bluff +9, Climb +11, Diplomacy 
  +9, Intimidate +9, Knowledge (local) +10, Profession 
  (sailor) +10, Sense Motive +10, Swim +11
  Languages Aklo, Common
  SQ dirty maneuvers +1, rogue talents (combat trick)
  Combat Gear potions of cure light wounds (2), potion 
  of invisibility, acid (2), pouch of glass dust, sneezing 
  powder; Other Gear +1 chain shirt, masterwork 
  flail with combat scabbard, masterwork composite 
  longbow (+4 Str) with 20 arrows, cloak of resistance 
  +2, superior loaded dice
  Born and raised a pirate, Lachlan came to be a devoted 
  follower of the goddess, the Pirate Queen, as a child. Lach-
  lan learnt the ‘trade’ serving as a cabin boy on a ship cap-
  tained by a treacherous scurvy knave whose duplicity and 
  wily cunning kept him alive for years, even though most of 
  his own crew wanted him dead. Eventually, however, this 
  captain perished in a battle that saw his ship and crew cap-
  tured by an imperial frigate. While the rest of the crew was 
  tried and hanged, the commanding naval officer took pity 
  on the seemingly innocent child and spared Lachlan.
  Lachlan spent some years living in a strict imperial or-
  phanage, being disciplined and schooled to become a ma-
  
  9
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  10 10
  rine serving the empire, and even though he acted the part 
  and swore oaths of allegiance, deep in his heart, he never 
  renounced the Pirate Queen. Lachlan’s betrayal stunned 
  the other cadets at the institution, Lachlan murdered two 
  of his teachers in their sleep and stole the more portable 
  valuables stored in the institute’s vaults.
  Many pirates viewed Lachlan’s return to the Pirate Isles 
  as suspicious, seeing him as a possible imperial spy. This 
  scurrilous talk followed Lachlan for years, leading to him 
  being forced to sign on for work on a succession of medio-
  cre ships. Lachlan’s reputation was also tarnished when 
  a bloody mutiny broke out on the Nye Gull, a ship that 
  Lachlan was serving on as a mate. The group of mutineers 
  and those loyal to the ship’s captain were closely matched, 
  and the few who survived were forced to sail away in one 
  of the boats after the ship was set ablaze in one final spite-
  ful act. Rumors spread that Lachlan was the main instigator 
  of the mutiny and as almost all the other survivors of the 
  Nye Gull mutiny are now dead, there is little Lachlan can 
  do these days to clear his name. Lachlan often plays up to 
  the part of the wicked scoundrel that many think him, but 
  he knows that the quickest way to make it rich is serving 
  under a under a strong captain as part of a loyal crew.
  Mayjen, Ship’s Mage
  Clad in colorful silks, this bronzed skinned gnome with 
  aquamarine hair and storm gray eyes stands poised to invoke her 
  destructive powers against any threat.
  Mayjen 
  CR 4
  XP 1,200
  Female gnome sorcerer (crossbloodedUM) 5
  CN Small humanoid (gnome)
  Init +0; Senses low-light vision; Perception +3
  Defense
  AC 17, touch 13, flat-footed 15 (+4 armor, +2 dodge 
  [in water terrain], +1 size)
  hp 40 (5d6+20)
  Fort +5, Ref +4, Will +6; +2 vs. illusions
  Resist electricity 5, sonic 5
  Offense
  Speed 20 ft.
  Melee mwk dagger +2 (1d3–2/19–20)
  Special Attacks gnome spell-like abilities (dancing 
  lights, ghost sound, prestidigitation, speak with 
  animals)
  Bloodline Spell-Like Abilities (CL 5th; concentration 
  +9)
  7/day—dehydrating touch (1d4+2 nonlethal damage)
  Sorcerer Spells Known (CL 5th; concentration +9)
  2nd (5/day)—electric arc* (DC 17), slipstreamAPG, 
  summon monster II
  1st (7/day)—mage armor, magic missile, shock shieldUC 
  (DC 16), shocking grasp
  0 (at will)—detect magic, jolt**, light, mage hand, 
  message
  Bloodlines aquatic and stormborn
  Tactics
  Before Combat Maygen casts mage armor every day, 
  renewing it as needed. She also casts shock shield if 
  expecting a fight.
  During Combat Maygen blasts away at enemies with 
  damaging spells. She prefers to remain at range 
  and uses vanish if enemies target her in return. 
  She summons air or water elementals to aid her in 
  battle.
  Statistics
  Str 6, Dex 10, Con 16, Int 13, Wis 12, Cha 18
  Base Atk +2; CMB –1; CMD 11
  Feats Eschew Materials, Expanded Arcana, Iron Will, 
  Lightning Reflexes
  Skills Bluff +11, Knowledge (arcana) +5, Knowledge 
  (nature) +5, Perception +3, Profession (sailor) 
  +10, Spellcraft +5, Swim +5; Racial Modifiers +2 
  Perception, +2 Profession (sailor)
  Languages Aquan, Common, Gnome, Sylvan
  SQ bloodline arcana (+1 DC to electricity and sonic 
  spells, +1 CL for water spells, summoned aquatic 
  creatures or those with a swim speed gain +1 
  morale bonus to attack and damage rolls), bond to 
  the land (water), stormchild
  Combat Gear potions of cure moderate wounds (2), 
  wand of lightning bolt (5 charges), wand of vanish 
  (20 charges); Other Gear masterwork dagger, cloak 
  of resistance +1, collection of seashells, 125 gp.
  *As burning arc but deals electricity damage instead 
  of fire damage
  **As ray of frost but deals electricity damage instead 
  of cold damage
  
  11
  11
  Maygen has always had the sea in her blood. Born on 
  the ocean during a terrible storm to parents who were 
  traveling merchants, Maygen could swim before she could 
  walk and had the sway of the ship rock her to sleep as a 
  child. When Maygen’s sorcerous talents manifested in her 
  early adolescence, her parents enrolled Maygen in an ar-
  cane college so she could learn to control her magical abili-
  ties. Fortunately for Maygen, the college was situated in a 
  busy port city and she spent much of her spare time sailing 
  in the nearby bay and exploring the city. A year and a half 
  before Maygen would have graduated, the news came that 
  her parent’s ship had been lost at sea. According to magical 
  divinations, their ship struck a reef during bad weather and 
  went down with all hands lost. After mourning her parents, 
  Maygen found herself almost destitute; her parents had 
  practically all their savings wrapped up in their ship and 
  what little remained would only last for less than a year, 
  assuming she eked out a very humble lifestyle.
  Maygen started looking for employment, but found that 
  few were willing to take on an untried gnome youngster 
  with dubious magical talents. The next few seasons were 
  very lean for Maygen, with her taking on shady work sim-
  ply to afford food and a roof over her head. Eventually one 
  of her disreputable contacts suggested she try looking for 
  a job in one of the most city’s seedy taverns. As luck would 
  have it, a pirate captain was urgently looking for a new en-
  tire crew and was willing to pay for any warm body. Some 
  of the other recruits tried to bully Maygen, but they quickly 
  learnt their mistake when she electrocuted one of them. 
  In spite of her stature, Maygen’s nautical skills stood out in 
  the otherwise green crew and she was quickly promoted 
  to a ship’s officer. During the next several years, Maygen 
  served on several ships and gained significant maritime 
  experience. She also found that being out in the middle of 
  the ocean, especially during a powerful storm, seems to 
  bring out and enhance her magical powers. Maygen has 
  developed a reputation for her eagerness to unleash her 
  destructive spells, with her blue-green hair said to stand on 
  end whenever she casts an electricity spell.
  Redda Amestari, lookout
  Disfiguring pox scars cover this tall half-elven woman’s face 
  and skin. She shrewdly scans the area around her and keeps her 
  longbow ready in hand.
  Redda Amestari 
  CR 3
  XP 800
  Female half-elf fighter 2/oracle 2
  N Medium humanoid (elf, human)
  Init +4; Senses low-light vision; Perception +12
  Defense
  AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex)
  hp 28 (4 HD; 2d10+2d8+4)
  Fort +2, Ref +4, Will +3 (+1 vs. fear); +4 vs. disease, +2 
  vs. enchantments
  Defensive Abilities bravery +1; Immune sleep
  Offense
  Speed 30 ft.
  Melee mwk cutlass +8 (1d6+2/18–20)
  Ranged mwk composite longbow +6 (1d8+4/×3)
  Oracle Spells Known (CL 2nd; concentration +3)
  1st (5/day)—air bubble UC, cure light wounds, obscuring 
  mist, touch of the sea APG
  0 (at will)—create water, detect magic, detect poison, 
  guidance, light
  Mystery waves
  Tactics
  Before Combat Redda uses her thunderstone to 
  quickly raise the alarm or alert her shipmates to 
  an ambush. She uses her smokesticks to signal 
  a distant shore party; each of her smokesticks 
  produces smoke of a different color.
  During Combat Redda prefers to pick off enemies with 
  her bow and always uses her Deadly Aim feat. She 
  casts obscuring mist in battle to make it difficult for 
  enemies to target her, she can easily see through 
  the mist with her water sight revelation.
  Statistics
  Str 14, Dex 18, Con 8, Int 12, Wis 10, Cha 13
  Base Atk +3; CMB +5; CMD 19
  Feats CosmopolitanAPG (Knowledge [geography], 
  Perception), Deadly Aim, Skill Focus (Perception), 
  Toughness, Weapon Finesse
  Skills Acrobatics +8, Climb +9, Knowledge (geography) 
  +5, Knowledge (nature) +5, Perception +12, 
  
  12 12
  Profession (sailor) +5, Survival +5, Swim +6; Racial 
  Modifiers +2 Perception
  Languages Aquan, Common, Draconic, Elven, Sylvan
  SQ elf blood, oracle’s curse (wasting), revelations 
  (water sight)
  Combat Gear elixir of vision, potion of cure moderate 
  wounds, smokesticks (4), thunderstone; Other Gear 
  masterwork studded leather, masterwork cutlass, 
  masterwork composite longbow (+2 Str) with 40 
  arrows, spyglass, 4 gp
  Redda spent much of her childhood bedridden with an 
  abnormal malady that riddled her skin with unsightly sores 
  and blemishes. Over several years, Redda’s impoverished 
  human mother was able to scrimp and save up enough 
  money to have priests cast divine magic to cure her daugh-
  ter’s ailment but the strange and chronic illness resisted 
  these attempts. While in the throes of heavy bouts of the 
  sickness, Redda would often have feverish visions of being 
  cast adrift on an endless blue sea. When Redda reached 
  adolescence, the bizarre disease faded, seemingly of its 
  own accord, but left Redda with disfiguring pox scars all 
  over her face and body.
  As soon as she was able, Redda started working to sup-
  port her aging mother. Unable to find other employment, 
  due in part to her looks, Redda became a guard and then 
  a mercenary. However, it was only when she first hired on 
  as part of the bodyguard detail for an affluent merchant 
  taking a long ocean voyage that her divine magical powers 
  surfaced. While in touch with the ocean, Redda felt the pull 
  of the ocean’s waves and learned to call on her powers and 
  develop her mystical talents.
  Redda found herself in seedy and anarchic port town. 
  Seeking more lucrative employment, she joined a crew of 
  smugglers where her keen eyes where often put to good 
  use. From there, Redda signed on as an able bodied sailor 
  for a band of pirates. Many of her crewmates shunned 
  Redda, believing she was diseased, cursed, or just plain bad 
  luck, but Redda was unconcerned by this, as long as she 
  could feel the sway of the ocean beneath her, she found 
  herself content. After proving herself an excellent lookout, 
  Redda took to sleeping in the crow’s nest, using a canvas 
  for cover during wet weather and only going below decks 
  during the worst storms. 
  Despite her peculiarities, any captain she serves finds 
  her to be a diligent sailor, brave in battle, and reliable when 
  taking a spell at the helm. Recently her elderly mother 
  passed on, but Redda does not intend to struggle to make 
  ends meet as her mother did. She aims to make her for-
  tune committing daring acts of piracy upon the high seas.
  Rukaia, Ship’s Surgeon
  Clothed in a short black dress over black feathers, this sharp-
  beaked tengu wields a basket-hilted rapier in one claw, holds a 
  buckler in the other, and wears a tricorne hat. The tengu’s facial 
  feathers are painted bone white, depicting the skull and cross-
  bones.
  Rukaia 
  CR 4
  XP 1,200
  Female tengu cleric of the Pirate Queen (separatistUM) 5
  CN Medium humanoid (tengu)
  Init +3; Senses low-light vision; Perception +5
  Defense
  AC 18, touch 13, flat-footed 15 (+4 armor, +3 Dex, +1 
  shield)
  hp 41 (5d8+15)
  Fort +5, Ref +4, Will +7
  Offense
  Speed 30 ft.
  Melee mwk rapier +7 (1d6/18–20), bite +1 (1d3)
  Ranged mwk light crossbow +7 (1d8/19–20/×2)
  Special Attacks channel positive energy 4/day (DC 11, 
  3d6)
  Domain Spell-Like Abilities (CL 5th; concentration +8)
  6/day—copycat (5 rounds)
  Cleric Spells Prepared (CL 5th; concentration +8)
  3rd—flyD, prayer, summon monster III
  2nd—bull’s strength, invisibilityD, sound burst, spiritual 
  weapon
  1st—bless, disguise selfD, divine favor, obscuring mist, 
  shield of faith
  0 (at will)—create water, guidance, purify food and 
  drink, stabilize
  D domain spell; Domains Animal (Feather)APG, Trickery
  Tactics
  Before Combat Rukaia casts bless, fly, and shield of 
  faith if she expects a serious battle. She also casts 
  bull’s strength on one of her tougher allies. Just 
  before combat she casts summon monster III to 
  summon a shark or several small air elementals.
  
  13
  13
  During Combat Rukaia uses her spells to aid her 
  crewmates and strike out at dangerous foes. She 
  also uses her channels to keep her crew healthy. If 
  threatened in melee, she uses her copycat domain 
  power or invisibility to maneuver away. Only if 
  things seem desperate does she cast divine favor 
  and attack with her rapier.
  Morale If Rukaia is reduced below 15 hit points and all 
  seems lost, she turns invisible or casts disguise self 
  to get away.
  Statistics
  Str 10, Dex 16, Con 12, Int 12, Wis 17, Cha 8
  Base Atk +3; CMB +3; CMD 16
  Feats Extra Channel, Toughness, Weapon Finesse
  Skills Diplomacy +3, Fly +7, Heal +10, Knowledge 
  (religion) +5, Linguistics +13, Perception +6, 
  Profession (sailor) +7, Stealth +10; Racial Modifiers 
  +4 Linguistics, +2 Perception, +2 Stealth
  Languages Common, Draconic, Dwarven, Elven, Giant, 
  Gnome, Halfling, Sylvan, Tengu, plus 4 regional 
  languages
  SQ aura, eyes of the hawk, gifted linguist, 
  swordtrained
  Combat Gear potion of invisibility, wand of cure light 
  wounds (48 charges), alchemist’s kindness (3), 
  antiplague (3), antitoxin (2), bloodblock (2), holy 
  water (2), smelling salts, soothe syrup (2); Other 
  Gear masterwork mithral chain shirt, masterwork 
  buckler, masterwork rapier, masterwork light 
  crossbow with 20 bolts, healer’s kit, holy symbol 
  (pirate queen), spell component pouch, surgeon’s 
  tools
  Growing up in a tengu rookery slum on a pirate isle, 
  Rukaia felt the inexplicable urge to escape from the place’s 
  poverty and misery, even if it meant leaving her own kind 
  behind. She saw that some tengu sought to become ‘good 
  luck’ mascots on pirate ships but she knew that these 
  tengu could be discarded just as easily if the ship’s luck 
  soured. 
  While out fishing alone on a small raft one day, Rukaia 
  saw something glistening below her on the ocean bot-
  tom. Curious, Rukaia dived in and swam down. As Rukaia 
  swam closer to the item glinting in the down in midst of a 
  series of coral growths, she scratched herself on a thorny 
  outcropping. What followed was a strange psychedelic 
  series of dreamlike visions that changed Rukaia’s outlook 
  on life forever. Her memory remains hazy, but Rukaia is 
  certain that she was visited by a vision of the goddess, the 
  Pirate Queen, in the form of a tengu. She exhaustedly re-
  gained consciousness back on the raft, with her right claw 
  wrapped tightly around a tiny shining pearl remarkably 
  formed in the likeness of a skull.
  Rukaia’s devout prayers to the Pirate Queen were 
  answered with divine powers that increased as Rukaia 
  matured. Rukaia found it easy to secure a position as ship’s 
  priest on a succession of pirate vessels and she never 
  returned to the rookery. 
  
  1414
  Like many tengu, Rukaia is not overly strong or tough so 
  she prefers to support and heal her crewmates rather than 
  wade into the heart of a dangerous naval battle herself. 
  Rukaia has learnt much about the healing arts from the 
  series of pirate officers she has worked with and her strong 
  skills as a physician inevitably lead to her getting good pay 
  on the pirate ships she joins. She also has the tengu knack 
  with learning languages and often serves as a translator 
  during negotiations. Other priests of the Pirate Queen 
  sometimes feel there is something odd about Rukaia’s 
  cawing prayers and flapping supplications but they do not 
  doubt her devotion to the goddess and to piracy itself.
  ‘Smiling’ Seth         
  Farharbor, Navigator
  Finely dressed in a loose shirt and baggy pants, this cheerful 
  sailor holds an 8-foot pike in one hand and a well-used hornpipe in 
  the other. A multicolored parrot perches jauntily on his shoulder.
  Seth Farharbor 
  CR 5
  XP 1,600
  Male human bard (sea singerAPG) 6
  LN Medium humanoid (human)
  Init +0; Senses Perception +8
  Defense
  AC 15, touch 10, flat-footed 15 (+5 armor)
  hp 48 (6d8+18)
  Fort +4, Ref +5, Will +4; +4 vs. air, water, and tripping 
  effects
  Offense
  Speed 30 ft.
  Melee +1 boarding pike +10 (1d8+7/×3)
  Special Attacks bardic performance 15 rounds/day 
  (distraction, fascinate, inspire courage +2, sea 
  shanty, still water, whistle the wind)
  Bard Spells Known (CL 6th; concentration +7)
  2nd (3/day)—cat’s grace, heroism, invisibility, tongues
  1st (5/day)—cure light wounds, hideous laughter (DC 
  12), lesser confusion (DC 12), read weather
  0 (at will)—dancing lights, detect magic, know direction, 
  mage hand, prestidigitation, summon instrument
  Tactics
  Before Combat If a battle is imminent, Seth casts 
  heroism and cat’s grace.
  During Combat Seth plays a lively tune on his 
  hornpipe or sings a sea shanty to encourage his 
  shipmates and then attacks. He uses his attack 
  spells against enemies who threaten his allies.
  Statistics
  Str 18, Dex 10, Con 14, Int 12, Wis 8, Cha 13
  Base Atk +4; CMB +8; CMD 18 (20 vs. grapple, 
  overrun, and trip)
  Feats Extra Traits (Poverty-Stricken, Shackles 
  Seafarer), Power Attack, Toughness, Weapon Focus 
  (boarding pike)
  Skills Appraise +8, Climb +8, Diplomacy +10, 
  Knowledge (geography) +12 (+13 while on ocean), 
  Knowledge (local) +12, Knowledge (nature) +11 
  (+12 while on ocean), Linguistics +12, Perception 
  +8, Perform (sing) +8, Perform (wind) +10, 
  Profession (sailor) +8, Survival +9, Swim +9
  Languages Abyssal, Common, Dwarven, Elven, Giant, 
  Infernal, Orc
  SQ familiar (parrot named Tukama), world traveler +3 
  (reroll 1/day)
  Combat Gear potion of cure light wounds; Other Gear 
  +1 mithril chain shirt, +1 boarding pike, astrolabe, 
  compass, masterwork hornpipe, map making kit, 
  nautical charts, sextant
  Seth says little of his past, but the truth is that his 
  parents were indentured farmers who worked a patch of 
  barren moorland and Seth’s childhood was one of poverty 
  and near starvation. Seth left his homeland and wound 
  up working as a poorly paid seaman on a merchant ship 
  captained by a stingy northerner. Pirates took the mer-
  chant ship, intending to sail it back to their pirate base as 
  a prize ship. Seth and the rest of the captured sailors were 
  given the choice to join the pirates or to be set adrift in a 
  longboat. With a grin on his face, Seth was the first to sign 
  on with the pirates. 
  Seth found the ordinary tasks on a pirate ship were 
  much the same, but the pay and the conditions and were 
  far better. The ship was refitted and Seth started as one of 
  the crew. The ship was initially somewhat shorthanded so 
  Seth learnt a wide variety of tasks, but the one that drew 
  
  15
  15
  
  1616
  his attention was the art of navigation. He was taught map 
  reading and course plotting by a garrulous old sea dog and 
  Seth became enamored with idea of sailing to distant ports 
  and exotic places. As his experience grew, Seth became 
  an officer and a skilled navigator. While Seth had learnt to 
  play traditional pipes as a child, he much prefers the merry 
  notes can bring out of the worn hornpipe he found in an 
  old junk store in a busy southern market. Seth’s crewmates 
  know that his piping can often whistle up a friendly breeze 
  or ease rough waters.
  In spite of his upbringing, Seth is an optimistic fellow 
  whose affable nature means he gets on well with almost 
  everyone he meets. Seth loves to travel, see new sights, 
  and meet interesting people, especially those who might 
  be interested in amorous liaisons. The wealth gained from 
  plundering merchant ships allows Seth to enjoy himself 
  to the full in these exciting places. Recently Seth acquired 
  a rainbow colored parrot in a jungle port, the bird named 
  Tukama is avaricious and happily calls out to friend and 
  stranger alike for food and pretties. Seth and Tukama get 
  along famously, although it sometimes seems that Tukama 
  regards Seth as his possession.
  Tylara, Ship’s Mate
  This tall dark-haired woman wears bright mismatched cloth-
  ing with a curved blade at her side. She has pale skin and a strik-
  ing but unusual mien, her hetrochromatic eyes, one deep blue, 
  one gray, somehow fitting her perfectly.
  Tylara 
  CR 5
  XP 1,600
  Female changeling druid 6
  N Medium humanoid
  Init +1; Senses darkvision 60 ft.; Perception +11
  Defense
  AC 17, touch 12, flat-footed 16 (+4 armor, +1 
  deflection, +1 Dex, +1 natural)
  hp 48 (6d8+18)
  Fort +7, Ref +4, Will +8; +4 vs. fey and plant–targeted 
  effects
  Offense
  Speed 30 ft.
  Melee 2 claws +7 (1d4+4) or 
  mwk scimitar +8 (1d6+5/18–20)
  Special Attacks sealord 3/day (DC 15, 3d6), seastrike, 
  wild shape 2/day
  Druid Spells Prepared (CL 6th; concentration +8)
  3rd—call lightning (DC 15), greater magic fang, water 
  breathingD
  2nd—barkskin, bear’s endurance, bull’s strength, flaming 
  sphere (DC 14), slipstreamD
  1st—cure light wounds (2), endure elements, hydraulic 
  pushD, longstrider
  0 (at will)—create water, detect magic, guidance, 
  stabilize
  Tactics
  Before Combat If expecting trouble, Tylara casts 
  barkskin, longstrider, and greater magic fang to 
  give all her natural attacks an enhancement bonus. 
  Before a serious battle, she casts bear’s endurance 
  and bull’s strength on herself.
  During Combat Tylara wildshapes into an appropriate 
  form, preferably one with claws, and attacks using 
  a combination of spells and natural weapons. If 
  possible, Tylara attempts to lure her foes below the 
  surface, where the water may hinder her enemies, 
  but she can attack freely using her seastrike ability.
  Statistics
  Str 16, Dex 12, Con 12, Int 10, Wis 15, Cha 10
  Base Atk +4; CMB +7; CMD 19
  Feats Natural Spell, Power Attack, Toughness
  Skills Climb +7, Fly +5, Knowledge (geography) +6, 
  Knowledge (nature) +6, Perception +11, Profession 
  (sailor) +10, Survival +10, Swim +10
  Languages Common, Druidic, Sylvan
  SQ hag trait (hulking changeling), nature bond 
  (Aquatic domain), nature sense, trackless step, wild 
  empathy +6, woodland stride
  Combat Gear wand of cure light wounds (10 charges); 
  Other Gear +1 wooden armor, mwk scimitar, cloak 
  of resistance +1, ring of protection +1, cat’s eye 
  gemstone worth 100 gp which radiates lingering 
  divination magic
  Tylara never felt that she fitted the clan of saltmarsh 
  dwellers she was raised by. She somehow always knew 
  that she was a foundling, abandoned there as baby in the 
  middle of the night. The only person Tylara could relate 
  to was Aeya, the community’s ancient wisewoman, who 
  saw potential in the unconventional child and enjoyed her 
  company. Aeya passed on all she could to the eager young 
  
  17
  17
  Tylara, teaching her of the old ways and ancient nature 
  magic, but more importantly passing on her timeless wis-
  dom and nurturing Tylara’s resolute spirit. Old age caught 
  up with Aeya when Tylara was eight, but they had both 
  known this would happen eventually, and Tylara remained 
  dry eyed at her mentor’s funeral, preferring to honor 
  Aeya’s life as the old woman would have wanted.
  When she reached puberty, Tylara felt a strange call-
  ing drawing her into the depths of the swamp. The silent 
  siren’s song was hypnotic but Tylara’s tenacious will 
  prevailed and she repelled the eerie compulsion. However, 
  Tylara’s curiosity about the mystery of her own origins led 
  her to make the choice to follow the beckoning call of her 
  own volition. It is said that a changeling who follows this 
  path is invariably lost to evil forever. However, a month 
  later Tylara did return. She staggered out of the swamp, 
  her body covered in deep claw wounds, but her mind her 
  own. The only possession she brought back from this gruel-
  ing trial was a green cat’s eye gem clutched firmly in her 
  hand.
  Tylara left the marsh as soon as she recovered, follow-
  ing her intuition and instincts out of the mud of the swamp 
  and to the clean water of the ocean. Tylara started out as a 
  cook’s apprentice on a shabby pirate cog, but determinedly 
  worked her way up to better ships and better positions, 
  eventually becoming a respected officer. Tylara prefers to 
  remain on the ocean, rarely going ashore, even when given 
  ample leave in a friendly port. Whether this is something 
  to do with her past or that Tylara simply finds herself 
  more comfortable on water, rather than dry land, only she 
  knows.
  Captain Valenya Thale
  Attired in an elegant jacket, white silk shirt, black pants, and 
  thigh length leather boots, this commanding piratical woman 
  boldly wields a curved concave blade. Stylish jewelry tastefully 
  accents her eye-catching appearance.
  Valenya 
  CR 6
  XP 2,400
  Female human bard (buccaneer) 4/fighter (weapon 
  master) 3
  N Medium humanoid (human)
  Init +1; Senses Perception +5
  Defense
  AC 18, touch 12, flat-footed 17 (+5 armor, +1 
  deflection, +1 Dex, +1 natural)
  hp 64 (7 HD; 4d8+3d10+25)
  Fort +6, Ref +6, Will +5; +4 vs. bardic performance, 
  language-dependent, and sonic
  Offense
  Speed 30 ft.
  Melee mwk falcata +13/+8 (1d8+7/19–20/×3)
  Special Attacks bardic performance 11 rounds/
  day (countersong, distraction, fascinate, inspire 
  competence +2, inspire courage +1, song of 
  surrender), hilt bash, weapon training (heavy 
  blades +1)
  Bard Spells Known (CL 4th; concentration +5)
  2nd (1/day)—eagle’s splendor, heroism
  1st (4/day)—cure light wounds, disguise self, expeditious 
  retreat, feather fall
  0 (at will)—detect magic, light, mage hand, mending, 
  message, prestidigitation
  Tactics
  Before Combat If she has time, Valenya cast heroism 
  on herself.
  During Combat Valenya uses her Dazzling Display feat 
  at the start of a battle to cause her opponents to 
  become shaken and takes advantage of this with 
  her Shatter Defenses feat. She also uses her hilt 
  bash class feature in combination with the Enforcer 
  feat to deal nonlethal damage and keep her 
  opponents shaken, or possibly even give them the 
  frightened condition.
  Statistics
  Str 18, Dex 13, Con 14, Int 8, Wis 10, Cha 12
  Base Atk +6; CMB +10; CMD 22
  Feats Dazzling Display, Enforcer, Exotic Weapon 
  Proficiency (falcata), Power Attack, Shatter 
  Defenses, Toughness, Weapon Focus (falcata)
  Skills Bluff +11, Climb +8, Diplomacy +11, Disguise +5, 
  Intimidate +11, Knowledge (nobility) +4, Perception 
  +5, Perform (oratory) +11, Profession (sailor) +5, 
  Sense Motive +11, Swim +8
  Languages Common
  SQ versatile performance (oratory)
  Combat Gear wand of cure light wounds (10 charges); 
  Other Gear +1 leather lamellar, masterwork falcata, 
  
  18 18
  amulet of natural armor +1, ring of protection +1, 
  noble’s outfit, gold earrings worth 80 gp, filigreed 
  silver mirror worth 120 gp, platinum ring worth 150 
  gp, electrum necklace set with amethysts worth 
  250 gp
  Whether the farfetched tales of Valenya being the lost 
  heir to one of the empire’s highest noble houses and the 
  tragic circumstances that led to her becoming a pirate are 
  true or not, Valenya Thale certainly displays the demeanor 
  of an aristocrat. She remains impeccably attired even when 
  boarding an enemy vessel, and deals fairly with those who 
  surrender to her, often offering warm hospitality to upper 
  class prisoners. Valenya is no fool however, she is extreme-
  ly skilled the arts of subterfuge and trickery, and those who 
  attempt to take advantage of her seemingly genteel nature 
  usually find themselves falling into one of her well-laid 
  traps. Valenya also runs a tight ship, and those who malin-
  ger or attempt to challenge her find that beneath Valenya’s 
  refined deportment is a ruthlessly fierce individual more 
  than willing to make good on the dire threats she issues 
  when roused to anger.
  Valenya came into a substantial amount of gold early in 
  her piratical career, which gave her the opportunity to ob-
  tain and refit a decent ship. She has changed ships several 
  times since then, having a ship sunk underneath her in a 
  fierce battle but also capturing several vessels and refitting 
  them. Once Valenya even lost her ship in a high stakes 
  dice game and then, after an incredible run of astonish-
  ingly good luck, won an even finer ship, all in the same 
  night of gambling.
  Valenya learnt the many of the subtle intrica-
  cies of art of fighting with the falcata from a noble 
  duelist who she captured during a daring raid on 
  an imperial galleon. She offered the noble the chance to 
  ransom himself in return for teaching her how to fence 
  with the curved blade. Valenya kept her word and once 
  she could best the duelist, she released him in a neutral 
  port with a tidy purse of gold to see him return home. This 
  courtesy, however, has done nothing to reduce the hefty 
  reward offered in the empire for Valenya’s capture.
  There are rumors that Valenya is secreting away a trove 
  of the treasures she has plundered. Although whether 
  she stores this booty onboard ship or on one of the many 
  islands she visits is anyone’s guess. Some say that she in-
  tends to build up enough wealth and then attempt to buy 
  an imperial pardon, but this is pure conjecture.
  
  19
  19
  Wivierell, Carpenter
  This wiry elf crouches in a fencing stance; he holds a fine blade 
  in one hand while his other arm ends in wicked looking hook 
  hand.
  Wivierell 
  CR 3
  XP 800
  Male elf rogue (swashbuckler) 4
  N Medium humanoid (elf)
  Init +3; Senses low-light vision; Perception +10
  Defense
  AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
  hp 29 (4d8+8)
  Fort +1, Ref +7, Will +2 (+1 vs. fear); +2 vs. 
  enchantments
  Defensive Abilities daring, evasion, uncanny dodge; 
  Immune sleep
  Offense
  Speed 30 ft.
  Melee mwk longsword +5 (1d8+3/19–20) and mwk 
  hook hand +5 (1d4+3); mwk trident +5 (1d8+3) and 
  mwk net +5 (—); or mwk longsword +7 (1d8+3)
  Ranged dagger +6 (1d4+3/19–20/×2)
  Special Attacks sneak attack +2d6
  Tactics
  Before Combat Wivierell drinks his potion of feather 
  step if he anticipates he’ll be fighting in difficult 
  terrain. If he expects to be fighting in or under 
  water, Wivierell switches from his longsword and 
  hook hand to the traditional weapons of his tribe—
  trident and net.
  During Combat Wivierell nimbly tumbles into flanking 
  positions to gain sneak attack opportunities. 
  If fighting alone, Wivierell feints to throw his 
  opponent off guard.
  Statistics
  Str 16, Dex 16, Con 11, Int 12, Wis 12, Cha 8
  Base Atk +3; CMB +6; CMD 19
  Feats Double Slice, Prodigy (Craft [ships], Profession 
  [sailor]), Toughness, Two-Weapon Fighting
  Skills Acrobatics +11 (+15 move through threatened 
  squares), Bluff +6, Climb +10, Craft (ships) +10, 
  Perception +10, Profession (sailor) +10, Stealth 
  +10, Survival +5, Swim +14; Racial Modifiers +2 
  Perception, +4 Swim
  Languages Common, Elven
  SQ daring, martial training (longsword), rogue talents 
  (combat trick [2]), spirit of the waters
  Combat Gear potions of cure light wounds, potion 
  of feather step; Other Gear masterwork hide 
  shirt, masterwork longsword, masterwork net, 
  masterwork hook hand, masterwork trident, 
  bandolier of 8 daggers, belt of tumbling, traveler’s 
  any-tool, masterwork artisan’s tools (ships), pot of 
  oakum and tar, wooden plugs and wedges, 28 gp
  Born in the tropics into a primitive coastal elven tribe 
  of anglers and pearl divers, Wivierell learnt the sacred art 
  of crafting and maintaining the village’s fleet of vessels 
  from his parents. Wivierell’s idyllic world changed forever 
  when bloodthirsty slavers attacked his peaceful village, 
  slaughtering many, including both his parents, and enslav-
  ing the rest. Wivierell was sold, and he languished, chained 
  in the hold of a ship as a galley slave, for over a year. While 
  Wivierell never speaks of the incident, it was during this 
  time that he had his left hand hacked off by the ship’s cruel 
  slavemaster for some spirited act of defiance. 
  Pirates attacked the ship, plundering the cargo and 
  freeing the slaves, giving Wivierell his long-awaited chance 
  to take bloody vengeance on his oppressors. The pirate’s 
  elven first mate, seeing that captivity had not broken this 
  young elf’s spirit, took Wivierell under his wing and taught 
  him the arts of dueling and agile swordplay. Wivierell was 
  a quick study, he became a skilled swordsman and swiftly 
  earned his place as part of the pirate crew. Wivierell’s 
  innate knack for sailing meant that he swiftly learnt the 
  ropes of the pirate’s brigantine, even though it was a much 
  larger ship than the fishing vessels of his childhood. His 
  inherent skill and passion for repairing and caring for the 
  ship easily landed him the role of ship’s carpenter.
  While Wivierell is somewhat of a loner and sometimes 
  prone to fits of brooding and dark melancholy, this slips 
  away he fights or when tending his ship. He holds to his 
  cultural beliefs that each ship has a spirit and is sometimes 
  seen quietly murmuring to the ship as he works on it. As 
  part of a pirate raid, Wivierell acquired a magical device 
  that can replicate any simple tool; he often attaches this to 
  the stump of his left hand to make use of it while repairing 
  the ship. Wivierell has also fashioned a special prosthesis 
  to allow him to wield a net in his off-hand.
  
  2020
  Zugok, the Boatswain
  A burly looking half-orc with olive skin barks out orders, a 
  scowl darkening his scarred craggy face. He gestures strongly with 
  his broad curved blade to emphasize his point.
  Zugok 
  CR 2
  XP 600
  Half-orc ranger (freebooter) 3
  N Medium humanoid (human, orc)
  Init +2; Senses darkvision 60 ft.; Perception +5
  Defense
  AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
  hp 24 (3d10+3)
  Fort +3, Ref +5, Will +2
  Defensive Abilities orc ferocity
  Offense
  Speed 30 ft.
  Melee mwk falchion +8 (2d4+4/18–20)
  Ranged mwk composite longbow +6 (1d8+3/×3)
  Special Attacks freebooter’s bane +1
  Tactics
  During Combat Zugok uses freebooter’s bane to pick 
  out a foe to tackle, directing any pirates under his 
  command to gang up on this target. He also uses 
  his Dazzling Display feat to intimidate a group of 
  enemies, softening them up for his crewmates.
  Statistics
  Str 16, Dex 15, Con 10, Int 8, Wis 12, Cha 13
  Base Atk +3; CMB +6; CMD 18
  Feats Dazzling Display, Endurance, Weapon Focus 
  (falchion)
  Skills Climb +6, Intimidate +9, Perception +5, 
  Profession (sailor) +7, Sense Motive +4, Survival +7, 
  Swim +6; Racial Modifiers +2 Intimidate
  Languages Common, Orc
  SQ favored terrain (water +2), track +1, wild empathy 
  +4, orc blood, weapon familiarity
  Combat Gear potions of cure moderate wounds (2); 
  Other Gear masterwork chain shirt, masterwork 
  falchion, masterwork composite longbow (+3 Str) 
  with 20 arrows, boatswain’s call (signal whistle), 2 
  pp, 5 gp
  Born the child of a prostitute in a large pirate base, 
  Zugok grew up in and around piracy for all of his childhood. 
  It was only natural that he would sign on as a cabin boy as 
  soon as he was tall enough. He spent many of his teenage 
  years at sea, where hard work made him stronger, and 
  he became skilled and confident onboard any ship. The 
  rough and tumble pirate life also taught him how to swiftly 
  gauge others’ intentions as well as the brazen art of making 
  threats and showing menace to force others to back down, 
  to do what he wanted, or to give over their valuables. 
  Zugok was promoted to boatswain when he was twenty 
  and found that it suited his nature. He didn’t have to do 
  the more laborious tasks aboard ship and he got paid bet-
  ter simply for ordering the crew around. Being an actual 
  officer seemed like too much hard work though, too many 
  extra responsibilities and a horde of arduous new things to 
  learn. Zugok likes to fight, but he enjoys spending money 
  far more, and he is more than content to accept a foe’s sur-
  render. Zugok doesn’t tolerate insolence or sloppy behavior 
  from crew under his command, seeing this as insulting to 
  himself, and he is happy to bang heads together to ‘cor-
  rect’ the situation. However, Zugok doesn’t hold a grudge 
  and leaves it to the ship’s officers to determine the punish-
  ment for a crewmember’s transgressions.
  
  21
  21
  The Cutthroats
  The following stat blocks represent an assortment of 
  nefarious villains of ill repute that populate the Pirate 
  Isles. They can be used separately as challenging NPCs, or 
  they can be used in concert as allies of Harkka Rustfang, 
  the hobgoblin wereshark chieftain, as he follows the plot 
  hooks you have chosen for involving the weresharks in the 
  campaign. The weresharks may work in concert with non-
  lycanthropic pirates, for which stat blocks can be found 
  in the Pirate Adventure Path or in the Pirate Codex 
  from Legendary Games, or with hostile aquatic races like 
  the adaro (Pathfinder Roleplaying Game Bestiary 3) or 
  sahuagin.
  Barassa Kraal, the witch doctor 
  CR 7
  XP 3,200
  Male human oracle 8
  NE Medium humanoid (human)
  Init –1; Senses Perception +0
  Defense
  AC 20, touch 14, flat-footed 16 (+5 armor, +1 shield, 
  +4 Cha)
  hp 71 (8d8+32)
  Fort +5, Ref +7, Will +7
  Immune fatigue
  Offense
  Speed 20 ft.
  Melee mwk heavy mace +8/+3 (1d8+1)
  Oracle Spells Known (CL 8th; concentration +12)
  4th (4/day)—air walk, inflict critical wounds (DC 20), 
  legend lore
  3rd (6/day)—bestow curse (DC 19), blindness/deafness 
  (DC 19), inflict serious wounds (DC 19), locate object
  2nd (7/day)—bear’s endurance, hold person (DC 16), 
  inflict moderate wounds (DC 18), resist energy, 
  tongues
  1st (7/day)—cure light wounds, deathwatch, entropic 
  shield, identify, inflict light wounds (DC 17), protection 
  from good, shield of faith
  0 (at will)—bleed (DC 16), create water, detect magic, 
  detect poison, guidance, light, read magic, spark
  Mystery lore
  Tactics
  Before Combat Barassa casts air walk, bear’s 
  endurance, and shield of faith before battle.
  During Combat Barassa uses his attack spells to 
  disable his enemies. He also uses his Reach Spell 
  feat in combination with bestow curse or his inflict 
  spells.
  Statistics
  Str 12, Dex 8, Con 14, Int 14, Wis 10, Cha 18
  Base Atk +6; CMB +7; CMD 16
  Feats Greater Spell Focus (necromancy), Spell Focus 
  (necromancy), Toughness, Extra Revelation, Reach 
  Spell
  Skills Appraise +13, Diplomacy +15, Intimidate +12, 
  Knowledge (arcana) +6, Knowledge (engineering) 
  +6, Knowledge (geography) +6, Knowledge (history) 
  +6, Knowledge (local) +6, Knowledge (nature) +6, 
  Knowledge (planes) +6, Knowledge (religion) +12, 
  Profession (sailor) +5, Sense Motive +11, Spellcraft 
  +13
  Languages Abyssal, Common, Infernal
  SQ oracle’s curse (lame), revelations (brain drain, 
  focused trance, mental acuity, sidestep secret)
  Other Gear +1 chain shirt, masterwork buckler, 
  masterwork heavy mace, cloak of resistance +1, 
  mnemonic vestment, charnel manuscript, peg 
  leg with secret compartment containing key to 
  manuscript.
  Charnel Manuscript                                
  (Level 8 Witch and Level 10 Necromancer)
  The soot-black covers of this large book are crinkled and 
  creased like the face of a withered crone. The tome’s pages are 
  of stiff bone-white parchment but dark dried bloodstains splatter 
  the edges of the pages. The first half of the manuscript is written 
  in a neat flowing script with several clinical discourses on the 
  processes of reanimating corpses. The style of handwriting as 
  well as the nature of the spells changes abruptly in the middle of 
  the manuscript and there are short notes in the margins in the 
  newer handwriting on how to use certain spells as part of torture 
  regime.
  Protection Superior lock (DC 40)
  Value 2,800 gp (3,300 gp with preparation ritual)
  WITCH Spells
  4th—animate deadP *, skeleton crew*
  3rd—bestow curse, speak with dead
  
  2222
  
  23
  23
  2nd—command undeadP, gentle repose
  1st—decompose corpse, restore corpse
  P Patron Spell
  WIZARD Spells
  5th—black spot*, magic jar, symbol of pain, waves of 
  fatigue
  4th—crushing despair, enervation, fear, phantasmal 
  killer
  3rd—clairaudience/clairvoyance, halt undead, ray of 
  exhaustion, vampiric touch
  2nd—blindness/deafness, false life, ghoul touch, scare, 
  spectral hand
  PREPARATION RITUAL
  Macabre Revival (Su) By drawing on dark powers 
  you can instill an unholy potency into a spell that 
  creates undead creatures. Spend this boon while 
  casting such a spell to give these undead creations 
  +2 hit points per HD (as if created at an evil shrine 
  inside the area of effect of a desecrate spell).
  *Barassa can use his mnemonic vestments to cast 
  black spot (as a 4th level oracle spell) or any of the 
  witch spells in the charnel manuscript. These spells 
  have the same spell level for witch and oracles, 
  except for animate dead and skeleton crew, which 
  are both 3rd level oracle spells.
  Barassa Kraal serves an ambiguous role, as he can be 
  a source of information about Harkka Rustfang and 
  his pack of weresharks, and about pirate history 
  and lore in general. He can interpret treasure maps 
  or perform divinations for them in exchange for 
  a share of their treasure, though he is often less 
  interested in gold than in interesting historical 
  artifacts or funerary relics, whether from ancient 
  island civilizations or from noteworthy pirates 
  that have met their end. He has no particular 
  allegiance to the party or to the weresharks, willing 
  to sell any information he possesses to the highest 
  bidder. He is equally happy to direct the party 
  toward the known hideouts and hunting grounds 
  of Harkka’s crew, and could even sponsor a mission 
  to negotiate with or destroy the weresharks in the 
  hope of retrieving something stolen by them, but 
  he has no loyalty to the party and, once having 
  gained a bit of their trust, could just as well betray 
  them to Harkka and his gang. 
  If PCs have played any of the Islands of Plunder 
  series of adventures from Legendary Games, Barassa can 
  serve as a linking element between those adventures or 
  between them and the core narrative of the Pirate Adven-
  ture Path. He can alert the party to seekers of vengeance, 
  or tip them off to potential pursuers seeking revenge or 
  opportunities to make a name for themselves. Of course, 
  he is only too happy to place those pursuers on their trail. 
  As the PCs make a name for themselves in the Pirate Isles, 
  they will attract all manner of attention, and an unsavory 
  character like Barassa Kraal can provide valuable assistance 
  with a hint of danger. 
  Barassa can also serve the role of an unambiguous en-
  emy, someone holding a rare treasure the PCs might seek, 
  and overcoming him and recovering this item may be the 
  event that triggers the hunt of Harkka Rustfang, who had 
  his own designs on Barassa’s treasure. Barassa could be 
  encountered in league with Sedale the “Landshark” plot-
  ting some mischief together, possibly bringing back undead 
  versions of former enemies of the PCs left for dead in their 
  wake but now brought back to horrific unlife. 
  
  2424
  Harkka Rustfang, wereshark chieftain      CR 11
  XP 12,800
  Hobgoblin barbarian (scarred rager UC) 11 
  LE Large humanoid (goblinoid, shapechanger)
  Init +3; Senses darkvision 60 ft., low-light vision, 
  scent, keen scent; Perception +16
  defense
  AC 27, touch 11, flat-footed 24 (+7 armor, +1 deflec-
  tion, +3 Dex, +9 natural, –2 rage, –1 size)
  hp 164 (11d12+87) 
  Fort +15, Ref +7, Will +9; +4 vs. spells, spell–like abili-
  ties, and supernatural abilities, 
  Defensive Abilities improved uncanny dodge, scari-
  fication 3, tolerance, improved tolerance; DR 10/
  silver and 3/— 
  offense
  Speed 20 ft., swim 40 ft.
  Melee bite +19 (1d8+9/19–20), 2 claws +19 
  (2d6+9/19–20/x3) or spear +18/+13/+8 (2d6+12/
  x3)
  Ranged spear +13 (2d6+8/x3)
  Space 10 ft.; Reach 10 ft. (20 ft. with lance)
  Special Attacks greater rage (28 rounds/day), rage 
  powers (beast totemAPG, ferocious mountAPG, 
  greater beast totemAPG, greater ferocious 
  mountAPG, lesser beast totemAPG, reckless 
  abandonAPG, superstition +4)
  tactics
  Before Combat He drinks his potion of greater magic 
  fang.
  During Combat If alerted, Harkka drinks potions of 
  good hope and haste (not included in the above 
  statistics), followed by repeated ride-by pouncing 
  charges as often as he can, using Power Attack, 
  Reckless Abandon, and Spirited Charge. If prevent-
  ed from charging, he and his mount will move in for 
  melee. 
  Morale Harkka never surrenders, fighting to the 
  death. 
  Base Statistics When not raging, the barbarian’s 
  statistics are AC 29, touch 13, flat-footed 26; hp 
  131; bite +19 (1d8+6/19–20) and spear +18/+13/+8 
  (2d6+7/x3); Str 20, Con 18; CMB 17, CMD 31; Climb 
  +7, Swim +14
  statistics
  Str 26, Dex 16, Con 24, Int 10, Wis 14, Cha 6
  Base Atk +11; CMB +20; CMD 32
  Feats Mounted Combat, Power Attack, Ride-By At-
  tack, Spirited Charge, Extra Rage Power (reckless 
  abandonAPG), Extra Rage Power (superstition)
  Skills Climb +10, Handle Animal +10, Intimidate +10 
  (+15 non–barbarian humanoids), Linguistics +1, Per-
  ception +16, Ride +14, Survival +6, Swim +17; Racial 
  Modifiers +5 Intimidate non-barbarian humanoids, 
  +4 Stealth
  Languages Common, Goblin, Tribal
  SQ curse of lycanthropy, lycanthropic empathy 
  (sharks), terrifying visage
  Combat Gear potion of barkskin (+4), potion of good 
  hope, potion of greater magic fang, potion of haste, 
  3 spears; Other Gear +1 breastplate, ring of protec-
  tion +1, lance, cloak of resistance +1, amulet of 
  mighty fists (keen), +2 belt of giant strength 
  Scarred both long hours spent astride his titanic mega-
  lodon mount and by his vicious, bloodthirsty gnawing upon 
  his own flesh as he fights with reckless abandon, the lycan-
  thropic lord Harkka Rustfang is a devastating combatant 
  on land but nigh-unstoppable in the water. The statistics 
  for Harkka’s shark mount, Naanee, include the modifiers 
  granted by Harkka raging while using ferocious mount and 
  greater ferocious mount rage powers. 
  Naanee, megalodon mount 
  CR 9
  XP 6,400
  N Gargantuan animal (aquatic)
  Init +3; Senses keen scent, low-light vision; Perception 
  +27
  defense
  AC 28, touch 7, flat-footed 25 (+3 armor, +3 Dex, +18 
  natural, –2 rage, –4 size) 
  hp 202 (15d8+135) 
  Fort +20, Ref +14, Will +12; +4 vs. spells, spell–like 
  abilities, and supernatural abilities
  offense
  Speed swim 60 ft.
  Melee 2 claws +23 (4d6+16/x3), bite +23 
  
  25
  25
  (4d10+16/19–20 plus grab) 
  Space 20 ft.; Reach 15 ft.
  Special Attacks pounce, swallow whole (2d6+24 acid 
  damage, AC 19, 20 hp)
  statistics
  Str 42, Dex 17, Con 29, Int 5, Wis 16, Cha 14
  Base Atk +11; CMB +31 (+35 grapple); CMD 42
  Feats Bleeding Critical, Critical Focus, Great Fortitude, 
  Improved Critical (bite), Iron Will, Lightning Reflex-
  es, Power Attack, Skill Focus (Perception)
  Skills Perception +27, Swim +24
  Other Gear mwk studded leather barding
  Sedale “Landshark” Silvertooth 
  CR 9
  XP 6,400
  Male goblin alchemist 10
  NE Tiny humanoid (goblinoid)
  Init +9; Senses darkvision 60 ft.; Perception +15
  defense
  AC 30, touch 22, flat-footed 20 (+2 armor, +9 Dex, +1 
  dodge, +2 natural, +4 shield, +2 size)
  hp 77 (10d8+29) (plus 16 temporary hit points)
  Fort +12, Ref +20, Will +6; +4 vs. death effects
  Defensive Abilities 25% chance to negate critical hits 
  or sneak attack damage, thorn body (1d6+10); Im-
  mune cold, energy drain, magic missile, negative 
  energy, nonlethal damage, paralysis, sleep, poison
  offense
  Speed 60 ft.
  Melee spiked gauntlet +10/+10/+5 (1d2–1 plus poison)
  Ranged tanglefoot bomb +22/+22/+17 (5d6+4 fire 
  plus entangle) or force bomb +22/+22/+17 (5d4+4 
  force plus knocked prone)
  Special Attacks bomb 14/day (5d6+4 fire, DC 19)
  Alchemist Extracts Known (CL 10th)
  4th—death ward, dragon’s breathAPG (DC 18)
  3rd—haste, heroism, protection from energy, thorn 
  bodyAPG
  2nd—cat’s grace, false life, invisibility, see invisibility, 
  vomit swarmAPG
  1st—bomber’s eyeAPG, cure light wounds, expedi-
  tious retreat, jump, reduce person, shield, touch 
  of the seaAPG
  Tactics
  Before Combat When encountered, Sedale has al-
  ready used extracts of false life, heroism, protection 
  from energy (usually fire, unless the PCs have been 
  observed using a different energy type), and see 
  invisibility. If he expects combat is likely to occur, 
  he also uses cat’s grace, death ward, expeditious 
  retreat, invisibility, reduce person, and shield.
  During Combat Sedale uses haste and thorn body 
  (which he calls “sharkteeth skin”) before entering 
  combat and uses Rapid Shot to hurl 4 bombs per 
  round, starting with force bombs and tanglefoot 
  bombs to immobilize enemies. He uses dragon 
  breath or vomit swarm against groups of enemies, 
  especially those unable to move, and uses fly to get 
  around obstacles. 
  Morale If brought below 20 hit points, Sedale flees us-
  ing Stealth, fly, invisibility, or touch of the sea.
  Base Statistics AC 18, touch 15, flat-footed 14; Fort 
  +10, Ref +12, Will +5; Speed 30 ft.; Melee spiked 
  gauntlet +7/+2 (1d3–1 plus poison); Ranged 
  tanglefoot bomb +13/+8 (5d6+4 fire plus entangle) 
  or force bomb +13/+8 (5d4+4 force plus knocked 
  prone); Str 10, Dex 18, Wis 12; CMB +5; CMD 19; 
  Skills Acrobatics +14, Craft (alchemy) +24, Craft 
  (traps) +8, Diplomacy +8, Disable Device +13, 
  Knowledge (engineering) +14, Knowledge (local) 
  +14, Knowledge (nature) +17, Perception +14, 
  Profession (sailor) +5, Ride +8, Spellcraft +8, Stealth 
  +20, Swim +6; not immune to energy drain, magic 
  missile, or negative energy.
  statistics
  Str 8, Dex 28, Con 14, Int 18, Wis 10, Cha 6
  Base Atk +7; CMB +14; CMD 24
  Feats Brew Potion, Point–Blank Shot, Rapid Shot, 
  Throw Anything, Extra Discovery (force bomb), Ex-
  tra Discovery (tanglefoot bomb), Master Alche-
  mistAPG
  Skills Acrobatics +18 (+30 when jumping), Craft 
  (alchemy) +26, Craft (traps) +10, Diplomacy +10, 
  Disable Device +15, Knowledge (engineering) +16, 
  Knowledge (local) +16, Knowledge (nature) +16, 
  Perception +15, Profession (sailor) +7, Ride +15, 
  Spellcraft +10, Stealth +31, Swim +5
  Languages Common, Draconic, Goblin, Tribal
  SQ alchemy (alchemy crafting +10, identify potions), 
  
  2626
  mutagen (+4/–2, +2 natural, 100 minutes), discov-
  eries (fast bombs, force bomb [5d4+4 force plus 
  knock prone], mummificationUM, precise bombs 
  [4 squares], preserve organsUM, sticky poison [4 
  strikes], tanglefoot bombUM), poison use, swift 
  alchemy, swift poisoning
  Combat Gear potion of beast shape I, potion of cure 
  light wounds, potion of invisibility (2), potion of 
  fly, 2 doses of large scorpion venom (sticky, 
  4 uses), 2 vials of acid, 2 vials of liquid ice; Other 
  Gear masterwork buckler, spiked gauntlet, cloak 
  of resistance +1, bracers of armor +2, headband of 
  vast intellect +2 (Diplomacy), 80 gp
  Sedale Silvertongue is a distant cousin to chief Harkka 
  Rustfang, due to a rare intermarriage of goblin and hob-
  goblin, and while Sedale’s family was outcast from the 
  goblin clans of the Pirate Isles he has felt a certain kinship 
  for the outcast Harkka, shunned by most of his kin for his 
  accursed state. While not keen to accept the “gift of the 
  blood moon” as Harkka’s close bloodriders have, he has 
  taken on a different role as the shorebound agent of Chief 
  Harkka, keeping his ear to the ground for rumors and stow-
  ing away aboard ships, engaging in stealthy sabotage and 
  poisoning to disable ships and their crews and leave them 
  easy prey for Harkka’s gang. 
  Wereshark bloodrider (hybrid) 
  CR 8
  XP 4,800
  Hobgoblin barbarian (scarred ragerUC) 8
  LE Large humanoid (goblinoid, shapechanger)
  Init +3; Senses darkvision 60 ft., low-light vision, 
  scent, keen scent; Perception +13
  defense
  AC 24, touch 10, flat-footed 21 (+6 armor, +3 Dex, +8 
  natural, –2 rage, –1 size)
  hp 113 (8d12+56) 
  Fort +13, Ref +6, Will +9; +4 vs. spells, spell–like abili-
  ties, and supernatural abilities
  Defensive Abilities improved uncanny dodge, trap 
  sense +2, scarification 2, tolerance, improved toler-
  ance; DR 10/silver and 2/— 
  OFfense
  Speed 20 ft., swim 40 ft.
  Melee bite +13 (1d8+6) and 2 claws +13 (1d8+6) or +1 
  lance +14/+9 (2d6+10/x3)
  Ranged spear +10 (2d6+6/x3)
  Space 10 ft.; Reach 10 ft. (20 ft. with lance)
  Special Attacks rage (22 rounds/day), rage powers 
  (ferocious mountAPG, greater ferocious 
  mountAPG, lesser beast totemAPG, superstition 
  +4)
  Base Statistics When not raging, the barbarian’s 
  statistics are AC 26, touch 12, flat-footed 23; hp 
  97; Melee bite +13 (1d8+6) and +1 lance +14/+9 
  (2d6+10/x3); Str 18, Con 18; CMB 13, CMD 26; 
  Climb +5, Swim +13
  Base Statistics When raging in hobgoblin form, the 
  barbarian’s statistics are Size Medium; AC 23, touch 
  
  27
  27
  11, flat-footed 22; hp 105; Speed 30 ft.; Melee 2 
  claws +13 (1d6+5) or +1 lance +14/+9 (1d8+8/x3); 
  Str 20, Con 20; CMB +13, CMD 24; Climb +4, Swim 
  +4; Space 5 ft.; Reach 5 ft. (10 ft. with lance); no 
  DR/silver, low-light vision, or scent
  statistics
  Str 22, Dex 16, Con 22, Int 10, Wis 14, Cha 6
  Base Atk +8; CMB +15; CMD 26
  Feats Mounted Combat, Power Attack, Ride-By Attack, 
  Spirited Charge
  Skills Climb +7, Handle Animal +9, Intimidate +6 (+10 
  non–barbarian humanoids), Perception +13, Ride 
  +11, Survival +6, Swim +15; Racial Modifiers +4 
  Intimidate non-barbarian humanoids+4 Stealth
  Languages Common, Goblin
  SQ curse of lycanthropy, lycanthropic empathy 
  (sharks), terrifying visage 4, fast movement
  Combat Gear potion of cure light wounds, 3 
  spears; Other Gear masterwork breastplate, 
  +1 lance, spear, cloak of resistance +1, amulet of 
  mighty fists (keen), +2 belt of giant strength, 84 gp
  These vicious sea hunters are a menace both above 
  and below the waves, astride their great sharks and 
  bringing doom to those trying to stand against 
  them. The statistics for their shark mounts include 
  the modifiers granted by their rider raging while 
  using ferocious mount and greater ferocious mount 
  rage powers. 
  Hammerhead shark mount                CR 4
  XP 1,200
  N Huge animal (aquatic)
  Init +2; Senses low-light vision; Perception +10
  defense
  AC 20, touch 8, flat-footed 18 (+3 armor, +2 Dex, +9 
  natural, –2 rage, –2 size) 
  hp 46 (4d8+28)
  Fort +13, Ref +6, Will +8; +4 vs. spells, spell–like abili-
  ties, and supernatural abilities
  OFfense
  Speed swim 60 ft.
  Melee +2 claw +12 (2d6+11), bite +10 (2d6+9) 
  Space 15 ft.; Reach 10 ft.
  statistics
  Str 29, Dex 14, Con 25, Int 5, Wis 16, Cha 6
  Base Atk +3; CMB +14; CMD 24
  Feats Great Fortitude, Iron Will
  Skills Perception +10, Swim +17
  Other Gear mwk studded leather barding
  
  2828
  Wereshark shaman  
  CR 8
  XP 4,800
  Hobgoblin druid (shark shaman UM) 8 
  LE Large humanoid (aquatic, goblinoid, shapechanger)
  Init +3; Senses darkvision 60 ft., low-light vision, 
  scent, keen scent; Perception +15
  defense
  AC 27, touch 13, flat-footed 24 (+6 armor, +1 deflec-
  tion, +3 Dex, +6 natural, +2 shield, –1 size)
  hp 79 (8d8+40) 
  Fort +11, Ref +6, Will +11; +4 vs. fey and plant–tar-
  geted effects, 
  Defensive Abilities resist nature’s lure, DR 10/silver
  OFfense
  Speed 20 ft., swim 40 ft.
  Melee bite +8 (1d8+3) and frostbite +8/+3 melee 
  touch (1d6+8 nonlethal cold plus fatigue), shillelagh 
  +9/+4 (3d6+4), or mwk spear +9/+4 (2d6+3/x3 plus 
  poison)
  Ranged mwk spear +9 (2d6+3/x3 plus poison)
  Space 10 ft.; Reach 10 ft.
  Special Attacks seastrike, totem transformation (move 
  action, 10 minutes/day), totemic summons (stan-
  dard action, +8 temporary hp), wild shape (Diminu-
  tive to Huge shark, 8 hours, 3/day; Medium or 
  Small animal, 4 hours, 1/day)
  Druid Spells Prepared (CL 8th; concentration +12)
  4th—air walk, control water, freedom of movementD, 
  rusting grasp
  3rd—poison (DC 17), protection from energy, quench, 
  spit venom UM (DC 17), water breathingD
  2nd—barkskin, bear’s endurance, bull’s strength, per-
  nicious poisonUM, slipstreamAPG, D
  1st—cure light wounds, faerie fire, frostbiteUM, hy-
  draulic pushAPG, D, produce flame, shillelagh
  0 (at will)—create water, detect magic, guidance, 
  purify water
  D Domain spell; Domain AquaticUM
  tactics
  Before Combat Wereshark shamans often patrol 
  wild shaped into the form of 6-inch-long (Diminu-
  tive) cat sharks (AC 25, Dex 22, Skills Disguise +18, 
  Stealth +20).  
  During Combat Wereshark shamans remain wild 
  shaped, using control water to capsize boats or 
  submerge flying enemies, then spontaneously 
  using summon nature’s ally IV to summon 1d3+1 
  sharks (enhanced with Augment Summoning and 
  totemic summons) to flank with their allies and 
  block enemy movement. They use pernicious 
  poison early in a fight, followed by poison and spit 
  venom (and summoning monitor lizards rather 
  than sharks if fighting on or near land). If combat 
  is imminent, they cast barkskin, bear’s endurance, 
  bull’s strength, and frostbite before resuming hybrid 
  form, hurling their poisoned spear (which will 
  return underwater with seastrike) or using frostbite 
  touch attacks or shillelagh. 
  statistics
  Str 16, Dex 16, Con 18, Int 8, Wis 18, Cha 8
  Base Atk +6; CMB +10; CMD 24
  Feats Augment Summoning, Natural Spell, Spell Focus 
  (conjuration), Superior Summoning (UM 157)
  Skills Fly +1, Handle Animal +5, Heal +10, Knowledge 
  (nature) +5, Linguistics +0, Perception +15, Spell-
  craft +5, Stealth +1, Survival +10, Swim +11
  Languages Aquan, Common, Goblin
  SQ curse of lycanthropy, lycanthropic empathy, nature 
  bond (Aquatic domain), nature sense, sealord, wild 
  empathy +7
  Combat Gear extra dose of large scorpion venom 
  (sticky, 4 uses); Other Gear bronze dragonhide mas-
  terwork breastplate, masterwork heavy wooden 
  shield, mwk spear, ring of protection +1, cloak of 
  resistance +1, +2 belt of incredible dexterity, spell 
  component pouch, wooden holy symbol
  While all lycanthropes have a certain affinity for their 
  animalistic side, these shark shamans take that commu-
  nion to an incredible depth. The blood of the shark flows 
  in their veins, the selfsame sharks they worship as a thing 
  divine.  
  
  29
  29
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  Open Game License v 1.0a  © 2000, Wizards of the Coast, Inc.
  Cutthroats and Crew © 2014, Legendary Games; Authors Matt Goodall and 
  Jason Nelson.
  System Reference Document. © 2000, Wizards of the Coast, Inc.; Authors 
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  Gygax and Dave Arneson.
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SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Legendary Games/Pirate/Islands of Plunder - Cutthroats and Crew.pdf