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  Credits
  Authors: Neil Spicer
  Artist: Bob Greyvenstein
  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, James Jacobs, 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, 
  and trade dress, but excluding any content that is Product Identity of Paizo Publishing, Inc. (Elements that have previously been designated as Open Game 
  Content are not included in this declaration.)
  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. 
  Nautical Heroes: Pregenerated Characters © 2014, Leg-
  endary Games; Authors Neil Spicer.
  ISBN 978-0692340868 
  First printing October 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, 
  especially those from newer books or that you may not have memorized.
  About Legendary Games
  Legendary Games is an all star team of authors and designers, founded by Clark Peterson of Necromancer Games, Inc. 
  Legendary Games uses a cooperative, team-based approach to bring you, the Paizo fan, the best expansion material for your 
  game. We are gamers and storytellers first, and we believe that passion shows in our products. So check us out, and Make 
  Your Game Legendary! 
  Visit us on Facebook, follow us on Twitter, and check out our website at www.makeyourgamelegendary.com.
  
  4 4
  Aethan Calder 
  Human swashbuckler
  8
  Cathran Tyvirian
  Half-elf cleric
  12
  “Fairweather” Lumis Prindle
  Halfling bard (sea singer)
  16
  Miriel “Miri” Kalantee
  Elf witch (sea witch)
  20
  Caramia, Osprey Familiar
  22
  Ondirra Shirahz
  Undine monk (flowing monk)
  24
  “Rookroost” Evon Bloodbeak
  Tengu rogue (swashbuckler)
  28
  Silvio “Silvertongue” Devaulis
  Human oracle
  32
  Taren Torrenato
  Human gunslinger (buccaneer)
  36
  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
  Table of Contents
  
  5
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  Why Pregenerated Characters? I’ll Tell You...  
  Adventure Path campaigns are designed to provide heroic challenges. That means players participating in those cam-
  paigns have to create a party of PCs able to handle any situation thrown at them by Paizo’s amazing stable of writers. That’s 
  where we come in. Let those very same writers provide you with the characters you need to succeed, all rules-legal and fully 
  compliant. We guarantee each character will provide an interesting and unique roleplaying experience, because these pre-
  gens are more than just a collection of stats—they are fully formed character concepts with identities and personalities cre-
  ated by the best in the industry. You’ll find no cardboard cutouts here. We feel comfortable you can make your own dwarven 
  fighters and elven wizards. But the discriminating gamer wants more—you want the awesomesauce. Well, here it is. Or, here 
  they are. And each with amazing art!
  Paizo products have long been as much about story as about combat, and these pregens are no different. But, because of 
  our old-school gaming pedigree, you can rest assured these PCs can handle themselves in each challenge they’ll face. When 
  it’s time to throw down, none of these pregens will be stepping to the sidelines. Print these heroes out and double-dip them 
  in the stuff adventures are made of. Each PC also includes a backstory, a trait selection from the specific campaign’s Player’s 
  Guide, some special equipment, links to how the character fits into the campaign, and some roleplaying tips. To top it all off, 
  each character comes with preselected choices as they advance in the first few levels, and also include notes about their 
  ultimate design goals so you know what you are working towards.
  Plenty of our products are geared for the hardworking GM, but this one is for every gamer out there. If you are a player, 
  these PCs should provide endless opportunities for adventure. If you are a GM, you can use these pregenerated characters 
  as NPCs or rival adventuring parties. And if you play or run Pathfinder Society adventures, with a few tweaks, these PCs will 
  work for you, too.
  Power to the players! Now, go roll initiative!  
  ~  Jason Nelson
  
  6 6
  How We Did It
  We created the characters in this product using the “purchase” system for generating ability scores assuming a 20-point 
  buy. While this makes these PCs a cut-above the usual iconic pregens from prior Adventure Paths, our research has deter-
  mined most players gravitate to a 20-point buy vs. 15-point buy. So, when in doubt, we’d rather make the characters we’d 
  want to run through Adventure Paths ourselves. And, we believe a 20-point buy will certainly help make your characters 
  “Legendary” right from the start. In addition, the 20-point buy has the added benefit of matching the standard for the official 
  Pathfinder RPG organized play society standards. And, while we won’t incorporate every rule difference from organized play 
  society, we believe this approach provides the easiest baseline for you to make such adjustments, if you so choose. The same 
  goes for 15-point buy. If your GM favors a “standard fantasy” campaign, we include sidebars with each pregen explaining 
  what changes we’d recommend to scale them down. All race, class, skills, feats, spells, and equipment were selected from 
  the Pathfinder Roleplaying Game Core Rulebook, Pathfinder Roleplaying Game Advanced Player’s Guide, Pathfinder Roleplay-
  ing Game Advanced Race Guide, Pathfinder Roleplaying Game Bestiary, Pathfinder Roleplaying Game Ultimate Combat, and 
  Pathfinder Roleplaying Game Ultimate Magic as can be found in the Pathfinder Reference Document (paizo.com/pathfind-
  erRPG/prd/). Traits were selected from the online Character Traits Web Enhancement as well as the Player’s Guide for the 
  Pirate Adventure Path, both available free at paizo.com. Any content used from any source other than the core rules is identi-
  fied with an asterisk (*) or other superscript.
  
  7
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  “My father sailed these seas—a scourge 
  to any who crossed his path. He heard the 
  pirate’s call at an early age and made many 
  enemies over the years. It proved his undo-
  ing in the end, betrayed by a crew which de-
  spised him more than those he pillaged. But 
  I’ll tack to a different wind. I believe winning 
  the hearts of those who sail with you gains 
  their friendship and loyalty to the end of 
  their days...and not just your own. For me, 
  that’s more valuable than any plundered 
  cargo or buried treasure. And you can carry 
  it proudly, unashamed and unafraid some-
  one stronger will try and take it from you.” 
  —words of camaraderie by Aethan  
  Calder, son of deceased pirate lord,  
  Alexander Calder.
  Aethan Calder
  
  8 8
  Aethan Calder
  Male human swashbucklerACG 1
  CG Medium humanoid (human)
  Init +3; Senses Perception +5
  Defense 
  AC 18, touch 14, flat-footed 14 (+3 armor, +3 
  Dex, +1 dodge, +1 shield)
  hp 15 (1d10+5)
  Fort +1, Ref +5, Will +1
  Offense 
  Spd 30 ft.
  Melee rapier +4 (1d6+1/18–20) or dagger +4 
  (1d4+1/19–20)
  Ranged light crossbow +4 (1d8/19–20) or 
  dagger +4 (1d4+1/19–20)
  Special Attacks fencer, panache (2)
  Statistics
  Str 13, Dex 16, Con 13, Int 12, Wis 12, Cha 
  14
  Base Atk +1; CMB +2; CMD 15
  Feats Dodge, Toughness
  Skills Acrobatics +5, Bluff +6, Intimidate +7, 
  Perception +5, Profession (sailor) +6, Swim 
  +3
  Languages Common, Polglut L
  SQ buccaneer’s blood, deeds (derring-do, 
  dodging panache, opportune parry and 
  riposte), swashbuckler finesse
  Gear studded leather, buckler, rapier, dag-
  ger, light crossbow with 10 bolts, backpack, 
  bedroll, flint and steel, trail rations (3 
  days), traveler’s outfit, waterskin, whet-
  stone, 5 pp, 6 gp, 3 sp, 6 cp
  Special Abilities
  Buccaneer’s Blood (Ex) One of Aethan’s 
  ancestors—Captain Alexander Calder—was 
  an infamous raider from the Pirate Isles 
  whose very name struck fear in the hearts 
  of those who sailed the open sea. Piracy 
  is in Aethan’s blood, and despite his good 
  heart, he’s always longed for adventure on 
  a sailing ship. When drawing on his heri-
  tage, he gains a +1 trait bonus on Intimi-
  date and Profession (sailor) checks. In addi-
  tion, he gains a one-time +1 trait bonus to 
  his Disrepute and Infamy scores.
  Fencer (Ex) Aethan trained with blades for 
  long hours as a youth, taken under the 
  wing of a disenfranchised nobleman who 
  taught him the art of fencing. As a result, 
  he gains a +1 trait bonus on attacks of op-
  portunity made with daggers, swords, and 
  similar bladed weapons.
  Background: Aethan Calder (AY-thun CAWL-
  duhr) grew up in the Pirate Isles as the unrealized 
  son of a well-known pirate named Alexander 
  Calder. When making port, his father would woo 
  his young mother, Emelyn Tace, owner of a local 
  tavern called the Tempest’s Brew. For years, Ae-
  than had no idea of his father’s identity as Eme-
  lyn sought to protect him from Calder’s enemies 
  and steer him away from a pirate’s life. But Aeth-
  an relished the tales of piracy and derring-do he 
  overheard in his mother’s tavern anyway. And he 
  would often visit the docks to learn about ships 
  and swordplay rather than making beds and run-
  ning errands. As a result, an adventurer’s heart 
  bloomed in him despite his mother’s efforts.
  In time, Aethan’s father perished at the hands 
  of a mutinous crew. Squabbling over unequal 
  shares of treasure, they murdered him and 
  tossed his body overboard. It eventually washed 
  ashore at the same port Aethan and his mother 
  called home. Only then, in her grief, did Emelyn 
  explain Aethan’s true heritage. And, despite her 
  best intentions, it caused a rift between them, as 
  Aethan resented both the nature of his father’s 
  demise, as well as being kept in the dark about 
  him for so long.
  During this same time, a traveler came to their 
  tavern, an exotic, half-elven explorer named 
  Cathran Tyvirian who took room and board in 
  their upstairs loft. She drew Aethan’s interest and 
  they developed a romantic relationship despite 
  his mother’s disapproval. For Aethan, the attrac-
  tion was more than a means to rebel against his 
  mother. He fell in love with Cathran, but their 
  time together was merely a dalliance to the half-
  elf. Her research and exploration of the Cyclope-
  
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  an ruins among the Pirate Isles left little room for 
  putting down roots, and she had no interest in 
  long-term attachments she’d eventually outlive.
  Cathran finally decided to leave, taking pas-
  sage on a ship bound for a more distant shore. 
  Running away from home, Aethan followed her 
  with youthful determination, childishly imagining 
  he could leave behind his boring life while simul-
  taneously winning Cathran’s heart and convinc-
  ing her to let him adventure by her side. The 
  half-elf sought to dissuade him, and while argu-
  ing, they unexpectedly ran afoul of a dockside 
  scallywag running a press gang for a local pirate 
  crew. Falling into his trap, they now find them-
  selves looking out for one another in a situation 
  which promises to bring them together through 
  hardships neither could have imagined.
  Physical Description: Just 19 years old, Ae-
  than has a lean, athletic build, having honed his 
  muscles and reflexes through rigorous exercise 
  and martial training. He stands 5 feet, 11 inches 
  tall and weighs 170 lbs., keeping his dark hair 
  trimmed in a rakish cut so it hangs down just in 
  line with the thin beard and goatee tracing his 
  hard-set jaw. His eyes are the color of the storm-
  ridden sky, and he dresses in matching colors 
  of gray and white. He wears a brown, polished, 
  studded leather breastplate with greaves for 
  his shoulders, arms, and legs over his normal 
  clothes. Aside from the ornate rapier constantly 
  belted at his waist, he also straps a well-used 
  buckler to his left forearm, keeps a trusty dagger 
  in his boot, and carries a light crossbow with a 
  small quiver of bolts on his back when expecting 
  trouble.
  Personality: Aethan has a devil-may-care at-
  titude about most things. He chafes at any sense 
  of authority which others try to wield over him, 
  preferring to chart his own course and heed his 
  own conscience. Inherently good at heart, he 
  recognizes a lot of injustice exists in the world, 
  including the tyranny which outside interests 
  want to wield over those living in the Pirate Isles. 
  He abhors a bully, often getting in over his head 
  when coming to the aid of others, but relishes 
  the conflict, eagerly pitting himself against evil-
  minded men with the same adventurous heart 
  his father held as a pirate. But in Aethan’s mind, 
  he measures himself by his heroic deeds and 
  derring-do more than any personal gain he re-
  ceives for his efforts.
  Advancement
  During his early adventuring career, Aethan 
  advances as a swashbuckler with each new 
  level, always raising his ranks in Acrobatics, 
  Bluff, and Perception. At 2nd level, he adds 
  ranks in Diplomacy, Knowledge (local), and 
  Profession (sailor), alternating these skill choices 
  with Intimidate, Sense Motive, and Swim with 
  each new level thereafter. He also gains the 
  swashbuckler’s charmed life ability, usable 3 
  times/day. At 3rd level, he gains Weapon Focus 
  with his rapier, while adding swashbuckler deeds 
  for kip-up, menacing swordplay, precise strike, 
  and swashbuckler initiative. He also becomes 
  more nimble, gaining a +1 dodge bonus to his 
  AC. At 4th level, Aethan increases his Charisma 
  by 1 and gains Weapon Specialization as a bonus 
  feat with his rapier. Thereafter, he continues 
  improving his swordplay with combat feats 
  such as Combat Expertise, Dazzling Display, 
  Greater Disarm, Greater Feint, Improved Critical, 
  Improved Disarm, Improved Feint, Mobility, and 
  Spring Attack.
  Note: For maximum roleplaying impact, 
  if there’s another charismatic, wildhearted 
  PC in the group (and no one plays Aethan’s 
  love interest, Cathran), that character, with 
  their player’s consent, should be chosen as the 
  recipient of his romantic interest instead.
  
  10 10
  Roleplaying Ideas
  •	 Aethan clings to his romantic feelings for 
  Cathran Tyvirian despite their difficult 
  circumstances at sea. He comes to her aid 
  in any battle, caring little for himself if it 
  means keeping her safe and winning her 
  heart by displaying the bravery and honor 
  he legitimately feels inside himself.
  •	 While Aethan never desired a pirate’s life, 
  he proves exceptionally good at matching 
  his father’s accomplishments once fully 
  devoted to keeping the Pirate Isles free 
  of imperial subjugation. His natural 
  leadership and daring spirit inspires those 
  around him, and he feels obligated to live 
  up to the trust they place in him.
  •	 Aethan resents truly evil acts of piracy 
  and would like nothing more than to 
  usher in a new era of unity among 
  the pirate lords during the campaign. 
  Over time, this could manifest as a 
  stated goal for taking over the Pirate 
  Council and forming a more legitimate 
  and prosperous government under his 
  guidance.
  •	 Aethan follows a personal code of honor 
  instilled in him by his fencing mentor, 
  Javairius Kyle, and feels duty-bound to 
  respond to challenges and duels, even 
  forcing such confrontations if someone 
  insults him or his friends.
  Scaling the PC
  Under a 15-point buy, Aethan reduces his Strength, 
  Constitution, and Intelligence by 1, and his Wisdom by 2. 
  This lowers his Will save by 1 and any skill scores related to 
  Intelligence and Wisdom by 1, as well. He would also lose 
  his bonus language and current skill rank in Intimidate.
  
  11
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  Cathran Tyvirian
  “Hah! Can you feel that? The shift in the 
  wind? The snap of the sails? We’re really 
  moving now! The goddess shows her favor. 
  She watches from the stars. She knows our 
  needs. And now, she speeds our journey to 
  the horizon itself...to a place where fortunes 
  are found and our dreams can be made 
  real, but only if we’re brave enough to face 
  the unknown and whatever lies ahead. 
  Who knows what that’ll be? There’s a new 
  challenge every day, you know? It’s what 
  makes life worth living! And when the ride 
  is finally over, I want to look back and say I 
  let the wind take me wherever it wanted! I 
  lived the journey! And I was fearless!” 
  —happy assertions shouted into a 
  strong headwind by the adventurous Cath-
  ran Tyvirian, well-traveled handmaiden of 
  the goddess of stars and good fortune
  
  12 12
  Cathran Tyvirian
  Female half-elf cleric of the Goddess of Stars, 
  Luck, and Dreams 1
  CG Medium humanoid (elf, human)
  Init +2; Senses low-light vision; Perception +3
  Defense
  AC 16, touch 12, flat-footed 14 (+3 armor, +2 
  Dex, +1 shield)
  hp 10 (1d8+2)
  Fort +3, Ref +2, Will +5; +2 vs. enchantments
  Immune sleep
  Offense
  Spd 40 ft.
  Melee light mace +1 (1d6+1) or starknife +1 
  (1d4+1/x3)
  Ranged starknife +2 (1d4+1/x3)
  Special Attacks channel positive energy 4/
  day (DC 11, 1d6)
  Cleric Spells Prepared (CL 1st; concentration 
  +4)
  1st—bless, longstriderD, shield of faith
  0 (at will)—guidance, light, stabilize
  D Domain spell; Domains Liberation, Travel
  Statistics
  Str 13, Dex 14, Con 12, Int 12, Wis 16, Cha 
  13
  Base Atk +0; CMB +1; CMD 13
  Feats Human SpiritARG, Skill Focus (Knowl-
  edge [geography])
  Skills Bluff +2, Diplomacy +5, Knowledge 
  (geography) +5, Knowledge (history) +6, 
  Knowledge (religion) +5, Sense Motive +4, 
  Survival +3 (+7 to avoid becoming lost); 
  Racial Modifiers +1 Bluff, +1 Sense Motive
  Languages Common, Cyclops, Elven, Sylvan
  SQ agile feet (6/day), ancient explorer, 
  aura, elf blood, liberation (1 round/day), 
  starchild, wary
  Gear studded leather, light wooden shield, 
  light mace, starknife, backpack, bedroll, 
  flint and steel, trail rations (3 days), travel-
  er’s outfit, waterskin, whetstone, wooden 
  holy symbol, 8 pp, 6 gp, 3 sp, 8 cp
  Special Abilities
  Ancient Explorer (Ex) Cathran has studied 
  ancient history for much of her life and 
  came to the Pirate Isles to explore the 
  myriad, vine-choked ruins of an ancient 
  Cyclopean civilization. Her studies and 
  interaction with current inhabitants of the 
  island chain have given her a +1 trait bonus 
  on Knowledge (history) and Knowledge (lo-
  cal) checks, and Knowledge (local) is always 
  a class skill for her. In addition, she learned 
  the ancient Cyclops tongue as a bonus 
  language.
  Starchild (Ex) When Cathran devoted her life 
  to the priesthood, the Goddess of Stars, 
  Luck, and Dreams sensed her love of travel 
  and promised she would always find her 
  way home no matter how far she sailed. As 
  a result, Cathran can automatically deter-
  mine where true north lies, and she gains 
  a +4 trait bonus on Survival checks to avoid 
  becoming lost.
  Wary (Ex) Like many half-elves, Cathran 
  spent much of her life moving from place 
  to place, always alert for any misgivings 
  when dealing with strangers. Such experi-
  ences made her wary of others’ motiva-
  tions, granting her a +1 racial bonus on 
  Sense Motive and Bluff checks. This racial 
  trait replaces keen senses.
  Background: Cathran Tyvirian (KATH-rin TY-
  veer-EE-uhn) came to the Pirate Isles because of 
  her dreams and visions of an ancient Cyclopean 
  civilization which once existed among the islands. 
  She takes such portents very seriously and attri-
  butes them as direct messages from her goddess, 
  whose dreams and stars have always guided her 
  path. She hopes they’ll lead to a great discovery, 
  a stronger faith, and the grandest adventure of 
  her life. She also looks forward to sharing that 
  experience with any who travel with her.
  Cathran’s upbringing was much less optimistic. 
  Her elven father worked as a maritime soldier for 
  an isolationist island kingdom closed to outsid-
  ers. He met her seamstress mother a few times 
  
  13
  13
  on shore leave while visiting the coastlands, but 
  always left with the tide, shirking all responsibil-
  ity for raising a child. As a result, Cathran grew up 
  fatherless, rebellious, and independent-minded. 
  Longing to see the world, she readily accepted 
  the faith of the Goddess of Dreams, following 
  her fortune to the Pirate Isles. And, much like 
  her father, she entertained a number of romantic 
  relationships along the way while never settling 
  down.
  One of Cathran’s more heartbreaking trysts 
  included young Aethan Calder, a charismatic 
  swashbuckler with his own family issues and ad-
  venturous spirit. She met him at his mother’s tav-
  ern, the Tempest’s Brew. But, in time, she sensed 
  he’d become too serious. Not ready for true love, 
  Cathran packed her things and left for another 
  island to continue researching the Cyclopean 
  civilization from her dreams. She never antici-
  pated Aethan would chase after her. And, when 
  he caught up to her on the seedy docks of a 
  distant port, she argued with him to turn back. In 
  that moment of distraction, both were unexpect-
  edly accosted by a press gang for a local pirate 
  crew. Knocked unconscious and dragged aboard 
  the pirates’ ship, Cathran and Aethan now find 
  themselves in dire circumstances, forced to look 
  out for one another as they begin an entirely dif-
  ferent journey together.
  Physical Description: Cathran bears the glow 
  of a sun-kissed traveler, having spent most of her 
  30 years wandering the open sea from one port 
  to another. Her once chestnut brown hair has 
  lightened considerably over the years, giving it 
  almost a sandy-blonde appearance now, but it’s 
  her deep blue eyes which capture the most at-
  tention. They bear a stronger resemblance to her 
  human mother than her elven father, instantly 
  drawing in those who speak with her. She stands 
  5 feet, 9 inches tall and weighs 135 lbs., dress-
  ing in faded green leggings, a plain, white tunic, 
  and knee-length, brown leather boots. She wears 
  studded leather armor over this ensemble and 
  wields a narrow mace with a light wooden shield 
  in battle. She also keeps an ever-sharp starknife 
  belted at her waist and a wooden butterfly 
  charm on a leather cord around her neck.
  Personality: Cathran has a confident optimism 
  about her, always steadfast, loyal, and support-
  ive of her friends, believing she can overcome 
  any problem with sufficient planning, patience, 
  and flexibility. She roots this conviction in her 
  faith, relying on the Goddess of Dreams, Stars, 
  and Luck to guide her path and keep her safe. An 
  ever-curious loreseeker, she’s also eager to travel 
  and experience the world, valuing her freedom 
  above all else. Genuinely interested in new 
  people, new lands, and ancient mysteries, she 
  projects a friendly demeanor to earn the trust of 
  those she meets. But, despite her positive out-
  look, Cathran wisely faces the world with open 
  eyes, always prepared to defend herself and 
  those close to her.
  Advancement
  With each new level, Cathran advances as a 
  cleric. At 2nd level, she gains new skill ranks in 
  Heal, Knowledge (arcana), Sense Motive, and 
  Swim. She also prepares detect magic and air 
  bubbleUC with her additional spell slots. At 3rd 
  level, she gains skill ranks in Diplomacy, Knowl-
  edge (geography), Knowledge (religion), and 
  Spellcraft. She also selects Extra Channel as her 
  new feat and prepares augury and returning 
  weapon as new spells, plus locate object with her 
  new domain spell slot. At 4th level, she increases 
  her Charisma by 1 to further her channel energy 
  ability. She also gains ranks in Diplomacy, Knowl-
  edge (religion), Sense Motive, and Swim, while 
  preparing magic weapon and silence as new 
  spells.
  Note: For maximum roleplaying im-
  pact, if there’s another wide-eyed, youthful 
  PC in the group (and no one plays Cathran’s 
  would-be paramour, Aethan), that character, 
  with their player’s consent, should be chosen 
  as her potential love interest instead.
  
  1414
  Roleplaying Ideas
  •	 Cathran’s headstrong obsession with the 
  ancient ruins and sunken treasure of the 
  Pirate Isles may lead her into situations 
  which put her and her friends in undue 
  danger. This could foster further tension, 
  concern, or even guilt depending on the 
  outcome. Regardless, she feels something 
  pulling her onward. It even affects her 
  dreams and she wonders if her goddess 
  is leading to her something important—
  one of the main reasons she won’t allow 
  herself to settle down.
  •	 While Cathran may ultimately rebuff 
  the romantic feelings Aethan Calder 
  holds for her, their shared principles and 
  spirit for adventure could still establish 
  a solid foundation for lasting friendship. 
  Their relationship could take all manner 
  of twists and turns as they seek their 
  fortunes together on the high sea. 
  Jealousy and bitterness could form if 
  Cathran or Aethan show affection for 
  an NPC during the campaign. Or, true 
  love could blossom as each is forced to 
  sacrifice something to keep the other 
  safe.
  •	 The stars, and astrology in general, have 
  always guided Cathran’s life. She feels 
  they represent the will of her goddess, 
  written across the sky for all to see. But 
  sometimes, Cathran might misread their 
  intent, leading to interpretations both 
  dangerous and humorous.
  Scaling the PC
  Under a 15-point buy, Cathran reduces her 
  Strength and Dexterity by 1, and her Constitution 
  by 2. This lowers her Will and Reflex saves, her 
  AC, hit points, and CMD, as well as her ranged 
  attacks by 1.
  
  15
  15
  “Fairweather” 
  Lumis Prindle
  “Oh, come now, Captain. These goods 
  were bought with blood coin and the lives of 
  those you kidnapped and forced into slavery. 
  So, who’s the real pirate here? Certainly not 
  us! We’re just the hand of fate, taking back 
  that which should have never been yours 
  from the outset. And once we’re done here, 
  we’ll make free men of these slaves with the 
  full knowledge that many will volunteer to 
  serve among our crew, more than eager to 
  visit further punishment on you should our 
  paths cross again. If you don’t believe that, I 
  urge you to look into their eyes. Many would 
  set upon you now if we gave the word. So, if I 
  were in your place, I’d take my losses and my 
  leave and be thankful for my life.” 
  —not so idle threats from ever  
  loquacious and eloquent, “Fairweather” 
  Prindle, educated halfling, entrepreneur, 
  and master diplomat
  
  1616
  “Fairweather” Lumis Prindle
  Male halfling bard (sea singerAPG) 1
  NG Small humanoid (halfling)
  Init +3; Senses Perception +2
  Defense
  AC 17, touch 14, flat-footed 14 (+3 armor, +3 
  Dex, +1 size)
  hp 10 (1d8+2)
  Fort +1, Ref +5, Will +2; +2 vs. fear
  Offense
  Spd 30 ft.
  Melee short sword +1 (1d4/19–20) or dagger 
  +1 (1d3/19–20)
  Ranged sling +4 (1d3) or dagger +4 (1d3/19–
  20)
  Special Attacks bardic performance 7 
  rounds/day (distraction, fascination, inspire 
  courage +1, sea shanty)
  Bard Spells Known (CL 1st; concentration +4)
  1st (2/day)—chord of shardsUM (DC 14), 
  hideous laughter (DC 14)
  0 (at will)—ghost sound (DC 13), mage hand, 
  prestidigitation, resistance
  Statistics
  Str 10, Dex 16, Con 13, Int 14, Wis 10, Cha 
  16
  Base Atk +0; CMB –1; CMD 12
  Feats Lucky HalflingARG
  Skills Acrobatics +6, Bluff +7, Diplomacy +8 
  (+9 to gather information), Knowledge 
  (geography) +7, Knowledge (local) +8, Per-
  ception +2, Perform (oratory) +4, Perform 
  (sing) +7, Perform (string) +7, Stealth +10; 
  Racial Modifiers +1 Diplomacy to gather 
  information, +2 Perception
  Languages Common, Elven, Halfling, Polglut L
  SQ adaptable luck, barroom talespinner, fleet 
  of foot, well-informed, world traveler +1
  Gear studded leather armor, short sword, 
  dagger, sling w/ 10 bullets, backpack, bed-
  roll, belt pouch, fishhook, flask (empty), 
  trail rations (5 days), traveler’s outfit, wa-
  terskin, whetstone, 10 pp, 6 gp, 1 sp, 5 cp
  Special Abilities
  Adaptable Luck (Ex) Unlike most halflings, 
  Lumis has greater control over his innate 
  luck. This gives him more options for ap-
  plying his good fortune from day to day, 
  but also narrows its scope. Three times per 
  day, Lumis can gain a +2 luck bonus on an 
  ability check, attack roll, saving throw, or 
  skill check. If he chooses to use the ability 
  before making the roll or check, he gains 
  the full +2 bonus; if he chooses to do so 
  afterward, he only gains a +1 bonus. Using 
  adaptive luck in this way is not an action 
  and he can use it in tandem with his Lucky 
  Halfling feat. This racial trait replaces half-
  ling luck.
  Barroom Talespinner (Ex) Lumis grew up on 
  tales of adventure and piracy shared in 
  dockside dives and the sea shanties of old 
  salts who sailed the high seas. He’s learned 
  all about what it’s like to be a pirate by 
  talking with sailors on shore leave, and 
  learned how to tell a good tale. He gains 
  a +1 trait bonus on Diplomacy checks and 
  Perform (oratory). In addition, once per 
  week Lumis can make a DC 15 Knowledge 
  (local) check to see if he knows a popular 
  legendary pirate tale, the telling of which 
  grants him a +1 trait bonus on checks 
  made to influence NPCs.
  Fleet of Foot (Ex) Lumis is quicker than his 
  normal kin, but also less cautious. With 
  this racial trait, he moves at normal speed 
  and has a base speed of 30 feet. This racial 
  trait replaces slow speed and sure-footed.
  Well-Informed (Ex) Lumis makes a point of 
  knowing everyone and being connected to 
  everything around him. He frequents the 
  best taverns, attends the right events, and 
  graciously helps those in need. Because of 
  this, he gains a +1 trait bonus on all Knowl-
  edge (local) checks and Diplomacy checks 
  to gather information. Knowledge (local) is 
  always a class skill for him.
  
  17
  17
  Background: Lumis Prindle (LOO-miss PREN-
  duhl)—also known as “Fairweather” to his 
  friends—came to the Pirate Isles as a wandering 
  musician and storyteller five years ago. Nar-
  rowly avoiding a group of slavers wanting to add 
  him to their ship’s ‘cargo,’ he realized he’d bet-
  ter make lots of friends to assure his continued 
  freedom and safety. Since then, he’s worked hard 
  at knowing someone he can count on in every 
  port of call—law-abiding or not—by making 
  himself indispensable as an informant, diplomat, 
  and entertainer. As a result, he’s learned quite a 
  bit about the local politics of the Pirate Isles, all 
  while steering clear of associating too strongly 
  with any particular faction. He holds a healthy 
  respect for the lords of the Pirate Council—espe-
  cially those who do well by the ones they pro-
  tect—even spinning barroom tales to heighten 
  their legends.
  Unfortunately, Lumis once embellished a tale 
  of two pirates who turned on one another over 
  a golden idol. He painted one of them in a more 
  favorable light than the other and unknowingly 
  insulted the remaining pirate and his crew who 
  were drinking at the same bar. Under the guise of 
  buying him a few drinks for his performance, the 
  pirates took revenge by drugging him and hauling 
  him off to become an unwilling member of their 
  crew. Now Lumis laments his plight alongside 
  his fellow press-ganged shipmates, hoping his 
  legendary halfling luck will somehow see him out 
  of his predicament.
  Physical Description: As a diminutive halfling, 
  Lumis Prindle takes exceptional pride that his 
  height still eclipses the 3-foot average of his kin 
  by a full inch—a fact he readily announces to any 
  who would question it. Weighing just 35 lbs., his 
  frame resembles that of a small child rather than 
  the veteran, 25-year old talespinner he’s be-
  come, and his curly brown hair, long sideburns, 
  and wizened eyes also help belie that image. He 
  dresses in brown pants with a maroon surcoat 
  over a long-sleeved, white tunic. And, while he 
  shuns footgear altogether, his feet are as tough 
  as the studded leather armor he dons when ex-
  pecting trouble. He also straps a well-maintained 
  short sword and dagger to his belt, alongside his 
  favorite sling and a pouch of pebbles collected 
  from the many beaches he’s visited.
  Personality: Lumis has a hearty laugh and 
  smile for everyone he meets, naturally winning 
  over friends and would-be enemies alike. Many 
  consider him a good luck charm for warding off 
  evil spirits and bad weather—a welcome conclu-
  sion he does little to discourage, even reminding 
  those who consider leaving him behind that they 
  should always stick close to their ‘lucky halfling.’ 
  He also has a tremendous love for stories and 
  adventure, especially anything involving legends 
  about pirates on the high sea. Their tales reso-
  nate with the wanderlust deeply rooted in his 
  psyche, as well as his willingness to set aside the 
  rule of law to do right by his friends. He’s always 
  eager to reach a new port of call so he can savor 
  the hospitality of acquaintances both old and 
  new. And he’s as steadfast and loyal as the day is 
  long.
  Advancement
  Lumis advances as a sea singer bard with 
  each new level, always increasing his skill ranks 
  in Bluff, Diplomacy, Knowledge (local), Perform 
  (oratory), Perform (sing), and Stealth. At 2nd 
  level, he picks up extra ranks in Perception and 
  Sense Motive, alternating these choices with 
  other Perform skills, Sleight of Hand, and Use 
  Magic Device with each level thereafter. He also 
  gains the sea legs ability as a sea singer bard and 
  acquires a monkey familiar which he names Milo. 
  In addition, he adds detect magic and vanishAPG 
  to his known spells. At 3rd level, he acquires the 
  still water performance as well as the bonus feat, 
  Weapon Finesse. He also adds dancing lights and 
  silent image to his known spells. At 4th level, 
  Lumis increases his Charisma by 1 and he gains 
  pilfering handUC and suggestion as new spells.
  
  18 18
  Roleplaying Ideas
  •	 Lumis has a story for every occasion, 
  often regaling his friends with comical 
  tales and fables which provide social 
  commentary. Sometimes these prove 
  entirely made up, though the halfling 
  never lets on to the truth, using them as 
  much to entertain as educate.
  •	 Despite continued sensitivity over his 
  short stature, Lumis recognizes the 
  value in sticking close to someone larger 
  than himself. As such, he may seek a 
  supporting role alongside capable leaders 
  like Aethan Calder, Taren Torrenato, or 
  Silvio Devaulis.
  •	 Lumis prides himself on being a 
  resourceful ally who can “get things” 
  (legitimately or otherwise), constantly 
  fussing over the perfect items to provision 
  a ship’s stores so it has more creature 
  comforts for the captain and officers of 
  the crew (including himself). As such, he 
  serves quite capably as a quartermaster 
  or first mate.
  Scaling the PC
  Under a 15-point buy, Lumis reduces his 
  Dexterity by 1 and his Intelligence by 2. This 
  lowers his Reflex save by 1, his Dexterity- and 
  Intelligence-based skill scores by 1, and he loses 
  access to his skill rank in Acrobatics and one of 
  his bonus languages.
  
  19
  19
  Miriel “Miri” Kalantee
  “The sea holds many secrets, and 
  so do I—each one a treasured gift best 
  unwrapped and slowly savored—prefer-
  ably with good company, good wine, and 
  the soft roll of a ship. I’ve shared my own 
  secrets with those who please me. And 
  they’ve always been pleased in return. But 
  the sea is also a vengeful thing, laying low 
  the disrespectful with storms, waves, and 
  the deep, dark oblivion. You should know I 
  feel the same toward any who cross me or 
  my friends. And, just like the sea, I won’t 
  hesitate...you won’t see me coming...and 
  there’ll be no way to stay my hand. If you 
  doubt that, you’d best sleep with one eye 
  open tonight. Because, as pleasant as I can 
  make your dreams, I can also turn them 
  into a nightmare from which there’ll be no 
  awakening.” 
  —a sultry promise and whispered 
  threat by the seductive sea witch,  
  Miri Kalantee
  
  2020
  Miriel “Miri” Kalantee
  Female elf witch (sea witchUM) 1
  CN Medium humanoid (elf)
  Init +2; Senses low-light vision; Perception +3 
  (+5 when Caramia is within arm’s reach)
  Defense
  AC 12, touch 12, flat-footed 10 (+2 Dex)
  hp 8 (1d6+2)
  Fort +1, Ref +2, Will +3
  Offense
  Spd 30 ft.
  Melee dagger –1 (1d4–1/19–20)
  Ranged dagger +2 (1d4–1/19–20)
  Spell-Like Abilities (CL 1st; concentration +3)
  At will—know direction (if near a sizable 
  body of water)
  1/day—dream
  Witch Spells Prepared (CL 1st; concentration 
  +4 [+6 to cast defensively])
  1st—charm person (DC 15), sleep (DC 16)
  0 (at will)—dancing lights, detect magic, read 
  magic
  Patron Water
  Statistics
  Str 8, Dex 15, Con 12, Int 16, Wis 12, Cha 15
  Base Atk +0; CMB –1; CMD 11
  Feats Alertness (when Caramia is within 
  arm’s reach), Spell Focus (enchantment)
  Skills Bluff +3 (+4 if a character could be 
  sexually attracted to her), Diplomacy +2 
  (+3 if a character could be sexually at-
  tracted to her), Knowledge (arcana) +7, 
  Knowledge (nature) +7, Perception +3 (+5 
  when Caramia is within arm’s reach), Spell-
  craft +7 (+9 to identify properties of magic 
  items), Survival +4, Swim +4; Racial Modifi-
  ers +2 Perception, +2 Spellcraft (to identify 
  properties of magic items)
  Languages Aquan, Common, Elven, Draconic, 
  Sylvan
  SQ arcane focusARG, charming, dreamspea-
  kerARG, elven magic, know direction, sea 
  creature empathy +3, touched by the sea, 
  witch’s familiar (osprey seahawk named 
  Caramia)
  Gear dagger, backpack, bedroll, candles (3), 
  flint and steel, ink (1 vial), ink pen, ornate 
  bracer, paper (5 sheets), scroll case, signet 
  ring, soap (1 lb.), trail rations (3 days), trav-
  eler’s outfit, waterskin, whetstone, 12 pp, 
  4 gp, 12 sp, 4 cp
  Special Abilities
  Arcane Focus (Ex) Miri’s family has a long 
  tradition of producing arcane spellcasters, 
  and they raised her under the assumption 
  she’d become a powerful magic-user with 
  little need for mundane concerns such as 
  skill with weapons. As a result, she gains 
  a +2 trait bonus on concentration checks 
  to cast spells defensively. This elven racial 
  trait replaces weapon familiarity.
  Charming (Ex) Blessed with good looks, Miri 
  depends on the fact that others find her 
  attractive. She gains a +1 trait bonus when 
  using Bluff or Diplomacy on a character 
  who could be sexually attracted to her, 
  and a +1 trait bonus to the save DCs of any 
  language-dependent spells she casts on 
  such characters or creatures.
  Dreamspeaker (Ex/Sp) Miri can tap into 
  the ambient power of sleep, dreams, and 
  prescient reverie. This racial trait adds +1 
  to the saving throw DCs of spells from the 
  divination school and any sleep effects 
  she casts. In addition, Miri may use dream 
  once per day as a spell-like ability (with a 
  caster level equal to her character level). 
  This racial trait replaces elven immunities.
  Know Direction (Sp) So long as Miri is near a 
  sizable body of water (at least a lake with a 
  diameter of 1 mile or more), she may cast 
  know direction at will as a spell-like ability.
  Touched by the Sea (Ex) Miri’s blood surges 
  with the ebb and flow of the tides. An 
  aquatic elf impacted her bloodline some-
  where in her ancestry, and now she’s as 
  comfortable in the water as she is on land. 
  As a result, Miri gains a +1 trait bonus on 
  Swim checks and Swim is always a class 
  skill for her. In addition, her penalties on 
  attack rolls made underwater are lessened 
  by 1.
  
  21
  21
  Background: Miriel Kalantee (MEER-ee-uhl 
  KUH-lan-TEE) has always made her home by the 
  sea, eschewing traditional elven culture to better 
  attune herself with the rhythm of the tides and 
  the deep sea patron who mysteriously taught her 
  witchcraft through her osprey familiar. Though 
  she doesn’t fully understand this entity, she 
  trusts the power invested in her, and she’s cou-
  pled it with voodoo superstitions and a hodge-
  podge of religious doctrines strung together from 
  a sisterhood of female deities from her elven 
  upbringing and seaborne travels.
  Miri first came to the Pirate Isles by way of 
  an enamored merchant captain who thought 
  she’d agreed to run away with him to become his 
  wife. Instead, she left him tied up in his quarters 
  before making off with a purse full of coin and 
  an expensive ring. The ring proved her undoing, 
  however, as the captain unknowingly bought it 
  from a fence who’d stolen it from a pirate lord. 
  Miri wore it openly and the pirates soon tracked 
  her down and carried her off to their ship. Now 
  she plots her escape and an extra special revenge 
  for those who dared treat her in such an unruly 
  manner.
  Physical Description: Miri’s aquamarine eyes 
  and elven ancestry provide a sultry, exotic look 
  which she plays upon to charm and seduce those 
  around her. She pins back her long, white hair 
  with small, tortoise shell combs while wearing a 
  tan skirt below a white chemise and tight-fitting, 
  yellow corset with black ties. Her long, brown 
  boots bear multiple leather straps and brass 
  buckles designed to accentuate her legs, and 
  she wears a distinctive bracer on her left fore-
  arm resembling fronds of intertwined seaweed. 
  Still young at 145 years old, Miri stands 5 feet, 8 
  inches tall and weighs 118 lbs., armed with little 
  more than a simple dagger strapped to her thigh.
  Personality: Miri has a mercurial mood and 
  playful sense of humor. She can be equally pas-
  sionate and vengeful, or mischievous and light-
  hearted, depending on the circumstances and 
  how slighted or flattered she feels. She enjoys 
  luring others into lowering their guard with her 
  flirtatious behavior, often convincing even the 
  most ill-intentioned enemies to side with her 
  point of view or to cater to her whims. Miri also 
  holds a deep spiritual reverence for a variety of 
  religious traditions. Extremely superstitious and 
  sensitive to portents and divine influence, she 
  honors the goddesses of dreams, revenge, piracy, 
  and trickery in addition to the unknown patron 
  which sponsors her witchcraft.
  Advancement
  Miri advances as a witch with each new class 
  level, increasing her skill ranks in Knowledge (ar-
  cana) and Spellcraft. At 2nd level, she also adds 
  ranks in Bluff, Craft (alchemy), and Use Magic 
  Device, alternating these choices with other skills 
  like Knowledge (nature), Knowledge (planes), 
  Perception, Survival, and Swim with each addi-
  tional level thereafter. She also gains the slumber 
  witch hex while adding message, command, and 
  touch of the sea as new spells. At 3rd level, she 
  gains the Extra HexAPG feat and selects water 
  lungUM, while expanding her spells to include 
  enthrall and hold person. At 4th level, Miri 
  increases her Intelligence by 1 and selects the 
  charm witch hex to further increase her ability 
  to manipulate others. She also adds ill omenAPG 
  and false life as new spells.
  
  2222
  Roleplaying Ideas
  •	 Miri may occasionally engineer playful 
  affairs or romantic situations with her 
  companions, which could create difficult 
  circumstances for the unrequited love 
  interest between Aethan and Cathran. 
  While she means no lasting harm by 
  these dalliances, she may feel affronted 
  if no one sees fit to chase her, as well. 
  Over time, she could develop her own 
  infatuation, creating a potential love 
  triangle or rivalry.
  •	 Each night, if left undirected, Miri’s 
  dreamspeaker ability subconsciously 
  creates shared dreams with one of 
  her companions. These may serve as 
  timely warnings from her patron or 
  embarrassing reveries drawn from their 
  connected minds.
  •	 Miri struggles with understanding the 
  source of her witchcraft. Ultra-sensitive to 
  superstitions, she becomes more unstable 
  and paranoid about this otherworldly 
  influence as the campaign plays out.
  Scaling the PC
  Under a 15-point buy, Miri reduces her Consti-
  tution and Dexterity by 1, and her Wisdom by 2. 
  This lowers her Fortitude and Will saves by 1, her 
  hit points by 1, and any corresponding skill scores 
  by 1, as well.
  Caramia, Osprey Familiar
  CN Tiny magical beast
  Init +3; Senses low-light vision; Perception 
  +14
  Defense 
  AC 16, touch 15, flat-footed 13 (+3 Dex, +1 
  natural, +2 size)
  hp 4
  Fort +2, Ref +5, Will +4
  Defensive Abilities improved evasion
  Offense
  Spd 10 ft., fly 60 ft. (average)
  Melee 2 talons +5 (1d4–2)
  Space 2-1/2 ft.; Reach 0 ft.
  Statistics
  Str 6, Dex 17, Con 11, Int 6, Wis 14, Cha 7
  Base Atk +0; CMB +1; CMD 9
  Feats Weapon Finesse
  Skills Fly +7, Perception +14; Racial Modifi-
  ers +8 Perception
  SQ alertness, empathic link, share spells
  Stored Spells 0—all; 1st—charm person, chill 
  touch, command, cure light wounds, mage 
  armor, sleep
  
  23
  23
  Ondirra Shirahz
  “There’s an ebb and flow to everything. 
  The tide rolls in and pulls away. It’s a fact of 
  life and the way I choose to see the world 
  around me. Friends today may be enemies 
  tomorrow. The wisest among us move with 
  the currents rather than against them. By 
  doing so, if you take the right angle, you 
  can still reach your goals, even if it takes 
  you further off-course than you intended. 
  As long as you avoid being dashed on the 
  rocks or pulled down by an undertow, you’ll 
  reach shore eventually. What you do after 
  that is up to you. In my experience, far more 
  dangers await inland than at sea. That’s be-
  cause more people live there to betray you. 
  So you have to stay aware, always ready to 
  push forward or recede—whatever the situ-
  ation warrants.” 
  —words of wisdom by the undine wan-
  derer, Ondirra Shirahz
  
  2424
  Ondirra Shirahz
  Female undine monk (flowing monkUC) 1
  LN Medium outsider (native)
  Init +3; Senses darkvision 60 ft.; Perception 
  +7
  Defense
  AC 17, touch 17, flat-footed 13 (+3 Dex, +1 
  dodge, +3 Wis)
  hp 10 (1d8+2)
  Fort +4, Ref +5, Will +5
  Offense
  Spd 30 ft., swim 30 ft.
  Melee unarmed strike +3 (1d6+1) or flurry 
  of blows +2/+2 (1d6+1) or dagger +3 
  (1d4+1/19–20)
  Ranged light crossbow +3 (1d8/19–20) or 
  dagger +3 (1d4+1/19–20)
  Special Attacks flurry of blows, redirection (1 
  round, DC 13)
  Spell-Like Abilities (CL 1st; concentration +4)
  1/day—hydraulic pushAPG
  Statistics
  Str 12, Dex 16, Con 14, Int 10, Wis 16, Cha 
  10
  Base Atk +0; CMB +1; CMD 18
  Feats Dodge, Improved Unarmed Strike, 
  Weapon Finesse
  Skills Acrobatics +7, Disguise +1 (+5 to ap-
  pear human), Perception +7, Sense Mo-
  tive +4, Stealth +7, Survival +4, Swim +13; 
  Racial Modifiers +4 Disguise to appear 
  human
  Languages Aquan, Common
  SQ flesh chameleonARG, hydrated vital-
  ityARG, native islander, poverty-stricken
  Gear dagger, light crossbow w/ 20 bolts, 
  backpack, bedroll, monk’s outfit, quiver, 
  trail rations (5 days), waterskin, whetstone, 
  wooden holy symbol, 10 pp, 6 gp, 3 sp, 8 cp
  Special Abilities
  Flesh Chameleon (Ex) As a standard action, 
  Ondirra can change her coloration from 
  her natural blue hue to any human skin 
  tone, and revert to normal as a free action. 
  This grants a +4 racial bonus on Disguise 
  checks to appear human. This racial trait 
  replaces energy resistance.
  Hydrated Vitality (Ex) Ondirra gains fast heal-
  ing 2 for 1 round anytime she submerges 
  completely within a body of natural salt 
  water, fresh water, or brackish water. Stag-
  nant, poisoned, or trapped water (such as 
  an artificial pit or a bag of holding) does 
  not activate this ability. She can heal up to 
  2 hit points per level per day with this abil-
  ity, after which it ceases to function. This 
  racial trait replaces water affinity.
  Native Islander (Ex) Ondirra grew up in a 
  pirate port infamous for both the scoun-
  drels who visit it and the feared assassins 
  who run it. She’s been around pirates and 
  killers her entire life, and she’s learned to 
  be wary in her dealings with people, as 
  there’s no telling who might be an assassin 
  or a raider in disguise. She gains a +1 trait 
  bonus on Sense Motive checks, and Sense 
  Motive is a class skill for her. In addition, 
  her familiarity with the pirate’s life allows 
  her to make untrained Knowledge (local) 
  checks regarding pirates and the region of 
  the Pirate Isles.
  Poverty-Stricken (Ex) Ondirra’s childhood 
  was tough, and her parents had to make 
  every copper count. Hunger was her con-
  stant companion, and she often had to live 
  off the sea or sleep under the docks. She 
  gains a +1 bonus on Survival checks, and 
  Survival is always a class skill for her.
  Background: Born to an insular family of 
  undines, Ondirra Shirahz (ON-deer-UH SHEER-
  rahz) has lived her entire life in the Pirate 
  Isles. Her bloodline traces back a thousand 
  years to a marid’s supposed influence on 
  the local islanders, but her generation never 
  benefited from the genie’s power over wishes. 
  Instead, Ondirra spent her early years strug-
  gling to survive on the docks of a well-known 
  port for smugglers, pirates, and assassins. She 
  considered a similar path to earn money for 
  her family, even training with an ex-assassin 
  for several years before abandoning that 
  
  25
  25
  dream when their guild branded her mentor a 
  heretic and put her to death.
  Since then, Ondirra has distanced herself 
  from her family to protect them. Though she 
  fiercely misses them, she feels she can fend 
  for herself—and being apart, means one less 
  mouth to feed so her brothers and sisters have 
  a better chance at survival. In her subsequent 
  adventures, Ondirra spent much of her time 
  in the wild, living off the coastland and hunt-
  ing the shoals along the island shore. One day, 
  while swimming at sea, she became caught in 
  a net and hauled aboard a fishing vessel. The 
  drunken fisherman thought he’d captured an 
  exotic sea creature, and after bludgeoning the 
  entangled undine unconscious, he sold Ond-
  irra to a passing slaver ship. She wasted little 
  time escaping her captors, but struggled to 
  make the long swim back to shore. Eventually, 
  a pirate ship happened upon her and fished 
  her from the water, intending to loot her body. 
  To their surprise, Ondirra still lived and they 
  kept her aboard as a newly press-ganged re-
  cruit. Now she plots yet another escape, seek-
  ing allies who might mutiny alongside her.
  Physical Description: In her natural coloration, 
  Ondirra has turqoise skin and sky-blue eyes. Even 
  the lone, hair-braid she grows from the back of 
  her shaven head is a darker tone of the deep, 
  blue sea. She has a compact, almost thin phy-
  sique with smooth skin overlaying hard muscle 
  honed by years of swimming. She wears only the 
  barest amount of clothing, primarily just enough 
  to cover herself while leaving her limbs free for 
  greater mobility. However, she does frequently 
  don a decorative, sheer, shawl-like wrap when 
  venturing into town, tying it about her like a 
  long skirt, knotted at her waist. As an undine, 
  her hands and feet are webbed, the latter often 
  wrapped or shod in form-fitting sandals. At the 
  young age of 88 years, she stands 5 feet, 6 inches 
  tall and weighs 140 lbs.
  Personality: Ondirra has an incredibly patient 
  attitude about everything, knowing full well the 
  ocean can wear down even the mightiest rocks 
  and bring swift change with the next tide. She’s 
  exceptionally cautious, no doubt owing to her 
  many interactions with plunderers and killers 
  among the Pirate Isles. She has an independent, 
  survivalist streak to her, having learned to look 
  after her own needs and defend herself in a 
  fight even with her bare hands, if necessary. She 
  absolutely reveres the God of Nature, finding her 
  truest joy in the setting sun, the wind and water 
  on her skin, and the stunning beauty of tropical 
  plants and creatures living among the undersea 
  grottoes she likes to visit along the shore.
  Advancement
  As Ondirra gains experience, she seeks to per-
  fect her flowing style of martial art in addition to 
  her deep, spiritual connection to the sea. At 2nd 
  level, she chooses to multiclass as a druid with 
  the undine adeptARG archetype. She selects the 
  Water domain for her nature bond and cements 
  that connection with the Oceans subdomain. 
  This grants her spellcasting ability, the surge 
  domain power, and a greater affinity for influ-
  encing creatures of the sea. She prepares cre-
  ate water, detect poison, and stabilize as 0-level 
  orisons, and cure light wounds, feather stepAPG, 
  and the domain spell obscuring mist for her 1st 
  level spells. She also picks up new skill ranks in 
  Heal, Knowledge (nature), Survival, and Swim. 
  At 3rd level, Ondirra takes another level in druid, 
  becoming fully amphibious and enabling her 
  to breathe water or air. She also gains light and 
  alter windsAPG as newly prepared spells, Agile 
  Maneuvers as a combat feat, and new ranks in 
  Climb, Knowledge (geography), Perception, and 
  Swim. At 4th level, Ondirra increases her Wisdom 
  by 1 and takes another level as a flowing monk. 
  She gains the unbalancing counter ability in place 
  of a bonus feat, increases her defensive abilities 
  with evasion, and picks up new ranks in Acrobat-
  ics, Intimidate, Stealth, and Swim.
  
  2626
  Roleplaying Ideas
  •	 Ondirra’s past includes martial training 
  with an ex-assassin from her native port. 
  This mentor was hunted and slain as a 
  heretic, and Ondirra lives in fear that 
  the same killers will track her down 
  and slay her, as well. This makes the 
  undine suspicious of any newcomers she 
  encounters, and she always hides her 
  identity when going ashore by disguising 
  herself with her flesh chameleon ability.
  •	 The deep reverence Ondirra holds for 
  the ocean and the natural cycle of life 
  gives her a unique outlook. Every conflict 
  becomes another fight for survival and 
  she meets it head on, her normally calm 
  demeanor exploding into a shark-like 
  savagery heightened by the sight and 
  scent of blood.
  •	 Ondirra soothes the aches and pains of 
  her body every day by going swimming, 
  trusting in her hydrated vitality to help 
  her recover. She holds her breath while 
  meditating underwater for several 
  minutes, always emerging with a renewed 
  energy and endurance.
  Scaling the PC
  Under a 15-point buy, Ondirra reduces her 
  Constitution and Intelligence by 2. This lowers 
  her Fortitude save and hit points by 1, and also 
  removes her skill rank in Disguise.
  
  27
  27
  “Rookroost” Evon Bloodbeak
  “If there’s gold on this ship, I’ll have it 
  even if I’ve gotta pry it out of your teeth! 
  And if you lied to me about it, I’ll leave the 
  rest of you for the sharks. Somebody’s gotta 
  keep’em fed. Might as well be you. If you’re 
  thinking different—and you wanna test your 
  luck—now’s the time to settle it with a blade 
  in your hand. But be warned, fool. I’m not 
  afraid to bleed, and I’m not afraid to kill. I’ve 
  done my share of it. And I’ve seen you about. 
  Braggin’ on your dueling skills and challen-
  gin’ your lessers. Your swordsmanship ain’t 
  nearly good enough. That’s because I don’t 
  just fight to win. I fight to kill! And if you 
  lose, it won’t just be you I throw overboard. 
  Your whole damn crew will be following you 
  over the rail.”
   —a terrifying threat from the eternally 
  greedy and bloodthirsty tengu pirate, Evon 
  Bloodbeak
  
  2828
  “Rookroost” Evon Bloodbeak
  Male tenguARG rogue (swashbucklerAPG) 1
  NE Medium humanoid (tengu)
  Init +3; Senses low-light vision; Perception +6
  Defense
  AC 16, touch 13, flat-footed 13 (+3 armor, +3 
  Dex)
  hp 10 (1d8+2)
  Fort +1, Ref +5, Will +0
  Offense
  Spd 30 ft.
  Melee rapier +3 (1d6+2/18–20), bite –2  
  (1d3+1) or boarding axe +3 (1d6+2/x3), 
  bite –2  (1d3+1)
  Ranged shortbow +3 (1d6/x3)
  Special Attacks killer, natural weapon, sneak 
  attack +1d6
  Statistics
  Str 14, Dex 16, Con 12, Int 14, Wis 10, Cha 
  12
  Base Atk +0; CMB +2; CMD 15
  Feats Martial Weapon Proficiency (boarding 
  axe)B, Weapon Finesse
  Skills Acrobatics +6, Appraise +7, Bluff +5, 
  Climb +5, Disable Device +6, Fly +3, Percep-
  tion +6 (+7 to find concealed or secret ob-
  jects, doors, and traps), Profession (sailor) 
  +4, Sleight of Hand +6, Stealth +8; Racial 
  Modifiers +2 Perception, +2 Stealth
  Languages Common, Polglut L, Sylvan, Tengu
  SQ eye for plunder, glideARG, martial train-
  ing, sneaky, swordtrained
  Combat Gear alchemist’s fire (3); Other Gear 
  studded leather armor, rapier, boarding 
  axe, shortbow with 20 arrows, backpack, 
  bedroll, belt pouch, caltrops (2 bags), flint 
  and steel, thieves’ tools, trail rations (3 
  days), traveler’s outfit, waterskin, whet-
  stone, 9 gp, 3 sp, 8 cp
  Special Abilities
  Eye for Plunder (Ex) Evon has always had a 
  keen eye for the glitter of gold, and he’s 
  raided enough merchant ships to have a 
  feel for where the most valuable plunder 
  is hidden. He gains a +1 trait bonus on 
  Appraise checks and Perception checks to 
  find concealed or secret objects (includ-
  ing secret doors and traps). In addition, he 
  begins the campaign with a selection of 
  mundane trade goods worth 50 gp which 
  he scrounged together during his first day 
  aboard ship.
  Glide (Ex) Evon can use his feathered arms 
  to glide by making a DC 15 Fly check. This 
  allows him to fall safely from any height 
  without taking falling damage, as if using 
  feather fall. When falling safely, he may 
  also make an additional DC 15 Fly check to 
  move 5 feet laterally for every 20 feet he 
  falls. This racial trait replaces gifted lin-
  guist.
  Killer (Ex) Evon made his first kill at a young 
  age and found the task of murder and 
  swordplay to his liking. He takes particu-
  lar pride in a well-placed blow, and deals 
  additional damage equal to his weapon’s 
  critical hit modifier whenever he scores a 
  successful critical hit with a weapon. This 
  additional damage is added to the final 
  total, and is not multiplied by the modifier 
  itself. This extra damage is a trait bonus.
  Background: Evon Bloodbeak (EHV-uhn 
  BLUHD-beek) has always lusted for battle and 
  gold. The orphaned son of tengu immigrants 
  from the Far East, he dreamt of transcending 
  his lowly beginnings by seizing power through 
  piracy and force of arms. During his early years, 
  he struggled to make it on his own, growing up 
  among seedy shantytowns and dockside dives. 
  He naturally turned to  crime to survive, and 
  joined his first pirate ship when he was only 15. A 
  practiced swordsman, he’s already made a mark 
  for himself, scarring, maiming, and killing several 
  would-be toughs to climb higher in his merce-
  nary pecking order.
  Three weeks ago, Evon helped his friends raid 
  a wealthy coastal settlement on a distant island. 
  Though the plunder proved lucrative, their ship 
  became damaged by a freak storm before they 
  could make port again. Heavily-damaged and 
  listing badly while taking on water, they barely 
  
  29
  29
  made landfall, and the ship has lain in dry dock 
  for several days to make repairs. The downtime 
  gave Evon an excuse to temporarily part ways to 
  enjoy his ill-gotten gains in the gambling houses 
  and taverns further inland. While looking for 
  trouble, he drank enough to loosen his tongue, 
  boasting of his accomplishments and threaten-
  ing those who disrespected him. His inebriated 
  state caused him to miss the drug slipped into his 
  drink, and it knocked him out cold. When Evon 
  awakened, he found himself aboard an entirely 
  new ship, press-ganged into a band of pirates 
  where he held no status. More determined than 
  ever, the tengu has finally tired of taking orders 
  from others, and he’d like nothing more than to 
  stage a coup and claim the ship as his own—a 
  matter he intends to pursue once he secures 
  enough trustworthy allies.
  Physical Description: Evon resembles a jet-
  black, humanoid crow with oily, dark feathers 
  and powerful talons. With his hunched posture, 
  he stands just 5 feet tall, and his hollow bones 
  give him a weight of only 92 lbs. Despite his small 
  frame, he remains physically fit, carrying a num-
  ber of weapons in addition to his studded leather 
  armor, including a shortbow and quiver of ar-
  rows on his back and a rapier and wicked-looking 
  boarding axe belted at his waist. To set himself 
  apart from other tengus, Evon likes to paint his 
  broad beak with the blood of his enemies, believ-
  ing it gives him a more fearsome aspect in battle. 
  At 19 years old, he’s more than ready to carve his 
  way to the top.
   
  Personality: Evon has the instincts of a preda-
  tor, always eager to draw blood whether with his 
  weapons or beak. He has a strong desire to prove 
  himself the best at swordplay and martial com-
  bat, gliding into any melee so he can take down 
  his enemies with a well-placed strike. He’s also 
  filled with avarice, possessing a keen instinct for 
  acquiring and evaluating the most valuable loot. 
  He often quarrels with those who would seek to 
  deprive him of the shiny baubles he covets. And 
  he doesn’t mind a bit of deception or skulldug-
  gery to take what he wants. One day, he’d like 
  nothing more than to acquire a ship and crew 
  loyal only to himself and then raid the seas as 
  one of the most bloodthirsty pirates in history.
  Advancement
  Evon splits time advancing as a swashbuckler 
  rogue and a free hand fighter, eschewing two-
  weapon techniques to perfect his skill with the 
  rapier alone. At 2nd level, he takes his first level 
  as a fighter with the free hand fighterAPG arche-
  type. He also acquires new skill ranks in Bluff, 
  Intimidate, Stealth, and Swim, and gains the 
  Weapon Focus feat with his rapier. At 3rd level, 
  he takes another level in rogue, picking up eva-
  sion and the combat trick rogue talent to acquire 
  Combat Expertise. He also gains new skill ranks 
  in Acrobatics, Bluff, Climb, Disable Device, Fly, 
  Intimidate, Knowledge (local), Perception, Sleight 
  of Hand, Stealth, and Swim. And he selects Im-
  proved Feint as his bonus feat to further his abili-
  ty to execute sneak attacks in the midst of a fight. 
  At 4th level, Evon increases his Dexterity by 1 and 
  takes another level as a fighter, gaining the de-
  ceptive strike ability. He also raises his skill ranks 
  in Bluff, Intimidate, Perception, and Stealth, and 
  he acquires the Dazzling Display feat to better 
  frighten those who witness his skill with a blade. 
  As Evon continues advancing in experience, he 
  alternates levels in rogue and fighter, using his 
  rogue talents and bonus feats to continue im-
  proving his abilities with making foes flat-footed 
  in combat. He also acquires the racial feats for 
  Blood BeakARG and Tengu WingsARG to strike 
  further his combat options. Once he acquires the 
  necessary prerequisites, he may also consider 
  taking levels in the assassin prestige class.
  
  3030
  Roleplaying Ideas
  •	 Evon’s unending appetite for plunder 
  leads him to pursue every ill-gotten 
  gain. From simple pickpocketing and 
  clandestine burglary to active piracy and 
  chasing down rumors of buried treasure 
  and valuable artifacts, his greed knows 
  no bounds. He may even filch small 
  items from his adventuring companions, 
  provided he can quickly fence them.
  •	 Because of his long-term goals and innate 
  avarice, Evon is the most likely adventurer 
  to sponsor or lead a mutiny, always eager 
  to gather more power to himself or 
  overthrow those he resents or questions.
  •	 Evon has an active desire to make a name 
  for himself as a pirate with unmatched 
  swordsmanship. On the rare occasions he 
  doesn’t outright kill an opponent during a 
  performance challenge or duel, he likes to 
  carve the symbol of a crow in the flesh of 
  his victims so their scars can spread word 
  of his prowess.
  Scaling the PC
  Under a 15-point buy, Evon reduces his 
  Strength and Charisma by 2. This lowers his me-
  lee damage and Bluff skill score by 1.
  
  31
  31
  Silvio “Silvertongue” Devaulis
  “I may be showin’ my age, friend...and 
  a bit o’ wear and tear fer an old sea dog 
  on one leg. But don’t be mistakin’ that fer 
  weakness. I can still put a bolt through yer 
  thick skull from a fair range. And odds are, 
  ya won’t even see it comin’. Now, I hear yer 
  also the one with a map ta some buried 
  treasure. Yer crew’s been talkin’ about it in 
  every ale-swillin’ dive on the docks, and it’s 
  a shame ya didn’t think to invite a few more 
  o’ us skilled, capable, trustworthy mariners 
  ta share in yer enterprise. That kind o’ slight 
  got me and the boys here talkin’ it over, and 
  we be thinkin’ it might be best if we just 
  relieve ya o’ that map and take the treasure 
  fer ourselves. If’n ya hand it over without a 
  fuss, we’ll part ways on good terms. But if’n 
  ya keep it from us, I’m afraid we can’t be 
  guaranteein’ yer safety on this lovely, starry 
  night.” 
  —an opportune moment engineered 
  by the ever-enterprising, silver-tongued 
  pirate, Silvio Devaulis
  
  3232
  Silvio “Silvertongue” Devaulis
  Male middle-aged human oracle 1
  CN Medium humanoid (human)
  Init +2; Senses Perception +1
  Defense
  AC 16, touch 12, flat-footed 14 (+4 armor, +2 
  Dex)
  hp 10 (1d8+2)
  Fort +2, Ref +2, Will +3
  Offense
  Spd 20 ft. (30 ft. base speed)
  Melee light mace +1 (1d6+1) or dagger +1 
  (1d4+1/19–20)
  Ranged light crossbow +2 (1d8/19–20) or 
  dagger +2 (1d4+1/19–20)
  Special Attacks +1 on damage rolls vs. sharks 
  and aquatic animals
  Oracle Spells Known (CL 1st; concentration 
  +4)
  1st (4/day)—command (DC 14), cure light 
  wounds, obscuring mist
  0 (at will)—detect magic, ghost sound (DC 
  13), guidance, light, mage hand, stabilize
  Mystery waves
  Statistics
  Str 12, Dex 14, Con 12, Int 14, Wis 12, Cha 
  16
  Base Atk +0; CMB +1; CMD 13
  Feats Point-Blank Shot, Precise Shot
  Skills Bluff +10, Diplomacy +9, Knowledge 
  (nature) +6, Profession (sailor) +5, Sense 
  Motive +5, Swim +2; Racial Modifiers +2 
  Bluff, +2 Diplomacy
  Languages Aquan, Common, Polglut L
  SQ fast-talker, oracle’s curse (haunted), peg leg, 
  revelations (water sight), silver tonguedARG
  Gear armored coatAPG, light mace, dagger, 
  light crossbow w/ 20 bolts, backpack, bed-
  roll, belt pouch, fishhook, flint and steel, 
  hooded lantern, ink (1 vial), ink pen, map 
  case, oil (2 flasks), paper (5 sheets), peg 
  leg, trail rations (5 days), traveler’s outfit, 
  tricorn hat, waterskin, whetstone, wooden 
  holy symbol, 3 pp, 1 gp, 4 sp, 8 cp
  Special Abilities
  Fast-Talker (Ex) Silvio always found trouble 
  as a child and quickly developed a silver 
  tongue to extricate himself from situations 
  when caught. He gains a +1 trait bonus on 
  Bluff checks, and Bluff is always a class skill 
  for him.
  Peg Leg (Ex) During his years at sea, one 
  of Silvio’s legs was bitten off below the 
  knee by a shark, and he replaced it with 
  a wooden peg leg. He’s long since gotten 
  used to the prosthesis and takes none of 
  the normal penalties from having a peg 
  leg. He’s also learned to deal with the pain 
  of the injury, gaining a +1 trait bonus on 
  Fortitude saves. Since his accident, howev-
  er, he’s hated sharks and other sea preda-
  tors with a passion, granting him a +1 trait 
  bonus on damage rolls against sharks and 
  animals with the aquatic subtype.
  Silver Tongued (Ex) Silvio is exceptionally 
  adept at subtle manipulation and putting 
  even sworn enemies at ease. He gains a +2 
  bonus on Diplomacy and Bluff checks. In 
  addition, when he uses Diplomacy to shift 
  a creature’s attitude, he may shift it up to 
  three steps rather than just two. This racial 
  trait replaces skilled.
  Background: Silvio Devaulis (SIHL-vee-OH duh-
  VAW-lus) earned the nickname “Silvertongue” 
  by successfully arguing his innocence—and that 
  of his entire crew—when an imperial corsair 
  boarded his ship and accused them of engaging 
  in piracy. Guilty as sin, he bluffed his way through 
  the zealous captain’s questions and even con-
  vinced him to resupply their ship’s stores for a 
  supposed long-term journey along the northern 
  trade route. He and his men celebrated their suc-
  cess and proceeded to raid three different mer-
  chant ships the next morning, causing his legend 
  to grow even more.
  Regrettably, however, Silvio’s fortunes have 
  always had a tendency to rise and fall at the 
  whims of the Pirate Queen. Subsequent forays 
  proved less successful and brought him into 
  
  33
  33
  conflict with the same curse-worthy imperials. 
  This time, they captured his ship and hanged his 
  crew. Silvio himself barely saved his own life by 
  convincing the captain to strand him on a desert 
  island instead—all so he could ‘contemplate’ his 
  misdeeds while slowly starving to death. His luck 
  turned once more when debris floated ashore 
  from a recently sunken trader ship. He used its 
  driftwood to make a raft so he could reach civili-
  zation again.
  Destitute and crest-fallen, it took a year for 
  Silvio to work his way out of the gutter. He con-
  vinced a merchant captain to take him on, all 
  while making plans to influence his down-trod-
  den sailors to mutiny and select him as their new 
  captain. He shared this idea over drinks at a local 
  tavern, but offended the sailors who knocked 
  him unconscious in disgust. Things became hazy 
  after that, but someone dragged him from the 
  bar and onto a ship at the docks. When Silvio 
  came to, he found himself press-ganged among 
  several new pirate ‘recruits’—a fitting enough 
  irony which Silvio intends to turn in his favor.
  Physical Description: Silvio is a bit heavyset 
  for a 44-year old man with so much sailing expe-
  rience, weighing 215 lbs., while standing 5 feet, 
  9 inches tall. He proves nimble despite his girth 
  and the worn-down peg leg he hobbles around 
  on. His primary ensemble includes a stylish, 
  armored coat which he can slip on more easily 
  when expecting trouble. He also counts a well-
  crafted crossbow and light mace among his most 
  prized possessions, but, in truth, his vanity holds 
  the highest value to him. While he keeps his 
  gear in good repair, he also meticulously combs 
  his scraggly hair and heavy beard each morning 
  before donning his handsome, tricorn hat with its 
  signature red plume.
  Personality: Silvio is quite simply a skilled con-
  versationalist, experienced sailor, and all around 
  scallywag. He exults in outsmarting those he 
  considers worthy challenges for his keen intellect 
  and underhanded schemes, and he handsomely 
  rewards those he can influence into helping him 
  with such endeavors. Life is a high-stakes game to 
  him, played out on the challenging seas and mys-
  terious ports of call. Whether looting the holds 
  of trading ships, reclaiming buried treasure, or 
  crossing swords while engaging in a battle of 
  wits with his enemies, he’s almost always a step 
  ahead of everyone, calling upon the divine aid of 
  the Pirate Queen to see him through life’s chal-
  lenges.
  Advancement
  As he gains experience, Silvio advances both 
  as an oracle and an investigatorACG, combining 
  his superstitious quasi-religion with the well-
  studied practicality of science and alchemy. At 
  2nd level, he takes his first level as an investiga-
  tor with the mastermind archetype. This gives 
  him new skill ranks in Appraise, Bluff, Craft 
  (alchemy), Diplomacy, Disable Device, Intimidate, 
  Perception, and Sleight of Hand. He also gains 
  the mastermind’s inspiration and quiet word abil-
  ities, while preparing alchemy extracts for shield 
  and true strike. At 3rd level, he takes another 
  level in oracle, adding purify food and drink and 
  touch of the seaAPG to his known spells. He gains 
  new ranks in Diplomacy, Knowledge (arcana), 
  Knowledge (religion), Sense Motive, Spellcraft, 
  and Use Magic Device. He also adds Rapid Reload 
  as a new bonus feat to increase his proficiency 
  with crossbows. At 4th level, Silvio increases 
  his Dexterity by 1 while adding another level 
  as an investigator. This grants him the poison 
  lore ability so he can add toxins to his crossbow 
  bolts, and he gains new skill ranks in Bluff, Craft 
  (alchemy), Diplomacy, Disable Device, Intimidate, 
  Perception, Stealth, and Use Magic Device. He 
  also prepares expeditious retreat as an additional 
  extract to increase his mobility in times of need. 
  If the campaign introduces gunpowder, Silvio also 
  pursues the Exotic Weapon Proficiency (firearms) 
  and Amateur Gunslinger feats to replace his 
  crossbow with a brace of pistols.
  
  3434
  Roleplaying Ideas
  •	 Silvio excels in putting everyone at ease. 
  Even in the middle of a heated argument 
  or disagreement, he finds the right words 
  or right motivation to turn such moments 
  to his advantage. A natural leader, he 
  hopes to someday captain another ship 
  of his own so he can continuing playing 
  the games of manipulation he enjoys—
  whether escaping those pursuing him 
  or simply keeping one step ahead of a 
  larcenous, mutinous crew.
  •	 Legendary secrets, myths, and treasure 
  always draw Silvio’s interest. Whether 
  divine, arcane, or natural in origin, he 
  enjoys solving mysteries and being the 
  first to reclaim or discover something 
  distinctive and valuable. This could 
  bring him into competition with fellow 
  adventurers like Cathran Tyvirian and 
  Evon Bloodbeak.
  •	 Silvio’s oracle curse derives from the 
  moods and whimsy of the Goddess of 
  Piracy, Strife, and Trickery. Malevolent 
  spirits serving the Pirate Queen 
  frequently follow him, causing minor 
  mishaps and strange occurences designed 
  to vex and test him. He reads and reacts 
  to these manifestations as best he can, 
  but his relationship with the goddess 
  remains as stormy as the sea.
  Scaling the PC
  Under a 15-point buy, Silvio reduces his 
  Strength and Wisdom by 2, and his Intelligence 
  by 1. This lowers his melee damage, Will save, 
  and any corresponding skill scores by 1. He also 
  loses one bonus language and his skill rank in 
  Swim.
  
  35
  35
  Taren Torrenato
  “There’s an entire ocean between me 
  and my countrymen, but still they chase 
  after me. I’ve been branded a murderer, a 
  thief, and now a pirate. All unintended and 
  undeserved. Instead, I just think of myself as 
  the unluckiest person alive. Despite that, at 
  least I am alive. A wise woman in port once 
  told me she remembered my family, and 
  even shared a berth with us on the crossing 
  to our homeland. She recalled the night I 
  was born at sea—one of the stormiest on 
  record. They say it was a sign—a bless-
  ing from the Pirate Queen herself. Given 
  all that’s happened to me, I can’t help but 
  wonder if she’s the source of my bad luck. If 
  so, it’s time I did something to change that. 
  And if it means being a pirate and honoring 
  her ways, so be it.” 
  —ruminations of misery and deter-
  mination from Taren Torrenato, reluctant 
  pirate and fugitive
  
  3636
  Taren Torrenato
  Male human gunslinger (buccaneerARG) 1
  CN Medium humanoid (human)
  Init +5; Senses Perception +6
  Defense
  AC 16, touch 14, flat-footed 12 (+2 armor, +3 
  Dex, +1 dodge)
  hp 12 (1d10+2)
  Fort +3, Ref +5, Will +1
  Offense
  Spd 30 ft.
  Melee rapier +4 (1d6+1/18–20) or dagger +4 
  (1d4+1/19–20)
  Ranged pistol +4 (1d6/x4) or dagger +4 
  (1d4+1/19–20)
  Special Attacks grit (2)
  Statistics
  Str 13, Dex 16, Con 13, Int 12, Wis 12, Cha 
  14
  Base Atk +1; CMB +2; CMD 16
  Feats Dodge, Gunsmithing, Sea LegsUC, 
  Weapon Finesse
  Skills Acrobatics +5, Bluff +6, Climb +3, Craft 
  (alchemy) +5, Knowledge (engineering) +5, 
  Perception +6, Profession (sailor) +8, Swim 
  +5; Racial Modifiers +2 Profession (sailor), 
  +2 Swim
  Languages Common, Polglut L
  SQ deeds (deadeye, gunslinger’s dodge, 
  seadog’s gait), exile, gunsmith, heart of the 
  sea, pirate queen’s blessing
  Gear leather armor, rapier, dagger, battered 
  pistol with 30 bullets, backpack, blanket, 
  flint and steel, gunsmith’s kit, hooded 
  lantern, oil (2 flasks), powder horn with 
  10 doses of black powder, trail rations (3 
  days), traveler’s outfit, tricorn hat, water-
  skin, whetstone, 7 pp, 3 gp, 7 sp, 8 cp
  Special Abilities
  Exile (Ex) Due to an altercation resulting in 
  unintentional murder charges, Taren was 
  forced to flee his homeland. His enemies 
  still pursue him, making him extremely 
  paranoid while honing his reactions to pos
  sible danger. As a result, he gains a +2 trait 
  bonus on Initiative checks.
  Heart of the Sea (Ex) Taren has always felt 
  drawn to the sea, granting him a +2 racial 
  bonus on Profession (sailor) and Swim 
  checks. These skills are always class skills 
  for him, and he can hold his breath twice 
  as long as normal. This racial trait replaces 
  skilled.
  Pirate Queen’s Blessing (Ex) Taren was 
  born at sea on an auspicious, stormy day. 
  Old salts and sea dogs knowingly say the 
  Pirate Queen has marked him for a greater 
  destiny—even if it’s included plenty of 
  hardship along the way. Taren doesn’t put 
  much stock in such claims, but he’s always 
  felt more at home on the sea, and his keen 
  eyes can easily pick out a sail on the dis-
  tant horizon. As a result, he gains a +1 trait 
  bonus on Perception checks and Profession 
  (sailor) checks. In addition, once per week 
  he can reroll a Profession (sailor) check 
  and take the higher result (but he must 
  announce he’s using this ability before the 
  results of the check are known).
  Background: Taren Torrenato (TAYR-in TOR-
  uh-nah-TOH) once made his home in a land of 
  industry and invention far across the sea where 
  he grew up tending his father’s smithy and iron-
  works, manufacturing the necessary components 
  for firearms and gunpowder. Over time, he be-
  came proficient with his own creations, garnering 
  a reputation as a better than average marksman 
  and a crackshot with a pistol. His success ulti-
  mately led to youthful boasting and rivalries with 
  his jealous siblings—three brothers and a sister. 
  An unexpected argument on his oldest brother’s 
  birthday caused a gunshot while wrestling over a 
  loaded gun which took the latter’s life. Witnesses 
  claimed Taren intentionally shot him and he fled 
  rather than face trial.
  Taren’s flight took him to the Pirate Isles, a re-
  gion as far away from home as he could imagine. 
  He’d always found the sea to his liking, and never 
  realized he had such a knack for sailing until he 
  
  37
  37
  worked his way there as part of a merchant crew. 
  He kept the gun he and his brother had argued 
  over—a one-of-a-kind prototype which he 
  stashed with his meager belongings, intending to 
  keep it hidden to avoid drawing attention to him-
  self. Unfortunately, their trader ship came under 
  heavy attack and Taren was pressed into de-
  fending himself. His gun skills helped turned the 
  battle, but stories of his heroics reached the ears 
  of mercantile interests back home. Their agents 
  have since sought to hunt him down in an effort 
  to retrieve the weapon and bring him to justice. 
  While trying to avoid them, Taren ran afoul of a 
  press-gang operation which landed him as the 
  newest crew member on a pirate ship. Their illicit 
  activities have only added to his disrepute, and 
  now Taren fears he’ll never clear his name.
  Physical Description: Taren wears the tight-fit-
  ting trousers and long-sleeved doublet of his na-
  tive homeland, as well as a pair of leather boots 
  and matching tricorn hat to keep his shoulder-
  length brown hair in check. Just 20 years old, his 
  steel-gray eyes have already seen a number of 
  ports of call across the sea lanes and tradeways. 
  He stands 6 feet tall and weighs 175 lbs., clean-
  shaven for all but a simple goatee and shortened 
  sideburns. A battered pistol and powder horn 
  hang next to an ornate rapier belted at his waist. 
  And he also wears a suit of hand-tooled, studded 
  leather armor to protect himself, in addition to 
  a narrow bracer embossed with the image of a 
  growling lion’s head on his left arm.
  Personality: Taren always has a determined 
  look about him, intently focused on the task at 
  hand to assure he and his friends experience the 
  best possible outcome when facing any chal-
  lenge. If idle, his hands often stray to the hilt 
  of his rapier and the pistol he designed at his 
  father’s smithy. He rarely talks about the life he 
  left behind, searching instead for a new home 
  as he follows the open sea to distant lands and 
  cultures. He longs to meet someone like him-
  self, starting over in an effort to leave their past 
  behind. Any friends he makes while sailing the 
  seas earn his undying support, as he stands ready 
  to come their aid any way he can. But he’s looked 
  after himself for so long, he finds it difficult to 
  trust the motives of those around him unless 
  they’ve been through mutual struggles first.
  Advancement
  Taren advances as a gunslinger using the 
  buccaneer archetype with each new level, 
  while always increasing his skill ranks in Bluff 
  and Perception. At 2nd level, he also adds ranks 
  in Acrobatics, Climb, and Intimidate, while 
  augmenting his luck with the liquid courage 
  ability as a buccaneer. At 3rd level, he acquires 
  new deeds for gunslinger’s initiative, pirate’s 
  jargon, and utility shot. He also selects the 
  Rapid Reload feat and gains new skill ranks in 
  Acrobatics, Intimidate, and Swim. If he’s amassed 
  enough personal wealth, he seeks to upgrade 
  his pistol to a masterwork firearm, as well. At 
  4th level, Taren increases his Strength by 1 
  to increase his carrying capacity and damage 
  output in battle. He also adds Point-Blank Shot 
  as a bonus combat feat, increases his skill ranks 
  in Intimidate, Knowledge (geography), and 
  Knowledge (local), and he upgrades his armor to 
  masterwork studded leather.
  
  3838
  Roleplaying Ideas
  •	 Taren sometimes drinks away the 
  troubles of his past, leading some to 
  question his focus. Strangely enough, 
  alcohol has the opposite effect on him, 
  steeling his nerves, sharpening his aim, 
  and leaving him more emboldened than 
  ever when it comes to confrontations and 
  risky endeavors.
  •	 Tenacious agents from Taren’s homeland 
  still search for him in an effort to bring 
  him home to stand trial for his crimes, 
  but their true desire is the weapon design 
  he carries with him. These single-minded 
  bounty hunters could join forces with any 
  enemies Taren makes over the course of 
  the campaign, bringing more danger to 
  the lives of him and his friends.
  •	 Taren has an eye for the ladies, and a 
  pleasing demeanor about him which 
  more easily draws their attention. 
  Companions like Miri, Cathran, or even 
  the undine Ondirra could develop 
  romantic feelings toward him. In the 
  case of Cathran, this could also lead to a 
  jealous rivalry between Taren and Aethan.
  •	 The pistol Taren stole from his father’s 
  smithy means more to him than anything. 
  Aside from a memento of his past, he 
  also sees it—and firearms, in general—as 
  the key to making a new life for himself 
  in the Pirate Isles. He obsesses about 
  maintaining and caring for the weapon, 
  continuously experimenting with replica 
  designs and ammunition while also 
  helping train his friends and fellow crew 
  in the use of such weapons. This may lead 
  to in-game reasons for his adventuring 
  companions to take proficiency in 
  firearms as well as the Amateur 
  Gunslinger feat.
  Scaling the PC
  Under a 15-point buy, Taren reduces his Intel-
  ligence and Wisdom by 2, and Strength by 1. This 
  lowers his melee damage, Will save, and corre-
  sponding skill scores by 1. He also loses his bonus 
  language and skill rank in Craft (alchemy).
  
  39
  39
  
  4040
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a  © 2000, Wizards of the Coast, Inc.
  Nautical Heroes: Pregenerated Characters © 2014, Legendary Games; Author 
  Neil Spicer.
  System Reference Document. © 2000, Wizards of the Coast, Inc.; Authors Jonathan 
  Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave 
  Arneson.
  The Hypertext d20 SRD. © 2004, Jans W Carton.
  Mythic Monsters: Sea Monsters © 2014, Legendary Games; Authors Jason Nelson 
  and Alistair Rigg.  
  Pathfinder Chronicles Seekers of Secrets Paizo Publishing, LLC. © 2009 Paizo 
  Publishing. Authors: Tim Hitchcock, Erik Mona, Sean K Reynolds, James L. Sutter, and 
  Russ Taylor
  Pathfinder Roleplaying Game Advanced Class Guide © 2014, Paizo Inc.; Authors: 
  Dennis Baker, Ross Byers, Jesse Benner, Savannah Broadway, Jason Bulmahn, Jim 
  Groves, Tim Hitchcock, Tracy Hurley, Jonathan H. Keith, Will McCardell, Dale C. 
  McCoy, Jr., Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Sean K 
  Reynolds, Tork Shaw, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Advanced Player’s Guide. © 2010, Paizo Publishing, 
  LLC; Author: Jason Bulmahn, James Jacobs, Steve Kenson, Hal Maclean, Rob 
  McCreary, Erik Mona, Jason Nelson, Stephen Radney-MacFarland, Sean K 
  Reynolds, F. Wesley Schneider, James L. Sutter, Owen Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Advanced Race Guide © 2012, Paizo Publishing, LLC; 
  Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Adam Daigle, 
  Jim Groves, Tim Hitchcock, Hal MacLean, Jason Nelson, Stephen Radney-MacFarland, 
  Owen K.C. Stephens, Todd Stewart, and Russ Taylor.
  Pathfinder Roleplaying Game Bestiary. © 2009, Paizo Publishing, LLC; Author: Jason 
  Bulmahn, Brian Cortijo, Adam Daigle, Mike Ferguson, Joshua J. Frost, James Jacobs, 
  Rob McCreary, Erik Mona, Sean K Reynolds, F. Wesley Schneider, Lisa Stevens, James 
  L. Sutter, and Greg A. Vaughan. 
  Pathfinder Roleplaying Game Bestiary 2. © 2010, Paizo Publishing, LLC; Author: 
  Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua 
  J. Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal Maclean, 
  Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K 
  Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor, and 
  Greg A. Vaughan. 
  Pathfinder Roleplaying Game Bestiary 3. © 2011, Paizo Publishing, LLC; Author: 
  Jason Bulmahn, Jesse Benner, Adam Daigle, James Jacobs, Michael Kenway, Rob 
  McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ 
  Taylor.
  Pathfinder Roleplaying Game Bestiary 4. © 2013, Paizo Publishing, LLC; Authors: 
  Dennis Baker, Jesse Benner, Savannah Broadway, Ross Byers, Adam Daigle, Tim 
  Hitchcock, Tracy Hurley, James Jacobs, Matt James, Rob McCreary, Jason Nelson, 
  Tom Phillips, Stephen Radney-MacFarland, Sean K Reynolds, F. Wesley Schneider, 
  Tork Shaw, and Russ Taylor.
  Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; 
  Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip 
  Williams.
  Pathfinder Campaign Setting: Inner Sea Bestiary. © 2012, Paizo  Publishing, LLC; 
  Author: Jim Groves, James Jacobs, Rob McCreary, Erik Mona, Jason Nelson, Patrick 
  Renie, F. Wesley Schneider, James L. Sutter, Russ Taylor, and Greg A. Vaughan.
  Pathfinder Chronicles: Cities of Golarion. Copyright 2009, Paizo Publishing, LLC; 
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  Pathfinder Roleplaying Game Ultimate Magic © 2011, Paizo Publishing, LLC; 
  Lead Designer: Jason Bulmahn; Designers: Tim Hitchcock, Colin McComb, Rob 
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  Skull & Shackles Player’s Guide © 2012, All Rights Reserved. Paizo Publishing, 
  LLC.. 
  
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SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Legendary Games/Pirate/Nautical Heroes - Pregenerated Characters.pdf