Three flows are important to any port: the seaward and coastal flows, marked by the rise and fall of the tides, and the trade flow. A harbormaster is expected to know the former two reflexively and encourage the latter while knowing jurisdictional rules of law. Often old hands of the sea, harbormasters find themselves anchored to a port by commitment, conflict, or reputation.
Recall Knowledge - Humanoid (Society): DC 18
Unspecific Lore: DC 16
Specific Lore: DC 13
Harbormaster, Magistrate 3
Source Gamemastery Guide pg. 225
Perception +6;
Languages Common
Skills Acrobatics +9, Athletics +9, Diplomacy +5, Fishing Lore +8, Intimidation +5, Sailing Lore +10
Str +4, Dex +2, Con +2, Int +2, Wis +1, Cha +0
Steady Balance Whenever the harbormaster rolls a success on a check to Balance, they get a critical success instead. They're not flat-footed while Balancing on narrow surfaces and uneven ground. They can attempt an Acrobatics check instead of a Reflex save to Grab an Edge.
Items fishing tackle, hatchet (2), ledger, manacles, spyglass
AC 17; Fort +8, Ref +9, Will +8
HP 46
Speed 25 feet,
Melee hatchet +13 [+9/+5] (agile, sweep), Damage 1d6+7 slashing
Ranged hatchet +11 [+7/+3] (agile, sweep, thrown 10 feet), Damage 1d6+7 slashing
Experienced Hand The harbormaster has endured their share of adverse conditions at sea. Any creature that's in adverse weather or aboard a vessel on rough water is flat-footed to the harbormaster.
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