Captain Fraez

Level 6
Creature· elfUniqueMediumRemaster
AC 23
HP 90
Speed 30 ft.
Fort +12
Ref +12
Will +14
Perc +12
Size Medium
Unique
Languages common, azlanti, elven
Senses low-light-vision
Skills intimidation +13, athletics +12, diplomacy +11, acrobatics +10, survival +10
Recall Knowledge society DC 32

Attacks

Melee Rapier +17/+12/+7(deadly d8, disarm, magical)
Damage: 1d6+10 piercing
Melee Main-Gauche +16/+12/+8(agile, disarm, parry, versatile S)
Damage: 1d4+10 piercing
Melee Fist +16/+12/+8(agile, nonlethal, unarmed)
Damage: 1d4+10 bludgeoning
Ranged Hand Crossbow +14/+9/+4 (range 60 ft.)(reload 1 ft.)
Damage: 1d6+6 piercing

Abilities

Braverydefensive

When Captain Fraez rolls a success on a Will save against a fear effect, they get a critical success instead. In addition, anytime they gain the Frightened condition, reduce its value by 1.

Dual Disarm◆◆offensive

The captain makes two Strikes, one with their rapier and one with their main-gauche (in either order). If both Strikes hit, the ship captain can attempt to Disarm the target. Their multiple attack penalty increases only after all the attacks are made.

No Quarter!offensive(auditory, concentrate, emotion, linguistic, mental)

The captain orders their shipmates to fight without mercy. All allied creatures of equal or lower level within 20 feet of the ship captain gain a+1 status bonus to attack rolls and damage rolls until the end of the ship captain's next turn. Effect: No Quarter!

Description

The captain is the ultimate authority on a vessel, responsible for the livelihood and well-being of everyone on the ship.


Adventurers may need passage on a swift vessel, or they might face danger from raiders at sea or in coastal settlements.