Castaway

Level 5
Creature· humanMediumRemaster
AC 21
HP 80
Speed 30 ft.
Fort +14
Ref +13
Will +11
Perc +13
Size Medium
Common
Languages common
Skills survival +15, athletics +13, crafting +12, nature +11, stealth +11
Recall Knowledge society DC 20

Attacks

Melee Hatchet +15/+11/+7(agile, sweep)
Damage: 1d6+7 slashing
Melee Fist +15/+11/+7(agile, finesse, nonlethal, unarmed)
Damage: 1d4+7 bludgeoning
Ranged Blowgun +15/+11/+7 (range 20 ft.)(agile, nonlethal, reload 1 ft.)
Damage: 1 piercing + 2d6 poison + 1d6 persistent poison

Abilities

Skittishdefensive

Trigger The castaway takes damage from a Strike Effect The castaway Steps away from the source of the Strike.

Cockamamie Rant◆◆offensive(auditory, concentrate, linguistic, mental)

The castaway launches into a nonsensical verbal stream of consciousness. Creatures in a 30-foot emanation must succeed at a DC 19 will save or be Confused for 1 round. Once a creature has succeeded at a save against the castaway's Cockamamie Rant, they are immune to its effects for 24 hours.

Snare Master◆◆◆offensive(manipulate, trap)

Frequency five times per day Effect By scrounging local materials, the castaway constructs a simple but effective deadfall without expending resources. Treat this as a snare with a DC 19 perception check to spot, and a DC 23 thievery check to disable. It occupies a single 5-foot square and lasts 24 hours before falling apart. The first creature that enters the space takes 6d6 bludgeoning damage (DC 22 reflex save).

Sneak Attackoffensive

The castaways deals 1d6 extra precision damage to Off-Guard creatures.

Description

Be it the result of shipwreck, forcible marooning, or personal choice, surviving alone on an island long enough tends to weed out the weak of body and mind. Lack of social interaction tends to breed belligerence towards outsiders, but hostilities are not a certainty.


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