Pathfinder Venture-Captain

Level 11
Creature· goodMediumLegacy
AC 32
HP 195
Speed 20 ft.
Fort +22
Ref +18
Will +19
Perc +20
Size Medium
Common
Spells
Occult Spontaneous Spells (DC 27, attack +19)
Languages common, dwarven
Skills diplomacy +21, performance +19, occultism +16
Recall Knowledge society DC 28

Attacks

Melee Warhammer +24/+19/+14(magical, shove)
Damage: 2d8+11 bludgeoning
Ranged Composite Longbow +20/+15/+10 (range 100 ft.)(deadly d10, magical, propulsive, reload 0 ft., volley 30 ft.)
Damage: 2d8+8 piercing

Abilities

Attack of Opportunitydefensive

Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.

Fortitude Savesdefensive

Successes are considered Critical Successes

Shield Blockdefensive

Trigger The monster has its shield raised and takes damage from a physical attack. Effect The monster snaps its shield into place to deflect a blow. The shield prevents the monster from taking an amount of damage up to the shield's Hardness. The monster and the shield each take any remaining damage, possibly breaking or destroying the shield.

Unshakabledefensive

Anytime the venture-captain gains the Frightened condition, reduce its value by 1.

Bardic Loreoffensive

The venture-captain can Recall Knowledge on any topic using their Bardic Lore skill.

Paragon's Guardoffensive(stance)

While the venture-captain is in this stance and wielding a shield, their shield is always raised.

Weapon Mastery (Hammer)offensive

The venture-captain has spent hours training with the hammer. They gain access to the critical specialization effect of all simple and martial hammers.

Description

The barnacle-crusted armor of this dwarf hints at a thousand exciting tales.

The venture-captains of the Pathfinder Society rose through the ranks of the organization by following a unique path. An individual venture-captain has overcome numerous challenges, and each has countless stories to tell-and the scars to go with them. Each venture-captain maintains a lodge somewhere in the Inner Sea, where Pathfinder agents can rest, share stories, and set out on new missions. The venture-captain assigns these missions themselves, and they can draw on the significant resources of the Pathfinder Society-as well as any local allies they have-to ensure the missions' success.

This venture-captain operates a lodge that also serves as a tavern. His interest in epic tales led him to join the Society, and he gladly shares these stories with interested parties. Opportunistic field agents can gain the venture-captain's favor by recovering unique and valuable liquors. The venture-captain hopes to one day publish a Pathfinder Chronicle of his own.


The Pathfinder Society is a large and influential organization seeking to learn and share their knowledge to others, and its members can be found even in the least likely of places. PCs who are members of the Pathfinder Society might accompany a Pathfinder field agent or get news and assignments from a Pathfinder venture-captain.

Traits