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Iron Ring PirateCreature 1


UncommonLEMediumGoblinHumanoid
Source Pathfinder Society Scenario #3-08: Foundation's Price
Perception +5 (darkvision)
Languages Common, Goblin
Skills Acrobatics +6, Athletics +7, Deception +5, Intimidation +5, Lore +7
Str +2, Dex +3, Con +1, Int +0, Wis +2, Cha +2

AC 16; Fort +6; Reflex +7; Will +5;
HP 21
Speed 25 feet

Scimitar One Action +8 (+3, -2) to hit (forceful, sweep) 1d6+2 Slashing
Dagger One Action +9 (+5, +1) to hit (agile, versatile s) 1d4+2 Piercing
Dagger One Action +9 (+5, +1) to hit (agile, thrown 10, versatile s) 1d4+2 Piercing

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Attack of Opportunity Reaction

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.

Bravery

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

Boarding Action Two Actions

The pirate swings on a rope or Strides, moving up to double their Speed. If the pirate boarded or disembarked a boat during this movement, they can make a melee Strike at the end of their movement that deals one extra damage die on a hit.



Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Goblin

A creature with this trait can come from multiple tribes of creatures, including goblins, hobgoblins, and bugbears. Goblins tend to have darkvision. An ability with this trait can be used or chosen only by goblins. A weapon with this trait is created and used by goblins.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.