{ "ac": 17, "alignment": "N", "breadcrumbs_spa": [], "category": "creature", "charisma": 0, "constitution": 2, "creature_ability": [ "Steady Balance", "Experienced Hand" ], "creature_family": "Magistrates", "creature_family_markdown": "[Magistrates](/MonsterFamilies.aspx?ID=189)", "dexterity": 2, "exclude_from_search": false, "fortitude_save": 8, "hp": 46, "hp_raw": "46", "id": "creature-919", "image": [ "/Images/NPCs/Magistrate_Harbormaster.png" ], "intelligence": 2, "language": [ "Common" ], "language_markdown": "[Common](/Languages.aspx?ID=1)", "level": 3, "markdown": "[Harbormaster](/NPCs.aspx?ID=919)\r\n\r\n\r\n\r\n\r\n\r\nThere are three flows important to any port: the seaward and coastal flows, marked by the rise and fall of the tides, and the flow of trade. 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.\r\n\r\n\r\n**[Recall Knowledge - Humanoid](/Rules.aspx?ID=563)**\r\n([Society](/Skills.aspx?ID=14)): DC 18\r\n\r\n**[Unspecific Lore](/Rules.aspx?ID=563)**: DC 16\r\n\r\n**[Specific Lore](/Rules.aspx?ID=563)**: DC 13\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n[Harbormaster](/NPCs.aspx?ID=919)\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 225\n\n**Perception** +6\r\n\r\n**Languages**\r\n[Common](/Languages.aspx?ID=1)\r\n\r\n**Skills**\r\n[Acrobatics](/Skills.aspx?ID=1) +9, [Athletics](/Skills.aspx?ID=3) +9, [Diplomacy](/Skills.aspx?ID=6) +5, [Fishing Lore](/Skills.aspx?ID=8) +8, [Intimidation](/Skills.aspx?ID=7) +5, [Sailing Lore](/Skills.aspx?ID=8) +10\r\n\r\n\r\n**Str** +4\r\n\r\n**Dex** +2\r\n\r\n**Con** +2\r\n\r\n**Int** +2\r\n\r\n**Wis** +1\r\n\r\n**Cha** +0\r\n\r\n\r\n**Steady Balance** Whenever the harbormaster rolls a success on a check to [Balance](/Actions.aspx?ID=28), they get a critical success instead. They're not [flat-footed](/Conditions.aspx?ID=16) while Balancing on narrow surfaces and uneven ground. They can attempt an [Acrobatics](/Skills.aspx?ID=1) check instead of a Reflex save to [Grab an Edge](/Actions.aspx?ID=95).\r\n\r\n**Items**\r\n[Fishing Tackle](/Equipment.aspx?ID=20), [Hatchet](/Weapons.aspx?ID=27) (2), ledger, [Manacles](/Equipment.aspx?ID=32), [Spyglass](/Equipment.aspx?ID=54)\r\n\r\n\r\n\r\n---\r\n\r\n\r\n\r\n\r\n**AC** 17 \r\n\r\n**Fort** +8 \r\n\r\n**Ref** +9 \r\n\r\n**Will** +8 \n\n\r\n\r\n**HP** 46\n\n\r\n\r\n---\r\n\r\n\r\n\r\n**Speed** 25 feet\r\n\r\n**Melee**\r\n\r\nhatchet +13 ([Agile](/Traits.aspx?ID=170), [Sweep](/Traits.aspx?ID=194)),\r\n**Damage** 1d6+7 slashing\r\n\r\n**Ranged**\r\n\r\nhatchet +11 ([Agile](/Traits.aspx?ID=170), [Sweep](/Traits.aspx?ID=194), [thrown 10 feet](/Traits.aspx?ID=195)),\r\n**Damage** 1d6+7 slashing\n\n**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](/Conditions.aspx?ID=16) to the harbormaster.\r\n\r\n\n\n", "name": "Harbormaster", "npc": true, "perception": 6, "pfs": "Limited", "rarity": "common", "reflex_save": 9, "release_date": "2020-02-26", "resistance": {}, "search_markdown": "\r\n\r\n\r\n\r\n\r\n\r\n**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 225\r\n\r\n**Creature Family** [Magistrates](/MonsterFamilies.aspx?ID=189)\r\n\r\n\r\n**HP** 46\r\n\r\n**AC** 17\r\n\r\n**Fort** +8\r\n\r\n**Ref** +9\r\n\r\n**Will** +8\r\n\r\n**Perception** +6\r\n\r\n\r\n\r\n---\r\n\r\n\r\nThere are three flows important to any port: the seaward and coastal flows, marked by the rise and fall of the tides, and the flow of trade. A …\r\n", "size": [ "Medium" ], "skill": [ "Acrobatics +9", "Athletics +9", "Diplomacy +5", "Fishing Lore +8", "Intimidation +5", "Sailing Lore +10" ], "skill_markdown": "[Acrobatics](/Skills.aspx?ID=1) +9, [Athletics](/Skills.aspx?ID=3) +9, [Diplomacy](/Skills.aspx?ID=6) +5, [Fishing Lore](/Skills.aspx?ID=8) +8, [Intimidation](/Skills.aspx?ID=7) +5, [Sailing Lore](/Skills.aspx?ID=8) +10", "source": [ "Gamemastery Guide" ], "source_raw": [ "Gamemastery Guide pg. 225" ], "source_category": "Rulebooks", "source_markdown": "[Gamemastery Guide](/Sources.aspx?ID=22) pg. 225", "speed": { "land": 25, "max": 25 }, "speed_markdown": "25 feet", "speed_raw": "25 feet", "spell_markdown": "", "strength": 4, "strongest_save": [ "ref", "reflex" ], "summary": "There are three flows important to any port: the seaward and coastal flows, marked by the rise and fall of the tides, and the flow of trade. A …", "summary_markdown": "There are three flows important to any port: the seaward and coastal flows, marked by the rise and fall of the tides, and the flow of trade. A …", "text": " Harbormaster There are three flows important to any port: the seaward and coastal flows, marked by the rise and fall of the tides, and the flow of trade. 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 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 Single Action hatchet +13 (Agile, Sweep), Damage 1d6+7 slashing Ranged Single Action hatchet +11 (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. ", "trait": [ "Human", "Humanoid", "N", "Medium" ], "trait_markdown": "[Human](/Traits.aspx?ID=90), [Humanoid](/Traits.aspx?ID=91)", "trait_raw": [ "Human", "Humanoid" ], "type": "Creature", "url": "/NPCs.aspx?ID=919", "weakest_save": [ "fort", "fortitude", "will" ], "weakness": {}, "will_save": 8, "wisdom": 1 }