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- {
- "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": "<title level=\"1\" pfs=\"Limited\">[Harbormaster](/NPCs.aspx?ID=919)</title>\r\n\r\n<row gap=\"medium\">\r\n\r\n<column gap=\"medium\" flex=\"1 1 400px\">\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<column gap=\"tiny\">\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</column>\r\n\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n<image src=\"/images/NPCs/Magistrate_Harbormaster.png\" />\r\n</column>\r\n\r\n</row>\r\n\r\n<title level=\"2\" right=\"Creature 3\">[Harbormaster](/NPCs.aspx?ID=919)</title>\r\n\r\n<traits>\r\n<trait label=\"N\" url=\"/Rules.aspx?ID=95\" />\r\n<trait label=\"Medium\" />\r\n<trait label=\"Human\" url=\"/Traits.aspx?ID=90\" />\r\n<trait label=\"Humanoid\" url=\"/Traits.aspx?ID=91\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 225</row>\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<row gap=\"medium\">\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</row>\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</column>\r\n\r\n---\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"medium\">\r\n**AC** 17 \r\n\r\n**Fort** +8 \r\n\r\n**Ref** +9 \r\n\r\n**Will** +8 \n\n</row>\r\n\r\n**HP** 46\n\n</column>\r\n\r\n---\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Speed** 25 feet\r\n\r\n**Melee**\r\n<actions string=\"Single Action\" />\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<actions string=\"Single Action\" />\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</column>\n\n<document level=\"2\" id=\"creature-family-189\" />",
- "name": "Harbormaster",
- "npc": true,
- "perception": 6,
- "pfs": "Limited",
- "rarity": "common",
- "reflex_save": 9,
- "release_date": "2020-02-26",
- "resistance": {},
- "search_markdown": "<traits>\r\n<trait label=\"Human\" url=\"/Traits.aspx?ID=90\" />\r\n<trait label=\"Humanoid\" url=\"/Traits.aspx?ID=91\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 225</row>\r\n\r\n**Creature Family** [Magistrates](/MonsterFamilies.aspx?ID=189)\r\n\r\n<row gap=\"medium\">\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</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\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</summary>",
- "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": "<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 225</row>",
- "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
- }
|