Pathfinder Venture-Captain

Pathfinder Venture-Captain Creature 11

NG Medium Human Humanoid

Perception +20

Languages Common, Dwarf

Skills Alcohol Lore +20, Bardic Lore +16, Diplomacy +21, Occultism +16, Performance +19

Str +5, Dex +1, Con +3, Int +1, Wis +2, Cha +4

Items +1 striking composite longbow, +1 half plate, minor sturdy shield (Hardness 8, HP 64, BT 32), +1 striking warhammer, wayfinder


AC 32 (34 with shield raised); Fort +22 (successes are instead critical successes), Ref +18, Will +19

HP 195 Unshakable Anytime the venture-captain gains the frightened condition, reduce its value by 1.

Attack of Opportunity [reaction]

Shield Block [reaction]


Speed 20 feet

Melee [one-action] warhammer +24 (magical, shove), Damage 2d8+11 bludgeoning

Ranged [one-action] composite longbow +20 (deadly 1d10, magical, range increment 100 feet, volley 30 feet), Damage 2d8+8 piercing

Occult Spontaneous Spells DC 27; Cantrips (3rd) detect magic, inspire competence, inspire courage, read aura

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

Paragon’s Guard [one-action] (stance) While the venture-captain is in this stance and wielding a shield, their shield is always raised.

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

Section 15: Copyright Notice
Pathfinder Lost Omens World Guide (Second Edition) © 2019, Paizo Inc.; Authors: Tanya DePass, James Jacobs, Lyz Liddell, Ron Lundeen, Liane Merciel, Erik Mona, Mark Seifter, James L. Sutter.