Falken Drango, Daring Buccaneer
CR 10 XP: 9,600Male human fighter 2/rogue 9
CN Medium humanoid (human)
Init +2; Senses Perception +17
AC 12, touch 12, flat-footed 10 (+2 Dex)
HP 72 (9d8+2d10+11)
Fort +9, Ref +8, Will +8
Defensive Abilities bravery +1, evasion, trap sense +3, improved uncanny dodge; Will +9 vs. fear
Speed 30 ft.
Melee unarmed +11/+6 (1d3+3)
Special Attacks sneak attack +5d6, stunning fist (2/day, DC 18)
Str 16, Dex 15, Con 13, Int 14, Wis 16, Cha 20
Base Atk +8; CMB +11; CMD 23
Feats Dreadful Gaze, Great Fortitude, Improved Initiative, Improved Unarmed Strike, Iron Will, Leadership, Piratical Nerve, Seaworthy, Stunning Fist
Skills Acrobatics +13, Appraise +10, Bluff +19, Climb +14, Diplomacy +19, Disguise +19, Escape Artist +16, Intimidate +19, Perception +17, Profession (sailor) +15, Sense Motive +17, Swim +17
Languages Aquan, Common, Elven
SQ rogue talents (bleeding attack +5, ledge walker, resiliency, surprise attack), trapfinding +4
Gear Torn black leggings, leather belt, lockpick (was concealed in lining of leather belt) and masterwork manacles
Captain Bethany Razor, Hostage Taker
CR 10 XP: 9,600Female elf druid 4/rogue 7
N Medium humanoid (elf)
Init +3; Senses low–light vision; Perception +23
AC 20, touch 13, flat-footed 17 (+3 shield, +4 armor, +3 Dex)
HP 77 (4d8+7d8+18)
Fort +9, Ref +11, Will +13
Defensive Abilities evasion, resist nature’s lure, trap sense +2, uncanny dodge; Will +15 vs enchantments, +17 vs feyand plant–targeted effects ; Immune magical sleep
Speed 30 ft.
Melee +2 wounding rapier +14/+9 (1d6+2/18–20)
Ranged mwk hand crossbow +12/+7 (1d4/19-20)
Special Attacks sneak attack +4d6, wild shape 4 hours/day
Spells Prepared (CL 4th)
2nd-Barkskin, Gust of Wind, Warp Wood
1st-Charm Animal, Cure Light Wounds, Faerie Fire, Speak With Animals
0th-—Create Water, Detect Magic, Detect Poison, Know Direction
Str 10, Dex 16, Con 13, Int 15, Wis 16, Cha 20
Base Atk +8; CMB +8; CMD 21
Feats Abyssal Shinobi, Agile Maneuvers, Alertness, Combat Expertise, Iron Will, Seaworthy, Weapon Finesse, Weapon Focus (rapier)
Skills Acrobatics +17, Bluff +13, Climb +8, Diplomacy +19, Escape Artist +26, Knowledge (local) +10, Knowledge (nature) +12, Linguistics +6, Perception +23, Profession (sailor) +17, Sense Motive +5, Stealth +14, Survival +16, Swim +11
Languages Aquan, Common, Druidic, Elven, Giant, Tulita (mainland)
SQ elven magic, nature bond (animal companion), nature sense, rogue talents (fast stealth, finesse rogue, resiliency), trackless step, trapfinding +3, uncanny dodge, weapon familiarity, wild empathy +9, woodland stride
Gear boots of speed, potion of water breathing, potion of cat’s grace
Other Gear Fate’s Cruel Twist, navigator’s cap, feather tokens (2 anchor, 3 bird, 3 fan, 1 whip), +2 greater slick leather armor, +2 light wooden shield, jet black leather bodice, white laced silk blouse, knee high black leather boots, ruby ring (300 gp value, a gift from a suitor whose name she has forgotten), silver necklace with emeralds inlaid (1600 gp value, gift from Viscount Senegar Deepwarder), jeweled scabbard for her rapier (700 gp value, gift from Gregory Bonedeuce), a simple silver wedding band (her most treasured possession, worth 5 gp to anyone else).
Treasure
FATE’S CRUEL TWIST
Aura Strong evocation; CL 17th Slot none; Price 50,320 gp; Weight 2 lb.DESCRIPTION
This +2 wounding rapier also grants its possessor the supernatural ability to reroll any one die roll per day. In addition the wielder of the blade may also force one opponent within sight to reroll any one die roll once per day. In both cases, the choice to reroll must be made before the result of the first roll is announced and the second roll must be accepted even if it is less favorable than the first. Finally, this potent magical item also grants its wielder an inherent +2 luck bonus on all saving throws.
CONSTRUCTION
Requirements Craft Magic Arms and Armor, bestow curse, divine favor, mage’s sword; Cost 25,320 gp.
NAVIGATOR’S CAP
Aura moderate transmutation; CL 8th Slot head; Price 12,400 gp; Weight ½ lb.DESCRIPTION
This stylish captain’s hat grants the wearer enhanced acumen in all nautical arenas, adding +4 competence bonus on all Profession (sailor) and Survival checks at sea. It also allows the wearer to act as if they had the Helmsman feat (See Appendix) if they do not already.
CONSTRUCTION
Requirements Craft Wondrous Item, Helmsman, crafter must have 4 ranks in Profession (sailor); Cost 6,200 gp.
SARAH, BETHANY’S ANIMAL COMPANION
Female dolphinN Medium animal
Init +5; Senses blindsight 120 ft., low–light vision, Perception +10
AC 18, touch 15, flat–footed 13 (+5 Dex, +3 natural armor)
hp 26 (4d8+8)
Fort +6, Ref +9, Will +2
Defensive Abilities evasion
Spd swim 80 ft.
Melee slam +8 (1d4+3)
Abilities Str 15, Dex 20, Con 15, Int 2, Wis 12, Cha 6
Base Atk +3; CMB +8; CMD 20
Feats Agile Maneuvers, Weapon Finesse
Skills Perception +16, Swim +15
SQ hold breath, link, share spells
Hold Breath (Ex): A dolphin can hold its breath for a number of rounds equal to 6 × its Constitution score before it risks drowning.
Link (Ex): A druid can handle her animal companion as a free action, or push it as a move action, even if she does not have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Share Spells (Ex): At the druid’s option, she may have any spell (but not any spell-like ability) she casts upon herself also affect her animal companion. The animal companion must be within 5 feet of her at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 5 feet away and will not affect the animal again, even if it returns to the druid before the duration expires. Additionally, the druid may cast a spell with a target of
“You” on her animal companion (as a touch range spell) instead of on herself. A druid and her animal companion can share spells even if the spells normally do not affect creatures of the companion’s type (animal).
First Mate Korg, Minotaur Aggressor
CR 6 XP: 2,400Male minotaur expert 6
CE Large monstrous humanoid
Init +6; Senses darkvision 60 ft.; Perception +14
AC 19, touch 11, flat-footed 17 (+5 natural, -1 size, +2 Dex, +3 armor)
HP 126 (6d10+6d8+66)
Fort +9, Ref +9, Will +13
Defensive Abilities natural cunning
Speed 30 ft.
Melee mwk heavy pick +16/+11 (1d8+6/x4), gore +10 (1d6+3) or unarmed strike +15/+10 (1d4+6), gore +10 (1d6+3) or gore +15 (1d6+9)
Space 10 ft., Reach 10 ft.
Special Attacks powerful charge (gore +17, 2d6+12)
Str 23, Dex 14, Con 20, Int 8, Wis 12, Cha 8
Base Atk +10; CMB +17; CMD 29
Feats Great Fortitude, Improved Grapple, Improved Initiative, Improved Unarmed Strike, Iron Will, Power Attack
Skills Acrobatics +11, Climb +15, Fly +2, Intimidate +8, Perception +14, Profession (sailor) +10, Stealth +7, Survival +1, Swim +15
Racial Modifiers +4 Perception, +4 Survival
Languages Giant
Gear Masterwork Large heavy pick, masterwork Large studded leather armor, a shortsword (uses as his knife), and 50ft. of heavy steel cable.
Environment temperate ruins or underground
Organization solitary, pair, or gang (3-4)
Treasure standard (greataxe, other treasure)
Natural Cunning (Ex) Although minotaurs are not especially intelligent, they possess innate cunning and logical ability. This gives them immunity to maze spells and prevents them from ever becoming lost. Further, they are never caught flat-footed.
Powerful Charge (Ex) A minotaur typically begins a battle by charging at an opponent, lowering its head to bring its mighty horns into play. In addition to the normal benefits and hazards of a charge, this allows the beast to make a single gore attack with a +17 attack bonus that deals 2d6+17 points of damage.
With the body of a powerfully built man and the head of a snarling bull, this creature stomps its hooves as if preparing to charge.
Nothing holds a grudge like a minotaur.
Ghost Captain Jacob Razor
CR 14 XP: 38,400Male human ghost rogue 9/ranger 4
CE Medium undead (augmented humanoid, incorporeal)
Init +7; Senses darkvision 60 ft.; Perception +26
AC 20, touch 19, flat-footed 17 (+5 deflection, +3 Dex, +1 dodge, +1 shield)
HP 98 (4d10+9d8+36)
Fort +12, Ref +13, Will +8; +1 vs. fear
Defensive Abilities evasion, improved uncanny dodge, incorporeal traits, trap sense +3, uncanny dodge; Immune undead traits
Speed fly 30 ft. (perfect)
Melee mwk scimitar +12/+7 (1d6/15-20) or corrupting touch +13 touch (14d6, Fort DC 21 half )
Space 5 ft., Reach 5 ft.
Special Attacks corrupting gaze (DC 21), draining touch, favored enemy (pirates +2), favored terrain (at sea), frightful moan (DC 21), sneak attack +5d6
Spells Prepared (CL 1st)
1st-Entangle
Str -, Dex 17, Con -, Int 15, Wis 14, Cha 21
Base Atk +10; CMB +13; CMD 29
Feats Combat Expertise, Combat Reflexes, Dodge, Endurance, Improved Critical (scimitar), Improved Initiative, Improved Two-Weapon Fighting, Iron Will, Piratical Nerve, Power Attack, Two-Weapon Defense, Two-Weapon Fighting, Weapon Focus (scimitar)
Skills Acrobatics +19, Bluff +21, Climb +16, Diplomacy +13, Disable Device +16, Escape Artist +16, Fly +19, Intimidate +18, Knowledge (local) +15, Perception +26, Profession (sailor) +18, Sense Motive +15, Stealth +27, Swim +13
Racial Modifiers +8 Perception, +8 Stealth
Languages Aquan, Common, Elven
SQ animal companion (currently none), rogue talents (ledge walker, slow reactions, surprise attack, weapon training), track +2, trapfinding +4, wild empathy +9
Other Gear +2 speed scimitar, +3 defending dagger
Corrupting Gaze (Su) The ghost is disfigured through age or violence and has a gaze attack with a range of 30 feet that causes 2d10 damage and 1d4 Charisma damage (Fortitude save negates Charisma damage but not physical damage).
Corrupting Touch (Su) All ghosts gain this incorporeal touch attack. By passing part of its incorporeal body through a foe’s body as a standard action, the ghost deals a number of d6s equal to its CR in damage. This damage is not negative energy—it manifests in the form of physical wounds and aches from supernatural aging. Creatures immune to magical aging are immune to this damage, but otherwise the damage bypasses all forms of damage reduction. A Fortitude save halves the damage dealt.
Draining Touch (Su) The ghost died while insane or diseased. It gains a touch attack that drains 1d4 points from any one ability score it selects on a hit. On each such successful attack, the ghost heals 5 points of damage to itself. When a ghost makes a draining touch attack, it cannot use its standard ghostly touch attack.
Frightful Moan (Su) The ghost died in the throes of crippling terror. It can emit a frightful moan as a standard action. All living creatures within a 30-foot spread must succeed on a Will save or become panicked for 2d4 rounds. This is a sonic mind-affecting fear effect. A creature that successfully saves against the moan cannot be affected by the same ghost’s moan for 24 hours.
Rejuvenation (Su) In most cases, it’s difficult to destroy a ghost through simple combat: the “destroyed” spirit restores itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. The only way to permanently destroy a ghost is to determine the reason for its existence and set right whatever prevents it from resting in peace.
Captain Mercy, Slippery Scoundrel
CR 10 XP: 9,600Female human ranger 6/rogue5
N Medium humanoid (human)
Init +8; Senses Perception +14
AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)
HP 77 (6d10+5d8+22)
Fort +8, Ref +13, Will +5
Defensive Abilities evasion, rogue talent (resiliency), trap sense +1, uncanny dodge; Ref +14 vs. traps
Speed 30 ft.
Melee +2 scimitar +11/+6 (1d6+4/18–20), +1 punching dagger +11/+1 (1d4+2/x3)
Ranged +2 heavy repeating crossbow +14/+9 (1d10/19–20) or +2 heavy repeating crossbow +5 (1d10/19–20) and heavy repeating crossbow +4 (1d10/19–20)
Special Attacks favored enemy (humanoid [human] +4, magical beast +2), sneak attack +3d6, two-weapon combat style
Str 14, Dex 18, Con 15, Int 14, Wis 10, Cha 16
Base Atk +9; CMB +11; CMD 25
Feats Double Slice, Endurance, Exotic Weapon Proficiency (repeating crossbow), Improved Initiative, Improved Iron Will, Improved Two-Weapon Fighting, Iron Will, Two-Weapon Fighting, Vital Strike, Weapon Focus (repeating crossbow)
Skills Acrobatics +12, Appraise +10, Bluff +13, Climb +16, Craft (alchemy) +16, Diplomacy +11, Disable Device +12, Disguise +12, Escape Artist +12, Intimidate +17, Knowledge (local) +10, Linguistics +10, Perception +14, Perform (sing) +8, Profession (sailor) +15, Sense Motive +8, Stealth +17, Swim +16, Use Magic Device +1
Languages Common, Gnome, Halfling
Mordecai Lucien Shortstone, Woolly Loxodon
CR 10 XP: 9,600
Male loxodon illusionist 9/fighter 2LN Medium humanoid (loxodon)
Init +2; Senses Low–light vision; Perception +1
AC 19, touch 12, flat-footed 17 (+3 natural, +4 armor, +2 Dex)
HP 97 (9d6+2d10+55)
Fort +8, Ref +6, Will +7
Defensive Abilities Will +9 vs. illusions
Speed 30 ft.
Melee mwk heavy pick +9/+4 (1d6+2/x4)
Ranged +1 heavy crossbow +11/+6 (1d10+1/19-20)
Spell-Like Abilities (CL 9th) 9 rounds/day—invisibility field 7/day—blinding ray
Spells Prepared (CL 9th)
5th-Magic Jar, Nightmare (DC 21)
4th-Greater Invisibility, Phantasmal Killer (DC 20), Rainbow Pattern (DC 20), Stoneskin
3rd-Displacement, Fireball (DC 17), Invisibility Sphere, Major Image (DC 19), Slow (DC 17)
2nd-Blindness/Deafness (DC 16), Blur, Cats Grace, Flaming Sphere, Invisibility, Mirror Image
1st-Cause Fear (DC 15), Color Spray (DC 17), Grease (DC 15), Magic Missile, Obscuring Mist, Shield
0th-Acid Splash, Bleed (DC 14), Disrupt Undead, Ray of Frost (Prohibited Schools Divination, Enchantment)
Str 15, Dex 14, Con 20, Int 18, Wis 13, Cha 6
Base Atk +6; CMB +8; CMD 20
Feats Alertness (with familiar), Craft Wand, Dazzling Display, Greater Spell Focus (illusion), Scribe Scroll, Spell Focus (illusion), Weapon Finesse, Weapon Focus (heavy pick)
Skills Climb +2, Intimidate -2, Knowledge (arcana) +4, Knowledge (engineering) +4, Knowledge (geography) +4, Perception +1, Profession (sailor) +1, Sense Motive +1, Spellcraft +4, Survival +1, Swim +2
Languages Common, Gnome, Sylvan; empathic link with familiar, speak with familiar
SQ bravery +1, extended illusions, familiar (salt mephit—Mr. Ooley), share spells
Gear wand of fireball (23 charges), wand of flaming sphere (8 charges), potion of cure serious wounds
Other Gear mithril shirt, +1 heavy crossbow, masterwork heavy pick, red fez, spellbook (all spells listed plus all 1st, 2nd and 3rd level illusion spells), bright blue cape fixed with a gold hasp worth 30gp, hawker’s glove (for his familiar), 18 pp in a rather effeminate purse, ridiculously thick leather belt with skull buckle, lucky monkey’s paw
Powerful Build (Ex) You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
MR. OOLEY, FAMILIAR
Male salt mephit familiar (Pathfinder Roleplaying Game Bestiary “Mephit, Salt”)N Small outsider (earth)
Init +6; Senses darkvision 60 ft.; Perception +11
AC 22, touch 14, flat-footed 19 (+2 Dex, +1 dodge, +8 natural, +1 size)
hp 24 (9 HD); 3d10+3); fast healing 2 (only in arid environments)
Fort +7, Ref +8, Will +6
Defenses improved evasion; DR 5/magic
Speed 30 ft., fly 40 ft. (average)
Melee 2 claws +8 (1d3+1)
Special Attacks breath weapon (15-foot cone, effect based on type, Reflex DC 13 for half), deliver touch spells
Spell-Like Abilities (CL 9th) 1/hour—glitterdust (DC 16) 1/day—summon (level 2, 1 mephit of the same type 25%)
Str 13, Dex 15, Con 12, Int 10, Wis 11, Cha 14
Base Atk +6; CMB +6; CMD 18
Feats Dodge, Improved Initiative
Skills Bluff +8, Climb +3, Intimidate +10, Fly +10, Knowledge (arcana) +10, Knowledge (engineering) +10, Knowledge (geography) +10, Perception +14, Profession (sailor) +11, Spellcraft +10, Stealth +12, Survival +3, Swim +4
Languages Common, Aquan; speak with master
Captain H'Ongr Hy'Y'Yth II"s Smiles,
the Greed of the Razor Coast
CR 10 XP: 9,600Female lizardfolk fighter 6/duelist 3
N Medium humanoid (reptilian)
Init +4; Senses Perception +11
AC 29, touch 18, flat-footed 24 (+5 natural, +6 armor, +3 dodge, +4 Dex)
HP 102 (2d8+6d10+3d10+30)
Fort +12, Ref +8, Will +4
Defensive Abilities bravery +1, canny defense, improved reaction; Will +5 vs fear
Speed 30 ft., swim 15 ft.
Melee +1 trident of fish command +16/+11 (1d8+4), claw +12 (1d4+1), bite +12 (1d4+1) or claw +14 (1d4+3), bite +14 (1d4+3)
Ranged mwk javelin +16 (1d6+3)
Space 5 ft., Reach 5 ft.
Special Attacks parry, weapon training +1 (spears)
Str 16, Dex 18, Con 16, Int 14, Wis 8, Cha 10
Base Atk +10; CMB +13; CMD 30
Feats Dazzling Display, Dodge, Improved Iron Will, Iron Will, Multiattack, Shatter Defenses, Weapon Finesse, Weapon Focus (trident), Weapon Specialization (trident)
Skills Acrobatics +20, Bluff +6, Climb +9, Escape Artist +18, Intimidate +9, Perception +11, Perform (oratory) +9, Sense Motive +5, Swim +12
Racial Modifiers +4 Acrobatics
Languages Common, Draconic
SQ armor training 1, enhanced mobility, hold breath
Gear 3 potions of cure serious wounds, potion of blur
Other Gear +2 chain shirt, +1 trident of fish command, 4 masterwork javelins, platinum jaw ring worth 300 gp, broad-brimmed hat set with a shark tooth set in a silver mounting worth 125 gp
Environment temperate swamps
Organization solitary, pair, band (3-12), or tribe (13-60)
Treasure NPC gear (heavy wooden shield, morningstar, 3 javelins)
Hold Breath (Ex) A lizardfolk can hold its breath for a number of rounds equal to 4 times its Constitution score before it risks drowning.
This reptilian humanoid has green scales, a short and toothy snout, and a thick alligator-like tail.
Minotaur Captain Zotai Sarangay
Male minotaur corsair * 7
LE Large monstrous humanoid
Init +4; Senses darkvision 60 ft.; Perception +17
AC 16, touch 11, flat-footed 14 (+5 natural, -1 size, +2 dodge)
HP 105 (6d10+7d10+33)
Fort +11, Ref +10, Will +8
Defensive Abilities natural cunning, canny defense, uncanny dodge
Speed 30 ft.
Melee +2 tempest greataxe +19/14/9 (3d6+6/x3), +1 windblast greataxe +18/13/8 (3d6+6/x3), and gore +11 (1d6+2)
Space 10 ft., Reach 10 ft.
Special Attacks corsair’s luck 2/day (+3), dirty fighting +2d4, powerful charge (gore +18, 2d8+6)
Str 19, Dex 10, Con 15, Int 15, Wis 13, Cha 14
Base Atk +13; CMB +18; CMD 30
Feats Athletic, Brilliant Tactician, Cleave, Combat Expertise, Great Fortitude, Improved Bull Rush, Improved Initiative, Overpowering Attack, Power Attack, Rope Monkey, Sea Legs
Skills Acrobatics +4, Climb +10, Intimidate +11, Perception +17, Profession (sailor) +8, Stealth +8, Survival +16, Swim +10
Racial Modifiers +4 Perception, +4 Survival
Languages Common, Giant, Goblin, Naval Code, Orc, Elven
Gear +2 tempest greataxe, +1 windblast greataxe
Environment temperate ruins or underground
Organization solitary, pair, or gang (3-4)
Treasure NEW MAGIC WEAPON SPECIAL ABILITIES
Tempest: On a critical hit with a tempest weapon, a storm cloud forms above the target. It follows the target, even indoors, underground, or below decks on a ship, dumping 16 gallons of rain water every round. Cargo ships can withstand this much water for hours or even a few days, but few captains would risk their ship for one crewman. The cloud is permanent, removable only by a remove curse or the death of the cursed person.
As a magic weapon that bestows a curse, a tempest weapon shows signs of its debilitating ability: metal weapons rust, wooden weapons are moist to the touch, and ranged weapons leave a mist trail.
Moderate evocation; CL 8th; Craft Magic Arms and Armor, bestow curse, create water; Price +3 bonus.
Windblast: On a critical hit with a windblast weapon, a concentrated gale bursts from the weapon, pushing a Medium or smaller target back 1d6x5 feet.
Moderate evocation; CL 7th; Craft Magic Arms and Armor, gust of wind; Price +1 bonus.
Natural Cunning (Ex) Sarangay’s innate cunning and logical ability makes him immune to maze spells and prevents him from ever becoming lost. Further, he’s never caught flat-footed.
Brilliant tactician (Ex) As a full-round action, Captain Sarangay can select one ally within 30 feet. That ally gains a +2 insight bonus to his AC or on his next attack roll. This bonus lasts until the start of Sarangay’s next turn. Once he uses this feat, he must wait 5 rounds before using it again.
Canny Defense (Ex) Sarangay adds his Charisma bonus as a dodge bonus to his AC. He loses this bonus if he wears medium or heavy armor or carries a heavy load.
Corsair's Luck (Ex) 2/day Twice per day Sarangay can add half his class level as an insight bonus to any attack roll, ability, skill check, or saving throw. He must declare use of this ability before knowing the success or failure of the roll.
Dirty Fighting (Ex) Sarangay’s attacks deal +2d4 extra damage any time his target is denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not) or when he flanks his target. If he scores a critical hit with dirty fighting, this extra damage is not multiplied. Ranged attacks count as dirty fighting only within 30 feet. With an unarmed strike, Sarangay can use dirty fighting to deal nonlethal damage instead of lethal damage. He can use any weapon to deal nonlethal damage with dirty fighting by taking a –4 penalty to the attack roll. Sarangay must see his target well enough to pick out a vital spot and must be able to reach such a spot. He cannot use dirty fighting while striking a concealed creature or striking the limbs of a creature whose vitals are beyond reach. Extra damage from dirty fighting stacks with similar types of extra damage including sneak attack damage.
Overpowering Attack (Ex) Whenever Sarangay attacks an opponent who used the Combat Expertise or Superior Expertise feats, who is fighting defensively, or who took the total defense action, he gains a +4 circumstance bonus on his attack rolls.
Rope Monkey (Ex) Opponents gain no special benefit for attacking Sarangay while he’s climbing, even if they have higher ground. And if he takes damage from an attacker while climbing and his Climb check exceeds the DC by 5, he gains a +1 circumstance bonus on his attack rolls against the target that attacked him until the end of his next turn.
Sea Legs (Ex) Sarangay is never considered flat-footed when using Acrobatics to move across narrow surfaces or uneven ground. In addition, when he succeeds at an Acrobatics check to move across a precarious surface, he may move at full speed. Finally, if he takes damage from an attacker during such movement and his Acrobatics check exceeds the DC by 5, he gains a +1 circumstance bonus on his attack rolls against the target that attacked him until the end of his next turn