SFS Standard Free Captain Knave Creature 1

The Free Captains aren't picky employers and will take almost anyone they believe capable of following the Pirate Code. Most Free Captain ships carry a handful of fresh recruits each trip, some of whom will actually return for a second voyage. While usually relegated to the most demeaning and mundane jobs on board, these sailors take every opportunity to prove themselves to the rest of the crew once combat starts.

Elite Weak Free Captain Knave Creature 1

Recall Knowledge DC 13 15 16 •
Humanoid (Society)
Perception +4
Languages Common
Skills Acrobatics +5, Athletics +6, Deception +5, Intimidation +5
Str +2 Dex +3 Con +2 Int +0 Wis +1 Cha +1

AC 17
Fort +7
Ref +8
Will +4
HP 20
Free Swing [reaction] Trigger A creature within melee reach is hit by a ranged weapon or rolls a failure or critical failure against an area attack; Effect The Free Captain knave makes a melee Strike against the triggering creature.

Speed 25 feet
Melee [one-action] baton +6 (analogfinessenonlethalparry), Damage 1d6+2 bludgeoning
Ranged [one-action] laser pistol +6 (expend 2mag 10range increment 40 feetreload 1tech), Damage 1d6 fire
Blow the Man Down A Free Captain knave's melee attacks gain the trip trait and Knockdown ability against off-guard creatures.
Capitalize on Fear Any creature that has the frightened condition is off-guard against the Free Captain knave's attacks.

All Creatures in "Free Captains"

Free Captains

The Free Captains have been a scourge of interstellar shipping across the Pact Worlds for generations, but since the adoption of Drift Lanes, the outlaws have expanded their reach and scale by targeting ships across the galaxy using the new standardized interstellar shipping routes.