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Shackles Pirate Crew

The fleets of ships sent by the Free Captains of the Shackles have proven invaluable to Andoran's efforts to break the Hespereth blockade, all while acting as a consistent thorn in the side of Cheliax by conducting regular raids to plunder its settlements along the southern coast. Pirate crews will sometimes get rowdy when their ship docks and start drunken bar brawls.

Recall Knowledge - Humanoid (Society): DC 22
Unspecific Lore: DC 20
Specific Lore: DC 17

Elite | Normal | Weak
Proficiency without Level

Changes from being Weak are marked in red below.
NOTE: The -2 damage penalty to non-strike offensive abilities (-4 if the ability is limited, such as spells) is NOT factored in.

Weak Shackles Pirate CrewCreature 4

Uncommon Gargantuan Human Humanoid Troop 
Source Hellfire Dispatches pg. 59
Perception +10
Languages Common, Mwangi
Skills Acrobatics +10, Athletics +11, Intimidation +10
Str +5, Dex +4, Con +2, Int +0, Wis +1, Cha +1
AC 19; Fort +8, Ref +13, Will +10
HP 60 (4 segments); Thresholds 50 (3 segments), 25 (2 segments); Weaknesses area damage 4, splash damage 4
Troop Defenses
Speed 25 feet; troop movement
Disarming Twist [one-action] Requirements The crew's previous action was a Scurvy Strike that dealt damage to at least one enemy; Effect The crew uses their weapons to knock the weapons out of their enemies' hands. The crew attempts a single Athletics check to Disarm, comparing the result to the Reflex DC of each creature that was damaged by the required Scurvy Strike. If the result is a critical failure, the crew gets a failure instead.Scurvy Strike [one-action] to [three-actions] Frequency once per round; Effect The crew strikes with belaying pins, hooks, and cutlasses at enemies in a 5-foot emanation (DC 17 basic Reflex save). The damage depends on the number of actions.
[one-action] 1d6 bludgeoning, piercing, or slashing damage
[two-actions] 2d6+4 bludgeoning, piercing, or slashing damage
[three-actions] 3d6+6 bludgeoning, piercing, or slashing damage

All Monsters in "Arch of Aroden Troops"

NameLevel
Hellknight Retrieval Unit6
Pure Legion Regiment10
Shackles Pirate Crew5

Arch of Aroden Troops

Source Hellfire Dispatches pg. 58
As a major passage of trade in and out of the Inner Sea, the strait is hotly contested during this period of strife.

No Icon Militaries At The Arch Of Aroden

Most active troops at the Arch of Aroden front are stationed in the cities of Khari and Corentyn, on either side of the Hespereth strait. The Rahadoumi forces fighting to liberate Khari from Chelaxian control include a number of Pure Legion regiments, strategically deployed to weaken the enemy by stripping them of the divine aid provided by their infernal patrons. The Order of the Chain detachments dispatched from nearby Citadel Gheradesca to aid in the defense of Corentyn regularly employ the order's elite retrieval units to neutralize and capture key enemy officers and other high-value targets. Meanwhile, gangs of pirates from the Shackles regularly inject chaos into the ongoing conflict by striking at Chelaxian supply depots along the coast, then withdrawing into the sea before military support can arrive to drive them off.

Sidebar - Related Creatures Troops At The Arch

In addition to the troops listed here, some others that might show up as enemies or allies in skirmishes include: