Pirate Captains
This confident-looking bearded man is dressed in rich and flamboyant clothing, an ornate, sheathed rapier at his side.
Pirate Captains (CR 5)
Human Fighter 5/Rogue 1Medium Humanoid (Human)
Alignment: Chaotic Neutral
Initiative: +5
Senses: Perception -1
Speed: 30 feet
Space: 5 feet
Defense
Armor Class: 17, touch 12, flat-footed 15 (+5 armor, +1 Dex, +1 dodge)Hit Points: 41 (6 HD; 5d10+1d8+5)
Saving Throws: Fort +6, Ref +4, Will +0; +1 vs. fear
bravery +1
Offense
Melee: +1 rapier +10 (1d6+6/18-20)Reach: 5 feet
Ranged: mwk light crossbow +7 (1d8/19-20)
Special Attacks: weapon training (light blades +1), sneak attack +1d6
Statistics
Str | Dex | Con | Int | Wis | Cha |
---|---|---|---|---|---|
15 (+2) | 13 (+1) | 10 (+0) | 13 (+1) | 8 (-1) | 16 (+3) |
CMB +7
CMD 19
Feats: Combat Reflexes, Dodge, Great Fortitude, Improved Initiative, Weapon Focus (Rapier), Weapon Specialization (Rapier)
Skills: Acrobatics +9, Bluff +11, Diplomacy +11, Intimidate +11, Profession (sailor) +7, Swim +10
Languages: Common, Polyglot
Special Qualities: armor training 1, trapfinding +1
Special Abilities
NONEEcology
Environment: Any Oceans or CoastlinesOrganization: solitary or crew (1 plus 2-4 officers and 10+ sailors)
Treasure: NPC gear (+1 chain shirt, +1 rapier, masterwork light crossbow with 20 bolts, potions of cure moderate wounds [2], other treasure)
In addition to being a sailor of consummate ability and a cunning strategist, a successful captain of a pirate ship must possess a number of skills that enable him to lead a crew of independent-minded ruffians who don't relish taking anyone's orders. A judicious application of diplomacy, intimidation, charm, and inducement is necessary to maintain one's position as captain, and while most pirate captains are elected by their crews, they are just as easily unelected, either by vote or a well-placed blade.
Pirate captains are typically both fighters and rogues, as the occupation necessitates a strong arm as well as a firm grasp over various skills. Clerics also make for potent leaders, their ability to confront various perils emboldened by their comprehension of divine powers as well as magical anomalies.
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