Pirate Officers

Armed with a rapier and wearing leather armor, this half-elf possesses an amiable demeanor and a lute at her side.
 

Pirate Officers (CR 3)

Half-elf Bard 4
Medium Humanoid (Elf, Human)
Alignment: Chaotic Neutral
Initiative: +3
Senses: Low-Light Vision; Perception +8
  Speed: 30 feet
Space: 5 feet
 

Defense

Armor Class: 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
Hit Points: 25 (4d8+4)
Saving Throws: Fort +2, Ref +7, Will +3; +2 vs. enchantments, +4 vs. bardic performance, language-dependent, and sonic
 

Offense

Melee: mwk rapier +7 (1d6/18-20)
Reach: 5 feet
Ranged: dagger +6 (1d4/19-20)
  Special Attacks: bardic performance 13 rounds/day (countersong, Distraction, fascinate, inspire competence +2, inspire courage +1)
 

Statistics

StrDexConIntWisCha
10 (+0) 16 (+3) 12 (+1) 13 (+1) 8 (-1) 16 (+3)
Base Attack Bonus: +3
CMB +6
CMD 16
  Feats: Agile Maneuvers, Skill Focus (Perform [string]), Weapon Finesse
  Skills: Acrobatics +10, Bluff +10, Diplomacy +10, Perception +8, Perform (string) +13, Profession (sailor) +6, Sense Motive +6, Use Magic Device +10 Languages: Aquan, Common, Elven
  Special Qualities: bardic knowledge +2, elf blood, versatile performance (string)

 

Special Abilities

NONE
 

Ecology

Environment: Any Oceans or Coastlines
Organization: solitary or pair
Treasure: NPC gear (+1 studded leather, masterwork rapier, dagger, potion of cure moderate wounds, potion of invisibility, lute, other treasure)

  Officers are the captain's most trusted mates, individuals who see to it that their leader's orders are obeyed and ensure the ship's safety and autonomy.
  Many officers are either bards or fighters, though any seasoned buccaneer who gains the captain's trust may take on such a role.
  Dealing directly with grievances, identifying troublemakers, meting out punishments, and advising the captain are all part of a pirate officer's daily duties.

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