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First Mate

Get off yer bums and get t'swabbin' mateys!
— One-Eyed Beatrice, First Mate of the Gallant Ghoul
  Above all, the first mate’s job is to keep morale high. First mates provide supervision, discipline, and encouragement. Like the captain, a first mate benefits from high Charisma with proficiency in Intimidation and Persuasion.
Role Proficiency: The first mate can add its proficiency bonus whenever it makes a skill check to enact discipline, push the crew to excel, or boost the crew’s morale. If the first mate is already proficient in the requisite skill to make the check, their proficiency bonus is doubled for that check. The check cannot benefit from more than one feature (such as Expertise) that doubles the proficiency bonus.  
Character Level Role Feature
1st Morale Booster, Do As I Say
5th Whip 'Em Into Shape, Show 'Em How It's Done
11th Inspiring Leader, Improved Morale Booster
17th Give 'Em All Ya Got!, Improved Logistics
  Morale Booster: Starting when you choose this role at tier 1, you can spend 1 hour performing a special ritual to boost the crew's morale. At the end of the hour, roll a 1d4. The crew's morale increases by that amount. Once you use this feature, you can't use it again for 7 days.
Do As I Say: Also at tier 1, whenever an airship downtime task requires a Charisma skill check, you can substitute your own check in place of an NPC even if you aren't present. Once you use this feature, you can't use it again for 7 days.
Whip 'Em Into Shape: At tier 2, ships on which you are attuned to can reroll ability checks to prevent a mutiny. You must keep the new roll, even if it's lower. Once you use this feature, you can't use it again for 7 days.
Show 'Em How It's Done: Also at tier 2, when you participate in an airship downtime task with the ship's crew, you can add your Charisma modifier to one ability check made to accomplish the task.
Inspiring Leader: Once you reach tier 3 with this role, the gold cost needed to train the crew with the Training airship downtime activity is cut in half.
Improved Morale Booster: At tier 3, when you use the Morale Booster feature, you can roll a 1d6 instead of a 1d4 to boost the crew's morale.
Give 'Em All Ya Got!: Starting at tier 4, whenever you are assigned to a weapon on a ship on which you are attuned to, the weapon onto which you are assigned adds your Charisma modifier to its attack and damage rolls.
Improved Logistics: Also at tier 4, you can use your action to temporarily boost the crew's performance on a ship that you are attuned to. The ship can take one extra ship's action on its next turn. Once you use this feature, you can't use it again for 24 hours.

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