Pirate Captain
This confident-looking bearded man is dressed in rich and flamboyant clothing, an ornate, sheathed rapier at his side.
Defense
AC: 17, touch 12, flat-footed 15 (+5 armor, +1 Dex, +1 dodge)
HP: 41 (6 HD; 5d10+1d8+5)
Fort: +6 Ref: +4 Will: +0, +1 vs. fear
Defensive Abilities: bravery +1
Offense
Speed: 30 ft.
Melee: +1 rapier +10 (1d6+6/18–20)
Ranged: mwk light crossbow +7 (1d8/19–20)
Special Attacks: weapon training (light blades +1), sneak attack +1d6
Statistics
Str: 15 Dex: 13 Con: 10 Int: 13 Wis: 8 Cha: 16
Base Atk: +5 CMB: +7 CMD: 19
Feats: Combat Reflexes, Dodge, Great Fortitude, Improved Initiative, Power Attack, Weapon Focus (rapier), Weapon Specialization (rapier)
Skills: Acrobatics +9, Bluff +11, Diplomacy +11, Intimidate +11, Profession (sailor) +7, Swim +10
SQ: armor training 1, trapfinding +1
Languages: Common, Polyglot
Ecology
Environment: any oceans or coastlines
Organization: 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]
Description
Human fighter 5/rogue 1
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.
Source: Isles of the Shackles, p. 57
