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SHIP CAPTAIN

Many creatures may command ships, but a true ship captain is something else entirely. These are the veterans of a hundred voyages and a thousand dangers, who are far more at home on a ship deck than they ever could be at home. A ship captain is a beacon of hope for his crew, and his presence alone seems to push his ship to unfathomable heights.

Requirements

To qualify to become a ship captain, a character must fulfill all the following criteria:

Skills: At least 5 ranks in three of the following skills: Athletics, Heal, Profession (sailor), Profession (soldier), and Survival

Hit Die: d10

Class Skills: The ship captain’s class skills are Acrobatics (Dex), Athletics (Str), Heal (Wis), Influence (Cha), Knowledge (civilization) (Int), Knowledge (nature) (Int), Profession (Wis), and Survival (Wis).

Skill Ranks per Level: 6 + Int modifier

Table: The Ship Captain

CLASS FEATURES

The following are the class features of the ship captain:

 

Combat Training:

A ship captain may combine combat spheres and talents to create powerful martial techniques. Ship captains are considered Expert combatants and use Wisdom as their practitioner modifier.

 

Air of Command:

A ship captain gains a bonus equal to his ship captain level to all Charisma-based skill checks made aboard any vessel of which he is the currently acting captain, as well as to any morale checks he makes.

 

Siege Engineer:

The ship captain gains the Siege Engineer feat, whether or not he meets the prerequisites. If the ship captain already possesses the Siege Engineer feat or the Exotic Weapon Proficiency feat for any siege engine, he may immediately retrain them.

 

Veteran Sailor:

A ship captain gains a bonus equal to his class level to Athletics, Heal, Profession (sailor), Profession (soldier), and Survival

 

Navigate Maelstrom (Su):

At 2nd level, a ship captain treats all storms as if they were one category less severe for purposes of sailing and navigation.

 

Aura of Command:

Beginning at 3rd level, all allies within 60 feet of the ship captain or within a vessel he commands (including the ship captain himself) receives a +2 morale bonus on saving throws against charm and compulsion spells and effects.

 

Grapple Ship (Su):

At 4th level, a ship captain gains the ability to stop another ship dead in the water for a short time. To use this ability, the ship captain must hurl a grappling hook at the target ship. The captain is proficient with the grappling hook, and he throws it with a 20-foot range increment. If the ship captain hits the target ship, he then makes an opposed Strength check. He gains a +1 bonus on his check for every crewmate who also grapples the enemy ship, although crewmates are considered non-proficient with grappling hooks and throw them with 10-foot range increments. For every point by which the ship captain exceeds the ship’s Strength check, he halts its progress for 1 round.

Master Commander:

At 5th level, the ship captain can spend a standard action to rally his crew, granting all allies within 60 feet an additional saving throw against any one spell or effect that is targeting them. This save is made at the original DC. Spells and effects that do not allow saving throws are unaffected by this ability. An ally cannot benefit from this ability more than once per day.

Shipmind (Su):

At 5th level, a ship captain can, once per day as a standard action, control his ship with a thought. The captain must be on the deck of the ship he wishes to control and he must be conscious. Once the ship captain activates his shipmind, he can feel the ship as if it were an extension of his body. He can “see” from the ship anywhere he wants, and adjusting his point of view is a free action. The ship captain can move the ship as if it were his own body, and it moves over water at his base move or the ship’s normal speed, whichever is greater. He and his ship can move forward and backward, make right angle turns, and come to a dead stop, despite the ship’s size or the weather conditions. While the ship captain uses his shipmind ability, his body appears paralyzed and unresponsive. He is considered helpless and cannot defend himself, but he retains an awareness of what goes on around his body (and can see his body from his perspective on the ship if he wishes). He may end the shipmind effect as an immediate action. This ability lasts for 1 minute.
 

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