-Nate
Ship
Captain (Prestige Class)
While
almost anyone can give orders and thus direct the activity aboard a
ship, only a select few develop a closer bond with the vessel and
those who serve aboard it. Those are the truly memorable
captains—revered by their crews, feared by their enemies, and
remembered (for better or for worse) in the annals of history.
This
prestige class attracts those characters who have a true love for
sailing vessels, and who wish to make their names by commanding a
ship and crew in some type of business—be it combat, exploration,
trade, or something else.
Role:
The captain is a leader at all times aboard her chosen vessel.
Although other characters play their particular roles, especially
when the crew goes ashore, she is the one to whom they all turn when
combat or other hazards make sailing difficult.
Alignment:
Any.
Hit
Die: d10.
Requirements
To
qualify to become a ship captain, a character must fulfill all the
following criteria.
Skills:
Profession (sailor) 5 ranks.
Special:
The character must own (by oneself or jointly with willing partners)
some manner of sailing ship.
Class
Skills
The
ship captain's class skills (and the key ability for each skill) are
Climb (Str), Craft: carpentry (Int), Diplomacy (Cha), Intimidate
(Cha), Knowledge: local (Int), Knowledge: geography (Int), Perception
(Wis), Profession: sailor (Wis), Survival (Wis).
Class
Features
All
of the following are class features of the ship captain prestige
class.
Weapon
and Armor Proficiency: A ship
captain is proficient with all simple and martial weapons, and with
siege weapons.
Inspire
Courage (Su): A ship's captain
can rally her sailors, granting them a +1 bonus to saves against fear
and charm effects, along with a +1 bonus to attack rolls and weapon
damage rolls. This bonus increases to +2 at 5th
level, and to +3 at 9th
level.
Favored
Vessel (Ex): The captain
becomes accustomed to, and even comfortable on, the heaving deck of a
ship, granting a +2 bonus on initiative checks, along with Craft
(carpentry), Diplomacy, Intimidate, Perception and Profession
(sailor) checks made while on her chosen vessel.
Evasion
(Ex): As the captain's
reputation begins to spread, she develops a seemingly preternatural
ability to escape from certain types of attacks. Against those that
cause only half damage on a successful Reflex save, she instead takes
no damage. Should she be helpless, however, she suffers full damage.
Inspire
Competence (Su): A ship's
captain can grant a +2 competence bonus to skill checks made by crew
members under her command. This increases to a +3 bonus at 8th
level.
Favored
Enemy (Ex): From her experience
working toward some kind of objective, the captain gains a favored
enemy in the same manner as a ranger; refer to page 64 of the core
rulebook for details.
Captain's
Bond (Type): A ship's captain
comes to rely on certain crew members—usually, other members of the
adventuring party—when difficulties arise. This ability functions
in the same manner as a ranger's bond with his companions, as
detailed on page 66 of the core rulebook.
Improved
Evasion (Ex): Just as with
evasion, the captain suffers no damage from attacks that allow a
saving throw for half damage; now, however, she only suffers half
damage on a failed saving throw.
Inspire
Greatness (Su): The captain can
grant one ally (and two at 10th
level) temporary hit points and other bonuses, in the same manner as
a bard; refer to pages 37-8 in the core rulebook for details.
Aura
of Resolve (Su): Such is the
nature of the captain's tenacity that she gains immunity to charm
spells and spell-like abilities, and she grants a +4 bonus to her
crew members' saving throws and other checks against similar effects.
Inspire
Heroics (Su): This ability
functions in the same manner as the bard ability of the same name;
refer to page 38 in the core rulebook for details.
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