Pirate OfficerArmed with a rapier and wearing leather armor, this half-elf possesses an amiable demeanor and a lute at her side.Pirate Officer CR 3Source Isles of the Shackles pg. 56 XP 800 Half-elf bard 4 CN Medium humanoid (elf, human) Init +3; Senses low-light vision; Perception +8DefenseAC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex) hp 25 (4d8+4) Fort +2, Ref +7, Will +3; +2 vs. enchantments, +4 vs. bardic performance, language-dependent, and sonicOffenseSpeed 30 ft. Melee mwk rapier +7 (1d6/18–20) Ranged dagger +6 (1d4/19–20) Special Attacks bardic performance 13 rounds/day (countersong, distraction, fascinate, inspire competence +2, inspire courage +1) Bard Spells Known (CL 4th; concentration +7) 2nd (2/day)—enthrall (DC 15), rage (DC 15) 1st (4/day)—charm person (DC 14), comprehend languages, hypnotism (DC 14), summon monster I 0 (at will)—daze (DC 13), detect magic, know direction, message, read magic, resistanceStatisticsStr 10, Dex 16, Con 12, Int 13, Wis 8, Cha 16 Base Atk +3; CMB +6; CMD 16 Feats Agile Maneuvers, Skill Focus (Perform [string])B, Weapon Finesse Skills Acrobatics +10, Bluff +10, Diplomacy +10, Perception +8, Perform (string) +13, Profession (sailor) +6, Sense Motive +6, Use Magic Device +10; Racial Modifiers +2 Perception Languages Aquan, Common, Elven SQ bardic knowledge +2, elf blood, versatile performance (string)EcologyEnvironment 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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