
Starfell |

Hello everyone!
Recent days of trying to come up with the most enjoyable "Pirate Captain" build I could from a different thread with ideas I came to an idea that I wish to try.
Moving away from necessarily the feeling of being a pirate or pirate captain, I want to make a character that highly emphasizes buffs in any manner I can obtain them. The concept is simple: The more "passive-like" buffs I can use the better. I want my very presence on the battlefield or anywhere to be felt by the party. This can be accomplished in various ways: Some type of bard, Evangelist cleric with luck domain, Honor guard archetype with Order of the Dragon for Cavalier.
But I know my knowledge of everything is still limited and come to the boards for yet more ideas to fulfill this passive roll. I mean passive in that I don't necessarily "cast" spells (though I am not adverse to having to do that.) Like bard/evangelist cleric I could simply inspire everyone with some good words and it lingers from there. Paladin's auras are another method too (though in Skull and Shackles would be very... difficult for me I'd imagine.) Cavalier, Order of the Dragon or otherwise can be useful with the banners.
In short, I am looking for an idiotic (as in amazingly fun) build to buff my party. I could have one or two levels for every single class if that was what is necessary. The idea of getting a prestige class that further assists is an idea as well.
As of right now, if a single class - Evangelist Cleric appears to be the winner. Though being uber in an of myself isn't required. If I can do a secondary thing well such as healing or pew-pewing, then so be it.

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Do a halfing bard. Inspire courage first round, using the flagbearer feat and the godly banner of ancient kings. As you threaten with reach with the longspear, go the aid another route. Take combat reflexes and bodyguard, as well as the Helpful trait. Finally, with a BaB of 6, get the swift aid feat. Additionally, take crane wing (for the increase to fighting defensively) and take the cautious fighter/blundering defense. Now your allies get a pretty insane dodge bonus to AC. Just from fighting defensively and being near allies you're giving a pretty hefty bonus. Add in inspire courage (because it's attack modifiers are competence while flagbearer's is morale) and then aid another.

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If you want, you can always try this trick:
Level One be a Freebooter Ranger with the Flagbearer Feat.
Emphasis mine within Flagbearer. Your group is your "party".
Level Two, head into whatever you want with a Bardic Performance, like a Bard or Evangelist.
So at the start of combat, Move Action to activate Freebooter's Bane, Standard Action to activate Bardic Performance:
+1 Attack/Damage (Uncategorized) - Freebooter's Bane
+1 Attack/Damage (Morale) - Flagbearer
+1 Attack/Damage (Competence) - Bardic Performance
All of these have a 30 ft Range around you.
If you want to be a frontliner buffer with a bit of more damage as well, you can grab either Mindlessly Cruel (Orc/Half-orc Race Trait) or Zest for Battle (Dwarf Race Triat). They state that if you have a morale bonus to your Attack Rolls, you gain a +1 Trait bonus to your Damage Rolls.
So for you, its +3 Attack/+4 Damage, for every all within 30 ft, they gain +3 Attack/+3 Damage. If you want to continue your path of either the Ranger or Bardic Performance class, by all means go ahead.

Starfell |

Perhaps should have named the thread the Pure-buffer or something besides passive.
After speaking with my Skulls and Shackles GM, he has ruled that additional supplements are not allowed. Mostly due to him not owning them and being able to 'verify' that they are legit. However, any 'hard back' put out by Paizo is fair game. (Core, APG, Ult Combat & Magic, Inner World Sea Guide)
So I won't have access to Freebooter ranger. Though that would have been fun! Instead I came up with this while thinking about the flagbearer feat Kiinyan and Cao mentioned.
Male Human Cleric (Evangelist) 1
LN Medium Humanoid (human)
Init +2; Senses Perception +4
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Defense
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AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 10 (1d8+2)
Fort +4, Ref +2, Will +6
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Offense
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Speed 20 ft.
Melee Bastard sword +1
Special Attacks sermonic performance (standard action) (6 rounds/d, sermonic performance: counterspell, sermonic performance: fascinate (dc 12), sermonic performance: inspire courage +1
Spell-Like Abilities Inspiring Word (7/day)
Cleric (Evangelist) Spells Prepared (CL 1):
1 (2/day) Divine Favor, Divine Favor, Shield of Faith
0 (at will) Purify Food and Drink (DC 14), Create Water, Mending
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Statistics
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Str 13, Dex 14, Con 14, Int 13, Wis 18, Cha 15
Base Atk +0; CMB +1; CMD 13
Feats Flagbearer, Harmonic Spell
Traits Barroom Talespinner (1/week), Natural-Born Leader
Skills Acrobatics -1 (-5 jump), Climb -2, Diplomacy +7, Escape Artist -1, Fly -1, Heal +10, Perform (oratory) +7, Profession (sailor) +8, Ride -1, Sense Motive +8, Stealth -1, Survival +4 (+6 to avoid becoming lost when using this), Swim -2
Languages Aquan, Common
SQ aura, domains (nobility), public speaker (-3 dc to hear), spontaneous casting, variant channeling (disease variant channeling [±1 sacred])
Combat Gear Caltrops, Healer's kit; Other Gear Studded leather armor, Bastard sword, Backpack (5 @ 16 lbs), Bedroll, Belt, Belt pouch (4 @ 2.84 lbs), Blanket, winter, Chalk, Compass, Fishing net, Flag, Saw, Waterskin, Weapon cord, 10 GP, 2 SP, 5 CP
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TRACKED RESOURCES
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Barroom Talespinner (1/week) - 0/1
Healer's kit (10/10 uses remaining) - 0/10
Inspiring Word (7/day) (Sp) - 0/7
Sermonic Performance (standard action) (6 rounds/day) - 0/6
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Special Abilities
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Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Barroom Talespinner Trait (1/week) Make DC 15 Knowledge (Local) or Int to gain +1 to influence Wormwood NPCs.
Cleric (Evangelist) Domain (Nobility)
Disease Variant Channeling (±1 Sacred) Heal ability damage/Sicken
Flagbearer Grant bonuses to allies who see your flag
Harmonic Spell Casting spells extends duration of bardic performance
Inspiring Word (7/day) (Sp) Target receives +2 on attack, skill checks, ability checks and saving throws for 1 rds.
Natural-Born Leader Trait
Public Speaker (-3 DC to hear) An evangelist gains Perform as a class skill. In addition, she is trained to project her voice with great skill and effect; the DC to hear her speak in difficult conditions is reduced by an amount equal to her class level plus her Charisma modifier (
Sermonic Performance (standard action) (6 rounds/day) An evangelist gains the ability to deliver a select number of supernatural and spell-like performances through the force and power of her divinely inspired preaching and exhortation. This ability is similar in all respects to bardic performance as us
Sermonic Performance: Counterspell (Su) Counter magical effects that depend on sound.
Sermonic Performance: Fascinate (DC 12) (Su) One or more creatures becomes fascinated with you.
Sermonic Performance: Inspire Courage +1 (Su) Morale bonus on some saving throws, attack and damage rolls.
Spontaneous Casting An evangelist does not gain the ability to spontaneously cast cure or inflict spells by sacrificing prepared spells.
Weapon cord Attached weapon can be recovered as a swift action
As he levels through cleric, I will add a level of Cavalier @ level 6 then at level 7 pick up Battle Herald.
Male Human Battle Herald 1 Cavalier 1 Cleric (Evangelist) 5
LN Medium Humanoid (human)
Init +2; Senses Perception +12
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Defense
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AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 58 (2d10+5d8+14)
Fort +9, Ref +3, Will +9
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Offense
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Speed 20 ft.
Melee Bastard sword +6 (1d10+1/19-20/x2)
Special Attacks dragon's challenge +1 (1/day), sermonic performance (standard action) (20 rounds/, sermonic performance: counterspell, sermonic performance: fascinate (dc 14), sermonic performance: inspire courage +2
Spell-Like Abilities Inspiring Word (7/day)
Cleric (Evangelist) Spells Prepared (CL 5):
3 (2/day) Magic Vestment, Prayer, Resist Energy, Communal
2 (3/day) Enthrall (DC 16), Aid, Bear's Endurance, Ant Haul, Communal
1 (4/day) Divine Favor, Shield of Faith, Bless, Sanctuary (DC 15), Diagnose Disease
0 (at will) Stabilize, Purify Food and Drink (DC 14), Create Water, Mending
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Statistics
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Str 13, Dex 14, Con 14, Int 13, Wis 18, Cha 16
Base Atk +5; CMB +6; CMD 18
Feats Coordinated Maneuvers, Eldritch Heritage, Extra Performance, Flagbearer, Harmonic Spell, Skill Focus (Perform [oratory])
Traits Barroom Talespinner (1/week), Natural-Born Leader
Skills Acrobatics -1 (-5 jump), Bluff +2 (+4 vs. creatures with whom you share a language), Climb -2, Diplomacy +12, Escape Artist -1, Fly -1, Heal +12, Intimidate +10 (+12 vs. creatures with whom you share a language), Perception +12, Perform (oratory) +15, Profession (sailor) +10, Profession (soldier) +9, Ride -1, Sense Motive +13, Stealth -1, Survival +8 (+9 to provide food and water for allies or to protect allies from harsh weather, +10 to avoid becoming lost when using this), Swim -2 Modifiers +3 ride while riding your bonded mount., dragon's skills, student of humanity +2
Languages Aquan, Common
SQ animal companion link, aura, cleric channel positive energy 2d6 (5/day) (dc 14), domains (nobility), inspiring command +1 (move) (6 rounds/day), inspiring commands (inspire hardiness [dr 1/–]), orders (order of the dragon), public speaker (-7 dc to hear), spontaneous casting, tactician (coordinated maneuvers) 4 rds (1/day), variant channeling (disease variant channeling [±2 sacred]), voice of authority +2/+1
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TRACKED RESOURCES
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Barroom Talespinner (1/week) - 0/1
Cleric Channel Positive Energy 2d6 (5/day) (DC 14) (Su) - 0/5
Dragon's Challenge +1 (1/day) (Ex) - 0/1
Healer's kit (10/10 uses remaining) - 0/10
Inspiring Command +1 (move) (6 rounds/day) (Ex) - 0/6
Inspiring Word (7/day) (Sp) - 0/7
Sermonic Performance (standard action) (20 rounds/day) - 0/20
Tactician (Coordinated Maneuvers) 4 rds (1/day) (Ex) - 0/1
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Special Abilities
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+3 Ride while riding your bonded mount. (Ex)
Animal Companion Link (Ex) Not Sure if I will do anything with the riding abilities
Barroom Talespinner (1/week) Trait
Cleric (Evangelist) Domain (Nobility)
Cleric Channel Positive Energy 2d6 (5/day) (DC 14) (Su)
Coordinated Maneuvers +2 CMB
Disease Variant Channeling (±2 Sacred)
Dragon's Challenge +1 (1/day) (Ex)
Flagbearer
Harmonic Spell
Imperious Bloodline
Inspire Hardiness (DR 1/–) (Ex)
Inspiring Command +1 (move) (6 rounds/day) (Ex)
Inspiring Word (7/day) (Sp)
Natural-Born Leader Trait
Public Speaker (-7 DC to hear)
Sermonic Performance (standard action) (20 rounds/day)
Sermonic Performance: Counterspell (Su)
Sermonic Performance: Fascinate (DC 14) (Su)
Sermonic Performance: Inspire Courage +2 (Su)
Spontaneous Casting An evangelist does not gain the ability to spontaneously cast cure or inflict spells by sacrificing prepared spells.
Student of Humanity +2 (Ex)
Tactician (Coordinated Maneuvers)
Voice of Authority +2/+1 (Ex)
If I were to play with the order of feats - I may drop Extra Performance at level 7 to pick up Leadership instead. At which point I will have +3 from CHA, +2 from Nobility Domain, +1 from Natural Born Leader trait and the various additional bonuses to get a decent Cohort and number of followers.
The followers + my massive buffs + Party members benefiting from me? Yes, please!
Feel free to rip this apart. But I think the various buffs I can do and give is more beneficial than merely high AC. Thanks!