
Oterisk |

Im involved in a pirate campaign, and just found the ship to ship combat stuff on the PRD. Pretty fun, although the character I was building to be the captain of the ship, ended up being really bad at directing a ship in combat. So I started from scratch, making a character that would be awesome at it.
According to the above rules, there are two basic things that a captain needs. A high Profession(Sailor) modifier and a good initiative score, because the AC and saves of the boat are modified by the profession of the captain and the boat moves and attacks on the initiative of the captain.
Now if I was really optimizing just for a captain, I would crank up dex and wis for the highest scores possible, but I want to have him do other things besides just run the ship. With an 18 dex and a 14 or 16 wis, which should be obtainable by nearly any point buy, we can get ready to go.
So, what race? Gnome and halfling might be tempting because they can get a racial bonus of a +2 to craft or profession, but the winner is human. Heart of the fields grants them a +1/2 per level bonus to a craft or profession, and so it grants us the best race for a captain. At level 20, you have 20 ranks, 10 for racial bonus, 6 for skill focus, and maybe a +6 with a super headband of wisdom. 42's a nice place to be, but maybe you can find some more ranks somewhere. If you can, it might be fun to see them.
Class? Something that uses dex and wisdom? Either monk or ranger would be good in that respect maybe even inquisitor, but the ranger takes it because of favored terrain. Now, if your DM doesn't think that the deck of a ship is the water terrain, you might as well go with a dex wisdom build of an inquisitor. But if he/she allows the deck of a ship for favored terrain, you got yourself a winner.
Favored terrain is best when added with horizon walker prestige class. for a 18 level build, you end up with 9 favored terrains and the nice capstone for the horizon walker which gives you a +2 to all terrains. Since every time you get a new favored terrain, you can add +2 to a previous terrain, you can crank up that water terrain until you get a +20 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks while on the sea. Trait with a +2, dex (with happy happy belt) and improved init give you a +33 to initiative while on the sea, and unless your opponent did something similar, your ship is going first.
With an 18 dex, you can pretty much go with any build you like, and it will work out just fine. So even off the ship, you only really lost some skill points and a couple feats to make one of the most awesome captains out there.
So here is my rules question. Is all of that legal? Or did I misunderstand any of the rules? It would be nice to know before I show it to my DM.

Propane |

Divination Wizard with high Int and Dex, average Wis. Give Con all you can, though, because a level 11 Wizard with 101 hit points is awesome.
Divination Power.
Forewarned (Su): You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered flat-footed until you take an action. In addition, you receive a bonus on initiative checks equal to 1/2 your wizard level (minimum +1). At 20th level, anytime you roll initiative, assume the roll resulted in a natural 20.
You can also pick spells which will help protect your ship and destroy others, and hey, as a diviner, you'll always have the heads-up.

SmiloDan RPG Superstar 2012 Top 32 |

CORSAIR ARCHETYPE for the Cavalier
BAB: +1
Good Saves: Fortitude
Hit Dice: 1d10
Class Skills: Acrobatics, Bluff, Climb, Craft, Diplomacy, Intimidate, Knowledge geography, Profession, Sense Motive, and Swim. Acrobatics replaces the Ride skill and Knowledge geography replaces the Handle Animal skill.
Skill Ranks per Level: 4 + Intelligence modifier.
Corsairs are proficient with all simple and martial weapons, with light armor, and with shields (except tower shields).
LEVEL ABILITY
1. Challenge 1/day, order, sea legs +1, tactician, vessel
2. Order ability
3. Corsair’s charge
4. Challenge 2/day, expert sailor
5. Banner
6. Bonus feat
7. Challenge 3/day, sea legs +2
8. Order ability
9. Greater Tactician
10. Challenge 4/day
11. Mighty corsair’s charge
12. Bonus feat, demanding challenge
13. Challenge 5/day, sea legs +3
14. Greater banner
15. Order ability
16. Challenge 6/day
17. Master tactician
18. Bonus Feat
19. Challenge 7/day, sea legs +4
20. Supreme corsair’s charge
Sea Legs (Ex): While aboard a ship, boat, or other nautical vessel, the corsair gains a +1 circumstance bonus to AC. This bonus increases by +1 at 7th level and every 6 levels thereafter. This bonus applies only when the corsair is wearing light armor or no armor, has a light load, and is aboard a vessel of some kind. This ability replaces the cavalier’s medium and heavy armor proficiencies.
Vessel (Ex): The corsair begins play with a vessel. At 1st level, it is a rowboat.
At 4th level, the corsair “acquires” a keelboat.
At 7th level, the corsair “acquires” a longship or sailing ship.
At 10th level, the corsair “acquires” a galley or warship.
The corsair is responsible for equipping his vessel with the appropriate gear. He is also responsible for paying his crew. His reputation tends to keep them loyal to him. The corsair cannot sell his vessel, but he can trade it in for a different vessel.
This ability replaces the corsair’s mount ability.
Corsair’s Charge (Ex): The corsair can charge into combat by swinging through the rigging of a ship. A corsair of 3rd level or higher can charge in situations where others cannot. He may charge over difficult terrain that normally slows movement or allies blocking his path. This ability enables him to run down steep stairs, leap down from the forecastle, or to tumble over barrels to get to his target. Depending on the circumstance, he may still need to make appropriate checks (Acrobatics or Climb checks, in particular) to successfully move over the terrain. While charging on or between vessels, the corsair receives a +4 bonus on melee attack rolls on a charge (instead of the normal +2). In addition, the corsair does not suffer any penalty to his AC after making a charge while onboard a vessel. Finally, as a swift action, the corsair may add the results of a Profession (sailor) check to the results of an Acrobatics check made to jump while onboard a vessel.
This ability replaces the character’s Cavalier’s charge ability.
Expert Sailor (Ex): At 4th level, the corsair can spend a standard action and grant all allies within 60 feet a bonus on Profession (sailor) check equal to ½ his corsair level for a number of rounds equal to his Charisma modifier (minimum 1). This ability replaces the cavalier’s Expert trainer ability.
Mighty Corsair’s Charge (Ex): At 11th level, the corsair learns to make devastating charges when swinging from the rigging of a vessel. Double the threat range of any weapons wielded during a charge while aboard a vessel. This increase does not stack with other effects that increase the threat range of the weapon. In addition, the corsair can make a free bull rush, disarm, sunder, or trip combat maneuver if his charge attack is successful. The free combat maneuver does not provoke an attack of opportunity. This ability replaces the cavalier’s Mighty Charge ability.
Supreme Corsair’s Charge (Ex): At 20th level, whenever the corsair makes a charge attack while aboard a vessel, he deals double the normal amount of damage. In addition, if the corsair confirms a critical hit on a charge attack while aboard a vessel, the target is stunned for 1d4 rounds. A Will save reduces this to staggered for 1d4 rounds. The DC is equal to 10 + the corsair’s base attack bonus. This ability replaces the cavalier’s Supreme Charge ability.

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I would have to write it all out and put the character into a character sheet to be sure, but it looks legal to me.
Keep in mind that you can be assisted by other PCs or friendly NPCs. As a captain, I would take the leadership feat and build a cohort that would compliment the captain and whose purpose was to assist him. This would be your first mate.
As long as the DM approves everything I think you are set.

Oterisk |

A simple sombrero of P(Sailor) +15 would help :)
Have you ever tried to keep on a sombrero in the wind? Those things are like kites!
Seriously, though, a hat like that would be good, but I couldn't find any precedent of a magical item giving more than +5 to a skill. It might be hard to convince my DM that it should be otherwise.
Propane- Divination is good, and seems to be a about the same as the horizon walker. Although I can't discount the never surprised bit, the +10 always a 20 rolled is about the same when it comes to the initiative roll of +20 and average roll of 10.5. And the horizion walker gets that at level 18 and doesn't have to wait until 20 to do it. One level of battle oracle (peg leg for lame) and you can roll initiative twice, which might be an option, because you have two levels to play with.
Now the spells are good, but I already know that one of my friends is also wanting to play the pirate wizard. I will concede that the divination captain is a viable choice.
Dan- Looks cool, but my DM is pretty interested in playing by published Paizo rules for now. Although I would be surprised if we didn't see something like that from Paizo over the next year or two.
Caleb- Leadership is a good plan, although my DM doesn't like the feat very much. I agree it would be idea for a pirate ship though. Especially helpful with keeping a loyal base so mutineers would be hard pressed by people who are willing to back you. Actually, that might be the problem, he might want to infiltrate our group with some mutineers, but I will ask him again about that feat.
With other PC's though, I should have a really good choice for first mate from among them.

SmiloDan RPG Superstar 2012 Top 32 |

And there are Rogue talents that allow you to act in surprise rounds regardless of circumstance. That may fit better with a Pirate Captain anyhow. Plus the ample bounty of Skill Points!
You said "ample bounty."
The wizard gets a familiar, and they might be able to aid another. Some give bonuses to initiative (scorpion +2) and you might be able to get a parrot or monkey familiar that gives a +3 on Profession (sailor) checks.
Also, per my corsair, there might eventually be new orders (or homebrew orders) that give bonuses to initiative and/or profession sailor checks as order powers. Maybe some new Teamwork feats for skills and/or initiative?

CunningMongoose |

A bard could be nice too. Don't discount Inspire Courage and Inspire Competence on an entire crew! Also, look at the Sea Singer (APG 84) You loose Inspire competence, but gain your bard level on Profession (sailor) Swim, Acrobatics, and Climb checks and even get your Monkey or Parrot Familiar at level 2!

CunningMongoose |

Sorry for the double post, but the Sea Singer is better still - you don't get a level bonus to your checks, the checks DC are reduced by your level for 30ft radius! That mean you can enter the fray ad still grant the profession bonus to your first mate, or get all your allies to tumble to get into position or climb/swing over to the other ship.
Really neat!
You just need to boost initiative a little - nothing too complicated.