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I'm thinking of basing it off of the Cavalier, replacing the mount with a link to a ship, that improves the ship as the captain levels.
Tactical Feats would apply to all allies on the ship who can see and hear the captain.
Probably drop the Order feature and replace it with something as well
will post more as I work on it.
Gotta work early tommorow.

Vinland Forever |

Vinland Forever wrote:Does this mean no Pirate Kings?Wildmonsters wrote:Rather then replacing the order feature maybe make 2 or 3 that fit the theam of the archetype.I second this.
If anyone says Pirate Order I shall see them keelhauled.
No. Just no Order of Pirates or Pirate Code. I never did like the idea.

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Captain (Cavalier Archetype)
Remove Handle Animal and Ride from class skills. Add Knowledge(nature) and Survival to class skills.
Ship Challenge (Ex) Replaces challenge, but instead of a single combatant, you select a single ship. Siege weapons on your ship deal extra damage to the target of the challenge. Ship has -2 AC against all other ships.
Vessel(Ex) Replaces Mount, only effects the ship.
1st - Link: +4 on Profession(sailor) checks.
3rd - Handling: Ship base save increases by +2 and gains evasion
4th, 9th, 14th, 20th - Ship Handling: +10 ft to ship speed
6th - Devoted Crew: crewmen onboard ship get to make a new Will save with a +4 bonus if any enchantment spell or effect would damage the ship, make them leave the ship, or act against the Captain's wishes
9th - Impervious Hull - +2 ship AC and gains resistance 10 against acid, cold, electricity, fire, sonic
15th - Improved Handling: Ship base save increases by +4 and gains improved evasion
Ramming Speed (Ex) Replaces Cavalier's Charge - +4 on check to ram or evade being rammed
Expert Repairs (Ex) Replaces Expert Trainer - Add 1/2 Cavalier level to Craft(boat) checks. Add +5 DC to double repairs completed.
Captain's Calling (Ex) would replace Orders with a type of captaincy.
Examples:
Explorer
Merchantman
Naval Officer
Pirate
Raider
Riverman

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Captain (Cavalier Archetype)
Remove Handle Animal and Ride from class skills. Add Knowledge(nature) and Survival to class skills.
Ship Challenge (Ex) Replaces challenge, but instead of a single combatant, you select a single ship. Siege weapons on your ship deal extra damage to the target of the challenge. Ship has -2 AC against all other ships.
Vessel(Ex) Replaces Mount, only effects the ship.
1st - Link: +4 on Profession(sailor) checks.
3rd - Handling: Ship base save increases by +2 and gains evasion
4th, 9th, 14th, 20th - Ship Handling: +10 ft to ship speed
6th - Devoted Crew: crewmen onboard ship get to make a new Will save with a +4 bonus if any enchantment spell or effect would damage the ship, make them leave the ship, or act against the Captain's wishes
9th - Impervious Hull - +2 ship AC and gains resistance 10 against acid, cold, electricity, fire, sonic
15th - Improved Handling: Ship base save increases by +4 and gains improved evasionRamming Speed (Ex) Replaces Cavalier's Charge - +4 on check to ram or evade being rammed
Expert Repairs (Ex) Replaces Expert Trainer - Add 1/2 Cavalier level to Craft(boat) checks. Add +5 DC to double repairs completed.
Captain's Calling (Ex) would replace Orders with a type of captaincy.
Examples:
Explorer
Merchantman
Naval Officer
Pirate
Raider
Riverman
Well, looks like I will not have to write anything. :p
We don't use the vehicle rules in our games, so I don't know about the balance of this but it looks fine, and I would only have modified only two things :Tactician => The ability would work on all allies on the ship, instead of only those within 30 feet of the Captain. Maybe with an increased cost action, or a reduced duration.
Mount => the Captain would gain a ship at level 1 (even a little one), or bond with one, which he could replace or find ways to improve through levels so it becomes it's Flag Ship.

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Sailing really should be a skill instead of using endless Profession (Sailor) checks.
Fully support this.
Well, looks like I will not have to write anything. :p
Someone still needs to flesh out the Captain's Calling...
We don't use the vehicle rules in our games, so I don't know about the balance of this but it looks fine, and I would only have modified only two things :
Tactician => The ability would work on all allies on the ship, instead of only those within 30 feet of the Captain. Maybe with an increased cost action, or a reduced duration.
Mount => the Captain would gain a ship at level 1 (even a little one), or bond with one, which he could replace or find ways to improve through levels so it becomes it's Flag Ship.
Activating the Tactician ability as a full round action works, if the whole crew gets the bonus.
I wouldn't start the captain with a ship. Maybe allow him to gives bonuses for any ship in which he acts as an officer for longer than 1 week.

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Someone still needs to flesh out the Captain's Calling...
[...]
I wouldn't start the captain with a ship. Maybe allow him to gives bonuses for any ship in which he acts as an officer for longer than 1 week.
Existing cavalier Orders work well and may be refluffed, even for a Captain. Obvious level dip for a Pirate rogue captain, choosing Order of the Cockatrice...
Also, I don't feel like writing a bunch of orders using rules I'm not completely comfortable enough with."Ship" in my mind was a general term for any kind of vehicle - even a small sailboat or, heck, a wagon could do the trick.
It isn't any more costly than a war trained horse. And for the "in which he acts as an officer for longer than 1 week" => hence the bonding. ;)