Captain / Pilot Archetype?


Homebrew and House Rules

The Exchange

Adventure Path Charter Subscriber; Pathfinder Adventure, Companion, Lost Omens, Rulebook, Starfinder Adventure Path Subscriber

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.


1 person marked this as a favorite.

I will stab the first person to say that this should be a rogue.


1 person marked this as a favorite.

This really should be a Rogue.


Rather then replacing the order feature maybe make 2 or 3 that fit the theam of the archetype.


Vinland Forever wrote:
This really should be a Rogue.

Hands Cheapy a knife

I like it. I could totally see it being Cavalier archetype.


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.


Vinland Forever wrote:
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.

Does this mean no Pirate Kings?


Matt Stich wrote:
Vinland Forever wrote:
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.

Does this mean no Pirate Kings?

No. Just no Order of Pirates or Pirate Code. I never did like the idea.


Vinland Forever wrote:
This really should be a Rogue.

stab with +1 keen rapier

1d20 ⇒ 17

Silver Crusade

...

Mh.

Sczarni RPG Superstar 2012 Top 32

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


Sailing really should be a skill instead of using endless Profession (Sailor) checks.

Silver Crusade

Thomas LeBlanc wrote:

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

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.

Sczarni RPG Superstar 2012 Top 32

Ellington wrote:
Sailing really should be a skill instead of using endless Profession (Sailor) checks.

Fully support this.

Maxximilius wrote:
Well, looks like I will not have to write anything. :p

Someone still needs to flesh out the Captain's Calling...

Maxximilius wrote:

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.

Silver Crusade

Thomas LeBlanc wrote:

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. ;)

Community / Forums / Pathfinder / Pathfinder First Edition / Homebrew and House Rules / Captain / Pilot Archetype? All Messageboards

Want to post a reply? Sign in.
Recent threads in Homebrew and House Rules