GM needing help with captain position


Skull & Shackles

Liberty's Edge

My player whom is a bard is stepping down from being captain.She was the most popular among all the players and was voted in as captain. The problem is she has never been in a role like this and so is not comfortable making decisions. It started with giving out assignments to the players. She told the druid to become the chief cook and he said he would rather have kroop stay in that job. I asked her whether this was being done in front of the crew and she said yes. My response was that some where looking on with a confused look on there faces. I think from there she has judged herself pretty hard. than there was some debate about what to do with a captured ship. some wanted to sell it and some wanted to store it on an island they found.
The hard part Im trying to deal with is that I have no players whom are actually good at being a captain yet. I see 3 things as needed
1) GOOD PILOTING SKILLS
2) good navigation skills (knowledge geography or survival.)
3)good diplomacy or intimidation

bard 3
ranger 1 anti-social (5 charisma)
rogue 1 maybe 3a, but is new to crew and only 16
summoner ??? stays up in crows nest mostly
druid 2, but bakes muffins all day and definitely not an i in- charge person
life oracle maybe # 2
I know that I shouldnt expect anyone to be perfect in these roles, but to not even be close and they are 5th level. Maybe they will take ranks next level or after before they head off to get there shackles letter..
How are other GM's players doing in this? Are they training for these roles? I have 2 that want to be captains of there own ships but later when they build a fleet.


The don't NEED to be 1), 2, or even 3) to be a captain. They need to be in charge, able to call the shots, and, most of all, have the drive to be the captain. A navigator can be anyone, not just the captain, and a pilot can be any individual as well. Only those who WANT to be the captain can actually BE the captain.

In my S&S game, the man who WILL be the pilot (+15 Prof sailor, more for driving ships) will NOT be captain. He has no desire to be one. The best survival skill might be navigator, but doesn't care about captaining the ship. The highest social character has drive to help people, but not to command. Instead, the two characters with the biggest drive to be captains are just average sailors.

Besmara favors those with the drive to chase their ambitions, after all.


Everyone in our group settled into comfortable roles and has excelled.

We actually started off with a female bard character as well who started out as kind fo an afterthought, a bit of fluff but soon became the figurehead of the group since no one wanted the job as 'Captain', they all just kind of worked around her (kind of like Pamela Anderson's character in VIP)... that was at first, but in time she really grew into the job and they went from deferring to her in public to deferring to her all the time. As someone who buffs and heals the crew, someone with high Charisma who seems to have power over the seas, she is absolutely loved by the crew.

Character roles:

Human Bard (Sea-Singer) - Captain

Human Barbarian (Invulnerable Rager) - Master at Arms
Baddest mo'fo on the ship.

Half-Elven Master Summoner - Pilot and Bosun
His eidolon can both fly and swim, can see in the dark and can communicate telepathically, making her the perfect scout for a ship at sea.

Elven Rogue (Knife Master & Scout) - Quatermaster and deal-broker ashore.
What she lacks in charisma she makes up for in smarts and attitude.

Rosie Cuswell - Bosun's mate.

Sandara Quinn - Ship's Surgeon and mate to the Master at Arms
Got a little thing for the Barbarian.

Kroop - Cook
Sobered up (mostly) and still offering sage advice.

Mardus Siggs - Cabin Boy
The kid from Tidewater Rock, obstensibly taken as a hostage, but loving his new life of piracy.

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