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Privateer Captain

A faint crust of salt rimes the coattails of this mariner, and her steely eyes gaze from beneath the brim of her tricorne hat.

Dismissively called a pirate or thief by some, the privateer captain commands a loyal crew that plies the waters of the Inner Sea and beyond. Privateers work for their own profit and reputation, of course, but they also commit themselves to keeping the sea-lanes free from navies that strive to enforce land law on the unbounded waves. Tyrants and slavers are their favorite targets, and many a greedy colonizer or trafficker in flesh has been sent to the bottom of the sea after the captain liberated their cargo. Generally, however, the privateer captain is willing to spare prisoners so that they might be ransomed and spread tales of Firebrands' actions across the region.

The privateer captain is often at the vanguard of boarding parties. Many call on the power of the fickle goddess Besmara to strengthen their crew in battle and sanctify each shipboard raid. As at home in water as on deck, a privateer captain will gladly leap into the sea to pursue a foe or rescue a fallen crewmate. Though the privateer captain might run under a false flag or attempt to deceive a foe before battle, they generally honor agreements to surrender and make a point to keep their word, particularly when dealing with other Firebrands.

Recall Knowledge - Humanoid (Society): DC 28

Privateer CaptainCreature 11

Source Character Guide pg. 119
Perception +21; see invisibility
Languages Aquan, Common
Skills Acrobatics +20, Athletics +17, Deception +21, Religion +23, Sailing Lore +19, Thievery +22
Str +1, Dex +4, Con +3, Int +0, Wis +5, Cha +3
Items +1 striking rapier, scroll of remove fear, +1 chain shirt, +1 crossbow (100 bolts), moderate healing potion (2)
AC 30; Fort +19, Ref +20, Will +23
HP 175
Speed 25 feet
Melee Single ActionSingle Action rapier +21 [+16/+11] (deadly 1d8, magical, disarm), Damage 2d6+5 piercingRanged Single ActionSingle Action crossbow +21 [+16/+11] (magical, range increment 120 feet, reload 1), Damage 1d8+5 piercingDivine Prepared Spells DC 30; 6th blade barrier, harm (×4), repulsion; 5th breath of life, control water, see invisibility (already cast); 4th freedom of movement, silence, water breathing (already cast); 3rd blindness, dispel magic; 2nd faerie fire, resist energy, water walk; 1st air bubble, bane, gust of wind; Cantrips (6th) chill touch, detect magic, know direction, light, shield
Cleric Domain Spells DC 30, 2 Focus Points; 6th downpour, tidal surge
Reach Spell Single ActionSingle Action (concentrate, metamagic) If the next action the privateer captain uses is to Cast a Spell that has a range, increase that spell's range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, extend its range to 30 feet.Sink or Swim Single ActionSingle Action (divine, evocation, water) Frequency once per day; Effect The privateer captain exerts their influence on a surrounding body of water. For 1 minute, if an ally within 60 feet rolls a success on an Athletics check to Swim, they get a critical success instead, and if any enemy within 60 feet rolls a failure on an Athletics check to Swim, it gets a critical failure instead. For the ability's duration, enemies within 60 feet of the privateer captain treat the water as turbulent (if it was not already rougher), requiring an Athletics check DC of 20 to Swim, or the water's usual DC, whichever is higher.

Stella Fane

Captain Stella Fane was the victim of a greed-fueled mutiny when a Chelaxian slaving ring bought her crew and first mate out from under her. No one is certain how she survived—many whisper that she didn't, and the Stella who returned to the seas is actually a ghost. The rumors aren't true, but Stella doesn't correct them. Now armed with a new ship and crew, Stella is on a mission of vengeance against her former shipmates, the slavers of Cheliax, and anyone else who dares support either.

All Monsters in "Firebrands"

Charming Scoundrel4
Privateer Captain11


Source Character Guide pg. 118
Not all factions have central bases of operation or organized hierarchies of command. The loosely affiliated freedom fighters, swashbuckling heroes, and entertainers known as the Firebrands are one such group. They are united by a desire to fight oppression, oppose tyrannical regimes, free slaves, rescue the wrongfully accused, and engage in jolly cooperation with like-minded heroes—all while building their own individual reputations and wealth. This group of defenders has proven surprisingly difficult for oppressive governments and cruel religions to defeat.