Ship's Captain (Dagger Guild)
Male Human Swashbuckler 14
CN Medium Humanoid
Listen -1, Spot -1
Common, Elven, Halfling
23 (Dex, Ring of Prot +1
, +2 Mithral Shirt
, Amulet Nat Arm +2
), Flat-footed 19, Touch 15
82 (14 HD)
Melee +1 shocking rapier
+20/+15/+10 (1d6+3 plus 1d6 electricity; 15-20 x2, +4 on rolls to confirm threats)
Mwk Dagger +19/+15/+10 (1d4+3, 19-20 x2)Ranged +1 shortbow
Spring Attack, Insightful Strike, Acrobatic Charge, Weakening Critical
Combat gear +1 Shocking Rapier
, +1 Shortbow
, Ring of Protection +1
, Potions of Cure Serious Wounds
(x2), Shield of Faith +2
, and Haste
Str 10, Dex 19, Con 12, Int 16, Wis 8, Cha 14
Dodge, Improved Critical (Rapier), Mobility, Power Critical (Rapier), Spring Attack, Weapon Finesse (B), Weapon Focus (Rapier)
Balance +21, Bluff +9, Climb +14 (+16 Climbing Ropes), Diplomacy +10, Disguise +2 (+4 Acting), Escape Artist +4 (+6 Involving Ropes), Intimidate +4, Jump +12, Knowledge (Geography) +8, Listen -1, Profession (Sailor) +14, Spot -1, Survival -1 (+1 to keep from getting lost or for avoiding hazards), Swim +15, Tumble +23, Use Rope +19
combat gear plus Gloves of Dexterity +2
, Cloak of Resistance +1
, Boots of Striding and Springing
, Headband of Intellect +2
, plus 968 gp (usually carried in gems, jewellery, and/or more potions).
: As long as he is not wearing medium or heavy armor or carrying a medium or heavy load, the Ship's Captain gains a +2 competence bonus on Reflex saves. This bonus is included above.
: As long as he is not wearing medium or heavy armor or carrying a medium or heavy load, the Ship's Captain applies his Intelligence bonus as a bonus on damage rolls with any light weapon, as well as any other weapon that can be used with Weapon Finesse.
: As long as he is not wearing medium or heavy armor or carrying a medium or heavy load, on his action, the Ship's Captain may designate a single opponent in melee, and receive a +2 dodge bonus to Armor Class against melee attacks from that opponent. He may declare a new target on any action. Combined with the Dodge feat ability, this bonus will stack, but he doesn't have to focus the feat on the same individual as this bonus.
: He may charge over difficult terrain that normally slows movement or allies blocking his path. Certain checks (ie: Tumble, Balance) may still need to be made.
: When flanking, the Ship's Captain gains a +4 bonus on attacks. This bonus is not granted to whoever he is flanking with.
: Once/day, the Ship's Captain can re-roll any failed attack roll, skll check, ability check, or saving throw - he must take the result of the re-roll, even if it's worse than the original roll.
Acrobatic Skill Mastery
: The Ship's Captain can take 10 on Jump or Tumble checks even if stress and distractions would normally prevent him doing so.
: If the Ship's Captain scores a critical hit against a creature, he also deals 2 points of Streangth damageto the creature. Creatures immune to critical hits are immune to the effect.