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Privateer Captain

Privateer Captain Creature11

CG Medium Human Humanoid

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 chain shirt, +1 crossbow (100 bolts), moderate healing potion (2), +1 striking rapier, scroll of remove fear

AC 30; Fort +19, Ref +20, Will +23

HP 175

Speed 25 feet

Melee [one-action] rapier +21 (deadly 1d8, magical, disarm), Damage 2d6+5 piercing

Ranged [one-action] crossbow +21 (magical, range increment 120 feet, reload 1), Damage 1d8+5 piercing

Divine 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 2 Focus Points, DC 30; 6th downpour, tidal surge

Reach Spell [one-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 [one-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.


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 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 gods 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.

Section 15: Copyright Notice

Pathfinder Lost Omens World Guide (Second Edition) © 2019, Paizo Inc.; Authors: Tanya DePass, James Jacobs, Lyz Liddell, Ron Lundeen, Liane Merciel, Erik Mona, Mark Seifter, James L. Sutter.