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<blockquote data-quote="Derren" data-source="post: 6287251" data-attributes="member: 2518"><p>I don't think this is the case. There are not that many skills the captain must be good at. Profession Sailor handles most tasks on a ship and would be good to have, but a high value is not needed, especially if the captain has a marine or press background. He isn't expected to do the work of a normal sailor anyway.</p><p></p><p>What he must do is plot a course (Knowledge Geography. You could rely on your navigator though, but not knowing where you are is quite embarrassing for a captain) and keep his crew in line (Diplomacy and/or leadership feat). For a pirate Appraisal is also nice to have, but a captain can outsource that too.</p><p>The most important skill, tactical ability, is hard to put into a skill as that one is usually played out,</p><p>So those are 2 or 3 relevant skills with another one being nice to have. With skill focus and not dumped Int and Char, equipment and aid from the rest of the crew you can get high enough that, with take 10, you can usually make DC 15 checks which is enough for most common tasks.</p><p>You won't be stellar of course, but that was never the question anyway. I personally have no problem with someone who devotes all his time to learning seamanship (expert) being a better captain than someone who mainly trains how to kill people with pointy instruments and seamanship second.</p><p></p><p>So even at just 2nd level, a fighter can be an average captain of a coastal or inland sea vessel. And considering the tech level of D&D, that is where most people are. A few more levels though and you can go on the ocean and reliably not get lost, if you have the ship for it.</p></blockquote><p></p>
[QUOTE="Derren, post: 6287251, member: 2518"] I don't think this is the case. There are not that many skills the captain must be good at. Profession Sailor handles most tasks on a ship and would be good to have, but a high value is not needed, especially if the captain has a marine or press background. He isn't expected to do the work of a normal sailor anyway. What he must do is plot a course (Knowledge Geography. You could rely on your navigator though, but not knowing where you are is quite embarrassing for a captain) and keep his crew in line (Diplomacy and/or leadership feat). For a pirate Appraisal is also nice to have, but a captain can outsource that too. The most important skill, tactical ability, is hard to put into a skill as that one is usually played out, So those are 2 or 3 relevant skills with another one being nice to have. With skill focus and not dumped Int and Char, equipment and aid from the rest of the crew you can get high enough that, with take 10, you can usually make DC 15 checks which is enough for most common tasks. You won't be stellar of course, but that was never the question anyway. I personally have no problem with someone who devotes all his time to learning seamanship (expert) being a better captain than someone who mainly trains how to kill people with pointy instruments and seamanship second. So even at just 2nd level, a fighter can be an average captain of a coastal or inland sea vessel. And considering the tech level of D&D, that is where most people are. A few more levels though and you can go on the ocean and reliably not get lost, if you have the ship for it. [/QUOTE]
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