I imagine a Profession (Pirate) check could clear this up, based on 3.5 RAW (I posted it last page). DM just has to decide if that Profession is alright to take.
Not without rolling.
On top of that, that Survival check DC is not in the PHB (that I recall, but it's been a long time), so I can't comment too much on your source. If the DM determined that was "Challenging" he could rule that DC 20 (and the PC could take a 10 and get it). If the DC was 25 (and my tweaked captain can take a 10 and get a 21 at level 4), then good tools for +2 and someone assisting means he can take a 10 and hit it. Which means he could consistently sail out of sight of land.
Presuming, of course, you can actually take 10 on the check. And, of course, there are no actual penalties here, like rain. But, ok, fair enough, you got this one.
You may not know this off-hand (it doesn't sound like Profession will help here). The Profession would likely let you appraise the value of common goods, though, so even if the guy isn't lying, you would probably know whether or not he's giving you what they're worth.
Isn't that what the Appraise skill is for? And Sense Motive? Are we now going to simply replace skills with Profession? Why on earth would a sailor (Or pirate for that matter) know the market value of cotton?
Based on the 3.5 RAW I posted, I would think that Profession (Pirate) (or at the very least Sailor or Merchant) would get a lot of this.
[sarcasm]Then again, maybe Hussar is just used to screwing his players at every turn by interpreting things in the worst possible way?[/sarcasm]
Granted, when I ran this, I used the profession skills precisely the way you are talking about. But, again, you're not playing in my game. I'm talking about the way the game is actually written, not how I would do it.
But, hey, it really, REALLY doesn't matter. Let's accept 4th level as required for a Pirate Captain. Sure. Granted, I had to take levels in rogue to do it, but fine. The goalposts are on roller-skates, but, that's been par for the course for this entire thread.
Going back to the speed of levelling we've been talking about, we're still at 10 sessions/level (note, Celebrim's rebuttal to this a few pages back actually specifically agreed on this levelling speed). So, we're still at 120 hours of play before hitting Pirate Captain.
Not a bad amount of time.
In my game, with the 7th level pirate captain, we're talking about (20 hours/levelx6 levels) 120 hours of play. Exactly the same.
Which is what I stated multiple times before. It's a wash. You grant the archetype at earlier levels, but then stretch out each level. I grant the archetype at higher levels, but level faster. The end result is exactly the same. You hit your archetype at the same time.
So, what's the difference?