Suave Defense. The Captain adds his charisma modifier to his AC when wearing light or no armor and not wielding a shield. Command. For any creature that understands the captain within hearing distance, the captain can issue a command and that creature adds an additional 1d6 to checks or attacks made related to the command.
Multiattack. The captain makes three melee attacks; two with its scimitar and one with its dagger. OR the captain makes two ranged attacks with daggers.
Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 1d6+3 slashing damage.
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 1d4+3 slashing damage.
Parry. The captain adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.
It takes a strong personality, ruthless cunning, and a silver tongue to keep a gang of bandits in line. The pirate captain has these qualities in spades.
In addition to managing a crew of selfish malcontents, the pirate captain has a ship to protect and command.
More than treasure, a pirate captain craves infamy. A prisoner who appeals to the captain's vanity or ego is more likely to be treated fairly than a prisoner who does not or claims not to know anything of the captain's colorful reputation.