Clad in black silk and a chain shirt, this bold woman has a strong stance and wields a masterfully crafted rapier; the tricorne hat atop her head depicts a skull and crossbones.
Pirate Priest CR 4
6/day—icicle (1d6+2 cold damage)
6/day—storm burst (1d6+2 nonlethal damage)
Cleric Spells Prepared (CL 5th; concentration +8)
3rd—remove disease, water breathingD
2nd—aid, cure moderate wounds, fog cloudD
1st—bless, cure light wounds, deathwatch, obscuring mistD, remove fear
0th (at will)—create water, purify food and drink, read magic, stabilize
Str 10, Dex 13, Con 12, Int 10, Wis 16, Cha 14
Base Atk +3; CMB +3; CMD 15
Feats Combat Casting, Dodge, Improved Initiative, Mobility
Skills Diplomacy +10, Knowledge (religion) +8, Sense Motive +9, Spellcraft +6, Swim +1
Environment any oceans or coastlines
Organization solitary, pair, or clergy (3–6)
Treasure NPC gear (+1 chain shirt, masterwork rapier, sap, potions of cure light wounds , wand of cure moderate wounds [9 charges], wand of bull’s strength [8 charges], holy water [2 flasks], other treasure)
Priests are common fixtures on pirate vessels, simultaneously serving as healers and spiritual guides for comrades who often have no time for religion until death is already grinning in their faces. While clerics often end up captaining ships of their own, they usually spend most of their pirating careers as first mates or ship’s surgeons.
When not needed to confront a more immediate peril, a cleric sees to the health of the crew, purifying spoiled food and water, healing the inevitable injuries sailors acquire in the course of their duties, or curing crew members of the diseases so widespread in the tropics and the sordid brothels that are a staple of every seaside town. If these duties spare her any time, a priest goes out of her way to assist others in their tasks onboard and learn everything there is to know about running a ship and crew.