The Captain is intentionally built around Strength and Charisma. The calling is a warrior and leader at the same time.

Strength

Strength is normally the primary weapon ability.

It supports melee attack rolls, melee damage, Athletics, and heavy martial equipment.

Because the Captain gains martial progression, weapon accuracy remains important throughout the 10-level calling.

Charisma

Charisma powers the leadership side of the character concept and supports social interaction.

A Captain with very low Charisma gives up a significant part of the calling's intended identity.

Constitution

Constitution improves hit points on top of the d10 Hit Die.

It is also one of the Captain's saving throw proficiencies.

A front-line leader is likely to be exposed to attacks, so Constitution is a practical third priority.

Dexterity

Dexterity helps initiative and Dexterity saving throws.

Its Armor Class importance depends on the armor the Captain actually uses.

Wisdom and Intelligence

Wisdom can improve Insight, awareness, and travel competence.

Intelligence can support lore or strategic knowledge.

Neither replaces Strength or Charisma as a core Captain ability.

Practical priority

A conventional Captain often follows:

Strength → Charisma → Constitution → remaining abilities according to role

Some characters may raise Charisma before Strength if leadership features are the main priority.

The important point is that both central abilities matter.