Master of the high seas and raiders of shipping lanes, the pirate is a
high seas adventurer who lives the life of a freebooter. Particularly prevalent
throughout the Gulf of Winds, the pirate can be found everywhere. The pirate
either hunts enemy trade ships in his liege’s service or hunts any trade ship
for profit. A powerful pirate can gain a reputation throughout the Gulf of
Winds seaboard if he’s excessively cruel or if very noble.
Fighters, rogues, and bards make the most common pirates however many
sorcerers and wizards may chose the life of a pirate for the money to fund
their research. Barbarians, monks, clerics and druids seldom become pirates.
NPC pirates are usually captains of there own ship crewed by standard
warriors or occasionally a pirate ship will have a crack boarding party of
pirates. These are the ship’s that gain the feared reputation that pirates are
well known for.
d8.
To qualify to be a pirate, a character must fulfil the following
criteria.
Base Attack Bonus:
+ 4
Profession (Sailor): 4 ranks
Balance: 4 ranks
Use Rope: 4 ranks
Feats: Dodge, Mobility
Special: In addition a pirate usually has to
pass an initiation such as defeating a member of the crew in a one on one
fight. Privateers may have to be accepted by a kingdom such as Illyria, or by a
city such as Almir.
The pirate’s class skills (and the ability for each skill) are Balance
(Dex), Bluff (Chr), Climb (Str), Craft (Int), Intuit Direction (Wis), Jump
(Str), Profession (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex). See chapter
4: Skills in the Player’s Handbook for skill descriptions.
Skill Points at each level: 4 + Int modifier.
All the following are class features of the pirate prestige class.
Weapon and Armor Proficiency: A pirate’s
weapon training focuses on weapons suitable for shipboard combat. Pirates are
proficient with the crossbow (hand, light, or heavy), dagger (any type),
rapier, cutlass (treat as short sword), sap, shortbow, (normal or composite),
and short sword. Pirate are proficient with light armor and shields. Note that
armor check penalties for armor heavier than leather apply to the skills
Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pockets, and
Tumble and that carrying heavy gear imposes a check penalty on Swim checks.
|
Class |
Base |
Fort Save |
Reflex Save |
Will Save |
Special |
|
1st |
+0 |
+0 |
+2 |
+0 |
Bonus Feat |
|
2nd |
+1 |
+0 |
+3 |
+0 |
Uncanny Dodge (Dex bonus to AC) |
|
3rd |
+2 |
+1 |
+3 |
+1 |
Bonus Language |
|
4th |
+3 |
+1 |
+4 |
+1 |
Evasion, Enhanced Mobility |
|
5th |
+3 |
+1 |
+4 |
+1 |
Bonus Feat |
|
6th |
+4 |
+2 |
+5 |
+2 |
Acrobatic Attack |
|
7th |
+5 |
+2 |
+5 |
+2 |
Uncanny Dodge (can’t be flanked) |
|
8th |
+6 |
+2 |
+6 |
+2 |
Command a ship |
|
9th |
+6 |
+3 |
+6 |
+3 |
Bonus Feat |
|
10th |
+7 |
+3 |
+7 |
+3 |
Secret Lore |
Bonus Feats: At 1st
level, the pirate gets a bonus feat in addition to the feats that are gained
every 4 character levels and the bonus feat granted to humans. The pirate gains
an additional bonus feat every 4 pirate levels after 1st (5th,
and 9th). These bonus feats must be drawn from the following list:
Ambidexterity, Blind Fight, Combat Reflexes, Martial Weapon Proficiency*,
Exotic Weapon Proficiency*, Improved Initiative, Point Blank Shot (Far Shot,
Precise Shot, Rapid Shot), Quick Draw, Two Weapon Fighting (Improved Two Weapon
Fighting), Weapon Finesse*, Weapon Focus*.
Some of the bonus feats available to a pirate cannot be acquired until
the pirate has gained one or more prerequisite feats; these feats are listed
parenthetically after the prerequisite feat. A pirate can select feats marked
with an asterisk (*) more than once but it must be for a different weapon each
time. A pirate must meet all prerequisites for a feat, including ability score
and base attack bonus minimums. (See Chapter 5: Feats in the Player’s
Handbook for descriptions of feats and there prerequisites.)
Important: These feats are in addition to the
feat a character gets every three character levels (as per table 3-2:Experience
and Level Dependent Benefits In the Player’s Handbook). The pirate is
not limited to the list given here when choosing those feats.
Uncanny Dodge: Starting at 2nd
level, the pirate gains the extraordinary ability to react to danger before his
senses would normally allow him to even be aware of it. At 2nd level
and above he retains his dexterity bonus to AC (if any) regardless of being
caught flat-footed or struck by an invisible attacker. (He still loses his
Dexterity bonus to AC if immobilized.)
At 7th level, the pirate can no longer be flanked, since he
can react to opponents on opposite sides of him as easily as he can react to a
single attacker. This defence denies rogues the ability to use flank attacks to
sneak attack the pirate. The exception to this defence is that a rogue of at
least four levels higher than the pirate can flank him (and thus sneak attack
him.)
Bonus Language: At 3rd level, the
pirate gains a free language due to his extensive travels. The language must be
chosen from ones spoken in countries with coasts touching the sea wherein the
pirate plies his trade. It may also be one spoken by a fellow crewman (doesn’t
need to be another pirate.)
Evasion: At 4th level, a pirate
gains evasion. If exposed to any effect that normally allows a character to
attempt a Reflex saving throw for half damage (such as fireball), he
takes no damage with a successful saving throw. Evasion can only be used if the
pirate is wearing light armor or no armor. It is an extraordinary ability.
Enhanced Mobility: At 4th level, a
pirate gains enhanced mobility. When not wearing any armor , The pirate gains
an additional +2 dodge bonus to AC against attacks of opportunity caused when
he moves out of or within a threatened area.
Acrobatic Attack: At 6th level, if
the pirate attacks by jumping at least 5 ft. into his opponent, jumping down at
least 5 ft. onto his opponent, or swinging on a rope or similar object into his
opponent, he gains a +2 circumstance bonus to attack and damage rolls. This is
an extraordinary ability.
Command a Ship: At 8th level, the
pirate has gained enough of a reputation to be offered a ship of his own (if he
hasn’t gained one already). The ship will either be one under a powerful pirate
lord or have recently lost a captain and want the best for their leader. In the
case of privateers the ship is one of the kings best pirate hunting vessels.
Secret Lore: In their far-flung travels
pirates hear and sea many things that others would like to know. The pirate
gains knowledge of either a royal shipwreck, the location of buried treasure
hidden by another pirate (perhaps a rival or a superior), the location of an
uncharted island only he and others in his crew know of, or some other secret
the DM desires at the players discretion.