Pirate

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.

Hit Die

d8.

Requirements                                                                                                                   

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.

Class Skills

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.

Class Features

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.

Level Progression

Class
Level

Base
Attack Bonus

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.

 

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