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The Pirate [Base Class]

Thanks go out to Terumitsu and everyone else that lent me their expert advice.

The Pirate

A Pirate must be of any non-Lawful Alignment

Hit die

Class Skills
The Pirate’s class skills (and the key ability for each) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (Int), Spot (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex).

Skill Points at 1st Level
(6 + Intelligence Modifier) x 4

Skill Points at Each Additional Level
6 + Intelligence Modifier

Class Features
All of the following are Class Features of the Pirate

Weapon and Armor Proficiency
Pirates are proficient with all simple weapons, plus the short sword, saber, cutlass, rapier, net, hook, and all gunpowder weapons (i.e., guns, pistols, cannons, mortars, etc.). Pirates are proficient with light armor, bucklers and small shields.

The Code: Pirates are notoriously rebellious and slippery and abhor the rigid rules that landlubbers would impose upon their freedom. The Pirate must never willingly commit an overly lawful act, such as reporting a theft or imprisoning someone for non-violent transgressions. Should the Pirate do any of these things he loses his class features until he performs a highly unlawful act like stealing something of great value or causing a great deal of mischief. The Pirate may choose to disregard The Code when dealing with other members of the Covenant of Thieves.

Sneak Attack: If a Pirate can catch an opponent when he is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage.
The Pirate‘s attack deals extra damage any time his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the Pirate flanks his target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every three Pirate levels thereafter. Should the Pirate score a critical hit with a sneak attack, this extra damage is not multiplied.

Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a sap (blackjack) or an unarmed strike, a Pirate can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.
A Pirate can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The Pirate must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A Pirate cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Improved Feint (Ex): Pirates are notorious for being cunning and tricky fighters. A Pirate gains Improved Feint as a bonus feat at 1st level even if he does not qualify for the feat.

Piracy (Ex): By 2nd level, Pirates are masters of picking apart even the most complex locks and stealing from people right under their noses. They add half their class level to their Sleight of Hand and Open Lock checks.

Evasion (Ex): At 3rd level and higher, a Pirate can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the Pirate is wearing light armor or no armor. A helpless Pirate does not gain the benefit of evasion.

The Stars are My Guide (Ex): By 4th level, Pirates know the night sky like the back of their hands, and thus add half of their class level to their Survival checks. Additionally, they can see almost as well at night as they can during the day, and gain Low-light Vision. If the Pirate already has Low-light Vision, he can see twice as far as normal under conditions of inferior lighting.

Sureshot (Ex): At 5th level, the Pirate can wield gunpowder weapons with astounding skill and ease, and receives a +1 bonus to his attack and damage rolls when using gunpowder weapons of any sort (guns, cannons, mortars, etc). The Pirate also gains the benefits of the Point-Blank Shot feat while using firearms. He does not, however, qualify for feats that require Point-Blank Shot as a prerequisite unless he also takes the Point-Blank Shot feat.

It’s a Pirate’s Life for Me! (Ex): At 6th level, the Pirate is a veritable master of the oceans, able to fight even upon the stormiest of seas and excels at many different pirate-related skills. He adds his class level to his Balance, Climb, Jump, Swim, and Use Rope checks while upon a seafaring vessel. Otherwise, he adds half his class level (Swim always gets full benefit).

Take Aim (Ex): At 8th level, a number of times per day equal to 1 + his Dexterity modifier when using a gun or pistol, the Pirate may choose to use a full action to take aim and fire at one enemy within range; he may do nothing but take aim for one entire round, and loses his Dexterity bonus to his Armor Save during this round. At the end of the round, he may fire his weapon, adding half his class level, rounding down, to both his attack rolls and damage rolls when attacking with guns or pistols the target he aimed at, until the end of his next action.

Ambush (Ex): Pirates are infamous for fighting dirty, and love to take their opponents by surprise. At 9th level, they gain a +4 bonus to their Initiative rolls, which stacks with all feats, spells and abilities that improve Initiative, and may take a full round of actions when they surprise opponents.

Ahoy, Me Hearties! (Ex):  By 10th level, the Pirate’s reputation as a ruffian has spread far and wide, earning him the fear, respect, and admiration of the populace. He gains a bonus equal to half his class level on Diplomacy, Gather Information, and Intimidate checks.

Swashbuckler (Ex): At 11th level, the Pirate can wield two short swords, daggers or comparable weapons with astounding alacrity, making mince meat out of his enemies with his deadly blades. He may wield two short swords, daggers, or comparable weapons at the same time without penalty; this means that he receives an extra attack with his offhand weapon at his full BAB every round when wielding two short swords, daggers, or similar weapons at the same time.

Swarthy and Salt-bitten (Ex): By 12th level, Pirates become tough and hardy from their many adventures and battles. They gain a +5 bonus to their hit points, a +2 enhancement bonus to their Fortitude saves, and a +1 natural armor bonus to their Armor Class.

Abandon Ship! (Ex): At 13th level, Pirates become so alert and agile that they can dodge even the fastest of attacks. They gain Improved Evasion, as per the Rogue ability.

Scoundrel (Ex): At 14th level, the Pirate becomes a master of all manner of trickery and deceit. He adds his half of his class level to his Bluff, Disguise and Forgery checks.

Gunslinger (Ex): At 15th level, the Pirate can simultaneously wield two guns, pistols or comparable weapons without any penalty to his attack rolls; this means that he receives an extra attack with his offhand weapon at his full BAB every round when wielding two guns, pistols or comparable weapons simultaneously.

“X” Marks the Spot (Ex): At 17th level, a number of times per day equal to 1 + his Dexterity modifier, the Pirate may aim one of his attacks at one of his enemies’ vital points, such as the head or the heart; should this attack hit, the affected enemy must pass a Fortitude save with a DC equal to 10 + half the Pirate’s class level (rounded down) + the Pirate’s Dexterity modifier or be instantly slain. Note that creatures immune to critical hits are also immune to this ability, and it may only be used in situations that allow the use of a Sneak Attack. Additionally, the Pirate becomes incredibly skilled at locating treasure and thus adds half his class level to his Search checks.

Cascade (Ex): At 18th level, a Pirate has reached the pinnacle of his combat prowess. He can use an “X” Marks the Spot attempt to perform a series of attacks against a single target. As a standard action and by spending an “X” Marks the Spot attempt, a Pirate can perform a multitude of powerful blows against his target. The first attack is at the Pirate’s base attack bonus and, if it connects, he may make another attack at -3. If the second attack connects, he may make a third attack at -6, continuing the series of strikes until he misses.

Master of the Seven Seas (Ex): At 20th level, the Pirate becomes a true king of the waves, even tougher and hardier than ordinary pirates and nearly immune to the dangerous elements found upon even the stormiest of seas. He gains 10 hit points, a +4 enhancement bonus to his Fortitude saves, a +2 natural armor bonus to his Armor Class, electricity resistance 15 and cold resistance 15.

Level Progression

Level|Base Attack Bonus|Fortitude Save|Reflex Save|Will Save|Special
1st|+1|+2|+2|+0|The Code; Sneak Attack +1d6; Improved Feint
4th|+4|+4|+4|+1|The Stars are My Guide; Sneak Attack +2d6
6th|+6/+1|+5|+5|+2|It’s a Pirate’s Life for Me
7th|+7/+2|+5|+5|+2|Sneak Attack +3d6
8th|+8/+3|+6|+6|+2|Take Aim
10th|+10/+5|+7|+7|+3|Ahoy, Me Hearties!; Sneak Attack +4d6
12th|+12/+7/+2|+8|+8|+4|Swarthy and Salt-bitten
13th|+13/+8/+3|+8|+8|+4|Abandon Ship!; Sneak Attack +5d6
16th|+16/+11/+6/+1|+10|+10|+5|Sneak Attack +6d6
17th|+17/+12/+7/+2|+10|+10|+5|“X” Marks the Spot
19th|+19/+14/+9/+4|+11|+11|+6|Sneak Attack +7d6
20th|+20/+15/+10/+5|+12|+12|+6|Master of the Seven Seas

I like it.  Though I could see them having an unreasonably high FORT save at high levels.

Everything is unreasonable at the higher levels. It's how things go. [/jocular]

No other comments, eh?

Well, I feel that I should mention that it's a great deal of fun to play.

This class amuses me, somehow.
I might press for its use if I ever get dumped in a campaign with firearms.

That Swashbuckler ability, though, mildly confuses me.
You never really specify as to what "comparable weapons" are.
Light weapons of some sort? One handed weapons?
Anything smaller than the short swords?

That would probably be my nitpick.

Also, I'd make it rapier proficient.

DeBunny wrote:
That Swashbuckler ability, though, mildly confuses me.
You never really specify as to what "comparable weapons" are.
Light weapons of some sort? One handed weapons?
Anything smaller than the short swords?

Comparable weapons are any weapon that's similar to either a short-sword or a dagger. Cutlasses and kukris, for instance. Bladed, light, one-handed weapons that the pirate in question is proficient with.

Bookboy wrote:
Also, I'd make it rapier proficient.

That's a good idea, and I'll add it right away.

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