Pirate

Pirate

Game Rule Information

Pirates have the following game statistics:

Abilities:
Pirates benefit from high Strength & Dexterity scores, which help out in combat, plus they are good for various class skills. A high Dexterity also gives a bonus to armor class since the Pirate is only proficient w/light armor & shields. A high Intelligence score helps rack up skill points and is good for various class skills. A high Charisma score will help a Pirate out of certain situations. Like all warrior classes, a Pirate also benefits from a high Constitution score.
Alignment:
Any
Hit Dice:
d8
Starting Gold:
4d4 X 10

Class Skills

Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Knowledge (geography) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Magic Device, and Use Rope (Dex)

Skill points:
(4 + Int modifier) x4 at 1st level. 4 + Int modifier thereafter.
The Pirate
Level Base Attack Bonus Fort Ref Will Special
1st +0 +1 +2 +0 Sneak Attack +1d6
2nd +1 +1 +3 +0 Combat Style
3rd +2 +2 +3 +1 Uncanny Dodge
4th +3 +2 +4 +1 Evasion
5th +3 +2 +4 +1 Sneak Attack +2d6, Treasure Scent 1/day
6th +4 +3 +5 +2 Improved Combat Style
7th +5 +3 +5 +2
8th +6/+1 +4 +6 +2 Treasure Scent 2/day
9th +6/+1 +4 +6 +3 Sneak Attack +3d6
10th +7/+2 +5 +7 +3 Rig Monkey
11th +8/+3 +5 +7 +3 Combat Style Mastery, Treasure Scent 3/day
12th +9/+4 +6 +8 +4 Acrobatic Charge
13th +9/+4 +6 +8 +4 Sneak Attack +4d6
14th +10/+5 +6 +9 +4 Treasure Scent 4/day
15th +11/+6/+1 +7 +9 +5 Improved Evasion
16th +12/+7/+2 +7 +10 +5 Defensive Combat Style
17th +12/+7/+2 +7 +10 +5 Sneak Attack +5d6, Treasure Scent 5/day
18th +13/+8/+3 +8 +11 +6
19th +14/+9/+4 +8 +11 +6
20th +15/+10/+5 +9 +12 +6 Treasure Scent 6/day

Class Features

All of the following are class features of the Pirate:

Weapon and Armor Proficiency:
Pirates are proficient with all simple and martial weapons. Pirates are also proficient with light armor plus shields (except tower).
Sneak Attack (Ex):
Starting at 1st level, the Pirate gains sneak attack 1d6 (just like the rogue ability of the same name). The extra damage increases by 1d6 at 5th, 9th, 13th, & 17th levels.
Combat Style (Ex):
At 2nd level, the Pirate must choose one of the following combat styles (at the dm’s discretion, other combat styles can be made): Dueling, sniper, or two weapon combat. The benefits for the Pirate’s combat style only apply when the Pirate is wearing light or no armor. He loses all benefits of his combat style when he wears medium or heavy armor.
Dueling:
If the Pirate selects Dueling, he gains Weapon Finesse as a bonus feat, even if he does meet the prerequisites for it.
Sniping:
If the Pirate selects Sniping, he gains Crossbow Sniper (Player's Handbook II page 77) as a bonus feat, even if he does meet the prerequisites for it.
Two-Weapon Combat:
If the Pirate selects Two-Weapon Combat, he gains Two-Weapon Fighting as a bonus feat, even if he does meet the prerequisites for it.
Uncanny Dodge (Ex):
Starting at 3rd level, the Pirate can react to danger before her senses allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized. If a Pirate already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.
Evasion (Ex):
At 4th level and higher, a Pirate can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she 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.
Treasure Scent (Sp):
Starting at 5th level, the Pirate can use Treasure Scent (Spell Compendium page 223) as a spell-like ability once per day with a caster level equal to her Pirate level. She can use this ability an additional time per day every 3 levels beyond 5th level (at 8th, 11th, 14th, 17th, & 20th levels), to a maximum of 6 times per day at 20th level.
Improved Combat Style (Ex):
At 6th level, the Pirate’s aptitude in her combat style improves. As before, the benefits for the Pirate’s combat style only apply when the Pirate is wearing light or no armor. He loses all benefits of his combat style when he wears medium or heavy armor.
Dueling:
If the Pirate had selected Dueling at 2nd level, she gains Improved Weapon Finesse as a bonus feat with one weapon she has finessed, even if she does not meet the prerequisites for it.
Sniping:
If the Pirate had selected Sniping at 2nd level, she gains Improved Crossbow Sniper as a bonus feat, even if she does not meet the prerequisites for it.
Two-Weapon Combat:
If the Pirate had selected two-weapon combat at 2nd level, she gains Improved Two-Weapon Fighting as a bonus feat, even if she does meet the prerequisites for it.
Rig Monkey (Ex):
At 10th level, the Pirate is so used to be up in the rigs that he does not lose his Dex bonus to AC while climbing or balancing, and can climb unimpeded while holding something in one hand.
Combat Style Mastery (Ex):
At 11th level, the Pirate’s aptitude in her combat style improves yet again. As before, the benefits for the Pirate’s combat style only apply when the Pirate is wearing light or no armor. He loses all benefits of his combat style when he wears medium or heavy armor
Dueling:
If the Pirate had selected Dueling at 2nd level, she gains Improved Critical with one weapon she has Weapon Finesse with as a bonus feat.
Sniping:
If the Pirate had selected Sniping at 2nd level, she gains Improved Precise Shot as a bonus feat, even if she does meet the prerequisites for it.
Two-weapon Combat:
If the Pirate had selected two-weapon combat at 2nd level, she gains Greater Two-weapon Fighting as a bonus feat, even if she does meet the prerequisites for it.
Acrobatic Charge (Ex):
At 12th level, a Pirate gains the ability to charge in situations where others cannot. She may charge over difficult terrain that normally slows movement. Depending on the circumstance, she may still need to make appropriate checks to successfully move over the terrain.
Improved Evasion (Ex):
At 15th level, a Pirate’s evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless Pirate does not gain the benefit of improved evasion.
Defensive Combat Style (Ex):
At 16th level, the Pirate will start to get more defensive in her combat style. As before, the benefits for the Pirate’s combat style only apply when the Pirate is wearing light or no armor. He loses all benefits of his combat style when he wears medium or heavy armor.
Dueling:
If the Pirate had selected Dueling at 2nd level, she gains Improved Disarm as a bonus feat, even if she does meet the prerequisites for it.
Sniping:
If the Pirate had selected Sniping at 2nd level, she gains Able Sniper as a bonus feat, even if she does meet the prerequisites for it.
Two-Weapon Combat:
If the Pirate had selected Two-Weapon Combat at 2nd level, she gains Two-Weapon Defense as a bonus feat, even if she does meet the prerequisites for it.
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