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Prestige Class: Pirate of the Daggers
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Prestige Class: Pirate of the Daggers 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. RequirementsTo qualify to be a pirate, a character must fulfill the following criteria.
Class SkillsThe 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 FeaturesWeapon 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. Pirates 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.Hit Die: d8.
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 their prerequisites.) Uncanny Dodge: Starting at 2nd level, the pirate gains the
extraordinary ability to react to danger before their senses would normally
allow them to even be aware of it. At 2nd level and above they retains
their dexterity bonus to AC (if any) regardless of being caught flat-footed
or struck by an invisible attacker. (They still lose their Dexterity bonus to
AC if immobilized.) At 7th level, the pirate can no longer be flanked, since they can
react to opponents on opposite sides of him as easily as they can react to a
single attacker. This defense denies rogues the ability to use flank attacks
to sneak attack the pirate. The exception to this defense is that a rogue of
at least four levels higher than the pirate can flank them (and thus sneak attack
them). Bonus Language: At 3rd level, the pirate gains a free language
due to their extensive travels. The language must be chosen from ones along
the Southern coast of Talanu or 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), they 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 they move out of or within
a threatened area. Acrobatic Attack: At 6th level, if the pirate attacks by
jumping at least 5 ft. into their opponent, jumping down at least 5 ft. onto
their opponent, or swinging on a rope or similar object into their opponent,
they gain 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 their own (if they haven’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 they and others
in their crew know of, or some other secret the DM desires at the players discretion.
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