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Prestige Class: Pirate of the Daggers

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Prestige Class: Pirate of the Daggers

Master of the high seas and raiders of shipping lanes, the pirate is a high seas adventurer who lives the life of a freebooter. The pirate either hunts enemy trade ships in their liege’s service or hunts any trade ship for profit. A powerful pirate can gain a reputation along the entire Southern coast if they are 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 their own ships, 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.

Requirements

To qualify to be a pirate, a character must fulfill 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 good kingdom such as Caerbreddyn

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

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. 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.

Class Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

1st

+0

+0

+2

+0

Bonus Feat

2nd

+1

+0

+3

+0

Uncanny Dodge (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 (cannot be flanked)

8th

+6/+1

+2

+6

+2

Command a Ship

9th

+6/+1

+3

+6

+3

Bonus Feat

10th

+7/+2

+3

+7

+3

Secret Lore

Bonus Feats: At 1st level, the pirate gets a bonus feat. The pirate also 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 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.