Custom Pathfinder Class: Pirate

Fish Breath Bard is a Pirate Blood Elf! He chose to love the seas, despite this campaign being mostly on-land. It’s a mix of pathfinder’s swashbuckler and gunslinger, primed on sword-and-pistol combat using sneak attacks and selective vigor abilities that work like grit and panache.

Pirate
 
Image credit: Carlos Cara Álvarez

Role: Unscrupulous individuals of the seas, using their abilities to find treasure and pillage hidden stashes. They slice through enemies with ease with precise shots with their firearms and vigorous strikes with deadly weapons while dodging strikes and using their precision to debilitate and injure enemies.

Alignment: Any non-lawful.

Hit die: d8.

Class Skills: Acrobatics, appraise, bluff, climb, craft, diplomacy, disable device, disguise, escape artist, intimidate, knowledge (dungeoneering), knowledge (geography), knowledge (local), linguistics, perception, profession, perform, sense motive, sleight of hand, stealth, survival, swim.

Skill ranks per level: 6+int modifier.

Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1
1
0
2
0
Pirate’s code: Deckswabber, Piracy, Vigor, Gunsmithing
2
2
0
3
0
Sneak attack +1d6, bonus feat
3
3
1
3
1
Treasure hunter, Arms training 1, Piracy
4
4
1
4
1
Uncanny dodge, Slick +1
5
5
1
4
1
Pirate’s code: Scout, Sneak attack +2d6, Piracy
6
6/1
2
5
2
bonus feat
7
7/2
2
5
2
Improved uncanny dodge, Piracy
8
8/3
2
6
2
Arms training 2, Sneak attack +3d6, slick +2
9
9/4
3
6
3
Swashbuckler’s edge, Piracy
10
10/5
3
7
3
Pirate’s code: Enforcer, bonus feat
11
11/6/1
3
7
3
Sneak attack +4d6, Piracy
12
12/7/2
4
8
4
Slick +3, sword and pistol
13
13/8/3
4
8
4
Arms training 3, Piracy
14
14/9/4
4
9
4
Sneak attack +5d6, Bonus feat
15
15/10/5
5
9
5
Pirate’s code: First mate, Piracy
16
16/11/6/1
5
10
5
Slick +4
17
17/12/7/2
5
10
5
Natural vigor, Sneak attack +6d6, Piracy
18
18/13/8/3
6
11
6
Arms training 4, bonus feat
19
19/14/9/4
6
11
6
Piracy
20
20/15/10/5
6
12
6
Pirate’s code: Captain, pirate duelist, sneak attack +7d6, slick +5

Weapon and armor proficiency: The Pirate is proficient with light armor, all simple weapons, as well as the throwing axe, blade boot, dueling dagger, handaxe, switchblade, kukri, machete, sap, short sword, cutlass, flail, rapier, scimitar, falchion, shortbow, whip, and all firearms.

Pirate’s code: A pirate maintains it’s rank among its kin. As it levels, it gains more respect and gains in power - and improves in rank. At first level, they begin as a deckswabber. At 5th 10th, 15th and 20th level, they gain their new rank, and new code. They keep the abilities, skills and feats from the previous rank.

Vigor: A pirate is an especially vigorous combatant, gaining extra power from within. Each day, they gain a number of vigor points equal to their Charisma modifier. Vigor joins with the heroic pool that includes panache, luck, and grit, which contribute to using piracies as deeds.

Regaining vigor: The pirate regains vigor points in one of three ways. They regain one point when they knock a creature unconscious or land a killing blow on a target, when they land a successful critical hit, or by completing a daring act, which is up to DM discretion. If the critical hit is denied by concealment, immunity, or fortification and associated effects, the vigor is not gained.

The pirate may use as much vigor per round as they please as long as they have the points and actions to do so.

For the purposes of feats, pirate levels count as (and stack with) gunslinger levels for deft shootist deed, gun twirling, leaping shot deed, no name, ricochet shot deed, secret stash deed, and signature deed.

Piracy: As a pirate levels, they can use various pirate abilities. These typically spend vigor points. Some are active as long as the pirate has vigor remaining. Choose two piracy abilities to learn at 1st level, and then learn one additional piracy every two levels following.

Daring (Ex): At 1st level, a Pirate can spend 1 vigor point when she makes an Acrobatics, Climb, Escape Artist, Disable device, Fly, Ride, Sleight of hand, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).

Deadeye (Ex): At 1st level, the Pirate can resolve an attack against touch AC instead of normal AC when firing beyond her firearm's first range increment. Performing this piracy costs 1 Vigor point per range increment beyond the first. The Pirate still takes the –2 penalty on attack rolls for each range increment beyond the first when she performs this piracy.

Pilfer (Ex): At 1st level, when the pirate makes a steal attempt, they can use 1 vigor point to gain a bonus to their CMB equal to their dexterity modifier. When attempting a slight of hand check outside of combat to pickpocket or steal, they gain a 1d6 bonus roll to the attempt, acting as the daring piracy.
                                                               
Pirate's Dodge (Ex): At 1st level, the Pirate gains an uncanny knack for getting out of the way of ranged and melee attacks. When a ranged attack is made against the Pirate, she can spend 1 Vigor point to move 5 feet as an immediate action; doing so grants the Pirate a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the Pirate can drop prone to gain a +4 bonus to AC against the triggering attack. The Pirate can only perform this piracy while carrying no more than a light load.

Pirate's resolve (Ex): At 1st level, the pirate refuses to surrender to any who try to stop them. They can, using one vigor point, add their charisma modifier to a saving throw. this must be chosen before the roll is made.

Bonus feat (Ex): At 3rd level, the pirate can choose to learn a bonus feat, from the list of bonus feats in the pirate's abilities. This piracy can be taken multiple times, but must be the appropriate level for the feats chosen.

Rogue talent (Ex): At 3rd level, the pirate can take a rogue talent. They must have the prerequisites of these talents, and may select from the following list: assault leader, befuddling strike, black market connections, bleeding attack, canny observer, deft palm, demand attention, distracting attack, emboldening strike, face in the crowd, false friend, fast getaway, fast picks, focusing attack, getaway artist, hairpin trick, heads up, hold breath, honeyed words, iron guts, nimble climber, obscuring blow, offensive defense, powerful sneak, quick disguise, quick scrounge, rapid perception, resiliency, rope master, scavenger, set-up, shove aside, slow reactions, snap shot, strong impression, strong stroke, surprise attack, survivalist, trap spotter, underhanded, wall scramble. This piracy can be taken multiple times, choosing a different talent.

Kick sand (Ex): At 3rd level, if the pirate is on dirt or sandy ground, they can swiftly kick up sand or dirt as a move action into the enemy’s eyes, blinding them. (Reflex save, 10+½ Pirate level+Dex) The enemy must take a move action to remove the dirt/sand. Gladiator levels stack with pirate levels for the purposes of this ability DC.

Deft Reload (Ex): At 3rd level, when dual-wielding with either a melee weapon or a firearm, the pirate can reload the other firearm without an issue.

Favored Terrain (Ex): At 3rd level, the pirate can lead the ranger's favored terrain ability, choosing either urban or water. They can take this talent one additional time for the second choice.

Kip-Up (Ex): At 3rd level, while the pirate has at least 1 vigor point, she can kip-up from prone as a move action without provoking an attack of opportunity. She can kip-up as a swift action instead by spending 1 vigor point.
                                                               
Quick Clear (Ex): At 5th level, as a standard action, the Pirate can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The Pirate must have at least 1 Vigor point to perform this piracy. Alternatively, if the Pirate spends 1 Vigor point to perform this piracy, she can perform quick clear as a move-equivalent action instead of a standard action.

Scoundrel’s strike (Ex): At 5th level, the pirate can spend one vigor point to deal sneak attack damage even if the target isn't denied their dexterity bonus. At 8th level, if the pirate has at least one vigor point, they deal 1d6 precision damage on a successful attack with their trained weapons. This does not work on targets that are immune to precision damage. In addition, enemies that have a chance to deny precision damage (such as fortification magic armor) this chance is reduced by 10%.

Pirate Initiative (Ex): At 5th level, as long as the Pirate has at least 1 Vigor point, she gains the following benefits. First, she gains a +2 bonus on initiative checks. Furthermore, if she has the Quick Draw feat, her hands are free and unrestrained, and the firearm is not hidden, she can draw a single firearm as part of the initiative check.

Low-light vision (Ex): At 5th level, a pirate's view below deck and need to observe above grants them the uncanny ability to see in low-light conditons perfectly.

Deadly range (Ex): At 5th level, the pirate can take this piracy to increase the maximum range of their sneak attack by 10 ft.
                                                               
Pistol-Whip (Ex): At 7th level, the Pirate can make a surprise melee attack with the butt or handle of her firearm as a standard action. When she does, she is considered to be proficient with the firearm as a melee weapon and gains a bonus on the attack and damage rolls equal to the enhancement bonus of the firearm. The damage dealt by the pistol-whip is of the bludgeoning type, and is determined by the size of the firearm. One-handed firearms deal 1d6 points of damage (1d4 if wielded by Small creatures) and two-handed firearms deal 1d10 points of damage (1d8 if wielded by Small creatures). Regardless of the Pirate's size, the critical multiplier of this attack is 20/×2. If the attack hits, the Pirate can make a combat maneuver check to knock the target prone as a free action. Performing this piracy costs 1 Vigor point.

Dead Shot/strike (Ex): At 7th level, as a full-round action, the Pirate can take careful aim and pool all of her attack potential into a single, deadly shot or melee strike. When she does this, she shoots the firearm at a single target, but makes as many attack rolls as she can, based on her base attack bonus. She makes the attack rolls in order from highest bonus to lowest, as if she were making a full attack. If any of the attack rolls hit the target, the Pirate's single attack is considered to have hit. For each additional successful attack roll beyond the first, the Pirate increases the damage of the shot by the base damage dice of the firearm. For instance, if a 7th-level Pirate firing a musket hits with both attacks, she does 2d12 points of damage with the shot, instead of 1d12 points of damage, before adding any damage modifiers. Precision damage and extra damage from weapon special abilities (such as flaming) are added with damage modifiers and are not increased by this piracy. If one or more rolls are critical threats, she confirms the critical once using her highest base attack bonus –5. For each critical threat beyond the first, she reduces this penalty by 1 (to a maximum of 0). The Pirate only misfires on a dead shot if all the attack rolls are misfires. She cannot perform this piracy with a blunderbuss or other scatter weapon when attacking creatures in a cone. The Pirate must spend 1 Vigor point to perform this piracy.

Targeted Strike (Ex): At 7th level, as a full-round action the pirate can spend 1 vigor point to make an attack with a single light or one-handed broad crit range melee weapon or firearm that cripples part of a foe's body. The pirate chooses a part of the body to target. If the attack succeeds, in addition to the attack's normal damage, the target suffers one of the following effects based on the part of the body targeted. If a creature doesn't have one of the listed body locations, that body part cannot be targeted. Creatures that are immune to sneak attacks are also immune to targeted strikes. Items or abilities that protect a creature from critical hits also protect a creature from targeted strikes.

If the pirate is using a melee weapon:

  • Arms: The target takes no damage from the attack, but it drops one carried item of the swashbuckler's choice, even if the item is wielded with two hands. Items held in a locked gauntlet cannot be chosen.

  • Head: The target is confused for 1 round. This is a mind-affecting effect.

  • Legs: The target is knocked prone. Creatures with four or more legs or that are immune to trip attacks are immune to this effect.

  • Torso or Wings: The target is staggered for 1 round.

If the pirate is using a ranged weapon:

·          Arms: On a hit, the target takes no damage from the hit but drops one carried item of the gunslinger's choice, even if the item is wielded with two hands. Items held in a locked gauntlet are not dropped on a hit.

·         Head: On a hit, the target is damaged normally, and is also confused for 1 round. This is a mind-affecting effect.

·         Legs: On a hit, the target is damaged normally and knocked prone. Creatures that have four or more legs or that are immune to trip attacks are immune to this effect.

·         Torso: Targeting the torso threatens a critical on a 19–20.

·         Wings: On a hit, the target is damaged normally, and must make a DC 20 Fly check or fall 20 ft.

Expert Loading (Ex): At 9th level, whenever the Pirate rolls a misfire with a gun that has the broken condition, she can spend 1 Vigor point to keep the gun from exploding, though it retains the broken condition.

Bleeding strike (Ex): At 9th level, whenever the pirate makes a sneak attack, they can spend 1 vigor point to deal bleed damage equal to the number of precision dice they roll. If they spend 2 vigor, they double it. (Continues until healed)

Evasion (Ex): At 11th level, if the pirate makes a successful reflex save where they would normally take half damage, they take no damage instead. 

Hamstring/wing slice (Ex): At 11th level, by spending 1 vigor point during a sneak attack the pirate can swing for the enemy’s hamstring or leg, immobilizing them for 1d6 rounds.

Improved deadly range (Ex): At 11th level, the pirate can take this piracy to increase the maximum range of their sneak attack by 10 ft. This stacks with, and requires the deadly range piracy.

Lightning Reload (Ex): At 11th level, as long as the Pirate has at least 1 Vigor point, she can reload a single barrel of a one-handed or two-handed firearm as a swift action once per round. If she has the Rapid Reload feat or is using an alchemical cartridge (or both), she can reload a single barrel of the weapon as a free action each round instead. Furthermore, using this piracy does not provoke attacks of opportunity.

Advanced rogue talent (Ex): At 13th level, the pirate can choose from a select list of advanced rogue talents. They must have the prerequisites of these talents, and may choose from the following list: Against the wall, another day, crippling strike, improved deadly sneak, defensive roll, entanglement of blades, fast tumble, hamstring strike, hide in plain sight, knock-out blow, opportunist, redirect attack, rumormonger, unwitting ally, weapon snatcher. This piracy can only be taken once.

Menacing Shot (Ex): At 13th level, the Pirate can spend 1 Vigor point, shoot a firearm into the air, and affect all living creatures within a 30-foot-radius burst as if they were subject to the fear spell. The DC of this effect is equal to 10 + 1/2 the Pirate's level + the Pirate's Charisma modifier.

Quick distraction (Ex): At 13th level, by spending 1 vigor point, the pirate can use the feint combat maneuver as a swift action.

Swinging blow (Ex): At 15th level, whenever the pirate swings on a rope to attack, they can spend one vigor point to attack as if using fly-by attack, dealing an additional 50% damage per strike, and the target is flat footed if already threatened. The pirate gains a +5 bonus on their acrobatics check.
                                                               
Pirate's Luck (Ex): At 15th level, the Pirate can spend Vigor to reroll a saving throw or a skill check. It costs 2 Vigor points to reroll a saving throw, and 1 Vigor point to reroll a skill check. The Pirate must take the result of the second roll, even if it is lower. The piracy's cost cannot be reduced by the true Vigor class ability, the Signature piracy feat, or any other effect that reduces the amount of Vigor a piracy costs.

Cheat Death (Ex): At 17th level, whenever the Pirate is reduced to 0 or fewer hit points, she can spend all of her remaining Vigor points (minimum 1) to instead be reduced to 1 hit point.

Improved evasion (Ex): At 17th level, if a pirate fails a reflex save against something which would normally deal half damage on a successful save, they take half damage anyways.

X Marks the spot (Ex): At 17th level, when the pirate is at sea (subject to DM discretion), there is a 5% chance per mile that they will find treasure equal to their CL=CR.

The black spot (Ex): At 17th level, when the Pirate scores a critical hit with a sneak attack, she can spend 1 Vigor point to deal normal damage, and the target must succeed at a Fortitude saving throw with a DC equal to 10 + 1/2 the Pirate's level + the Pirate's Dexterity modifier. On a failed saving throw, the target dies. This is a death attack. Performing this piracy does not allow the Pirate to regain Vigor from confirming a critical hit or making a killing blow.
                                                               
Stunning Shot (Ex): At 19th level, when a Pirate hits a creature with a sneak attack, she can spend 2 Vigor points to stun the creature for 1 round. The creature must make a Fortitude saving throw (the DC = 10 + 1/2 the Pirate's level + the Pirate's Charissma modifier). If the creature fails, it is stunned for 1 round. Creatures that are immune to critical hits are also immune to this effect.

Mutiny (Ex): At 19th level, the pirate can spend 1 vigor point to gain a +10 diplomacy, bluff or intimidate bonus to have others turn against a target of their choice. All turned individuals gain a +2 bonus to their attack and damage rolls for 24 hours against this individual.

Uncanny dodge: At second level, the pirate gains the ability to dodge attacks as if not knowing they’re coming -they can no longer be caught flat-footed.

Sneak attack: At second level, The pirate is especially devious, dealing a precision strike when the victim is either flat-footed (denied its dexterity bonus to AC) or flanked. (Uncanny dodge/improved uncanny dodge negates unless stunned/paralyzed). This damage is equal to 1d6 at second level, with a bonus 1d6 every four levels thereafter to a maximum of 5d6 at 18th level.

Treasure hunter: At 3rd level, Pirates gain a ½ CL bonus to perception checks for treasure and secret doors, traps, and surprise attacks, and get an automatic roll for doors and coffers when within 30 feet. In addition, the pirate gains 10% additional treasure through scavenging and sniffing out secret coffers.

Arms training: At third level, the pirate chooses one melee weapon they are proficient with, and one firearm. They gain a +1 attack and damage bonus with these weapons. Every five levels following, they may choose one additional melee weapon and firearm, and gain a +1 to those, and each weapon already trained gains a new +1 bonus, to a maximum of +4 for the first weapons chosen at 18th level.

Slick: At fourth level and every four levels thereafter, the pirate gains a slick demeanor, skilled in dodging attacks - they gain a +1 dodge bonus to their AC. If they lose their dexterity bonus to AC (such as being stunned) they also lose this effect.

Bonus feat: at 2nd level, and every four levels thereafter, the pirate gains a bonus feat. At second level, they can choose between improved feint, improved dirty trick, weapon finesse, ranged feint, combat reflexes, precise shot, quick draw, dazzling display, intimidating prowess and improved steal, and dodge. at 6th level, they add quick dirty trick, greater steal, mobility, step up, shatter defenses, die hard and greater feint to the list. At twelfth level, they add quick steal, snap shot, greater dirty trick, and spring attack to the list.

Improved uncanny dodge: At 7th level, the pirate gains the improved uncanny dodge ability, and can no longer be flanked.

Swashbuckler’s edge: At 9th level, when making acrobatics checks to tumble or move around an enemy, if they are hit with an attack of opportunity, they immediately gain a free attack at their highest base attack bonus to retaliate.

Sword and pistol: Masters of using pistols in conjunction with weapons, pirates gain the sword and pistol feat, even if they do not meet the prerequisites. They still incur the penalties of two weapon fighting, nor do they gain the benefits of prerequisite feats if they have not taken them.

Pirate duelist: Choose one weapon specified in arms training. This weapon now has an increased (by 1) critical modifier and crits are automatically confirmed. Charisma per day, when disarmed, the pirate can swiftly grab their weapon in the air and make an attack of opportunity. If tripped, they can bounce back up as an immediate action without provoking an attack of opportunity. These count toward the same total.

Pirate codes:

Deckswabber (Rank 1):
Role: The deckswabber is a basic support for his team, Providing them with help during combat.
Active ability: Support call: As a swift action once per day, the deckswabber can call their allies to battle, giving them 10 ft. morale bonus to movement speed, and +1 morale bonus to attack rolls for a number of rounds equal to the pirate's level.
Innate ability: +1 to all knowledge rolls (does not train them)

Scout (Rank 2):
Role: The scout is quick to move and is skilled at seeing enemy weaknesses.
Active ability: Quickfeet: Increase land speed of self by 20 ft. for one round a number of times per day equal to their level as a free action.
Innate ability: Once per day, the scout can re-roll a perception, acrobatics, stealth, climb, or swim check. They must take the second result, even if it is lower.

Enforcer (Rank 3):
Role: The enforcer is a powerful combatant skilled in melee and ranged combat, taking down enemies with ease.
Active ability: Deadly strikes: On a number of attacks per day equal to their level, the pirate can grant themselves one of two benefits: either adding their dexterity modifier to damage with a firearm, or granting the benefits of vital strike to a damage roll.
Innate ability: Once per day, the enforcer can re-roll an attack roll or critical confirmation roll. They must choose this before the result is revealed, and must take the second roll, even if it is lower.

First mate (rank 4):
Role: The first mate takes charge, granting his allies benefits and delegating tasks.
Active ability: Charge!: The first mate is able to let out a rallying cry, saying “Charge!” as a standard action, enabling all allies to charge any enemy on the field as an immediate action. They may opt out of this ability.
Innate ability: The first mate gains a +2 competence bonus on bluff, intimidate, or diplomacy rolls used to either improve a creature's attitude toward them, or influencing them to do what they want.

Captain (Rank 5):
Role: The captain is a true leader, becoming both a role model in combat and dealing with allies and enemies, granting benefits to allies as well as themselves.
Active ability: Challenger’s call: A number of times per day equal to their charisma modifier, the captain can directly challenge an enemy as a swift action. They, along with all allies within 30 ft. of them when the challenge is made, gain a morale bonus to their attack rolls equal to the pirate’s charisma modifier, and damage bonus equal to half the pirate’s level for a number of rounds equal to the pirate's level.
Innate ability: All allies within 30 ft. gain a +2 morale bonus to attack and damage rolls.


Pirate feats

Extra Vigor: The pirate's vigor pool increases by 2 points.

Extra Piracy: Learn one additional piracy.

Exemplary deckswabber: allows one additional use of support call per day. Once per day, the deckswabber can make one knowledge check untrained, and roll twice and take the higher result. Requires 3rd level pirate.

Exemplary scout: Increases the quickfeet bonus by 5 feet, and allows the scout once per day to move 10 feet as an immediate action. Requires 7th level pirate.

Exemplary enforcer: When using deadly strikes, the pirate can make an intimidation check to demoralize an opponent as a swift action. Requires 13th level pirate.

Exemplary first mate: grants the allies using the Charge! ability to have a -1 penalty to AC, and a +3 bonus to their attack roll, instead of +2. Requires 17th level pirate.

Admiral: The captain's bonus to allies within 30 ft. increases by 1, and the captain gains their own bonus to their rolls permanently, as well as their challenger's call. Requires 20th level pirate.


Favoured class bonuses

Human: +1/4 to the pirate’s vigor points.
Gnome: +1/4 to the pirate’s slick AC bonus.
Dwarf: Dwarves reduce the misfire chance of a weapon by ¼. This cannot drop below 1.
Half-elf: +1/4 to the pirate’s vigor points.
Elf: +1/3 to critical confirmation rolls (Maximum +5) this does not stack with critical focus.
Night elf: Add ½ to the effective level of the pirate when considering the impact of piracy abilities.
Draenei: add 1/3 to the effective level of the pirate when considering the impact of piracy abilities.
Sylvari: learn ¼ of a piracy.          
Man’ari: +1 damage on a critical hits.
Pandaren: +1/4 to the pirate’s vigor points.
Worgen: +1/2 damage to the pirate’s vigor points.
Orc: +1 damage on critical strikes.
Half-orc: +1/4 to the pirate’s vigor points.
Zandalari: +1/6 to attack rolls.
Tauren: +1/2 to damage rolls.
Forsaken: +1/4 to the pirate’s vigor points.
Goblin: +1/3 to critical confirmation rolls (Maximum +5) this does not stack with critical focus.
Blood elf: +1/3 to critical confirmation rolls (Maximum +5) this does not stack with critical focus.
Drakken: (+2 str) +1/2 on melee damage rolls. (+2 dex) +1/2 damage to ranged weapon damage rolls. (+2 int) +1/4 to vigor points. (+2 wis) +1/2 bonus to perception checks.
Frozelia: +1/4 to vigor points.

Comments

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