DualShadow
2010-08-20, 02:04 AM
Ahoy people of this board. I have been at the task of making a Pirate class for an upcoming game and while I was looking through the books of many publisher I decided to gather up many of their abilities and also create a few of my own as into a single class. So far this is the result and while I still dont have the skills, proficiency nor the bonus feat list the main focus of this post is to first evaluate what I already have and fill up the gap at the LV 8, 16 and 20.
Please note that the bonus to the ship AC and stuff might not fit with all naval combat system.
Skills: Balance, Bluff, Climb, Craft, Intimidate, Jump, Knowledge (architecture and engineering, geography, nature), Open Lock, Perform, Profession, Search, Sleight of Hand, Spot, Tumble, Use Rope
Skill Points per Level: 6+INT (x4 at first lv)
Hit Die: D8
Pirate
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+2|
+0|Tales of the sea, Seamanship
2nd|
+2|
+3|
+3|
+0|Sea Legs
3rd|
+3|
+3|
+3|
+1|Uncanny Dodge (Dex bonus to AC)
4th|
+4|
+4|
+4|
+1|Pirate's Luck
5th|
+5|
+4|
+4|
+1|Bonus Feat
6th|
+6/1|
+5|
+5|
+2|Shifting Deck
7th|
+7/2|
+5|
+5|
+2|Nautical Lore
8th|
+8/3|
+6|
+6|
+2|
9th|
+9/4|
+6|
+6|
+3|Bonus Feat
10th|
+10/5|
+7|
+7|
+3|Uncanny Dodge (Cannot be flanked)
11th|
+11/6/1|
+7|
+8|
+3|Scholar of the Winds and Seas
12th|
+12/7/2|
+8|
+8|
+4|Beloved of the Sea
13th|
+13/8/3|
+8|
+8|
+4|Veteran of the Sea
14th|
+14/9/4|
+9|
+9|
+4|Bonus Feat
15th|
+15/10/5|
+9|
+9|
+5|Pirate Legend
16th|
+16/11/6/1|
+10|
+10|
+5|
17th|
+17/12/7/2|
+10|
+10|
+5|Guiding Water
18th|
+18/13/8/3|
+11|
+11|
+6|Bonus Feat
19th|
+19/14/9/4|
+11|
+11|
+6|Master of the Winds and Seas
20th|
+20/15/10/5|
+12|
+12|
+6|[/table]
Weapon and Armor Proficiency: Proficient with all simple weapons, and with the cutlass (Stormwrack), rapier, and shortsword and light armor.
Tales of the Sea: The life of a sailor is filled with mysterious and dangerous situations, sailors talk about bizarre creatures and dreaded seas and these stories often hold a part of truth. Spending so much time with sailors a Pirate come to know an increasing amount of these stories that they can often make use of these stories in order to know something that isnt known to everyone.
This ability work as the Bardic Knowledge class ability. A Pirate do a check using his Pirate class lv and adding his Int modifier.
DC Knowledge Exemples
10 Common, known by just about any decent man of the sea. Type of creatures that is often seen near a frequented sea route or frequently-discussed legends about sea monters.
20 Uncommon but not unheard of. The reputation of a particular ship or captain, superstition that are talked about in dark corners or information about the underworld trade of a port town or powerful but mysterious artefacts. Things that are usually not discussed in public.
25 Obscure lore, difficult to trace and very rarely talked about. The past of a specific crewman, knowledge surrounding a less known magical item or rumor about the whereabout of a legendary ship or sea creature.
30 Virtually unheard of, a story that is known by a handful of person that is only telled under a baleful moon in the middle of a rough sea. The complete record of a sailor's past voyages, the location of an ancient buried treasure, the name of an individual mermaid or rumors about the whereabout of the island of the Pirate's Lords.
Seamanship: The Pirate are sailors that love being on a ship even more that normal sailors so they put extra effort on knowing how to work on a ship. The Pirate gain the feat Skill Focus Profession (Sailor) for free.
Sea Legs (Ex): Pirates add 1/2 their class level on all Strength and Dexterity based skills, and may always take 10 on such skills, while on a ship or other nautical vessel.
Uncanny Dodge: A ship is a small place and with a lot of people so constent vigilance is a must so when in a fight on a ship it is even more tight and attacks can come from anywhere so Pirate adapt to that situation by developping some kind a sixth sense.
At lv 4 a Pirate never lose his Dex modifier to AC when caught flatfooted or struck by an invisible attacker.
At lv 10 a Pirate cannot be flanked in battle.
Pirate's Luck (Ex): At 4th, 8th, 12th, 16th, and 20th level, Pirates may gain any [Luck] feat for which they meet the prerequisites as a Bonus Feat.
Bonus Feat: This pirate gain a feat from the following list:
Shifting Deck (Ex): Pirates ignore all difficult terrain, double his bonus for attacking from higher ground and attackers do not gain a bonus from attacking from higher ground.
Nautical Lore (Ex): Pirates may substitute a Profession (Sailor) check in place of any Knowledge skill check involving something related to the sea (including aquatic monsters, sea-faring vessels, and water-themed magic).
Veteran of the Sea: The Pirate has now sailed for so long on the sea that he is getting better at what he do:
Seamanship: The Pirate now being a veteran can share his experiences with other crewmate granting them half his CHA bonus on their Profession Sailor check for 3+Cha modifier round as a move action.
Sea Legs: The Pirate is so stable anywhere on a ship that he can now fully defend himself while balancing and climbing, also he can move at full speed when doing both.
Pirate Legend: The Pirate's reputation is widely known and inspiring that your simple presence make your crew respect you and become loyal to the death to you. You gain the Great Captain feat or increase the aid another bonus by +4 if you already have the feat. You can recruit an entire crew for your ship with only the promise of a fair share of the booty you gain.
Scholar of the Winds and Seas: The Pirate is now know for his excellent navigation skill and is a important person that can be researched by
Tales of the Seas DC: 20 or Knowledge History or Local. He is so adept at sailing that when in charge of handling the ship he intuitivly know how to maximize the winds and current of the water to making the ship go faster. This ability increase the speed of the ship by 25% and increase the ship's AC by 2.
Beloved of the Sea: The Pirate have undertaken so many voyages, seen so many beauty of the seas and saw things that few have ever seen. He is at one with the seas and oceans at a level so deep that he intuitivly develop bond with the water itself. This bond is part wisdom part knowledge and part mystical that no one can take away nor can it be recreated. A Pirate showing this ability is bound to become a myth as a man who could control the very oceans. These abilities are extrodinaries so it cannnot be blocked by a spell resistance nor an anti-magic field for that it is the very water itself that grant you those boons rather than the Pirate casting a spell. Using these abilities require to be within 400ft + 40ft/lv of a minor source of water such as a well or small pond for the first 5 powers and within the same range of at least a river for the other 4. Your caster lv is treated as full your Pirate lv for these abilities. You can use these abilities once per day each exept for the Turn/Rebuke ones that can be used 3 + Cha modifier per day.
You can Turn or Destroy fire creatures as a good cleric.
You can Rebuke, Command or Bolster water creature as an evil cleric.
At lv 12 you can cast Obscuring Mist.
At lv 13 you can cast Fog Cloud.
At lv 14 you can cast Water Breathing.
At lv 15 you can cast Control Water.
At lv 16 you can cast Ice Storm.
At lv 17 you can cast Cone of Cold.
At lv 18 you can cast Acid Fog.
At lv 19 you can cast Horrid Wilting.
At lv 20 you can cast Elemental Swarm (As a water spell only).
Guiding Water: The Pirate can guide its ship to any port in the whole world even if he doesnt know where it is. The only places that he can't go with this ability is hidden places that require an Knowledge or Superstition check to discover its whereabout.
Master of the Winds and Seas: With support of the winds and the seas your ship's speed is increased by 100% and it's AC increase by 8
Please note that the bonus to the ship AC and stuff might not fit with all naval combat system.
Skills: Balance, Bluff, Climb, Craft, Intimidate, Jump, Knowledge (architecture and engineering, geography, nature), Open Lock, Perform, Profession, Search, Sleight of Hand, Spot, Tumble, Use Rope
Skill Points per Level: 6+INT (x4 at first lv)
Hit Die: D8
Pirate
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+2|
+0|Tales of the sea, Seamanship
2nd|
+2|
+3|
+3|
+0|Sea Legs
3rd|
+3|
+3|
+3|
+1|Uncanny Dodge (Dex bonus to AC)
4th|
+4|
+4|
+4|
+1|Pirate's Luck
5th|
+5|
+4|
+4|
+1|Bonus Feat
6th|
+6/1|
+5|
+5|
+2|Shifting Deck
7th|
+7/2|
+5|
+5|
+2|Nautical Lore
8th|
+8/3|
+6|
+6|
+2|
9th|
+9/4|
+6|
+6|
+3|Bonus Feat
10th|
+10/5|
+7|
+7|
+3|Uncanny Dodge (Cannot be flanked)
11th|
+11/6/1|
+7|
+8|
+3|Scholar of the Winds and Seas
12th|
+12/7/2|
+8|
+8|
+4|Beloved of the Sea
13th|
+13/8/3|
+8|
+8|
+4|Veteran of the Sea
14th|
+14/9/4|
+9|
+9|
+4|Bonus Feat
15th|
+15/10/5|
+9|
+9|
+5|Pirate Legend
16th|
+16/11/6/1|
+10|
+10|
+5|
17th|
+17/12/7/2|
+10|
+10|
+5|Guiding Water
18th|
+18/13/8/3|
+11|
+11|
+6|Bonus Feat
19th|
+19/14/9/4|
+11|
+11|
+6|Master of the Winds and Seas
20th|
+20/15/10/5|
+12|
+12|
+6|[/table]
Weapon and Armor Proficiency: Proficient with all simple weapons, and with the cutlass (Stormwrack), rapier, and shortsword and light armor.
Tales of the Sea: The life of a sailor is filled with mysterious and dangerous situations, sailors talk about bizarre creatures and dreaded seas and these stories often hold a part of truth. Spending so much time with sailors a Pirate come to know an increasing amount of these stories that they can often make use of these stories in order to know something that isnt known to everyone.
This ability work as the Bardic Knowledge class ability. A Pirate do a check using his Pirate class lv and adding his Int modifier.
DC Knowledge Exemples
10 Common, known by just about any decent man of the sea. Type of creatures that is often seen near a frequented sea route or frequently-discussed legends about sea monters.
20 Uncommon but not unheard of. The reputation of a particular ship or captain, superstition that are talked about in dark corners or information about the underworld trade of a port town or powerful but mysterious artefacts. Things that are usually not discussed in public.
25 Obscure lore, difficult to trace and very rarely talked about. The past of a specific crewman, knowledge surrounding a less known magical item or rumor about the whereabout of a legendary ship or sea creature.
30 Virtually unheard of, a story that is known by a handful of person that is only telled under a baleful moon in the middle of a rough sea. The complete record of a sailor's past voyages, the location of an ancient buried treasure, the name of an individual mermaid or rumors about the whereabout of the island of the Pirate's Lords.
Seamanship: The Pirate are sailors that love being on a ship even more that normal sailors so they put extra effort on knowing how to work on a ship. The Pirate gain the feat Skill Focus Profession (Sailor) for free.
Sea Legs (Ex): Pirates add 1/2 their class level on all Strength and Dexterity based skills, and may always take 10 on such skills, while on a ship or other nautical vessel.
Uncanny Dodge: A ship is a small place and with a lot of people so constent vigilance is a must so when in a fight on a ship it is even more tight and attacks can come from anywhere so Pirate adapt to that situation by developping some kind a sixth sense.
At lv 4 a Pirate never lose his Dex modifier to AC when caught flatfooted or struck by an invisible attacker.
At lv 10 a Pirate cannot be flanked in battle.
Pirate's Luck (Ex): At 4th, 8th, 12th, 16th, and 20th level, Pirates may gain any [Luck] feat for which they meet the prerequisites as a Bonus Feat.
Bonus Feat: This pirate gain a feat from the following list:
Shifting Deck (Ex): Pirates ignore all difficult terrain, double his bonus for attacking from higher ground and attackers do not gain a bonus from attacking from higher ground.
Nautical Lore (Ex): Pirates may substitute a Profession (Sailor) check in place of any Knowledge skill check involving something related to the sea (including aquatic monsters, sea-faring vessels, and water-themed magic).
Veteran of the Sea: The Pirate has now sailed for so long on the sea that he is getting better at what he do:
Seamanship: The Pirate now being a veteran can share his experiences with other crewmate granting them half his CHA bonus on their Profession Sailor check for 3+Cha modifier round as a move action.
Sea Legs: The Pirate is so stable anywhere on a ship that he can now fully defend himself while balancing and climbing, also he can move at full speed when doing both.
Pirate Legend: The Pirate's reputation is widely known and inspiring that your simple presence make your crew respect you and become loyal to the death to you. You gain the Great Captain feat or increase the aid another bonus by +4 if you already have the feat. You can recruit an entire crew for your ship with only the promise of a fair share of the booty you gain.
Scholar of the Winds and Seas: The Pirate is now know for his excellent navigation skill and is a important person that can be researched by
Tales of the Seas DC: 20 or Knowledge History or Local. He is so adept at sailing that when in charge of handling the ship he intuitivly know how to maximize the winds and current of the water to making the ship go faster. This ability increase the speed of the ship by 25% and increase the ship's AC by 2.
Beloved of the Sea: The Pirate have undertaken so many voyages, seen so many beauty of the seas and saw things that few have ever seen. He is at one with the seas and oceans at a level so deep that he intuitivly develop bond with the water itself. This bond is part wisdom part knowledge and part mystical that no one can take away nor can it be recreated. A Pirate showing this ability is bound to become a myth as a man who could control the very oceans. These abilities are extrodinaries so it cannnot be blocked by a spell resistance nor an anti-magic field for that it is the very water itself that grant you those boons rather than the Pirate casting a spell. Using these abilities require to be within 400ft + 40ft/lv of a minor source of water such as a well or small pond for the first 5 powers and within the same range of at least a river for the other 4. Your caster lv is treated as full your Pirate lv for these abilities. You can use these abilities once per day each exept for the Turn/Rebuke ones that can be used 3 + Cha modifier per day.
You can Turn or Destroy fire creatures as a good cleric.
You can Rebuke, Command or Bolster water creature as an evil cleric.
At lv 12 you can cast Obscuring Mist.
At lv 13 you can cast Fog Cloud.
At lv 14 you can cast Water Breathing.
At lv 15 you can cast Control Water.
At lv 16 you can cast Ice Storm.
At lv 17 you can cast Cone of Cold.
At lv 18 you can cast Acid Fog.
At lv 19 you can cast Horrid Wilting.
At lv 20 you can cast Elemental Swarm (As a water spell only).
Guiding Water: The Pirate can guide its ship to any port in the whole world even if he doesnt know where it is. The only places that he can't go with this ability is hidden places that require an Knowledge or Superstition check to discover its whereabout.
Master of the Winds and Seas: With support of the winds and the seas your ship's speed is increased by 100% and it's AC increase by 8