Torgarn
2011-06-07, 06:29 AM
Pirate King
A true master of the seas, a pirate king is master of improvised combat aboard ships. A pirate king inspires his followers to obey his every command through acts of derring-do and reckless carelessness. Only truly ever at home on a ship a pirate king's domain is his ship and anyone who seeks to challenge him there had better be ready.
http://i96.photobucket.com/albums/l167/godzilla5939/Old_Pirate.jpg
Requirements
To qualify to become a pirate king, a character must fulfill all the following critera:
Alignment:Any Chaotic
Base Attack Bonus: +4
Skills:Balance 5 Ranks, Bluff 8 Ranks, Climb 5 Ranks, Profession (Sailor) 5 ranks, Tumble 5 Ranks
Feats: Weapon Finesse, Leadership
Special: Must have gained a ship worth at least 8,000 gold through some form of rakish behavior. Theft, gambling and murder are all examples of acceptable ways to obtain a ship.
Class Skills
The Pirate King's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Jump (Str), Knowledge (Geography) Int, Listen (Wis), Profession (Sailor), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Survival (Wis) Tumble (Dex), and Use Rope (Dex).
Skills Points at Each Level: 6 + int
Hit Dice: d10
Pirate King
{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+0|
+2|
+0|Rakish Defense +1, Unfettered (Full Round Action)
2nd|
+2|
+0|
+3|
+0|Rakish Defense +2, Luck of the Winds +1, Fencing +1
3rd|
+3|
+1|
+3|
+1|Rakish Defense +3, Unfettered (Standard Action)
4th|
+4|
+1|
+4|
+1|Rakish Defense +4, Fencing +2, Shipson
5th|
+5|
+1|
+4|
+1|Rakish Defense +5, Luck of the Winds +2, Unfettered (Move Action), Master of Ships
6th|
+6|
+2|
+5|
+2|Rakish Defense +6, Fencing +3, Breath of the Ocean
7th|
+7|
+2|
+5|
+2|Rakish Defense +7, Unfettered (Swift Action), Mad Charge
8th|
+8|
+2|
+6|
+2|Rakish Defense +8, Luck of the Winds +3, Fencing +4
9th|
+9|
+3|
+6|
+3|Rakish Defense +9, Unfettered (Immediate Action)
10th|
+10|
+3|
+7|
+3|Rakish Defense +10, Fencing +5, Unfettered (Constant) Lord of the Ocean[/table]
Weapon Proficiencies: The pirate king is proficient with all simple and martial weapons, but not with any type of armor or shield.
Rakish Defense (Ex) When not wearing armor or using a shield and wielding only a single one-handed weapon, a pirate king adds a bonus of +1/class level as a dodge bonus to AC.
Unfettered (Su) A pirate king's spirit is free as the ocean itself. At level 1 he becomes able to use the spell freedom of movement as a supernatural ability at-will as a full round action. At level 3 this becomes a standard action, at level 5 a move action, at level 7 a swift action and at level 9 an immediate action. At level 10 the pirate king is constantly under the effect of a freedom of movement spell. When using this ability your caster level is equal to your pirate king lass level.
Luck of the Winds (Ex) At second level a pirate king gains a +1 untyped bonus to any roll during the day 1/day per class level. This bonus increases to +2 at level 5 and +3 at level 8.
Fencing (Ex) At second level a pirate king gains +1/2 class levels luck bonus to attack and damage rolls when using a single one-handed weapon in combat.
Crewmaster (Su) At 3rd level, a pirate king gains the ability to inspire his crew to acts of great courage and skill. He gains the Bardic Music class abilities of a bard 2 levels lower than his pirate king class levels. He uses his abilities by shouting out at and encouraging his crew and uses a bluff check instead of a perform check. He may use these abilities 1/day for every 2 class levels he has. This ability counts as the bardic music class feature for purposes of qualifying for prestige classes. If he has levels of another class that grant bardic music abilities, these levels stack for the purposes of determining his bardic music abilities as well as how many times per day they are used instead of granting new abilities.
Shipson (Ex) At 4th level, a pirate king gains a swim speed and climb speed equal to his base land speed. He also gains the ability to breathe water as he already breathes air.
Master of Ships (Ex) At 5th level, a pirate king chooses a number of skills equal to his intelligence modifier that he may take ten with despite stress or other circumstances that may have prevented him from doing so. These skills must be selected from the following list: Balance, Bluff, Climb, Escape Artist, Jump, Sleight of Hand, Tumble or Use Rope. On the skills you choose you also get a +5 bonus while using them on a ship.
Breath of the Ocean (Su) At level 6, a pirate king gains a breath weapon that shoots water. It does 1d6 bludgeoning damage for every pirate king level. Using this ability is a standard action.
Mad Charge (Ex) At level 7, a pirate king gains the ability to move with reckless abandon with no penalties. He can move over difficult terrain at his full speed with no penalty. If he takes a charge action, he can move up to twice his speed, though he doesn't need to move in a straight line.
Lord of the Ocean (Su) At level 10 a pirate king has attuned himself to ocean. The ocean loves him as a son and carries him safely in it's womb. If a pirate king should die while fighting at sea, his body melts into the oceans spray. Three days later, he springs from the ocean, fully formed and alive, raised as if by a True Resurrection Spell.
A true master of the seas, a pirate king is master of improvised combat aboard ships. A pirate king inspires his followers to obey his every command through acts of derring-do and reckless carelessness. Only truly ever at home on a ship a pirate king's domain is his ship and anyone who seeks to challenge him there had better be ready.
http://i96.photobucket.com/albums/l167/godzilla5939/Old_Pirate.jpg
Requirements
To qualify to become a pirate king, a character must fulfill all the following critera:
Alignment:Any Chaotic
Base Attack Bonus: +4
Skills:Balance 5 Ranks, Bluff 8 Ranks, Climb 5 Ranks, Profession (Sailor) 5 ranks, Tumble 5 Ranks
Feats: Weapon Finesse, Leadership
Special: Must have gained a ship worth at least 8,000 gold through some form of rakish behavior. Theft, gambling and murder are all examples of acceptable ways to obtain a ship.
Class Skills
The Pirate King's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Jump (Str), Knowledge (Geography) Int, Listen (Wis), Profession (Sailor), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Survival (Wis) Tumble (Dex), and Use Rope (Dex).
Skills Points at Each Level: 6 + int
Hit Dice: d10
Pirate King
{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+0|
+2|
+0|Rakish Defense +1, Unfettered (Full Round Action)
2nd|
+2|
+0|
+3|
+0|Rakish Defense +2, Luck of the Winds +1, Fencing +1
3rd|
+3|
+1|
+3|
+1|Rakish Defense +3, Unfettered (Standard Action)
4th|
+4|
+1|
+4|
+1|Rakish Defense +4, Fencing +2, Shipson
5th|
+5|
+1|
+4|
+1|Rakish Defense +5, Luck of the Winds +2, Unfettered (Move Action), Master of Ships
6th|
+6|
+2|
+5|
+2|Rakish Defense +6, Fencing +3, Breath of the Ocean
7th|
+7|
+2|
+5|
+2|Rakish Defense +7, Unfettered (Swift Action), Mad Charge
8th|
+8|
+2|
+6|
+2|Rakish Defense +8, Luck of the Winds +3, Fencing +4
9th|
+9|
+3|
+6|
+3|Rakish Defense +9, Unfettered (Immediate Action)
10th|
+10|
+3|
+7|
+3|Rakish Defense +10, Fencing +5, Unfettered (Constant) Lord of the Ocean[/table]
Weapon Proficiencies: The pirate king is proficient with all simple and martial weapons, but not with any type of armor or shield.
Rakish Defense (Ex) When not wearing armor or using a shield and wielding only a single one-handed weapon, a pirate king adds a bonus of +1/class level as a dodge bonus to AC.
Unfettered (Su) A pirate king's spirit is free as the ocean itself. At level 1 he becomes able to use the spell freedom of movement as a supernatural ability at-will as a full round action. At level 3 this becomes a standard action, at level 5 a move action, at level 7 a swift action and at level 9 an immediate action. At level 10 the pirate king is constantly under the effect of a freedom of movement spell. When using this ability your caster level is equal to your pirate king lass level.
Luck of the Winds (Ex) At second level a pirate king gains a +1 untyped bonus to any roll during the day 1/day per class level. This bonus increases to +2 at level 5 and +3 at level 8.
Fencing (Ex) At second level a pirate king gains +1/2 class levels luck bonus to attack and damage rolls when using a single one-handed weapon in combat.
Crewmaster (Su) At 3rd level, a pirate king gains the ability to inspire his crew to acts of great courage and skill. He gains the Bardic Music class abilities of a bard 2 levels lower than his pirate king class levels. He uses his abilities by shouting out at and encouraging his crew and uses a bluff check instead of a perform check. He may use these abilities 1/day for every 2 class levels he has. This ability counts as the bardic music class feature for purposes of qualifying for prestige classes. If he has levels of another class that grant bardic music abilities, these levels stack for the purposes of determining his bardic music abilities as well as how many times per day they are used instead of granting new abilities.
Shipson (Ex) At 4th level, a pirate king gains a swim speed and climb speed equal to his base land speed. He also gains the ability to breathe water as he already breathes air.
Master of Ships (Ex) At 5th level, a pirate king chooses a number of skills equal to his intelligence modifier that he may take ten with despite stress or other circumstances that may have prevented him from doing so. These skills must be selected from the following list: Balance, Bluff, Climb, Escape Artist, Jump, Sleight of Hand, Tumble or Use Rope. On the skills you choose you also get a +5 bonus while using them on a ship.
Breath of the Ocean (Su) At level 6, a pirate king gains a breath weapon that shoots water. It does 1d6 bludgeoning damage for every pirate king level. Using this ability is a standard action.
Mad Charge (Ex) At level 7, a pirate king gains the ability to move with reckless abandon with no penalties. He can move over difficult terrain at his full speed with no penalty. If he takes a charge action, he can move up to twice his speed, though he doesn't need to move in a straight line.
Lord of the Ocean (Su) At level 10 a pirate king has attuned himself to ocean. The ocean loves him as a son and carries him safely in it's womb. If a pirate king should die while fighting at sea, his body melts into the oceans spray. Three days later, he springs from the ocean, fully formed and alive, raised as if by a True Resurrection Spell.