The Witch-King
2012-05-14, 03:46 PM
Space Pirate
http://fc07.deviantart.net/fs47/f/2009/226/2/3/23ea805eb323a42ccfa87e4612fa588e.jpg
Alignment: Any non-lawful.
Hit Die: d8
Starting Age: As Rogue.
Starting Gold: As Rogue.
Class Skills: The Space Pirate’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (astronavigation) (Int), Knowledge (computers) (Int), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Tumble (Dex), and Use Rope (Dex).
Skill Points at 1st Level: (6 + Int modifier) ×4.
Skill Points at Each Additional Level: 6 + Int modifier.
Space Pirate
{table=head]Level|BAB|Fort|Ref|Will|Class Features|
Skirmish
1st|+0|+2|+2|+0|Dodge, Acrobatics|
-
2nd|+1|+3|+3|+0|Mobility|
-
3rd|+2|+3|+3|+1|Skirmish, Two Weapon Fighting, Weapon Finesse|
+1d6
4th|+3|+4|+4|+1|Point Blank Shot, Wretched Hives Of Scum And Villainy|
+1d6
5th|+3|+4|+4|+1|Evasion, Space Pirate|
+1d6, +1 AC
6th|+4|+5|+5|+2|Quick Draw, Sexaferocity, Pistol Butt|
+1d6, +1 AC
7th|+5|+5|+5|+2|Space Pirate, Space Pirate|
+2d6, +1 AC
8th|+6/+1|+6|+6|+2|Leadership, Space Pirate|
+2d6, +1 AC
9th|+6/+1|+6|+6|+3|Heavy Artillery, Space Pirate|
+2d6, +2 AC
10th|+7/+2|+7|+7|+3|Space Pirate|
+2d6, +2 AC
11th|+8/+3|+7|+7|+3|Space Pirate|
+3d6, +2 AC
12th|+9/+4|+8|+8|+4|Impact Deflection, Space Pirate|
+3d6, +2 AC
13th|+9/+4|+8|+8|+4|Space Pirate, Space Pirate|
+3d6, +3 AC
14th|+10/+5|+9|+9|+4|Space Pirate|
+3d6, +3 AC
15th|+11/+6/+1|+9|+9|+5|Damn Right She Shot First, Shoot Lock Controls|
+4d6, +3 AC
16th|+12/+7/+2|+10|+10|+5|Space Pirate|
+4d6, +3 AC
17th|+12/+7/+2|+10|+10|+5|Space Pirate|
+4d6, +4 AC
18th|+13/+8/+3|+11|+11|+6|Screaming Gun-gasm|
+4d6, +4 AC
19th|+14/+9/+4|+11|+11|+6|Nine Lives|
+5d6, +4 AC
20th|+15/+10/+5|+12|+12|+6|Starship|
+5d6, +4 AC
[/table]
Class Features
All of the following are class features of the Space Pirate.
Weapon and Armor Proficiency
A Space Pirate is proficient with all simple and martial weapons, all firearms, and with light and medium armor.
Dodge
During your action, you designate an opponent and receive a +1 dodge bonus to Armor Class against attacks from that opponent. You can select a new opponent on any action.
A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.
Acrobatics (Ex): At 1st level, a Space Pirate gains +1 to all Climb, Jump and Tumble checks. This bonus increases to +2 at level 7, +4 at level 13 and +6 at level 19.
Mobility
You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
Dodge bonuses stack with each other, unlike most types of bonuses.
Skirmish:
A Space Pirate depends on mobility to deal extra damage and improve her defense. She deals an extra 1d6 on all attacks she makes in any round in which she moves at least 10 ft. The extra damage only applies to attacks taken during her turn. This extra damage increases by 1d6 for every four levels gained above 3rd (2d6 at 7th, 3d6 at 11th, 4d6 at 15th and 5d6 at 19th level).
At 5th level, a Space Pirate gains a +1 competence bonus to Armor Class during any round in which she moves at least 10 feet. The bonus applies as soon as the Space Pirate has moved 10 feet, and lasts until the start of her next turn. This bonus improves by 1 for every four levels gained above 5th (+2 at 9th, +3 at 13th, and +4 at 17th level).
A Space Pirate loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load. If she gains the skirmish ability from another class, the bonuses stack.
Two Weapon Fighting
Weapon Finesse
With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Point Blank Shot
You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Wretched Hives Of Scum And Villainy (Ex): At 4th level, a Space Pirate has learned her way around dens of inquity and how to survive on the streets and back alleyways. She gains a competence bonus of one-third her class levels (round down, minimum 1) to Gather Information and Knowledge (local) checks.
Evasion
A Space Pirate can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless Space Pirate does not gain the benefit of evasion.
Space Pirate: When "Space Pirate" appears on the class table, a Space Pirate may choose one Space Pirate ability.
Space Pirate abilities:
Saboteur (Ex): If you fail a Disable Device check to disable a device or mechanism, you may immediately reroll and use the second result instead. This effect is used as an immediate action after the first check is attempted, but before the results are revealed by the GM.
Shanghai (Ex): Whether its trying to fill her ship with a new crew or her bed with a reluctant or escaping lover, a Space Pirate knows to employ the same solution: club the right guy over the head and drag him back to the ship. If during the surprise round, a Space Pirate uses a standard action against an unaware opponent who's head is not covered by armor to attack him with a blunt instrument (a pistol butt or even the side of a gauntleted hand will do), she can attempt to knock that opponent unconscious. The attacker automatically hits and scores a critical hit; any damage done is non-lethal. If the defender is not reduced to 0 HP, he must make a Fortitude save (DC 10 + damage dealt) or he is unconscious.
Fast Balance (Ex): A successful Balance check lets a Space Pirate move her full speed across a precarious surface, rather than half speed.
Carousing (Ex): A Space Pirate doesn't last long if she doesn't learn how to handle hard drink, play and if necessary cheat at games of chance and how to party as hard as she fights. A Space Pirate's Constitution is treated as being two points higher when it comes to handling alcohol and other intoxicants and she gains a competence bonus of one-third her class levels (round down, minimum 1) when using Bluff, Sense Motive or Sleight of Hand in the context of playing card games, dice games and other games of chance.
BOOTY! (Ex): A Space Pirate gains a competence bonus of one third her class levels (round down, minimum 1) to Appraise checks and to Knowledge (local) checks to determine where can she successfully fence her ill-gotten gain.
BIG BOOTY! (Ex): Prerequisite: BOOTY! A Space Pirate gains a competence bonus of one-third her class levels (round down, minimum 1) to Bluff and Intimidate checks to convince merchants to fence her more expensive and/or notorious baubles--whether they want to or not.
Smuggling (Ex): A Space Pirate gains a competence bonus of one-half her class levels (round down, minimum 1) to any and all Diplomacy checks made to buy or sell illicit or illegal goods.
Fire Solution (Ex): After spending a full action locking the targeting scanners onto an enemy ship, a Space Pirate operating a ship's weapons may in subsequent rounds, reroll missed attacks a number of times equal to her Intelligence modifier. She may only reroll a particular attack once and must take the second roll if she decides to reroll.
Security Systems (Ex): A Space Pirate may make rerolls of Disable Device checks against automated security systems either to disable them or to prevent them detecting or recording the presence of herself or her allies. She may make a number of such rerolls equal to her Intelligence modifier per day. If she chooses to reroll, she must accept the second roll, even if it is worse than the first.
Circuitous Route (Ex): By taking a route that makes the best use of ambient astronavigational phenomena, sticking to nebulae and so forth, the Space Pirate attempts to keep her ship undetected and slip past the enemy or to take them by surprise. The Space Pirate makes a Knowledge (astronavigation) roll against a DC of 20. She may then reduce all opponent's attempts to detect her ship by how ever many points she made the roll by. Should combat ensue anyway, during the first round, she may add those same points as a bonus to her ship's initiative.
Hacking (Ex): A Space Pirate gains a competence bonus of one-third her class levels (round down, minimum 1) when using the Disable Device skill for the purposes of hacking.
Quick Jump (Ex): By making a DC 25 Knowledge (astronavigation) check, the Space Pirate prepares her ship to jump into two rounds, the bare minimum for making a successful hyperspatial jump. If she fails, she must begin making calculations all over again starting on the next round.
I Know This Ship Like The Back Of My Hand (Ex): Given one month's time aboard a specific vessel, a Space Pirate can learn its unique qualities, features and idiosyncracies allowing her to gain a +10 competence bonus when making all Profession (Spacer), Craft (Starshipwright) or Search checks aboard her. This acclimation apples only to a single unique vessel and not to her whole class.
Quick Draw You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action.
A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow).
Sexaferocity (Ex): If, after using a successful Sense Motive check, a Space Pirate determines a male is genuinely attracted to her, she can use Intimidate rather than Diplomacy to convince him to court her. Sexaferocity is completely ineffective on anyone not genuinely attracted to the Space Pirate in question. It makes a shy male who is interested stop hesitating and procrastinating and make the first move, although its hard to call it the first move after he's been told to "suck it up," "be a man," and "crap or get off the pot."
Pistol Butt (Ex): A Space Pirate can use an empty pistol as an improvised bludgeoning weapon without penalty.
Leadership Having this feat enables the character to attract loyal companions and devoted followers, subordinates who assist her.
Heavy Artillery (Ex): Beginning at 9th level, a Space Pirate treats all weapons as one size category smaller for purposes of determining whether or not she can wield them in two hands.
Spica Spin (Ex): The Space Pirate can pretend to hand over her pistol butt first but twirls the pistol around to attack instead. Roll a DEX check against a DC of 20. If successful, the Dirgeshooter gets a free attack against the target. If the check is failed, she drops her weapon.
Impact Deflection (Ex): A Space Pirate is skilled in using the protection of her powered armor to its best effect in covering vital spots. When an opponent scores a critical hit, there is a 50% chance that a Space Pirate wearing powered armor will instead take normal damage.
Damn Right She Shot First (Ex): By conducting a successful feint attack against a target, the Space Pirate may draw and shoot the target before anyone can roll for initiative. The target is considered flatfooted. Should there be a surprise round, the Space Pirate gets her attack, then the surprise round is conducted and then initiative is rolled.
Shoot Lock Controls (Ex): The Space Pirate makes an attack roll against a lock's control panel within 30'. A standard control panel has an AC of 15. At the DM's discretion, the AC may be adjusted for a larger or smaller control panel, one better or worse constructed, etc. If the shot hits the lock, the Space Pirate can then make a Disable Device skill check against the control panel and if the lock is active (the force field to the cell on, etc.), the lock is disabled and the door opens (the force field turns off, etc.). If the Disable Device check fails, someone can still bypass the lock but the DC for the check increases by 10. A Space Pirate can attempt the reverse--she can shoot a control panel for an open door or a cell with the force field off and cause the blast doors to close, the force field to turn on, etc. Either way, once a lock's control panel has been shot, a key or other code will no longer function although a Knock spell will still work.
Screaming Gun-gasm (Ex): The Space Pirate must be armed with either two one-handed ranged weapons or a two-handed ranged weapon. One of the weapons used must have either explosive ordinance or be an energy weapon. One of the weapons used must be capable of autofire. Using a full action, which includes if necessary putting a fresh clip or clips into the weapon(s) before firing, the Space Pirate lays down a withering hail of fire in a 60' cone in front of her while laughing maniacally. All targets within the cone that are four levels or lower below the Space Pirate's level are reduced to 0 hit points, stunned and knocked prone by concussive force and flying debris (which includes but is not limited to the airborne limbs of their comrades) and rolls 1d4 × 10 feet. All targets outside the cone which witness this must make a Will save vs. fear or be panicked. All targets within the cone from three levels below the Space Pirate's level to above her level are subject to two attacks from the Space Pirate's weapons and for each of these two attacks, she make roll two dice and take the best roll. This ability may only be used once per encounter. Once conducted, the Space Pirate's weapons are empty of ammunition.
Nine Lives (Su): A Space Pirate's luck has to literally be seen to be believed. She may reroll any failed ability check, skill check, attack roll or saving throw. In effect, any task resolution die roll using a d20 may be rerolled. The second roll must be used even if worse than the original roll. A Space Pirate may do this a number of times per day equal to her Charisma modifier but only once per combat encounter.
Starship: If a Space Pirate hasn't "acquired" a starship of her own by this level, her pirate clan provides her one, complete with crew. The ship is still the property of the clan and from time to time, the clan may require her and her crew to conduct missions on their behalf but in general, they are happy with letting the Space Pirate have use of the ship in exchange for 10% of her take.
http://fc07.deviantart.net/fs47/f/2009/226/2/3/23ea805eb323a42ccfa87e4612fa588e.jpg
Alignment: Any non-lawful.
Hit Die: d8
Starting Age: As Rogue.
Starting Gold: As Rogue.
Class Skills: The Space Pirate’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (astronavigation) (Int), Knowledge (computers) (Int), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Tumble (Dex), and Use Rope (Dex).
Skill Points at 1st Level: (6 + Int modifier) ×4.
Skill Points at Each Additional Level: 6 + Int modifier.
Space Pirate
{table=head]Level|BAB|Fort|Ref|Will|Class Features|
Skirmish
1st|+0|+2|+2|+0|Dodge, Acrobatics|
-
2nd|+1|+3|+3|+0|Mobility|
-
3rd|+2|+3|+3|+1|Skirmish, Two Weapon Fighting, Weapon Finesse|
+1d6
4th|+3|+4|+4|+1|Point Blank Shot, Wretched Hives Of Scum And Villainy|
+1d6
5th|+3|+4|+4|+1|Evasion, Space Pirate|
+1d6, +1 AC
6th|+4|+5|+5|+2|Quick Draw, Sexaferocity, Pistol Butt|
+1d6, +1 AC
7th|+5|+5|+5|+2|Space Pirate, Space Pirate|
+2d6, +1 AC
8th|+6/+1|+6|+6|+2|Leadership, Space Pirate|
+2d6, +1 AC
9th|+6/+1|+6|+6|+3|Heavy Artillery, Space Pirate|
+2d6, +2 AC
10th|+7/+2|+7|+7|+3|Space Pirate|
+2d6, +2 AC
11th|+8/+3|+7|+7|+3|Space Pirate|
+3d6, +2 AC
12th|+9/+4|+8|+8|+4|Impact Deflection, Space Pirate|
+3d6, +2 AC
13th|+9/+4|+8|+8|+4|Space Pirate, Space Pirate|
+3d6, +3 AC
14th|+10/+5|+9|+9|+4|Space Pirate|
+3d6, +3 AC
15th|+11/+6/+1|+9|+9|+5|Damn Right She Shot First, Shoot Lock Controls|
+4d6, +3 AC
16th|+12/+7/+2|+10|+10|+5|Space Pirate|
+4d6, +3 AC
17th|+12/+7/+2|+10|+10|+5|Space Pirate|
+4d6, +4 AC
18th|+13/+8/+3|+11|+11|+6|Screaming Gun-gasm|
+4d6, +4 AC
19th|+14/+9/+4|+11|+11|+6|Nine Lives|
+5d6, +4 AC
20th|+15/+10/+5|+12|+12|+6|Starship|
+5d6, +4 AC
[/table]
Class Features
All of the following are class features of the Space Pirate.
Weapon and Armor Proficiency
A Space Pirate is proficient with all simple and martial weapons, all firearms, and with light and medium armor.
Dodge
During your action, you designate an opponent and receive a +1 dodge bonus to Armor Class against attacks from that opponent. You can select a new opponent on any action.
A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.
Acrobatics (Ex): At 1st level, a Space Pirate gains +1 to all Climb, Jump and Tumble checks. This bonus increases to +2 at level 7, +4 at level 13 and +6 at level 19.
Mobility
You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
Dodge bonuses stack with each other, unlike most types of bonuses.
Skirmish:
A Space Pirate depends on mobility to deal extra damage and improve her defense. She deals an extra 1d6 on all attacks she makes in any round in which she moves at least 10 ft. The extra damage only applies to attacks taken during her turn. This extra damage increases by 1d6 for every four levels gained above 3rd (2d6 at 7th, 3d6 at 11th, 4d6 at 15th and 5d6 at 19th level).
At 5th level, a Space Pirate gains a +1 competence bonus to Armor Class during any round in which she moves at least 10 feet. The bonus applies as soon as the Space Pirate has moved 10 feet, and lasts until the start of her next turn. This bonus improves by 1 for every four levels gained above 5th (+2 at 9th, +3 at 13th, and +4 at 17th level).
A Space Pirate loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load. If she gains the skirmish ability from another class, the bonuses stack.
Two Weapon Fighting
Weapon Finesse
With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Point Blank Shot
You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Wretched Hives Of Scum And Villainy (Ex): At 4th level, a Space Pirate has learned her way around dens of inquity and how to survive on the streets and back alleyways. She gains a competence bonus of one-third her class levels (round down, minimum 1) to Gather Information and Knowledge (local) checks.
Evasion
A Space Pirate can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless Space Pirate does not gain the benefit of evasion.
Space Pirate: When "Space Pirate" appears on the class table, a Space Pirate may choose one Space Pirate ability.
Space Pirate abilities:
Saboteur (Ex): If you fail a Disable Device check to disable a device or mechanism, you may immediately reroll and use the second result instead. This effect is used as an immediate action after the first check is attempted, but before the results are revealed by the GM.
Shanghai (Ex): Whether its trying to fill her ship with a new crew or her bed with a reluctant or escaping lover, a Space Pirate knows to employ the same solution: club the right guy over the head and drag him back to the ship. If during the surprise round, a Space Pirate uses a standard action against an unaware opponent who's head is not covered by armor to attack him with a blunt instrument (a pistol butt or even the side of a gauntleted hand will do), she can attempt to knock that opponent unconscious. The attacker automatically hits and scores a critical hit; any damage done is non-lethal. If the defender is not reduced to 0 HP, he must make a Fortitude save (DC 10 + damage dealt) or he is unconscious.
Fast Balance (Ex): A successful Balance check lets a Space Pirate move her full speed across a precarious surface, rather than half speed.
Carousing (Ex): A Space Pirate doesn't last long if she doesn't learn how to handle hard drink, play and if necessary cheat at games of chance and how to party as hard as she fights. A Space Pirate's Constitution is treated as being two points higher when it comes to handling alcohol and other intoxicants and she gains a competence bonus of one-third her class levels (round down, minimum 1) when using Bluff, Sense Motive or Sleight of Hand in the context of playing card games, dice games and other games of chance.
BOOTY! (Ex): A Space Pirate gains a competence bonus of one third her class levels (round down, minimum 1) to Appraise checks and to Knowledge (local) checks to determine where can she successfully fence her ill-gotten gain.
BIG BOOTY! (Ex): Prerequisite: BOOTY! A Space Pirate gains a competence bonus of one-third her class levels (round down, minimum 1) to Bluff and Intimidate checks to convince merchants to fence her more expensive and/or notorious baubles--whether they want to or not.
Smuggling (Ex): A Space Pirate gains a competence bonus of one-half her class levels (round down, minimum 1) to any and all Diplomacy checks made to buy or sell illicit or illegal goods.
Fire Solution (Ex): After spending a full action locking the targeting scanners onto an enemy ship, a Space Pirate operating a ship's weapons may in subsequent rounds, reroll missed attacks a number of times equal to her Intelligence modifier. She may only reroll a particular attack once and must take the second roll if she decides to reroll.
Security Systems (Ex): A Space Pirate may make rerolls of Disable Device checks against automated security systems either to disable them or to prevent them detecting or recording the presence of herself or her allies. She may make a number of such rerolls equal to her Intelligence modifier per day. If she chooses to reroll, she must accept the second roll, even if it is worse than the first.
Circuitous Route (Ex): By taking a route that makes the best use of ambient astronavigational phenomena, sticking to nebulae and so forth, the Space Pirate attempts to keep her ship undetected and slip past the enemy or to take them by surprise. The Space Pirate makes a Knowledge (astronavigation) roll against a DC of 20. She may then reduce all opponent's attempts to detect her ship by how ever many points she made the roll by. Should combat ensue anyway, during the first round, she may add those same points as a bonus to her ship's initiative.
Hacking (Ex): A Space Pirate gains a competence bonus of one-third her class levels (round down, minimum 1) when using the Disable Device skill for the purposes of hacking.
Quick Jump (Ex): By making a DC 25 Knowledge (astronavigation) check, the Space Pirate prepares her ship to jump into two rounds, the bare minimum for making a successful hyperspatial jump. If she fails, she must begin making calculations all over again starting on the next round.
I Know This Ship Like The Back Of My Hand (Ex): Given one month's time aboard a specific vessel, a Space Pirate can learn its unique qualities, features and idiosyncracies allowing her to gain a +10 competence bonus when making all Profession (Spacer), Craft (Starshipwright) or Search checks aboard her. This acclimation apples only to a single unique vessel and not to her whole class.
Quick Draw You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action.
A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow).
Sexaferocity (Ex): If, after using a successful Sense Motive check, a Space Pirate determines a male is genuinely attracted to her, she can use Intimidate rather than Diplomacy to convince him to court her. Sexaferocity is completely ineffective on anyone not genuinely attracted to the Space Pirate in question. It makes a shy male who is interested stop hesitating and procrastinating and make the first move, although its hard to call it the first move after he's been told to "suck it up," "be a man," and "crap or get off the pot."
Pistol Butt (Ex): A Space Pirate can use an empty pistol as an improvised bludgeoning weapon without penalty.
Leadership Having this feat enables the character to attract loyal companions and devoted followers, subordinates who assist her.
Heavy Artillery (Ex): Beginning at 9th level, a Space Pirate treats all weapons as one size category smaller for purposes of determining whether or not she can wield them in two hands.
Spica Spin (Ex): The Space Pirate can pretend to hand over her pistol butt first but twirls the pistol around to attack instead. Roll a DEX check against a DC of 20. If successful, the Dirgeshooter gets a free attack against the target. If the check is failed, she drops her weapon.
Impact Deflection (Ex): A Space Pirate is skilled in using the protection of her powered armor to its best effect in covering vital spots. When an opponent scores a critical hit, there is a 50% chance that a Space Pirate wearing powered armor will instead take normal damage.
Damn Right She Shot First (Ex): By conducting a successful feint attack against a target, the Space Pirate may draw and shoot the target before anyone can roll for initiative. The target is considered flatfooted. Should there be a surprise round, the Space Pirate gets her attack, then the surprise round is conducted and then initiative is rolled.
Shoot Lock Controls (Ex): The Space Pirate makes an attack roll against a lock's control panel within 30'. A standard control panel has an AC of 15. At the DM's discretion, the AC may be adjusted for a larger or smaller control panel, one better or worse constructed, etc. If the shot hits the lock, the Space Pirate can then make a Disable Device skill check against the control panel and if the lock is active (the force field to the cell on, etc.), the lock is disabled and the door opens (the force field turns off, etc.). If the Disable Device check fails, someone can still bypass the lock but the DC for the check increases by 10. A Space Pirate can attempt the reverse--she can shoot a control panel for an open door or a cell with the force field off and cause the blast doors to close, the force field to turn on, etc. Either way, once a lock's control panel has been shot, a key or other code will no longer function although a Knock spell will still work.
Screaming Gun-gasm (Ex): The Space Pirate must be armed with either two one-handed ranged weapons or a two-handed ranged weapon. One of the weapons used must have either explosive ordinance or be an energy weapon. One of the weapons used must be capable of autofire. Using a full action, which includes if necessary putting a fresh clip or clips into the weapon(s) before firing, the Space Pirate lays down a withering hail of fire in a 60' cone in front of her while laughing maniacally. All targets within the cone that are four levels or lower below the Space Pirate's level are reduced to 0 hit points, stunned and knocked prone by concussive force and flying debris (which includes but is not limited to the airborne limbs of their comrades) and rolls 1d4 × 10 feet. All targets outside the cone which witness this must make a Will save vs. fear or be panicked. All targets within the cone from three levels below the Space Pirate's level to above her level are subject to two attacks from the Space Pirate's weapons and for each of these two attacks, she make roll two dice and take the best roll. This ability may only be used once per encounter. Once conducted, the Space Pirate's weapons are empty of ammunition.
Nine Lives (Su): A Space Pirate's luck has to literally be seen to be believed. She may reroll any failed ability check, skill check, attack roll or saving throw. In effect, any task resolution die roll using a d20 may be rerolled. The second roll must be used even if worse than the original roll. A Space Pirate may do this a number of times per day equal to her Charisma modifier but only once per combat encounter.
Starship: If a Space Pirate hasn't "acquired" a starship of her own by this level, her pirate clan provides her one, complete with crew. The ship is still the property of the clan and from time to time, the clan may require her and her crew to conduct missions on their behalf but in general, they are happy with letting the Space Pirate have use of the ship in exchange for 10% of her take.