Pirate (3.5e Class)
Pirate[edit]
So long as civilized creatures have shipped goods by sea, there have been certain individuals whom have risked life and limb to take those goods. Sailing across the seas of the world, taking what they can by any means necessary, these seafaring thieves are known as Pirates.
Adventures: Pirates usually adventure for multiple reasons, but most reasons are related to making money, or pillaging loot. Adventuring typically involves doing things which a Pirate is used to doing, namely killing things and taking their stuff (with an occasional break for drinking, wenching, and treasure-hunting).
Characteristics: Piracy is a profession open to all, and thus Pirates have many diverse characteristics. The most common characteristics of Pirates are ability to fight, ability to swim, at least some usefulness on a ship, greed, and little to no objection to stealing. Beyond that, a pirate's conduct depends largely on how their captain runs things. Pirate ships can be bastions of freedom and revelry, where every lad and lass aboard can be counted upon as a partner in crime, or they can be dark dens of debauchery and sin, filled to the brim with blaggards who'd gladly slit their mate's throat for a silver piece.
Alignment: Most Pirates have little to no respect for the law, and tend to be selfish and greedy. They may "follow" a code of conduct, but many more have no qualms with raping, murdering, and sacking entire towns for their loot. A pirate ship's jolly roger is well-feared for a reason, after all.
Religion: Pirates are a diverse lot, containing many different followers of many different gods, plus a good amount of the impious. Many Pirates give tribute to weather gods for calm seas and strong winds, gods of war for strength and courage in battle, and gods of trickery and deceit for the usual reasons.
Background: People usually become Pirates for many reasons, seeking a life of fortune, to travel the world, to escape the drudgery of an average sailor's life, etc. Due to the nature of the job, the life of a pirate is often short, poor, and violent.
Races: Pirates hail from all races and cultures, although Dwarf pirates are a rarity, being mountain-dwelling folk.
Other Classes: Pirates get along best with roguish classes, and barbarians. Fighters, rangers, wizards, and sorcerers tend to keep a tighter hold on their valuables when around Pirates, but may still work well with them, sometimes even as smugglers or benefactors. Paladins distrust pirates due to their methods, and could never call one friend, but will tolerate them if they prove themselves useful, or at least a good person at heart.
Role: Pirates best role is that of a skill monkey and combatant. Due to lack of access to heavier armor and good staying power, the Pirate favors opportunistic attacks, and fights that are biased in the Pirate's favor.
Making a Pirate[edit]
Abilities: Pirates benefit from high Strength & Dexterity scores, which help out in combat, plus they are good for various class skills. A high Dexterity also gives a bonus to armor class since the Pirate is only proficient w/light armor & shields. A high Intelligence score helps rack up skill points and is good for various class skills. A high Charisma score will help a Pirate out of certain situations. Like all warrior classes, a Pirate also benefits from a high Constitution score.
Alignment: Any nonlawful.
Starting Age: Simple.
Starting Gold: 4d6 × 10
Starting Equipment: leather armor, pistols, side-sword & dagger or rapier & rondel (duelist), heavy battle-musket & scimitar (sniper), or longsword & straightblade (two-weapon fighter).
Level | Base Attack Bonus |
Saving Throws | Special | ||
---|---|---|---|---|---|
Fort | Ref | Will | |||
1st | +1 | +0 | +2 | +0 | sneak attack 1d6, Bonus Feat |
2nd | +2 | +0 | +3 | +0 | Combat Style |
3rd | +3 | +1 | +3 | +1 | Uncanny Dodge |
4th | +4 | +1 | +4 | +1 | Evasion |
5th | +5 | +1 | +4 | +1 | Trap sense +1, sneak attack 2d6, Bonus feat |
6th | +6/+1 | +2 | +5 | +2 | Improved Combat Style, Jack of All Trades |
7th | +7/+2 | +2 | +5 | +2 | Jackass |
8th | +8/+3 | +3 | +6 | +2 | Trap scense +2 |
9th | +9/+4 | +3 | +6 | +3 | sneak attack 3d6, Bonus Feat |
10th | +10/+5 | +3 | +7 | +3 | Rig Monkey |
11th | +11/+6/+1 | +4 | +7 | +3 | Combat Style Mastery, Trap sense +3 |
12th | +12/+7/+2 | +4 | +8 | +4 | Acrobatic Charge |
13th | +13/+8/+3 | +4 | +8 | +4 | sneak attack 4d6, Bonus Feat |
14th | +14/+9/+4 | +4 | +9 | +4 | Trap sense +4 |
15th | +15/+10/+5 | +5 | +9 | +5 | Improved Evasion |
16th | +16/+11/+6/+1 | +5 | +10 | +5 | Defensive Combat Style |
17th | +17/+12/+7/+2 | +5 | +10 | +5 | Trap sense +5, sneak attack 5d6, Bonus Feat |
18th | +18/+13/+8/+3 | +6 | +11 | +6 | Captain's charm |
19th | +19/+14/+9/+4 | +6 | +11 | +6 | Avast |
20th | +20/+15/+10/+5 | +6 | +12 | +6 | Trap Sense +6 |
Class Skills ((8 + Int modifier) x4 at 1st level.) |
Class Features[edit]
All of the following are class features of the Pirate:
Class Hit Dice:d8
Weapon and Armor Proficiency: Pirates are proficient with all simple and martial weapons. Pirates are also proficient with light armor.
Combat Style (Ex): At 2nd level, the Pirate must choose one of the following combat styles (at the dm’s discretion, other combat styles can be made): Dueling, sniper, or two weapon combat.
Dueling: If the Pirate selects Dueling, he gains Weapon Finesse as a bonus feat, even if he does not meet the prerequisites for it.
Sniping: If the Pirate selects Sniping, he gains either Crossbow Sniper (Player's Handbook II page 77) or Firearm Sniper (3.5e Feat) as a bonus feat, even if he does not meet the prerequisites for it.
Two-Weapon Combat: If the Pirate selects Two-Weapon Combat, he gains Two-Weapon Fighting as a bonus feat, even if he does not meet the prerequisites for it.
The benefits for the Pirate’s combat style only apply when the Pirate is wearing light or no armor. He loses all benefits of his combat style when he wears medium or heavy armor.
Uncanny Dodge (Ex): Starting at 3rd level, the Pirate can react to danger before her senses allow her to do so. he retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
If a Pirate already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.
Evasion (Ex): At 4th level and higher, a 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 Pirate is wearing light armor or no armor. A helpless Pirate does not gain the benefit of evasion.
Jack of All Trades: You can use any skill untrained, even those that normally require training.
Trapfinding (Sp): Rogues (and only rogues (Pirates being a type of rogue)) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.
Finding a nonmagical traps has a DC of at least 20, or higher if it is well hidden. Finding a magic traps has a DC of 25 + the level of the spell used to create it.
Rogues and pirates can use the Disable Device skill to disarm magic traps. A magic traps generally has a DC of 25 + the level of the spell used to create it.
A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.
Improved Combat Style (Ex): At 6th level, the Pirate’s aptitude in her combat style improves.
Dueling: If the Pirate has selected Dueling at 2nd level, she gains Improved Weapon Finesse as a bonus feat with one weapon she has finessed, even if she does not meet the prerequisites for it.
Sniping: If the Pirate has selected Sniping at 2nd level, she gains Improved Crossbow Sniper (if she selected Crossbow Sniper at level 1) or Improved Firearm Sniper (3.5e Feat) (if she selected Firearm Sniper (3.5e Feat)) as a bonus feat, even if she does not meet the prerequisites for it.
Two-Weapon Combat: If the Pirate has selected two-weapon combat at 2nd level, she gains Improved Two-Weapon Fighting as a bonus feat, even if she does meet the prerequisites for it.
As before, the benefits for the Pirate’s combat style only apply when the Pirate is wearing light or no armor. He loses all benefits of his combat style when he wears medium or heavy armor.
Jackass (Ex): At 7th level, the Pirate’s cunning has improved, and he gains +5 on both Bluff and Diplomacy checks.
Rig Monkey (Ex): At 10th level, the Pirate is so used to being up in the rigs that he does not lose his Dex bonus to AC while climbing or balancing, and can climb unimpeded while holding something in one hand.
Combat Style Mastery (Ex): At 11th level, the Pirate’s aptitude in her combat style improves yet again.
Dueling: If the Pirate had selected Dueling at 2nd level, she gains Improved Critical with one weapon she has Weapon Finesse with as a bonus feat.
Sniping: If the Pirate had selected Sniping at 2nd level, she gains Improved Precise Shot as a bonus feat, even if she does not meet the prerequisites for it.
Two-weapon Combat: If the Pirate had selected two-weapon combat at 2nd level, she gains Greater Two-weapon Fighting as a bonus feat, even if she does not meet the prerequisites for it.
As before, the benefits for the Pirate’s combat style only apply when the Pirate is wearing light or no armor. He loses all benefits of his combat style when he wears medium or heavy armor
Acrobatic Charge (Ex): At 12th level, a Pirate gains the ability to charge in situations where others cannot. She may charge over difficult terrain that normally slows movement. Depending on the circumstance, she may still need to make appropriate checks to successfully move over the terrain.
Improved Evasion (Ex): At 15th level, a Pirate’s evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless Pirate does not gain the benefit of improved evasion.
Defensive Combat Style (Ex): At 16th level, the Pirate will start to get more defensive in her combat style.
Dueling: If the Pirate had selected Dueling at 2nd level, she gains Improved Disarm as a bonus feat, even if she does not meet the prerequisites for it.
Sniping: If the Pirate had selected Sniping at 2nd level, she gains Able Sniper as a bonus feat, even if she does not meet the prerequisites for it.
Two-Weapon Combat: If the Pirate had selected Two-Weapon Combat at 2nd level, she gains Two-Weapon Defense as a bonus feat, even if she does not meet the prerequisites for it.
As before, the benefits for the Pirate’s combat style only apply when the Pirate is wearing light or no armor. He loses all benefits of his combat style when he wears medium or heavy armor.
Captain's Charm (Ex): At 18th level, the Pirate has the charisma of a captain. +1 one to Charisma modifier. Also, +5 to all Bluff and Intimidate Checks
Avast (Ex): At 19th level, the Pirate can give a single order once in a day to all his comrades, and they must obey it. The order can be chosen among this list: all hands on deck (all his comrades are teleported close to the pirate, or in 25 feet radius from him), abandon ship (he and all his comrades get an immediate free turn, but they must flee from the place at best of their speed), no quarters given (all his comrades receive 50 temporary hit points).
Ex-Pirates[edit]
.
Epic Pirates[edit]
Level | Special | ||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
21st | |||||||||||||||||||||||||||||||||||||||||
22nd | |||||||||||||||||||||||||||||||||||||||||
23rd | |||||||||||||||||||||||||||||||||||||||||
24th | |||||||||||||||||||||||||||||||||||||||||
25th | |||||||||||||||||||||||||||||||||||||||||
26th | |||||||||||||||||||||||||||||||||||||||||
27th | |||||||||||||||||||||||||||||||||||||||||
28th | |||||||||||||||||||||||||||||||||||||||||
29th | |||||||||||||||||||||||||||||||||||||||||
30th | |||||||||||||||||||||||||||||||||||||||||
+ Int modifier skill points per level. |
:
:
Bonus Feats: The epic gains a bonus feat (selected from the list of epic bonus feats) every levels after 20th.
Epic Bonus Feat List: .
Pirate Starting Package[edit]
Weapons: .
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
Skill | Ranks | Ability | Armor Check Penalty |
---|---|---|---|
Feat: .
Bonus Feats: .
Gear: .
Gold: .
Campaign Information[edit]
Playing a Pirate[edit]
Religion: .
Other Classes: .
Combat: .
Advancement: .
Pirates in the World[edit]
“ | ” | |
—, |
Daily Life: .
Notables: .
Organizations: .
NPC Reactions: .
Pirate Lore[edit]
Characters with ranks in can research to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
DC | Result |
---|---|
5 | . |
10 | . |
15 | . |
20 | . |
Pirates in the Game[edit]
Adaptation: .
Sample Encounter: .
EL : .
Back to Main Page → 3.5e Homebrew → Classes → Base Classes