Pirate, Alternative (3.5e Class)

Summary::cross between rogue and swashbuckler, with some of original pirate homebrew Minimum Level::1 Class Ability::Sneak Attack Class Ability Progression::Other

Pirate
Any old thief can put a kerchief on his head and call himself a pirate, but can you sail like a pirate, fight like a pirate, lie like a pirate, and drink like a bloody pirate?! Any man, woman, or stinking dwarf in this class can... says I.

Making a Pirate
Due to his excellent skill in martial combat, his ease with words, and lust for booty, the pirate is an ideal partner in any party. A pirate's specialty guarantees he will be an excellent travel companion, so long as the party travels by his preferred mode of transportation. As for abilities, this class leans heavy on the Charisma and Dexterity, although Wisdom and Intelligence will become necessary before too long. Constitution in this class ends up taking care of itself.

Abilities: Dexterity and Charisma; Wisdom and Intelligence to a lesser extent.

Races: Individuals of all races, so long as they be willing to veer chaotic, may learn the ropes of this class.

Alignment: Any Chaotic.

Starting Gold: 4d8 x10 (average 180)

Starting Age: "Simple" or "As rogue"

Class Features
All of the following are class features of the Pirate.

Weapon and Armor Proficiency: Pirates are proficient with all simple and martial weapons. They are also proficient with light armor but not with shields.

Pirate Abilities - Instead of listing common abilities individually and enumerating their uses and effects, they will be listed here, succinctly, by the level at which they're gained. 1. At 1st level, pirates gain sneak attack, but improving at levels 4, 7, 10, 13, 16, and 19. They also gain trapfinding. 2. At 2nd level, they gain weapon finesse. 7. At 7th level, they gain acrobatic charge.

Pirate Specialty  - At first level, pirates gain one skill from the following list: Profession(sailor), Profession(pilot), Profession(river rafter), or Ride. He gains one rank in this skill immediately and one every subsequent class level hereafter. This rank does not subtract from ranks available upon each level-up. If more space is needed on the character sheet for multiple professions, replace a Knowledge skill. Pirates gain another specialty at levels 9 and 17.

Pirate Speech  - Starting at 3rd level, the pirate becomes practiced in the intricate art of deception. As such, once per day, he may add an additional +5 to a single Bluff, Diplomacy, or Intimidate check. This improves at levels 6, 9, 12, 15, and 18.

Drink Like a Pirate - No one can ever say that a pirate can't hold his grog (unless he fancies a ripe plumb where his eye used to be)! At level four, the pirate gains +1 to Constitution. This improves by another +1 at levels 8, 12, 16, and 20.

Snatch Attack  - Starting at level 5, with a maximum frequency of 1/2 class level/day, the pirate may call one attack to be a snatch attack. If the attack is successful, he makes a Sleight of Hand check (DC 15) as a free action. If this is successful, he may steal a small item or an amount of money from the target. The item stolen may not be an equipped item.

Improved Flanking  - A pirate of 8th level or higher who is flanking an opponent gains a +4 bonus on attacks instead of a +2 bonus.

Lucky  Many pirates live by the credo, "Better lucky than good." Once per day, a pirate of 11th level or higher may re-roll any failed attack roll, skill check, ability check, or saving throw. The character must take the result of the re-roll, even if it's worse than the original roll. At level 11, there are no modifiers added to the re-roll, but an additional +1 is added to the re-roll at levels 14, 17, and 20.

Pirate Specialty Expert  - At nineteenth level, a pirate is considered an expert in his first specialty. With extraordinary prowess in these arts comes a fitting title as well as the benefits below:
 * All: The pirate adds 30 ft of movement to any vehicle or mount he controls, and may control the vehicle or mount as a move action.
 * Sea Captain: Improves the maneuverability of any craft he commands one step and may use control winds as a spell-like ability once per day. Caster level equals pirate level.
 * Sky Captain: Improves the maneuverability of any craft he commands one step and may use air walk as a spell-like ability once per day. Caster level equals pirate level.
 * River Captain: Improves the maneuverability of any craft he commands one step and may use control water as a spell-like ability once per day. Caster level equals pirate level.
 * Land Captain: Improves the hit dice of any mount he rides by four and may use commune with nature as a spell-like ability once per day. Caster level equals pirate level.

Ex-Pirate
There's an old saying: "A pirate who don't want to be a pirate no more... has got one too many women." (and how is it possible to have too many women, I wonder). In order to put his past behind him, he's got to take on another name and break off contact with everyone who's ever crewed with him or fenced his goods. His old thievin', whorin', and killin' ways will have to remain secret to everyone he meets. If he ever wants to resume levels in Pirate, it would have to be under this new alias. If the pirate was part of a team and wants to rejoin that team, he would have to convince them that they've never met him before. There aren't necessarily any penalties for failing this secrecy - it's just what a prudent man would do.