Difference between revisions of "Pirate (3.5e Class)"

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(Adding foolishness)
(Fleshing out pirate abilities, fixing exed pirates)
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'''Weapon and Armor Proficiency:''' Pirates are proficient with all simple and martial weapons. They are also proficient with light armor but not with shields.
 
'''Weapon and Armor Proficiency:''' Pirates are proficient with all simple and martial weapons. They are also proficient with light armor but not with shields.
  
'''{{Anchor|<-extraordinary class feature->}} {{Ex}}:''' <-class feature game rule information->
+
'''{{Anchor|Trapfinding}} {{Ex}}:''' As the [[SRD:Rogue| rogue]] ability of the same name.
  
'''{{Anchor|<-supernatural class feature->}} {{Su}}:''' <-class feature game rule information->
+
'''{{Anchor|Pirate Specialty}} {{Ex}}:''' At first level a pirate chooses a specialty and the associated skill from the following: Marine Corsair (Profession Sailor), Sky Marauder (Profession Pilot), River Rat (Profession Rafter), or Highway Man (Ride). A pirate has effective ranks in his specialty skill equal to his pirate level, which qualify for skill usage and prerequisites for feats and prestige classes.
  
'''{{Anchor|<-class feature->}}:''' <-class feature game rule information->
+
'''{{Anchor|Sneak Attack}} {{Ex}}:''' At second level and every two levels thereafter the pirate gains sneak attack, as the [[SRD:Rogue| rogue]] ability of the same name.
  
''{{Anchor|<-subclass feature->}} <-"{{Ex}}", "{{Su}}", "{{Sp}}", or "{{Ps}}" if applicable.->:'' <-subclass feature game rule information->
+
'''{{Anchor|Evasion}} {{Ex}}:''' At second level the pirate gains evasion, as the [[SRD:Rogue| rogue]] ability of the same name.
  
<-Lather, rinse...->
+
'''{{Anchor|Stunt Attack}} {{Ex}}:''' Once per day at third level and for one additional time each day every three levels thereafter, the pirate may attempt a Jump, Tumble or Use Rope check to leave a target flat footed for until the pirates next turn. Action required to use the skill is unchanged, a failed attempt does use up the ability for that day, and the DC of the attempt depends on the skill used as shown below:
 +
*'''Jump:''' DC equal to that needed to clear the current effective height of target (i.e. it is easier to jump over a dragon that is crouching than one rearing up)
 +
*'''Tumble:''' DC as per tumbling through an enemies occupied space.
 +
*'''Use Rope:''' DC as for securing a grappling hook, adding both distance thrown for grappling hook target AND distance to be traveled for a rope swing.
  
<-... repeat as necessary.->
+
'''{{Anchor|Uncanny Dodge}} {{Ex}}:''' At fourth level the pirate gains uncanny dodge, as the [[SRD:Rogue| rogue]] ability of the same name.
 +
 
 +
'''{{Anchor|Contacts}} {{Ex}}:''' At fifth level a pirate gains the ability to ask for help from pirate society at large, asking for one favor a week and gaining one additional favor a week per every five pirate levels thereafter. In any given year, a community can only produce the resources necessary for one use of this ability for every 500 beings in its population. Once the local contact resources run out, they need a year and a day to replenish.
 +
 
 +
The favors granted by contacts can come in three kinds:
 +
*Crew: The pirate recruits a number of first level pirates equal to the pirates own pirate levels, who work for the pirate that week under the strictures of the Code.
 +
*Fencing Loot: The pirate can sell up to 1,000 gold worth of items per pirate level at 75% market value instead of the normal 50% and trade and art goods for 125% value. Use the market value of the treasure to calculate selling limits.
 +
*Replacing Equipment: The pirate can buy up to 100 gold per pirate level of equipment for 75% market value. However, there is a 5% chance for every item bought using this ability that the item purchased was stolen.
 +
 
 +
'''{{Anchor|Snatch Steal}} {{Ex}}:''' At seventh level a pirate has mastered the art of literally stealing the shirt off some ones back. As a substitution of a melee attack, the pirate can make an opposed attack roll to steal an item of his targets body. For loosely carried items, such as necklaces and weapons in sheath the target gains no bonus, but worn items, such as rings and clothing, give the target a +4 bonus on his opposed attack roll. Items that are tightly bound to the body, such as most armors, can not be stolen. The pirate must have a free hand to use this attack. Success means the item is in the pirates free hand. A tie means the item is now on the floor between the pirate and the target. If the item is loosely carried, on a successful snatch steal the pirate may make a free slight of hand check that is opposed by the targets spot check, success resulting in the target being unaware the item is stolen.
 +
 
 +
'''{{Anchor|Improved Uncanny Dodge}} {{Ex}}:''' At eighth level the pirate gains improved uncanny dodge, as the [[SRD:Rogue| rogue]] ability of the same name.
 +
 
 +
'''{{Anchor|Sea Turtles}} {{Su}}:''' <-subclass feature game rule information->
 +
 
 +
'''{{Anchor|Improved Evasion}} {{Ex}}:''' At thirteenth level the pirate gains improved evasion, as the [[SRD:Rogue| rogue]] special ability of the same name.
 +
 
 +
'''{{Anchor|Greater Sea Turtles}} {{Su}}:''' <-subclass feature game rule information->
 +
 
 +
'''{{Anchor|Specialty Perfection}} {{Ex}}, {{Sp}}:''' <-subclass feature game rule information->
 +
 
 +
'''Pirates Code:''' The following are all strictures of the pirates code. Following each stricture in parenthesis are common interpretations of the Code, as it is practiced by most pirates (aka the Chaotic Evil variety):
  
 
====Ex-Pirates====
 
====Ex-Pirates====
  
Any pirate who violated the Pirates Code or becomes lawful in alignment loses access to contacts, sea turtles, and greater sea turtles. The pirate can no longer advance in pirate levels, but may regain their lost abilities through an atonement cast by a cleric with at least 5 levels in pirate, though atonement does not restore the ability to advance in pirate levels.
+
Any pirate who violated the Pirates Code or becomes lawful in alignment loses access to contacts, sea turtles, and greater sea turtles. The pirate can no longer advance in pirate levels, but may regain their lost abilities through an atonement cast by a cleric with at least 5 levels in pirate. Keep in mind that pirates have no restrictions on multiclassing, and therefore does not ever violate the name of piracy to do so.
  
 
====Epic Pirate====
 
====Epic Pirate====

Revision as of 19:37, 3 December 2010

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Date Created: Nov 30, 2010
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Pirate

Piracy is an ancient and time honored tradition of thievery that has been through various terms and names. Over time pirates have found they had common goals and problems, and in response have come together into an enormous infighting, back stabbing, treacherous criminal organization bound by the Pirates Code.

While any common rogue can claim to be a pirate and might pass for one, but where such claims fall apart is when the Code comes into play. The Code is that of a chaotic and evil society, purely in place to minimize the self destruction that plagues all such organizations, and only true pirates can ever be trusted to abide the Code, though interpretations vary on a nigh infinite margin.

Making a Pirate

The pirate is a diplomancer and sneak, able to take on a variety of supportive and main roles. A pirates specialty guarantees it will be proficient in some mode of transportation other than walking, and their combined stunt and sneak attack abilities make them surpassingly effective flankers and duelists. At later levels they begin benefiting from the pirate community at large, able to recruit men, sell loot at enhanced profit, and replace or acquire equipment. At high levels the pirate can become essential for wilderness adventures, using sea turtles to bring himself and his companions out of the badlands and into civilized and helpful hands.

Abilities: Dexterity and Charisma. To a lesser degree Wisdom and/or Strength as well as Constitution.

Races: All races produce outcasts that later become pirates, though innately lawful races, such as dwarves and goblins, are far less likely to produce pirates than the more chaotic races, such as elves and orcs.

Alignment: Any Chaotic.

Starting Gold: 4d8 x10 (average 180)

Starting Age: Simple.

Table: The Pirate

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +0 +2 +2 Pirates Code, Pirate Specialty, Trapfinding
2nd +1 +0 +3 +3 Evasion, Sneak Attack +1d6
3rd +2 +1 +3 +3 Stunt Attack 1/day
4th +3 +1 +4 +4 Sneak Attack +2d6, Uncanny Dodge
5th +3 +1 +4 +4 Contacts 1/week
6th +4 +2 +5 +5 Sneak Attack +3d6, Stunt Attack 2/day
7th +5 +2 +5 +5 Snatch Steal
8th +6/+1 +2 +6 +6 Improved Uncanny Dodge, Sneak Attack +4d6
9th +6/+1 +3 +6 +6 Stunt Attack 3/day
10th +7/+2 +3 +7 +7 Contacts 2/week, Sneak Attack +5d6
11th +8/+3 +3 +7 +7 Sea Turtles
12th +9/+4 +4 +8 +8 Sneak Attack +6d6, Stunt Attack 4/day
13th +9/+4 +4 +8 +8 Improved Evasion
14th +10/+5 +4 +9 +9 Sneak Attack +7d6
15th +11/+6/+1 +5 +9 +9 Contacts 3/week, Stunt Attack 5/day
16th +12/+7/+2 +5 +10 +10 Sneak Attack +8d6
17th +12/+7/+2 +5 +10 +10 Greater Sea Turtles
18th +13/+8/+3 +6 +11 +11 Sneak Attack +9d6, Stunt Attack 6/day
19th +14/+9/+4 +6 +11 +11 Specialty Perfection
20th +15/+10/+5 +6 +12 +12 Contacts 4/week, Sneak Attack +10d6

Class Skills (8 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Int), Listen (Wis) Move Silently (Dex), Open Lock (Dex), Perform (Cha), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex).

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.

Trapfinding (Ex): As the rogue ability of the same name.

Pirate Specialty (Ex): At first level a pirate chooses a specialty and the associated skill from the following: Marine Corsair (Profession Sailor), Sky Marauder (Profession Pilot), River Rat (Profession Rafter), or Highway Man (Ride). A pirate has effective ranks in his specialty skill equal to his pirate level, which qualify for skill usage and prerequisites for feats and prestige classes.

Sneak Attack (Ex): At second level and every two levels thereafter the pirate gains sneak attack, as the rogue ability of the same name.

Evasion (Ex): At second level the pirate gains evasion, as the rogue ability of the same name.

Stunt Attack (Ex): Once per day at third level and for one additional time each day every three levels thereafter, the pirate may attempt a Jump, Tumble or Use Rope check to leave a target flat footed for until the pirates next turn. Action required to use the skill is unchanged, a failed attempt does use up the ability for that day, and the DC of the attempt depends on the skill used as shown below:

  • Jump: DC equal to that needed to clear the current effective height of target (i.e. it is easier to jump over a dragon that is crouching than one rearing up)
  • Tumble: DC as per tumbling through an enemies occupied space.
  • Use Rope: DC as for securing a grappling hook, adding both distance thrown for grappling hook target AND distance to be traveled for a rope swing.

Uncanny Dodge (Ex): At fourth level the pirate gains uncanny dodge, as the rogue ability of the same name.

Contacts (Ex): At fifth level a pirate gains the ability to ask for help from pirate society at large, asking for one favor a week and gaining one additional favor a week per every five pirate levels thereafter. In any given year, a community can only produce the resources necessary for one use of this ability for every 500 beings in its population. Once the local contact resources run out, they need a year and a day to replenish.

The favors granted by contacts can come in three kinds:

  • Crew: The pirate recruits a number of first level pirates equal to the pirates own pirate levels, who work for the pirate that week under the strictures of the Code.
  • Fencing Loot: The pirate can sell up to 1,000 gold worth of items per pirate level at 75% market value instead of the normal 50% and trade and art goods for 125% value. Use the market value of the treasure to calculate selling limits.
  • Replacing Equipment: The pirate can buy up to 100 gold per pirate level of equipment for 75% market value. However, there is a 5% chance for every item bought using this ability that the item purchased was stolen.

Snatch Steal (Ex): At seventh level a pirate has mastered the art of literally stealing the shirt off some ones back. As a substitution of a melee attack, the pirate can make an opposed attack roll to steal an item of his targets body. For loosely carried items, such as necklaces and weapons in sheath the target gains no bonus, but worn items, such as rings and clothing, give the target a +4 bonus on his opposed attack roll. Items that are tightly bound to the body, such as most armors, can not be stolen. The pirate must have a free hand to use this attack. Success means the item is in the pirates free hand. A tie means the item is now on the floor between the pirate and the target. If the item is loosely carried, on a successful snatch steal the pirate may make a free slight of hand check that is opposed by the targets spot check, success resulting in the target being unaware the item is stolen.

Improved Uncanny Dodge (Ex): At eighth level the pirate gains improved uncanny dodge, as the rogue ability of the same name.

Sea Turtles (Su): <-subclass feature game rule information->

Improved Evasion (Ex): At thirteenth level the pirate gains improved evasion, as the rogue special ability of the same name.

Greater Sea Turtles (Su): <-subclass feature game rule information->

Specialty Perfection (Ex), (Sp): <-subclass feature game rule information->

Pirates Code: The following are all strictures of the pirates code. Following each stricture in parenthesis are common interpretations of the Code, as it is practiced by most pirates (aka the Chaotic Evil variety):

Ex-Pirates

Any pirate who violated the Pirates Code or becomes lawful in alignment loses access to contacts, sea turtles, and greater sea turtles. The pirate can no longer advance in pirate levels, but may regain their lost abilities through an atonement cast by a cleric with at least 5 levels in pirate. Keep in mind that pirates have no restrictions on multiclassing, and therefore does not ever violate the name of piracy to do so.

Epic Pirate

Table: The Epic Pirate

Hit Die: d8

Level Special
21st Stunt Attack 7/day
22nd Sneak Attack +11d6
23rd
24th Sneak Attack +12d6, Stunt Attack 8/day
25th Contacts 5/week
26th Sneak Attack +13d6
27th Stunt Attack 9/day
28th Sneak Attack +14d6
29th
30th Contacts 6/week, Sneak Attack +15d6, Stunt Attack 10/day

8 + Int modifier skill points per level.

Half-Elven Pirate Starting Package

Weapons: Rapier, Dagger, Light Crossbow.

Skill Selection:

Skill Ranks Ability Armor
Check
Penalty
Appraise 4 Int
Balance 4 Dex 0
Bluff 4 Cha
Climb 4 Str 0
Escape Artist 4 Dex 0
Hide 4 Dex 0
Jump 4 Str 0
Move Silently 4 Dex 0
Slight of Hand 4 Dex 0
Swim 4 Str 0
Tumble 4 Dex 0
Use Rope 4 Dex

Feat: Dodge.

Gear: Leather Armor, 50 ft silk rope with grappling hook, thieves tools, backpack, bedroll, water skin, 1 days trail rations, flint and steel, boot sheath for dagger, hooded lantern, 3 pints of oil.

Gold: 2d8 gold, 2d10 silver.





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Facts about "Pirate (3.5e Class)"
Allowed AlignmentsChaotic Good +, Chaotic Neutral + and Chaotic Evil +
Article BalanceHigh +
AuthorSpazalicious Chaos +
Base Attack Bonus ProgressionModerate +
Class AbilityMartial Maneuvers + and Sneak Attack +
Class Ability ProgressionOther +
Fortitude Save ProgressionPoor +
Identifier3.5e Class +
Length20 +
Minimum Level1 +
Rated ByNolanf +
RatingRating Pending +
Reflex Save ProgressionGood +
SkillAppraise +, Balance +, Bluff +, Climb +, Craft +, Diplomacy +, Disable Device +, Disguise +, Escape Artist +, Forgery +, Gather Information +, Hide +, Intimidate +, Jump +, Knowledge +, Listen +, Move Silently +, Open Lock +, Perform +, Search +, Sense Motive +, Sleight of Hand +, Spot +, Survival +, Swim +, Tumble + and Use Rope +
Skill Points8 +
SummaryA smuggler, thief, and general villain that is merely one part of a grand organization of crime. +
TitlePirate +
Will Save ProgressionGood +