I am putting together a pirate adventure for my campaign and wanted a pirate prestige class, so I put one together myself (below). I checked out Mongoose's Power Class: Pirate and the Dread Pirate in S&S and have drawn on many of their features, as well as introducing some of my own.
The rationale was to get a pirate who was both a skilled fighter and seaman, so I've tried to incorperate both of these features. I also wanted to achieve a sense of evolution, with a sense of working through the ranks to become a pirate of renown (though, with money or luck (or both) it is possible to captain your own ship from the very start).
Anyway, all feedback welcome, on clarity, features, everything!!
Thanks in advance.
Pirate
The scourge of the seas throughout the world, pirates are feared wherever sea travel is required - and especially by the merchants who fear the loss of their precious cargo and, often, even the ship itself. Ferocious fighters and skilled mariners, pirates come in many forms, from the ship mate and warrior who follow their captain and share in his many exploits, to the captain himself, whose name may well be legendary and fill the hearts of his enemies with the icy chill of fear.
The life style of a pirate is especially attractive to rogues, who excel in the hardest of environments and whose skills and training make them formidable foes. Fighters are also attracted to the profession, as are occasional wizards, but all require the basic skill of the rogue in order to survive the rigors of the profession.
Hit Dice: d8
Requirements
To qualify for the pirate prestige class, all of the following criteria must be met.
Alignment: Any non good
Base Attack Bonus: +3
Skills: Profession (sailor) 8 ranks, Balance, Use Rope 4 ranks, Swim 2 ranks
Feats: Weapon Focus (rapier or scimitar), Weapon Finesse (rapier or scimitar)
Special: Sneak Attack +1d6, Induction (see below), Style (see below)
Class Skills
The pirate's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Intimidate (Cha), Jump (Str), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex).
Skill Points at Each Level: 4 + Int modifier.
Class Features
All of the following are class features for the pirate.
Induction: Becoming a pirate requires joining an established gang or starting your own. Joining an established gang is the easiest way, starting at the bottom and progressing through the ranks to become a pirate captain in your own right. Each gang is unique and your DM will inform you of any specific induction details, which may vary from proving your seaworthiness or courage to a trial of ability or prowess. Starting your own gang is tougher, requiring an adequate ship capable of sea warfare and of carrying men and cargo (see the description for Captain of the Ship for details of the minimum ship spec). You will also need to attract a crew and without an established reputation, this will be difficult. Those attracted may well be of questionable ability and loyalty. Ask your DM for specific details.
Table: Pirate
CL BAB Fort Ref Will Special
1 +1 +2 +2 +0 Ship's Mate, Pirate's Mettle
2 +2 +3 +3 +0 Master of the Rig, Evasion, +1d6 Sneak Attack
3 +3 +3 +3 +1 Seamanship, Local Renown
4 +4 +4 +4 +1 Weapon Specialization (rapier or scimitar), Fearless Boarding
5 +5 +4 +4 +1 Port Diplomacy, First Mate, Uncanny Dodge
6 +6 +5 +5 +2 Captain of the Ship, Hoist the Colors, +2d6 Sneak Attack
7 +7 +5 +5 +2 Great Renown
8 +8 +6 +6 +2 Improved Critical (rapier or scimitar), Improved Uncanny Dodge
9 +9 +6 +6 +3 Master Sailor, Greater Seamanship
10 +10 +7 +7 +3 Captain of the High Seas, Legendry Renown, +3d6 Sneak Attack
Style: Pirates fall into two categories: those who use their charm and wits to motivate their men and get their way (called Blaggards) and those who rely on intimidation and fear to impose their will on those around them (called Scoundrels). Before taking a level of pirate, he must choose between these two paths and once his path is chosen, it cannot be reversed. Those who choose to be a Blaggard will increase their Diplomacy skill as they progress through the higher levels, while those who choose Scoundrel will increase their Intimidate skill. The precise details are given in the description for the relevant class features (Port Diplomacy, Great Renown and Legendry Renown).
Ship's Mate: Pirates are skilled seaman and at 1st level receive a +2 insight bonus to all Profession (sailor), Balance and Use Rope checks.
Pirate's Mettle: Pirates are not easily swayed, as they are aware of the code that binds them and the consequences of capture. All 1st level pirates gain a +2 morale bonus to saves against fear or mind-affecting spells and effects.
Master of the Rig: Pirates are skilled in the art of warfare on the seas. When two ships are broadside within touching distance, as a move action he can throw a prepared grappling hook (Use Rope DC 10 +2/10 feet) into the rigging of the opposing ship and board it by swinging across, where he can make an immediate attack. Pirates are also comfortable using the rigging to gain an advantage over their opponents. For each attack made while in the rigging, a successful Balance (DC 15) or Use Rope (DC 20) check (his choice) allows him to avoid becoming entangled (see the DMG for details) and gives him the advantage of fighting from higher ground (+1 to melee attacks). He must have at least one hand free in order to hold on and maintain his balance. A pirate can swing onto the rigging while boarding, as a move action, but not as a charge action. The maximum distance that can be traveled in this manner is 20 feet.
Evasion (Ex): If he does not already have it, a pirate gains the rogue class feature evasion. A pirate gains no additional benefits if he is already capable of it.
Sneak Attack: Sneak attack damage is in addition to all existing sneak attack damage. A pirate gains additional sneak attack damage at 2nd, 6th and 10th level.
Seamanship: At 3rd level, a pirate has learnt to work and position the ship to make the most of the conditions. Any ship with a pirate on board travels 10% faster than its base speed, rounded either up or down to the nearest 5 feet.
Local Renown: By the time a pirate reaches 3rd level, he has found renown amongst his peers and starts to attract a loyal following, gaining the Leadership feat for free with a +2 bonus to his leadership score.
Weapon Specialization (rapier or scimitar): A 4th level pirate gains this feat for free, giving a +2 bonus on all damage rolls made using either a rapier or scimitar only. The selection must fulfill the prerequisites as set out in the PHB in all respects other than requiring 4 levels of fighter, for which a pirate is exempt and must make a choice between rapier and scimitar only.
Fearless Boarding: By 4th level, pirates are exceptionally versatile at boarding enemy ships by swinging across. When using the Master of the Rig class feature, a pirate can now swing right into the middle of combat as a charge action while evading enemy blows. A successful Use Rope check (DC 15) means that moving through a threatened area does not provoke an Attack of Opportunity and a successful Use Rope check (DC 25) allows him to swing through an occupied area without provoking an Attack of Opportunity. For each additional threatened or occupied area passed through, the DC is increased by +2. A check must be made for each separate opponent. The maximum distance that can be traveled while swinging across is also increased to 30 feet.
Port Diplomacy: His reputation is such those who come into contact with him respond more favorably. A 5th level pirate gains either a +2 bonus to Diplomacy checks (for Blaggards) OR a +2 bonus to Intimidate checks (for Scoundrels).
First Mate: By 5th level, a pirate rates as amongst the cream of his profession and gains a +5 insight bonus to Profession (sailor) and Use Rope checks. This does not stack with the bonuses acquired through earlier class features.
Uncanny Dodge (Ex): If he does not already have it, a pirate gains the rogue class feature uncanny dodge. A pirate gains no additional benefits if he is already capable of it.
Captain of the Ship: To progress to a 6th level pirate, he must now become the master of his own ship. A 6th level pirate must own their own ship, which is capable of sea warfare and carrying a crew of at least 50. In addition, it must also have a cargo capacity of at least 50 tons. A crew will be required to man the ship as well as be battle capable. The manner of acquiring the ship is not important, so long as the pirate can call it his own.
Any pirate of 6th level or higher who loses their ship, for any reason, also loses access to all the class features they gained from 6th level onwards, until they are in possession of a new ship. A 5th level pirate who does not own a ship cannot take any further levels as a pirate until they do.
Hoist the Colors: All captains of their own ships have their own emblems, which are hoisted before an attack alongside the traditional Jolly Roger. When hoisted, it inspires his allies, while spreading fear into the hearts of his enemies. All allies within 100 feet of the captain's ship gain a +1 morale bonus to attacks and saves against fear and mind-affecting spells and effects. All enemies within 100 feet of the captain's ship must succeed in a Will save against fear (DC 16) or suffer a -1 penalty to attacks and saves against fear and mind-affecting spells and effects. Those who fail suffer from these penalties for one round per pirate level. Those who make a successful save are not affected and cannot be affected again for a duration of 24 hours. It does not matter who hoists the flag, but it requires a full round action to be hoisted and a successful Use Rope check(DC 10). Failure indicates that a further full round will be required to hoist it. Failure by 5 or more indicates that a third round will be required.
Having the flag removed during combat, for any reason, has a massive impact on the morale on those involved in the fight. All bonuses or penalties acquired through this feature end instantly. Instead, on their turn, all allies must succeed in a Will save (DC 18) or suffer -1 morale penalties to attack rolls and saves against fear and mind-affecting spells and effects. Enemies redouble their efforts and gain a +1 morale bonus to attacks and saves against fear and mind-affecting spells and effects. Re-hoisting the flag (or any more removals of it) has no further effect.
Great Renown: Having acquired a great reputation, manning his ship(s) becomes a much easier task. A 7th level pirate gains a +5 bonus to his leadership score. In addition, a pirate also gains a +4 bonus to Diplomacy checks (for Blaggards) OR Intimidate checks (Scoundrels). These bonuses do not stack with those acquired from previous levels.
Improved Critical (rapier or scimitar): At 8th level a pirate gains this feat for free, extending the threat range for either a rapier or scimitar to 15-20. The prerequisites as set out in the PHB must be met in all respects and can only be applied to either a rapier or scimitar.
Improved Uncanny Dodge (Ex): If he does not already have it, a pirate gains the rogue class feature improved uncanny dodge. A pirate gains no additional benefits if he is already capable of it. Pirate levels do not count as rogue levels.
Master Sailor: A 9th level pirate has reached the peak of his understanding of the seas and boatmanship and are rivaled by few in his profession, gaining a +8 insight bonuses to profession (sailor) and Use Rope checks. This does not stack with bonuses gained from earlier class features.
Greater Seamanship: A 9th level pirate is capable of getting the most out of his ship and can increase its base speed by 25%, rounded either up or down to the nearest 5 feet. Its maneuverability is also improved by one step (poor becomes average, average become good, etc). The benefits gained from Seamanship do not stack with those described here.
Captain of the High Seas: The pirate is now a captain of high (if dubious) reputation and his words inspire courage in his men and fill the hearts of his enemies with fear. Once per day, as a standard action, he and all allies within 30 feet gain a +2 morale bonus on attacks and saves against fear and mind-affecting spells and effects, while all enemies within 30 feet must succeed at a Will save against fear (DC 20) or suffer a -2 morale penalty on attacks and saves against fear and mind-affecting spells and effects. The effect is instantaneous and the duration is 1 minute. The effects described here do not stack with those from the Hoist the Colors class feature - those already affected by the penalties imposed by that feature will receive a penalty to their saving throw and if successful will remain under the effects of the Hoist the Colors penalties.
Legendry Renown: Having reached the peak of his powers, his name is legendry. To some, he is the scourge of the seas, but to others an inspiration. People now flock to him to serve on his ships. At 10th level, a pirate gains a +10 bonus to his leadership score and attracts twice as many followers as normal. That is, the number of followers for each level as set out in the Leadership feat description is doubled (but not the cohort) and a Leadership score of 25+ also allows him to attract 2 followers of 7th level. In addition, he also gains a +8 bonus to Diplomacy checks (Blaggards) OR Intimidate checks (Scoundrels). Neither of these bonuses stack with those acquired at earlier levels.
[Edit: I have updated the pirate pretige class to incorporate many of the changes suggested. Once again, many thanks and please keep the feedback coming].
The rationale was to get a pirate who was both a skilled fighter and seaman, so I've tried to incorperate both of these features. I also wanted to achieve a sense of evolution, with a sense of working through the ranks to become a pirate of renown (though, with money or luck (or both) it is possible to captain your own ship from the very start).
Anyway, all feedback welcome, on clarity, features, everything!!
Thanks in advance.
Pirate
The scourge of the seas throughout the world, pirates are feared wherever sea travel is required - and especially by the merchants who fear the loss of their precious cargo and, often, even the ship itself. Ferocious fighters and skilled mariners, pirates come in many forms, from the ship mate and warrior who follow their captain and share in his many exploits, to the captain himself, whose name may well be legendary and fill the hearts of his enemies with the icy chill of fear.
The life style of a pirate is especially attractive to rogues, who excel in the hardest of environments and whose skills and training make them formidable foes. Fighters are also attracted to the profession, as are occasional wizards, but all require the basic skill of the rogue in order to survive the rigors of the profession.
Hit Dice: d8
Requirements
To qualify for the pirate prestige class, all of the following criteria must be met.
Alignment: Any non good
Base Attack Bonus: +3
Skills: Profession (sailor) 8 ranks, Balance, Use Rope 4 ranks, Swim 2 ranks
Feats: Weapon Focus (rapier or scimitar), Weapon Finesse (rapier or scimitar)
Special: Sneak Attack +1d6, Induction (see below), Style (see below)
Class Skills
The pirate's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Intimidate (Cha), Jump (Str), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex).
Skill Points at Each Level: 4 + Int modifier.
Class Features
All of the following are class features for the pirate.
Induction: Becoming a pirate requires joining an established gang or starting your own. Joining an established gang is the easiest way, starting at the bottom and progressing through the ranks to become a pirate captain in your own right. Each gang is unique and your DM will inform you of any specific induction details, which may vary from proving your seaworthiness or courage to a trial of ability or prowess. Starting your own gang is tougher, requiring an adequate ship capable of sea warfare and of carrying men and cargo (see the description for Captain of the Ship for details of the minimum ship spec). You will also need to attract a crew and without an established reputation, this will be difficult. Those attracted may well be of questionable ability and loyalty. Ask your DM for specific details.
Table: Pirate
CL BAB Fort Ref Will Special
1 +1 +2 +2 +0 Ship's Mate, Pirate's Mettle
2 +2 +3 +3 +0 Master of the Rig, Evasion, +1d6 Sneak Attack
3 +3 +3 +3 +1 Seamanship, Local Renown
4 +4 +4 +4 +1 Weapon Specialization (rapier or scimitar), Fearless Boarding
5 +5 +4 +4 +1 Port Diplomacy, First Mate, Uncanny Dodge
6 +6 +5 +5 +2 Captain of the Ship, Hoist the Colors, +2d6 Sneak Attack
7 +7 +5 +5 +2 Great Renown
8 +8 +6 +6 +2 Improved Critical (rapier or scimitar), Improved Uncanny Dodge
9 +9 +6 +6 +3 Master Sailor, Greater Seamanship
10 +10 +7 +7 +3 Captain of the High Seas, Legendry Renown, +3d6 Sneak Attack
Style: Pirates fall into two categories: those who use their charm and wits to motivate their men and get their way (called Blaggards) and those who rely on intimidation and fear to impose their will on those around them (called Scoundrels). Before taking a level of pirate, he must choose between these two paths and once his path is chosen, it cannot be reversed. Those who choose to be a Blaggard will increase their Diplomacy skill as they progress through the higher levels, while those who choose Scoundrel will increase their Intimidate skill. The precise details are given in the description for the relevant class features (Port Diplomacy, Great Renown and Legendry Renown).
Ship's Mate: Pirates are skilled seaman and at 1st level receive a +2 insight bonus to all Profession (sailor), Balance and Use Rope checks.
Pirate's Mettle: Pirates are not easily swayed, as they are aware of the code that binds them and the consequences of capture. All 1st level pirates gain a +2 morale bonus to saves against fear or mind-affecting spells and effects.
Master of the Rig: Pirates are skilled in the art of warfare on the seas. When two ships are broadside within touching distance, as a move action he can throw a prepared grappling hook (Use Rope DC 10 +2/10 feet) into the rigging of the opposing ship and board it by swinging across, where he can make an immediate attack. Pirates are also comfortable using the rigging to gain an advantage over their opponents. For each attack made while in the rigging, a successful Balance (DC 15) or Use Rope (DC 20) check (his choice) allows him to avoid becoming entangled (see the DMG for details) and gives him the advantage of fighting from higher ground (+1 to melee attacks). He must have at least one hand free in order to hold on and maintain his balance. A pirate can swing onto the rigging while boarding, as a move action, but not as a charge action. The maximum distance that can be traveled in this manner is 20 feet.
Evasion (Ex): If he does not already have it, a pirate gains the rogue class feature evasion. A pirate gains no additional benefits if he is already capable of it.
Sneak Attack: Sneak attack damage is in addition to all existing sneak attack damage. A pirate gains additional sneak attack damage at 2nd, 6th and 10th level.
Seamanship: At 3rd level, a pirate has learnt to work and position the ship to make the most of the conditions. Any ship with a pirate on board travels 10% faster than its base speed, rounded either up or down to the nearest 5 feet.
Local Renown: By the time a pirate reaches 3rd level, he has found renown amongst his peers and starts to attract a loyal following, gaining the Leadership feat for free with a +2 bonus to his leadership score.
Weapon Specialization (rapier or scimitar): A 4th level pirate gains this feat for free, giving a +2 bonus on all damage rolls made using either a rapier or scimitar only. The selection must fulfill the prerequisites as set out in the PHB in all respects other than requiring 4 levels of fighter, for which a pirate is exempt and must make a choice between rapier and scimitar only.
Fearless Boarding: By 4th level, pirates are exceptionally versatile at boarding enemy ships by swinging across. When using the Master of the Rig class feature, a pirate can now swing right into the middle of combat as a charge action while evading enemy blows. A successful Use Rope check (DC 15) means that moving through a threatened area does not provoke an Attack of Opportunity and a successful Use Rope check (DC 25) allows him to swing through an occupied area without provoking an Attack of Opportunity. For each additional threatened or occupied area passed through, the DC is increased by +2. A check must be made for each separate opponent. The maximum distance that can be traveled while swinging across is also increased to 30 feet.
Port Diplomacy: His reputation is such those who come into contact with him respond more favorably. A 5th level pirate gains either a +2 bonus to Diplomacy checks (for Blaggards) OR a +2 bonus to Intimidate checks (for Scoundrels).
First Mate: By 5th level, a pirate rates as amongst the cream of his profession and gains a +5 insight bonus to Profession (sailor) and Use Rope checks. This does not stack with the bonuses acquired through earlier class features.
Uncanny Dodge (Ex): If he does not already have it, a pirate gains the rogue class feature uncanny dodge. A pirate gains no additional benefits if he is already capable of it.
Captain of the Ship: To progress to a 6th level pirate, he must now become the master of his own ship. A 6th level pirate must own their own ship, which is capable of sea warfare and carrying a crew of at least 50. In addition, it must also have a cargo capacity of at least 50 tons. A crew will be required to man the ship as well as be battle capable. The manner of acquiring the ship is not important, so long as the pirate can call it his own.
Any pirate of 6th level or higher who loses their ship, for any reason, also loses access to all the class features they gained from 6th level onwards, until they are in possession of a new ship. A 5th level pirate who does not own a ship cannot take any further levels as a pirate until they do.
Hoist the Colors: All captains of their own ships have their own emblems, which are hoisted before an attack alongside the traditional Jolly Roger. When hoisted, it inspires his allies, while spreading fear into the hearts of his enemies. All allies within 100 feet of the captain's ship gain a +1 morale bonus to attacks and saves against fear and mind-affecting spells and effects. All enemies within 100 feet of the captain's ship must succeed in a Will save against fear (DC 16) or suffer a -1 penalty to attacks and saves against fear and mind-affecting spells and effects. Those who fail suffer from these penalties for one round per pirate level. Those who make a successful save are not affected and cannot be affected again for a duration of 24 hours. It does not matter who hoists the flag, but it requires a full round action to be hoisted and a successful Use Rope check(DC 10). Failure indicates that a further full round will be required to hoist it. Failure by 5 or more indicates that a third round will be required.
Having the flag removed during combat, for any reason, has a massive impact on the morale on those involved in the fight. All bonuses or penalties acquired through this feature end instantly. Instead, on their turn, all allies must succeed in a Will save (DC 18) or suffer -1 morale penalties to attack rolls and saves against fear and mind-affecting spells and effects. Enemies redouble their efforts and gain a +1 morale bonus to attacks and saves against fear and mind-affecting spells and effects. Re-hoisting the flag (or any more removals of it) has no further effect.
Great Renown: Having acquired a great reputation, manning his ship(s) becomes a much easier task. A 7th level pirate gains a +5 bonus to his leadership score. In addition, a pirate also gains a +4 bonus to Diplomacy checks (for Blaggards) OR Intimidate checks (Scoundrels). These bonuses do not stack with those acquired from previous levels.
Improved Critical (rapier or scimitar): At 8th level a pirate gains this feat for free, extending the threat range for either a rapier or scimitar to 15-20. The prerequisites as set out in the PHB must be met in all respects and can only be applied to either a rapier or scimitar.
Improved Uncanny Dodge (Ex): If he does not already have it, a pirate gains the rogue class feature improved uncanny dodge. A pirate gains no additional benefits if he is already capable of it. Pirate levels do not count as rogue levels.
Master Sailor: A 9th level pirate has reached the peak of his understanding of the seas and boatmanship and are rivaled by few in his profession, gaining a +8 insight bonuses to profession (sailor) and Use Rope checks. This does not stack with bonuses gained from earlier class features.
Greater Seamanship: A 9th level pirate is capable of getting the most out of his ship and can increase its base speed by 25%, rounded either up or down to the nearest 5 feet. Its maneuverability is also improved by one step (poor becomes average, average become good, etc). The benefits gained from Seamanship do not stack with those described here.
Captain of the High Seas: The pirate is now a captain of high (if dubious) reputation and his words inspire courage in his men and fill the hearts of his enemies with fear. Once per day, as a standard action, he and all allies within 30 feet gain a +2 morale bonus on attacks and saves against fear and mind-affecting spells and effects, while all enemies within 30 feet must succeed at a Will save against fear (DC 20) or suffer a -2 morale penalty on attacks and saves against fear and mind-affecting spells and effects. The effect is instantaneous and the duration is 1 minute. The effects described here do not stack with those from the Hoist the Colors class feature - those already affected by the penalties imposed by that feature will receive a penalty to their saving throw and if successful will remain under the effects of the Hoist the Colors penalties.
Legendry Renown: Having reached the peak of his powers, his name is legendry. To some, he is the scourge of the seas, but to others an inspiration. People now flock to him to serve on his ships. At 10th level, a pirate gains a +10 bonus to his leadership score and attracts twice as many followers as normal. That is, the number of followers for each level as set out in the Leadership feat description is doubled (but not the cohort) and a Leadership score of 25+ also allows him to attract 2 followers of 7th level. In addition, he also gains a +8 bonus to Diplomacy checks (Blaggards) OR Intimidate checks (Scoundrels). Neither of these bonuses stack with those acquired at earlier levels.
[Edit: I have updated the pirate pretige class to incorporate many of the changes suggested. Once again, many thanks and please keep the feedback coming].
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