Care to justify that? Teach wasn't on the list of great pirates. Or great warriors. Yes, he was big and imposing. But level 9 is pretty massive.
Ah, but this is one of those rare occasions when we can benchmark a historical figure's hit points. With Con 16, he would have about 81 hit points. Five pistols shots at 2d6 and twenty saber cuts at 1d6+1 averages about 125 hit points, so if anything, I've lowballed him. Plus, level 9 is when he can take Leadership.
Skill Focus (twice), Negotiator, Alertness. As a L9 fighter you get five bonus feats. And you've just spent four (!) on boosting your skills. The only one of these that isn't forced on you by choosing a class that doesn't fit and forces you to bend over backwards is your Intimidate. Assume you want to keep the massive intimidate.
None of them are forced. I'm simply building to concept. A rogue or barbarian would simply have five less feats. This is simply a compromise between combat and skills to eak out some specific skill bonuses. In the end, he's still a fighter.
That means you've gained two feats (weapon focus/spec) from your class and poured three feats into shoring up the problems of picking a very bad class for the job - for an effective 22 skill points at cross class rates. Sounds like a lot? A level 9 Barbarian would have 24 more skill points (never mind that one of the skills you want, Listen, isn't cross class for Barbarians). 2 more skill points makes the Barbarian literate. And in exchange for weapon focus and specialisation you gain: 10 Hit points (+18 when raging), Improved Uncanny Dodge, Fast Movement, DR 1, and three rages/day. All round better for the guy who takes a lot of killing than your version especially as your excuse for picking fighter is the BAB and hit points. In short despite your bending over backwards, the barbarian makes a better version of your version of Teach than the fighter.
Barbarian is not a bad second choice. In fact, in
Unorthodox Barbarians I wrote up a Corsair variant barbarian. However, I don't think it really applies to Blackbeard. This version is still at least two feats ahead, and the lower Listen bonus... is quite okay, seriously. The barbarian pirate is probably one of Blackbeard's sturdier crew members.
And why is this? It's because the fighter isn't a general big burly guy who's good at beating things up. That would be the barbarian. The fighter is the monomaniac weapons specialist who eats with his sword and sleeps with his sword and is dedicated to tricks with his weapons to the exclusion of all else. This is a 3.X issue rather than a D&D issue. (The lack of plot power for non casters is a general issue and one that's been noticed for apparently longer than I've been alive).
Like a guy who can wield a cutlass effectively, shot a pistol at close range without picking off his own guys, and quick draw one of his bracers of pistols.
And for the record, Pawsplay is right. Knowledge (Geography) isn't the mapreading skill. It's the skill to not need to read a map. Regrettably, apparently Stormwrack changed this and Paizo kept it on as quoted by Fifth Element. So if you're using the full 3.X rules, Hussar is right.
Weapons of Legacy also misuses Knowledge as a research skill
without stating any changes to the rules, such that as written, there are no retries for unlocking legacies!
Anyway. Time for a summary. IMO, in 3e, Blackbeard is probably a fighter, even though 3e steals about 20 or so skill ranks from him to which he would be otherwise entitled. But that's okay, because piracy really isn't about being a skill-monkey. Pathfinder basically gives those ranks back to a great extent. Previous versions of D&D had no problem at all with Fighter pirates. Depending on concept, rogues and/or barbarians may also be good pirates.
Using the Rules Cyclopedia, a pirate is just a fighter or thief with Profession (sailor), Pilot (favored type of vessel), Pilot (longboat), and one other General Skill of relevance. AD&D, same thing; maybe you can throw a Kit in there, too, if you want.