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Pirate Base Class
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<blockquote data-quote="szilard" data-source="post: 2905852" data-attributes="member: 40730"><p>How about this revision?</p><p></p><p>BAB & Hit points as per Ranger.</p><p>Good Reflex Save, Poor Fort and Will Saves.</p><p>Armor and weapons as per Rogue, plus net.</p><p></p><p>Skills: 6+int bonus per level same as rogue, minus the following- disable device, hide, listen, move silently, open lock, and use magic device.</p><p></p><p>Lvl1-Weapon finesse, Sea Legs</p><p>Lvl2-Dead Man's Luck +1</p><p>LV3-Uncanny Dodge, Sea Legs</p><p>Lvl4-Sneak Attack +1d6</p><p>Lvl6-Dead Man's Luck +2, Sea Legs</p><p>Lvl8-Sneak Attack +2d6</p><p>Lvl10-Dead Man's Luck +3, Special Ability </p><p>Lvl12-Sneak Attack +3d6</p><p>Lvl14-Dead Man's Luck +4</p><p>Lvl 15-Special Ability</p><p>Lvl16-Sneak Attack +4d6</p><p>Lvl18-Dead Man's Luck +5</p><p>Lvl20-Sneak Attack +5d6, Special Ability</p><p></p><p></p><p>Sea Legs - A Pirate gains a +2 bonus on Balance and Climb checks. At level 3, when on a boat, a Pirate's penalty to Balance checks when moving at full speed is only -2 as opposed to -5. At level 6, a Pirate gains a climb speed of 1/2 his base move that is only applicable to moving among rigging or similar networks of ropes or vines.</p><p></p><p>Dead Man's Luck - This ability is useable a number of times per day equal to the Pirate's Charisma Bonus (minimum 1). The Pirate need not be conscious to use this ability, which is enacted as an immediate action. Each time it is used, it may be used in one of the following ways:</p><p>* As a luck bonus to all of the Pirate's Saving Throws until the Pirate's next action.</p><p>* As DR/- until the Pirate's next action.</p><p>* As temporary hit points for 1 round/class level.</p><p></p><p>Special Ability - as the Rogue Class Feature, substituting Improved Uncanny Dodge for Improved Evasion</p><p></p><p></p><p>-Stuart</p></blockquote><p></p>
[QUOTE="szilard, post: 2905852, member: 40730"] How about this revision? BAB & Hit points as per Ranger. Good Reflex Save, Poor Fort and Will Saves. Armor and weapons as per Rogue, plus net. Skills: 6+int bonus per level same as rogue, minus the following- disable device, hide, listen, move silently, open lock, and use magic device. Lvl1-Weapon finesse, Sea Legs Lvl2-Dead Man's Luck +1 LV3-Uncanny Dodge, Sea Legs Lvl4-Sneak Attack +1d6 Lvl6-Dead Man's Luck +2, Sea Legs Lvl8-Sneak Attack +2d6 Lvl10-Dead Man's Luck +3, Special Ability Lvl12-Sneak Attack +3d6 Lvl14-Dead Man's Luck +4 Lvl 15-Special Ability Lvl16-Sneak Attack +4d6 Lvl18-Dead Man's Luck +5 Lvl20-Sneak Attack +5d6, Special Ability Sea Legs - A Pirate gains a +2 bonus on Balance and Climb checks. At level 3, when on a boat, a Pirate's penalty to Balance checks when moving at full speed is only -2 as opposed to -5. At level 6, a Pirate gains a climb speed of 1/2 his base move that is only applicable to moving among rigging or similar networks of ropes or vines. Dead Man's Luck - This ability is useable a number of times per day equal to the Pirate's Charisma Bonus (minimum 1). The Pirate need not be conscious to use this ability, which is enacted as an immediate action. Each time it is used, it may be used in one of the following ways: * As a luck bonus to all of the Pirate's Saving Throws until the Pirate's next action. * As DR/- until the Pirate's next action. * As temporary hit points for 1 round/class level. Special Ability - as the Rogue Class Feature, substituting Improved Uncanny Dodge for Improved Evasion -Stuart [/QUOTE]
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