HarryFlashman
First Post
yes, lets not forget the 10,000 point penalty to all skills, attack rolls , saves, etc when a Pirate is faced with a Ninja. Nor their Pirate teats.
Originally posted by Wolffenjugend
Place more emphasis on Balance.
Originally posted by HarryFlashman
I agree that Balance should take precedent over Rope Use
Originally posted by Dogbrain
Why weapon focus on rapier? The mythic/fictional pirate's sword of choice is a cutlass
Originally posted by SamuraiY
How about giving them a choice between rapier and scimitar?
Originally posted by HarryFlashman
Sounds like an interesting ability but I do not understand how the real-world mechanics would work. The more weight you have on board the deeper your draft and the slower you go.
And what about weathering storms? Affecting maneuverability etc?
Originally posted by HarryFlashman
The Devil's Own: By spending 10 minutes prior to battle a Pirate may make a Disguise/perform check DC 15 to create a fearsome, nearly fiendish, semblance that strikes fear into the hearts of his adversaries.Functions as Cause Fear spell counting Pirate PrC levels as caster levels. (look up BlackBeard's "flaming whiskers" boarding tactic).
Originally posted by HarryFlashman
Oh, and the scoundrel/blaggard text seems to need some editing
drdevoid said:Since there is no epee, sabre, foil or cutlass, the remaning sword with swashbuckler feel is the rapier.
And considering that rapiers are spanish swords and there were plenty of spanish pirates this isn't that much of a stretch of the imagination.
Dogbrain said:You have stretched imagination well beyond snapping point. You are taking an inadequacy of the "official" rules and post-hoc rationalizing it.
Fester said: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, is capable of carrying 10% more cargo and housing 10% more crew.
Fester said: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.
Fester said:Master of the Rig: By 4th level, pirates are comfortable using the ship's rigging as a means to gain an advantage over their opponents. For each attack made while in the rigging, a successful Use Rope check (DC 20) allows him to avoid becoming entangled 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.
Fester said:Captain's 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.
Fester said:Jolly Roger: 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.
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.
Fester said:Greater Seamanship: A 9th level pirate is capable of getting the most out of his ship and can increase its base speed by 25%. Its maneuverability is also improved by one step (poor becomes average, average become good, etc). He can also find room to store an additional 20% cargo and man the ship with 20% more crew. The benefits gained from Seamanship do not stack with those described here.
Originally posted by CombatWombat51
How does being a pirate, or any other type of skilled sailor, increase the number of people you can stuff on a ship?
Originally posted by CombatWombat51
Unless you want every pirate rig with a decent crew to be overwhelmed by followers, I'd delay this ability until higher levels.
Originally posted by CombatWombat51
So with a check, they can move less distance, and gain a +1 to their attack roll? Charging sounds a whole lot better, or at least equal. This ability doesn't really ring out as being a superior option to simply charging.
Originally posted by CombatWombat51
I think First Mate sounds better.
Originally posted by CombatWombat51
How long does it take to hoist the colors? I'd say a skill check should also be involved.
Originally posted by CombatWombat51
I like the class, so that's why I'm picking on it.