pirate prestige class

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.
 

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Thanks for all of your excellent feedback. All most welcome.

Originally posted by Wolffenjugend
Place more emphasis on Balance.

Originally posted by HarryFlashman
I agree that Balance should take precedent over Rope Use

I thought hard about using balance for the Master of the Rig but didn't want to stretch their skill base too far. On reflection, however, I think you're both right.

Perhaps I should make the following changes:

Skills: Profession (sailor) 8 ranks, Use Rope 4 ranks, Balance 4 ranks, Swim 2 ranks

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 Balance check (DC 20) or Use Rope (DC 25) (his choice) 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.

I wanted to keep swim in there. It is true that historically many sailors have been poor swimmers, but the pirate prestige class represent the cream of those who man the ships, which will still primarily be manned with warriors with a few ranks in profession (sailor). This pretige class represents those who have risen above the fodder, so it makes sense (to me!) that they should have at least a couple of ranks in swim.

For the Master of the Rig I've given a choice between Balance (DC 20) or Use Rope (DC 25), reflecting the nature of their skills. My main rationale for retaining the Use Rope is that within the context of the class, it is this skill that improves through the levels, wheras there is no improvement to the Balance skill.

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?

In my first draft, it was a cutlass, but when I started to actually draw up the weapon stats I couldn't get away from the fact that it already existed and was called a rapier. All I was doing was renaming it, so I couldn't see the point. However, I agree that, in fact, the scimitar is probably more representative of the cutlass, so it makes sense to have a choice between the two weapons (and adds a little variety). I'll update the class with this. Thanks.

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?

You make some good points. I had some issues with the mechanics myself (though hadn't considered some of the issues you discuss, such as the weight to speed ratio, etc). A lot also depends on what system you use for nautical combat. I may have to invest a little more thought in this.

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).

I quite like this and may look to fit it in somewhere (if you don't mind?). However, I don't want to pack out the prestige calss with too many features, so I'll invest some thinking time on it first.

Originally posted by HarryFlashman
Oh, and the scoundrel/blaggard text seems to need some editing

How about the following:

Style: Pirates fall into two catergories: 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).

Again, many thanks!
 

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.


You have stretched imagination well beyond snapping point. You are taking an inadequacy of the "official" rules and post-hoc rationalizing it.
 

Dogbrain said:
You have stretched imagination well beyond snapping point. You are taking an inadequacy of the "official" rules and post-hoc rationalizing it.

We already decided to allow a choice of rapier or scimitar. Besides many pirates did use rapiers. If you have another suggestion beyond just not rapiers, I think we are still open to persuasion
 

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.

How does being a pirate, or any other type of skilled sailor, increase the number of people you can stuff on a ship? The cargo... I could see them maybe being better at stacking stuff, but that doesn't seem very piratey or sailory to me.

A more important point, do 10 pirates increase the speed and carrying capacity by 100%? Does a crew of 50 pirates increase the speed, etc. by 500%?

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.

Unless you want every pirate rig with a decent crew to be overwhelmed by followers, I'd delay this ability until higher levels.

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.

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.

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.

I think First Mate sounds better :)

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.

How long does it take to hoist the colors? I'd say a skill check should also be involved.

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.

See my comments on Seamanship.

Like SamuraiY said, I'd give them a choice between the scimitar and rapier.

I like the class, so that's why I'm picking on it :D That, and I am a sailor, a boatswain's mate no less, so I can't completely control myself ;)
 

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?

Yes, I agree and have modified both this Seamanship and Greater Seamanship class features. Now, they only increase speed and, eventually, maneuverability. This does make far more sense. Thanks.

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.

I don't agree. The feat is accessible to anyone at 6th level, where as it is offered as a class feature as a minimum of 8th level (assuming a mimimum entry level of 5th). A 3rd level pirate is well on his way to becoming a captain of his own ship, so I would expect him to have around 20-30 loyal followers at this stage.

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.

Yes, I agree and have amended the features. In fact, I've now made Master of the Rig come first (ability to swing across, use the rigging, gain height advantage). Fearless Boarding now allows you to charge across and avoid AoO (with skill checks) - it now adds to the Master of the Rig feature and I think works much better. Once again, many thanks.

Originally posted by CombatWombat51
I think First Mate sounds better.

Me too :)

Originally posted by CombatWombat51
How long does it take to hoist the colors? I'd say a skill check should also be involved.

Agreed. I've added a Use Rope check and made it a full round action to hoist (but possibly up to three rounds for skill failures).

Originally posted by CombatWombat51
I like the class, so that's why I'm picking on it.

I didn't feel you were picking on it. Your suggestions were good and I think have helped to improve the class and make it more workable. I'm glad you liked it. Hopefully you'll think it is even better now (I've amended the original post to incorporate all the changes I've made to it).

Many thanks for your input.

Edit: I forgot, I also preferred your term Hoist the Colors to mine (Jolly Sailor), so I've used that instead.
 
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Many thanks to everyone who had an input to this thread.

I have updated my original post to reflect the changes that have been made to the class, using many of the suggestions given. I feel the class is much better now and certain problems ironed out.

Cheers.
 

There are stats for a cutlass in issue 318 of Dragon, originally taken from Forgotten Realms.

Light Melee (martial weapon)
Cutlass 15gp 1d4 1d6 19-20/x2 3lb Slashing and Piercing
The basket hit gives a +2 circumstance bonus on any checks to resist being disarmed.

Stats for a hook also appeared there
Light Melee (Simple weapon)
Hook 8gp 1d3 1d4 x4 1lb Piercing
A prosthetic appendage replacing a missing hand. Cannot be disarmed. To attach a hook a character must first be missing a hand. Anyone with a hook suffers a -2 penalty on all skill checks requinring the use of that hand. Note that attacks made with hook grafts count as natural attacks.[/FONT]
 

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