Classes > Rogues > Pirate

Also known as Swashbuckler, Seagrift or Gamblignant. A merciless duelist of the high seas who strikes terror in their enemies with their fleet-footedness and morbid martial showmanship.

Pirates are the scourge of land dwellers and sea dwellers alike, and the worst nightmare to any vessel or coastal town that carries any notable amount of wealth. They seek to accumulate as much treasure as possible, and embark headlong into adventure with no hesitation in hope of looting all the coves and ruins and making their name known in all the corners of the sea. All of them. To this end, they not only master the piloting of sea vessels, but also the tricky process of maintaining enough balance on a swaying platform to reliably deliver damage to their victims. +4 Intimidation

Level 1: Pirates are proficient with scimitars and flintlock pistols. They can enter a "duel" with a specific target that has their attention, gaining +2 DEX +2 AGI until it dies or the pirate changes targets, up to level times per day

Level 4: Pirates gain +4 AGI and +4 CHA if wearing baggy clothes instead of armor

Level 8: Pirates add a permanent +1d8 to each attack roll. They may also choose a monkey or parrot pet, which functions as a Mage's familiar. The pirate can understand their own pet, and vice versa. Monkeys may carry small weapons, while parrots can fly and roll WIS skills with advantage on behalf of their master.

Level 12: Any containers opened by the pirate subject to a random loot roll now contain double the gold value than if searched by anybody else. Enemies that are likely to carry gold are now guaranteed to carry it when looted by the pirate. They also Triplestrike whenever they go for a main attack in combat.

Level 16: The pirate gains incredible renown, gaining percentage discounts on every purchase from shopkeepers depending on their CHA: 10-15: 25%, 16-20: 33%, 21+: 50%


Level

Bonus/atk _ BS

Bonuses

Level

Bonus/atk _ BS

Bonuses

1

+0

Silence, Pirate Weapons, Duel

11

+8/+5 6d6

-

2

+1 _ 1d6

Backstab

12

+9/6/3 6d6

Feat, Greed

3

+2 _ 2d6

Uncanny Dodge

13

+9/6/4 7d6

-

4

+3 _ 2d6

Feat, Pirate Clothes

14

+10/7/4 7d6

-

5

+3/+2 _ 3d6

Evasion

15

+11/7/4 8d6

Improvisational Mastery

6

+4/+3 _ 3d6

-

16

+12/8/4 8d6

Feat, Renown

7

+5/+3 _ 4d6

-

17

+12/8/5 9d6

-

8

+6/+4 _ 4d6

Feat, Dicekind, Pet

18

+13/9/5 9d6

-

9

+6/+4 _ 5d6

-

19

+14/9/5 10d6

Feat

10

+7/+5 _ 5d6

Dangersense, Feat

20

+15/10/5 10d6

-