Maelstrom Pirate (Apath)

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Unofficial rules compendium

Maelstrom pirates prowl waters near natural hazards, stormy seas, faery bogs, and mist-shrouded reefs. They mix the practical skills of piracy with a mystic understanding of their environs, and legends among them can harness the power of nature for their own benefit.

Class Information

This is a prestige archetype.

Prestige Class: Shackles pirate Pathfinder Chronicles Campaign Setting.

Build Classes: Rogue.

Role: Maelstrom pirates not only brave natural danger, they thrive of them, seeking out dangerous situations others cannot handle and prey on the weakened survivors. At higher levels, they can call on these natural hazards for aid.

Alignment: Any nonlawful. Maelstrom pirates often use and champion some natural phenomenon, making them friendly to druids.

Hit Die: d8.

Class Skills

The maelstrom pirate's class skills (and the key ability for each skill) are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (local) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Sleight of Hand (Dex), Stealth (Dex), Survival (Wis), Swim (Str), and Use Magic Device (Cha).

Skill Ranks at Each Level: 8 + Int modifier.

Class Features

The maelstrom pirate has all the rogue's class features, except as follows.

Bogstep (Ex)

At 1st level, a maelstrom pirate learns how to move quickly through the treacherous terrain of her home. She moves through shallow bogs normally, and it costs her 2 squares of movement to move into a square with a deep bog. She can use Acrobatics to tumble through shallow bogs with no penalty and can tumble through deep bogs with a –4 penalty (see Marsh Terrain for more information regarding bogs and swamps.) She ignores treacherous ground created by water or slippery surfaces (See Acrobatics). This replaces trapfinding.

Quick Appraise (Ex)

At maelstrom pirate must at times quickly select the most valuable items to spirit away. At 2nd level she appraises an item as a move action and can determine the most valuable item in a treasure hoard as a standard action. This replaces the rogue talent gained at level 2.

Sodden Stealth (Ex)

Maelstrom pirates spend their careers studying and adapting to soggy environs. As a result, they develop skills which allow them to stealthily approach their targets even over water or the wettest, muddiest ground. Most wear dark green and brown clothes made of oilcloth (to repel water) and reed hats with angled brims to keep rain out of their eyes. Maelstrom pirates sometimes string small beads in their hair to generate a quiet susurrus as they walk. This mimics the sound of wind in the bogs and helps mask the noise of their footsteps.

At 3rd level, a maelstrom pirate a +1 bonus on Perception, Swim, and Stealth checks made in water, including in boats, marshes, bogs, or swamps. These bonuses rise to +2 when the maelstrom pirate reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level. Sodden stealth bonuses gained from multiple classes stack. This replaces trap sense.

Deep Breath (Ex)

At 4th level, a maelstrom pirate can hold her breath for a number of rounds equal to three times her Constitution score before she must start making Constitution checks. This replaces the rogue talent gained at level 4.

Drink for Free (Ex)

At 6th level the maelstrom pirate is famous enough that she can get others to pick up her tab. The sea pirate designates one tavern per maelstrom pirate level as a “favored tavern.” When in a favored tavern, the maelstrom pirate drinks for free. In addition, she gains a +2 circumstance bonus on Diplomacy and Intimidate checks within a favored tavern. This replaces the rogue talent gained at level 6.

Navigate Storm (Su)

Maelstrom pirates know how to navigate the gusting winds and churning water of severe storms.

At 8th level, a maelstrom pirate treats all storms as if they were one category less severe for purposes of sailing and navigation. She treats the storm as if it were a zone of inclement weather, rather than a powerful storm, for purposes of sailing and navigation (see Weather for more information.) This replaces the rogue talent gained at level 8.

Grapple Ship (Su)

As a maelstrom pirate’s connection to the sea grows stronger, she learns to perform impossible feats. At 10th level, a maelstrom pirate gains the ability to stop another ship dead in the water for a short time. To use this ability, the maelstrom pirate must hurl a grappling hook at the target ship. The pirate is proficient with the grappling hook, and she throws it with a 20-foot range increment.

If the maelstrom pirate hits the target ship, she then makes a Strength check with a DC based on the size of the vessel. Raft (14), Rowboat (15), Longship (17), Keelboat (19), Sailing ship (20), Warship (21), and Galley (22). She gains a +1 bonus on her check for every crewmate who also grapples the enemy ship, although crewmates are considered non-proficient with grappling hooks and throw them with 10-foot range increments. For every point by which the maelstrom pirate exceeds the ship’s Strength check, she halts its progress for 1 round. This replaces the rogue talent gained at level 10.

Shipmind (Su)

At 12th level, a maelstrom pirate can, once per day as a standard action, control her ship with a thought. The maelstrom pirate must be on the deck of the ship she wishes to control and she must be conscious.

Once the maelstrom pirate activates her shipmind, she can feel the ship as if it were an extension of her body. She can “see” from the ship anywhere she wants, and adjusting her point of view is a free action. The maelstrom pirate can move the ship as if it were her own body, and it moves over water at her base move or the ship’s normal speed, whichever is greater. She and her ship can move forward and backward, make right angle turns, and come to a dead stop, despite the ship’s size or the weather conditions.

While the maelstrom pirate uses her shipmind ability, her body appears paralyzed and unresponsive. She is considered helpless and cannot defend herself, but she retains an awareness of what goes on around her body (and can see her body from her perspective on the ship if she wishes). She may end the shipmind effect as an immediate action. This ability lasts for 1 round per class level. This replaces advanced talent and the rogue talent gained at level 12.

Table: Fogcraft
Fogcraft Type AC Carries Duration Stealth
Raft 10 4 10 hours +12
Rowboat 10 6 10 hours +10
Longship 8 170 4 hours +8
Keelboat 8 115 4 hours +8
Sailing ship 6 220 4 hours +8
Warship 6 240 2 hours +6
Galley 4 450 2 hours +4

Fogcraft (Su)

At 14th level, the maelstrom pirate gains the incredible power to shape a vessel out of the fog that roils across the boggy landscape. This ability functions only in fog or thick water spray (as is common near navigational hazards) and is usable once per day.

Forming a craft takes 10 minutes, and the craft’s duration lasts for a variable number of hours depending on its size. It is also possible to turn an existing boat or ship into the equivalent fogcraft for a time, this works the same way but takes only a full-round action to do.

A fogcraft appears made of swirling gray mist but feels solid to the touch. Its unique composition can make it difficult to spot, and the craft makes no sound, but it does not baffle sounds made by its crew.

A fogcraft has a carrying capacity equal to an ordinary ship of its type, but its impermanence makes it a poor cargo ship. It requires the appropriate number of crewmen in order to sail. A fogcraft possesses speed and maneuverability equal to that of an ordinary ship of its type, but unlike ordinary ships, a fogcraft can move over land as easily as water.

A maelstrom pirate receives a +4 competence bonus on skill checks made to sail her fogcraft.

When a maelstrom pirate creates a fogcraft, she can chose its size from any of the table. With larger ships comes a trade-off in stealth, Armor Class, and duration.

Compliment in the table is how many medium-sized humanoids the can carry, including the maelstrom pirate herself. This replaces the rogue talent gained at level 14.

Maelstrom Ally (Sp)

At 16th level, the maelstrom pirate can cast summon nature's ally VII once per day, but only to summon creatures in water or bogs. This spell-like ability has a duration of concentration, plus 1 minute/level after the maelstrom pirate stops concentrating to maintain it. This replaces the rogue talent gained at level 16.

Into the Maelstrom (Sp)

Once per day at 18th level, the maelstrom pirate can make her ship seemingly flounder while really emerging into another plane. This works like plane shift cast by a sorcerer of the maelstrom pirate's level, except the entire ship and crew moves into another plane. Unwilling passengers can make a Will save to avoid this effect. Creatures observing the event can make a DC 22 Spellcraft check to realize what is really happening. This replaces the rogue talent gained at level 18.

Greater Fogcraft (Su)

At level 20, fogcraft can be used at will and lasts as long as the maelstrom pirate stays on board and for an additional tume as noted in Table: Fogcraft. Additionally, the fogrcrafted 's ship can sail in the air at its normal speed and maneuverability, as if under air walk. If the maelstrom pirate leaves the fogcraft ship in mid-air, it stays put and cannot move under its own power, possibly drifting or being towed slowly unless anchored. When the duration runs out, it descends to the ground in a few minutes. This replaces the rogue talent gained at level 20.

Master Shot (Su)

At 20th level, when firing a siege engine at another vehicle and the attack roll matches the target ship's captain's piloting skill +10 (Diplomacy or Intimidate for rowing craft, Knowledge (nature) or Profession (sailor) for sailing craft), the target ship is rendered immobile for one minute. This replaces master strike.

Table: Maelstrom Pirate

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +0 +2 +0 Bogstep, sneak attack +1d6
2nd +1 +0 +3 +0 Evasion, quick appraise
3rd +2 +1 +3 +1 Sneak attack +2d6, sodden stealth +1
4th +3 +1 +4 +1 Deep breath, uncanny dodge
5th +3 +1 +4 +1 Sneak attack +3d6
6th +4 +2 +5 +2 Drink for free, sodden stealth +2
7th +5 +2 +5 +2 Sneak attack +4d6
8th +6/+1 +2 +6 +2 Navigate storm, improved uncanny dodge
9th +6/+1 +3 +6 +3 Sneak attack +5d6, sodden stealth +3
10th +7/+2 +3 +7 +3 Grapple ship
11th +8/+3 +3 +7 +3 Sneak attack +6d6
12th +9/+4 +4 +8 +4 Shipmind , sodden stealth +4
13th +9/+4 +4 +8 +4 Sneak attack +7d6
14th +10/+5 +4 +9 +4 Fogcraft
15th +11/+6/+1 +5 +9 +5 Sneak attack +8d6, sodden stealth +5
16th +12/+7/+2 +5 +10 +5 Maelstrom ally
17th +12/+7/+2 +5 +10 +5 Sneak attack +9d6
18th +13/+8/+3 +6 +11 +6 Into the maelstrom, sodden stealth +6
19th +14/+9/+4 +6 +11 +6 Sneak attack +10d6
20th +15/+10/+5 +6 +12 +6 Greater fogcraft, master shot

Summary of Changed Class Abilities

These abilities of the rogue are lost or modified in this archetype:

  • Rogue Talents (all)
  • Trap Sense
  • Advanced Rogue Talent
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