Sea Pirate (Apath)

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Unofficial rules compendium

An adventurer of the great blue, the sea pirate sees himself as a daredevil champion of freedom, but many of them are little more than thugs of the sea. Sea pirates sail many different bodies of water in search of plunder, from the most common sea pirates to privateers, slave hunters, and slave-trader hunting abolitionists. Sea pirates are adept at both sailing and sword fighting, and most have looked death in the face more than once. They possess a variety of skills that prove useful when sailing and plundering, and two sea pirates might be quite different from each other.

Class Information

This is a prestige archetype.

Prestige Class: Inner sea pirate Pathfinder Player Companion: Pirates of the Inner Sea.

Build Classes: Rogue.

Role: While many sailors work as pirates, those in this class show more talent than do common deck hands. Sea pirates often captain their own ships; those who do not usually serve as officers or aboard notorious ships under accomplished captains.

Alignment: Sea pirates are often chaotic and rarely good, but can be any nonlawful alignment.

Hit Die: d8.

Class Skills

The sea pirate's class skills (and the key ability for each skill) are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Escape Artist (Dex), Intimidate (Cha), Knowledge (geography) (Int), Knowledge (local) (Int), Knowledge (nature) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Stealth (Dex), Swim (Str) Use Magic Device (Cha).

Skill Ranks at Each Level: 8 + Int modifier.

Class Features

The sea pirate has the class features of the rogue, except as follows.

Weapon and Armor Proficiency

Sea pirates are proficient with all simple weapons, plus the cutlass, hand crossbow, hook hand, rapier, sap, short sword, and shortbow. They are proficient with light armor, but not with shields.

Pirate Tricks

A sea pirate learns specialized pirate tricks as he advances in level. Starting at 2nd level, a sea pirate gains one pirate trick. She gains an additional pirate trick for every 2 levels of sea pirate attained after 2nd level. The sea pirate can also learn rogue tricks, but no more than half a sea pirate's pirate tricks can be replaced with rogue talents. This means that the sea pirate's first pirate trick cannot be replaced with a rogue talent. This replaces the rogue talent and advanced talent abilities.

Classic Duelist (Ex): The sea pirate gains a +1 competence bonus on attack rolls made with a cutlass, rapier, or short sword.

Deep Breath (Ex): The sea pirate can hold her breath for a number of rounds equal to three times her Constitution modifier before she must start making Constitution checks.

Drink for Free (Ex): This ability presumes that the sea pirate is admired or feared in the taverns she frequents. The sea pirate designates one tavern per sea pirate level as a “favored tavern.” When in a favored tavern, the sea pirate drinks for free. In addition, she gains a +2 circumstance bonus on Diplomacy and Intimidate checks within a favored tavern.

Farseer (Ex): Sea pirates take turns serving as lookouts. A sea pirate with this ability reduces any distance-based penalties on Perception checks by half when she is at least 10 feet off the ground or above the deck of a ship.

Hand Stab* (Ex): The sea pirate can weaken an opponent’s weapon hand by hitting with a sneak attack. When she deals sneak attack damage against an opponent, that opponent becomes easier to disarm. Until the end of the rogue’s next turn, anyone attempting to disarm that opponent gains a +2 bonus on the disarm attempt.

Quick Appraise (Ex): The sea pirate must at times quickly select the most valuable items to spirit away. She appraises an item as a move action and can determine the most valuable item in a treasure hoard as a standard action.

Rigging Monkey (Ex): Some sea pirates become skilled at climbing on ropes and rigging. This ability grants the sea pirate a +2 bonus on Climb checks when using a rope to help her climb. In addition, when using a rope to help her climb, the sea pirate can move at half her speed. (By accepting a –5 penalty she can move at her normal speed.)

Storm Sailor (Ex): The sea pirate treats all storms as if they were one category less severe for the purposes of sailing and navigation. (This benefit stacks with other effects related to wind conditions.) She can make an Acrobatics check to move her normal speed across uneven ground, and she does not take a penalty on any Acrobatics checks due to slightly slippery, slightly unsteady, or moderately unsteady conditions.

Windrigger (Ex): The sea pirate has learned the tricky art of tacking. With a DC 15 Profession (sailor) check, she increases her ship’s base movement by 5 feet for 1 hour.

Advanced Tricks

These correspond to advanced rogue talents, and can only be selected at level 10 or higher. The restriction that no more than half a sea pirate's pirate tricks can be replaced with rogue talents still applies.

Burst of Speed (Ex): The sea pirate has learned to coax speed out of her ship when it really counts. With a DC 20 Profession (sailor) check, she doubles her ship’s base movement for 1 round. She can use this ability once per day.

Defensive Climber (Ex): The sea pirate does not lose her Dexterity bonus to AC when climbing.

Fearsome Advance* (Ex): If the sea pirate deals damage with her sneak attack, she can make an Intimidate check as an immediate action to demoralize the damaged opponent.

Foot Sweep* (Ex): The sea pirate has learned to sweep her opponents’ legs when they are reeling from the pain of her precise attacks. If the sea pirate deals damage with a sneak attack, she can make a trip attack against the damaged opponent as an immediate action. All the usual rules for trip attacks apply, and feats such as Improved Trip modify the attack normally.

Shipboard Authority (Ex): As a full-round action once per day, the sea pirate can shout orders to her crew. All allies within 30 feet of the sea pirate who can hear her gain a +1 morale bonus on attack rolls or on a particular skill check for 1 round per the sea pirate’s level. The sea pirate specifies which bonus applies when she uses this ability and may not change the bonus for the duration of this ability.

Sea Sense (Ex)

At 3rd level, a sea pirate gains an intuitive sense that helps her prosper at sea. When on board a ship or boat, the sea pirate gains a +1 bonus on Acrobatics, Climb, and Profession (sailor) checks. These bonuses rise to +2 when the sea 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. Sea sense bonuses gained from multiple classes stack. This replaces trap sense.

Table: Sea Pirate

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +0 +2 +0 Sneak attack +1d6, trapfinding
2nd +1 +0 +3 +0 Evasion, pirate trick
3rd +2 +1 +3 +1 Sea sense +1, sneak attack +2d6
4th +3 +1 +4 +1 Pirate trick, uncanny dodge
5th +3 +1 +4 +1 Sneak attack +3d6
6th +4 +2 +5 +2 Pirate trick, sea sense +2
7th +5 +2 +5 +2 Sneak attack +4d6
8th +6/+1 +2 +6 +2 Improved uncanny dodge, pirate trick
9th +6/+1 +3 +6 +3 Sea sense +3, sneak attack +5d6
10th +7/+2 +3 +7 +3 Advanced tricks, pirate trick
11th +8/+3 +3 +7 +3 Sneak attack +6d6
12th +9/+4 +4 +8 +4 Pirate trick, sea sense +4
13th +9/+4 +4 +8 +4 Sneak attack +7d6
14th +10/+5 +4 +9 +4 Pirate trick
15th +11/+6/+1 +5 +9 +5 Sea sense +5, sneak attack +8d6
16th +12/+7/+2 +5 +10 +5 Pirate trick
17th +12/+7/+2 +5 +10 +5 Sneak attack +9d6
18th +13/+8/+3 +6 +11 +6 Pirate trick, sea sense +6
19th +14/+9/+4 +6 +11 +6 Sneak attack +10d6
20th +15/+10/+5 +6 +12 +6 Master strike, pirate trick

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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