Pirate (3.5e Class)

From D&D Wiki

Jump to: navigation, search
Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Missing epic information, a starting package, and campaign information; dead levels at 7th, 18th, 19th


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

A rare female pirate.

Pirate[edit]

So long as civilized creatures have shipped goods by sea, there have been certain individuals whom have risked life and limb to take those goods. Sailing across the seas of the world, taking what they can by any means necessary, these seafaring thieves are known as Pirates.

Adventures: Pirates usually adventure for multiple reasons, but most reasons are related to making money, or pillaging loot. Adventuring typically involves doing things which a Pirate is used to doing, namely killing things and taking their stuff (with an occasional break for drinking, wenching, and treasure-hunting).

Characteristics: Piracy is a profession open to all, and thus Pirates have many diverse characteristics. The most common characteristics of Pirates are ability to fight, ability to swim, at least some usefulness on a ship, greed, and little to no objection to stealing. Beyond that, a pirate's conduct depends largely on how their captain runs things. Pirate ships can be bastions of freedom and revelry, where every lad and lass aboard can be counted upon as a partner in crime, or they can be dark dens of debauchery and sin, filled to the brim with blaggards who'd gladly slit their mate's throat for a silver piece.

Alignment: Most Pirates have little to no respect for the law, and tend to be selfish and greedy. They may "follow" a code of conduct, but many more have no qualms with raping, murdering, and sacking entire towns for their loot. A pirate ship's jolly roger is well-feared for a reason, after all.

Religion: Pirates are a diverse lot, containing many different followers of many different gods, plus a good amount of the impious. Many Pirates give tribute to weather gods for calm seas and strong winds, gods of war for strength and courage in battle, and gods of trickery and deceit for the usual reasons.

Background: People usually become Pirates for many reasons, seeking a life of fortune, to travel the world, to escape the drudgery of an average sailor's life, etc. Due to the nature of the job, the life of a pirate is often short, poor, and violent.

Races: Pirates hail from all races and cultures, although Dwarf pirates are a rarity, being mountain-dwelling folk.

Other Classes: Pirates get along best with roguish classes, and barbarians. Fighters, rangers, wizards, and sorcerers tend to keep a tighter hold on their valuables when around Pirates, but may still work well with them, sometimes even as smugglers or benefactors. Paladins distrust pirates due to their methods, and could never call one friend, but will tolerate them if they prove themselves useful, or at least a good person at heart.

Role: Pirates best role is that of a skill monkey and combatant. Due to lack of access to heavier armor and good staying power, the Pirate favors opportunistic attacks, and fights that are biased in the Pirate's favor.

Game Rule Information[edit]

Abilities: Pirates benefit from high Strength & Dexterity scores, which help out in combat, plus they are good for various class skills. A high Dexterity also gives a bonus to armor class since the Pirate is only proficient w/light armor & shields. A high Intelligence score helps rack up skill points and is good for various class skills. A high Charisma score will help a Pirate out of certain situations. Like all warrior classes, a Pirate also benefits from a high Constitution score.

Alignment: Any nonlawful.

Starting Age: Simple.

Starting Gold: 4d6 × 10

Starting Equipment: leather armor, 2d8+2 pistols, side-sword & dagger or rapier & rondel (duelist), heavy battle-musket & scimitar (sniper), or longsword & straightblade (two-weapon fighter).


Table: The Pirate[edit]

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +0 +2 +0 sneak attack 1d6
2nd +2 +0 +3 +0 Combat Style
3rd +3 +1 +3 +1 Uncanny Dodge
4th +4 +1 +4 +1 Evasion
5th +5 +1 +4 +1 Treasure Scent 1/day, sneak attack 2d6
6th +6/+1 +2 +5 +2 Improved Combat Style
7th +7/+2 +2 +5 +2  
8th +8/+3 +3 +6 +2 Treasure Scent 2/day
9th +9/+4 +3 +6 +3 sneak attack 3d6
10th +10/+5 +3 +7 +3 Rig Monkey
11th +11/+6/+1 +4 +7 +3 Combat Style Mastery, Treasure Scent 3/day
12th +12/+7/+2 +4 +8 +4 Acrobatic Charge
13th +13/+8/+3 +4 +8 +4 sneak attack 4d6
14th +14/+9/+4 +4 +9 +4 Treasure Scent 4/day
15th +15/+10/+5 +5 +9 +5 Improved Evasion
16th +16/+11/+6/+1 +5 +10 +5 Defensive Combat Style
17th +17/+12/+7/+2 +5 +10 +5 Treasure Scent 5/day, sneak attack 5d6
18th +18/+13/+8/+3 +6 +11 +6  
19th +19/+14/+9/+4 +6 +11 +6  
20th +20/+15/+10/+5 +6 +12 +6 Treasure Scent 6/day

Class Skills ((6 + Int modifier) x4 at 1st level.)
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Knowledge (geography) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Magic Device, and Use Rope (Dex)

Class Features[edit]

All of the following are class features of the Pirate:

Weapon and Armor Proficiency: Pirates are proficient with all simple and martial weapons. Pirates are also proficient with light armor plus shields (except tower).

Combat Style (Ex): At 2nd level, the Pirate must choose one of the following combat styles (at the dm’s discretion, other combat styles can be made): Dueling, sniper, or two weapon combat.

Dueling: If the Pirate selects Dueling, he gains Weapon Finesse as a bonus feat, even if he does meet the prerequisites for it.

Sniping: If the Pirate selects Sniping, he gains either Crossbow Sniper (Player's Handbook II page 77) or Firearm Sniper (DnD Feat) as a bonus feat, even if he does meet the prerequisites for it.

Two-Weapon Combat: If the Pirate selects Two-Weapon Combat, he gains Two-Weapon Fighting as a bonus feat, even if he does meet the prerequisites for it.

The benefits for the Pirate’s combat style only apply when the Pirate is wearing light or no armor. He loses all benefits of his combat style when he wears medium or heavy armor.

Uncanny Dodge (Ex): Starting at 3rd level, the Pirate can react to danger before her senses allow her to do so. he retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

If a Pirate already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.

Evasion (Ex): At 4th level and higher, a Pirate can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the Pirate is wearing light armor or no armor. A helpless Pirate does not gain the benefit of evasion.

Treasure Scent (Sp): Starting at 5th level, the Pirate can use Treasure Scent (Spell Compendium page 223) as a spell-like ability once per day with a caster level equal to her Pirate level. She can use this ability an additional time per day every 3 levels beyond 5th level (at 8th, 11th, 14th, 17th, & 20th levels), to a maximum of 6 times per day at 20th level.

Improved Combat Style (Ex): At 6th level, the Pirate’s aptitude in her combat style improves.

Dueling: If the Pirate had selected Dueling at 2nd level, she gains Improved Weapon Finesse as a bonus feat with one weapon she has finessed, even if she does not meet the prerequisites for it.

Sniping: If the Pirate had selected Sniping at 2nd level, she gains Improved Crossbow Sniper (if she selected Crossbow Sniper at level 1) or Improved Firearm Sniper (DnD Feat) (if she selected Firearm Sniper (DnD Feat)) as a bonus feat, even if she does not meet the prerequisites for it.

Two-Weapon Combat: If the Pirate had selected two-weapon combat at 2nd level, she gains Improved Two-Weapon Fighting as a bonus feat, even if she does meet the prerequisites for it.

As before, the benefits for the Pirate’s combat style only apply when the Pirate is wearing light or no armor. He loses all benefits of his combat style when he wears medium or heavy armor.

Rig Monkey (Ex): At 10th level, the Pirate is so used to be up in the rigs that he does not lose his Dex bonus to AC while climbing or balancing, and can climb unimpeded while holding something in one hand.

Combat Style Mastery (Ex): At 11th level, the Pirate’s aptitude in her combat style improves yet again.

Dueling: If the Pirate had selected Dueling at 2nd level, she gains Improved Critical with one weapon she has Weapon Finesse with as a bonus feat.

Sniping: If the Pirate had selected Sniping at 2nd level, she gains Improved Precise Shot as a bonus feat, even if she does meet the prerequisites for it.

Two-weapon Combat: If the Pirate had selected two-weapon combat at 2nd level, she gains Greater Two-weapon Fighting as a bonus feat, even if she does meet the prerequisites for it.

As before, the benefits for the Pirate’s combat style only apply when the Pirate is wearing light or no armor. He loses all benefits of his combat style when he wears medium or heavy armor

Acrobatic Charge (Ex): At 12th level, a Pirate gains the ability to charge in situations where others cannot. She may charge over difficult terrain that normally slows movement. Depending on the circumstance, she may still need to make appropriate checks to successfully move over the terrain.

Improved Evasion (Ex): At 15th level, a Pirate’s evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless Pirate does not gain the benefit of improved evasion.

Defensive Combat Style (Ex): At 16th level, the Pirate will start to get more defensive in her combat style.

Dueling: If the Pirate had selected Dueling at 2nd level, she gains Improved Disarm as a bonus feat, even if she does meet the prerequisites for it.

Sniping: If the Pirate had selected Sniping at 2nd level, she gains Able Sniper as a bonus feat, even if she does meet the prerequisites for it.

Two-Weapon Combat: If the Pirate had selected Two-Weapon Combat at 2nd level, she gains Two-Weapon Defense as a bonus feat, even if she does meet the prerequisites for it.

As before, the benefits for the Pirate’s combat style only apply when the Pirate is wearing light or no armor. He loses all benefits of his combat style when he wears medium or heavy armor.



Back to Main Page3.5e HomebrewClassesBase Classes

Personal tools
Home of user-generated,
homebrew, pages!
d20M
miscellaneous
admin area
Terms and Conditions for Non-Human Visitors