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Pirate base class for Pathfinder RPG

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  • dirtkami
    Pirate Hit Die d10. Class Skills Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Disable Device (Dex), Disguise (Cha), Escape Artist
    Message 1 of 3 , Jan 12, 2010
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      Pirate
      Hit Die d10.

      Class Skills Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (geography) (Int), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Survival (Wis), Swim (Str).

      Skill Ranks Per Level 4 + Int modifier.

      Level BAB....................Fort..Ref..Will..Special
      1st...+1.........................+2...+2...+0...Sea Legs +1
      2nd...+2.......................+3...+3...+0...Bonus feat, Run feat
      3rd...+3........................+3...+3...+1...Sea Legs +2
      4th...+4........................+4...+4...+1...Bonus feat
      5th...+5........................+4...+4...+1...Fencing +1

      6th...+6/+1...................+5...+5...+2...Bonus feat
      7th...+7/+2..................+5...+5...+2...Sea Legs +3
      8th...+8/+3...................+6...+6...+2...Bonus feat
      9th...+9/+4...................+6...+6...+3...Fencing +2
      10th..+10/+5................+7...+7...+3...Bonus feat

      11th..+11/+6/+1...........+7...+7...+3...Sea Legs +4
      12th..+12/+7/+2...........+8...+8...+4...Bonus feat
      13th..+13/+8/+3...........+8...+8...+4...Fencing +3
      14th..+14/+9/+4...........+9...+9...+4...Bonus feat
      15th..+15/+10/+5.........+9...+9...+5...Sea Legs +5

      16th..+16/+11/+6/+1....+10..+10.+5...Bonus feat
      17th..+17/+12/+7/+2...+10..+10.+5...Fencing +4
      18th..+18/+13/+8/+3....+11..+11.+6...Bonus feat
      19th..+19/+14/+9/+4....+11..+11.+6...Sea Legs +6
      20th..+20/+15/+10/+5.+12..+12.+6...Bonus feat, Fencing Master +5

      Class Features
      The following are class features of the pirate.

      Weapon and Armor Proficiency
      A pirate is proficient with all simple and martial weapons and with no armor or shields.

      Bonus Feats
      At 2nd level, and at every even level thereafter, a pirate gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as Combat Feats.

      Sea Legs (Ex) Whenever a pirate is unarmored and unencumbered he gains the listed dodge bonus to his AC. And as long as you are aboard a ship you get the listed bonus to Initiative and to Acrobatics and Profession (sailor) checks. On dry land you subtract 5 from your base speed when walking due to your swaying gait, you can, however, run at normal speed.

      Fencing (Ex) Whenever a pirate attacks with a cutlass, rapier, short sword or one of those paired with a dagger while wearing no armor he gains the listed bonus on AC, attack and damage rolls.

      Fencing Master (Ex)
      At 20th level any attacks made with a cutlass automatically confirm all critical threats and the damage multiplier increases to ×3. In addition, he cannot be disarmed while wielding a cutlass.


      ***************************************************************************************
      Odds and Ends

      Cutlass
      Cost  15 gp,  1d6 Dmg 19–20/×2 3 lb.  Slashing                     

      The cutlass is a heavy blade about 2 feet long with a curved edge. Its heavy basket hilt gives the wielder a +2 circumstance bonus on any checks to resist being disarmed.

      Main Gauche: A parrying dagger used as a off-hand weapon incorporating a wider guard. Count it as a light martial weapon and if used as an off-hand weapon add a +1 shield bonus to AC when not attacking with it.

      FEATS
      Ninja Pirate
      Prerequisite: Sneak Attack +1d6.
      Your ninja and pirate levels stack for determining your sneak attack bonus damage.

      Pirate Ninja
      Prerequisite: Ninja Pirate
      +1 to Acrobatics, Profession (sailor) and Swim checks per d6 of sneak attack, because everyone knows the better you are at backstabbing the better pirate you are.


    • dirtkami
      Ninja Hit Die d10. Class Skills Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Knowledge
      Message 2 of 3 , Jan 12, 2010
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        Ninja
        Hit Die d10.

        Class Skills Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str).

        Skill Ranks Per Level 4 + Int modifier.

        Level BAB....................Fort..Ref..Will..Special
        1st...+1.........................+2...+2...+0...Sneak Attack +1d6, Poison Use, Unarmed Strike
        2nd...+2.......................+3...+3...+0...Ninjutsu +1, Evasion
        3rd...+3........................+3...+3...+1...Sneak Attack +2d6
        4th...+4........................+4...+4...+1...Rogue Talent
        5th...+5........................+4...+4...+1...Sneak Attack +3d6, Improved Unarmed Critical

        6th...+6/+1...................+5...+5...+2...Ninjutsu +2
        7th...+7/+2..................+5...+5...+2...Sneak Attack +4d6
        8th...+8/+3...................+6...+6...+2...Rogue Talent, Hide in Plain Sight
        9th...+9/+4...................+6...+6...+3...Sneak Attack +5d6
        10th..+10/+5................+7...+7...+3...Ninjutsu +3, Penetrating Unarmed Strike

        11th..+11/+6/+1...........+7...+7...+3...Sneak Attack +6d6
        12th..+12/+7/+2...........+8...+8...+4...Rogue Talent, Improved Evasion
        13th..+13/+8/+3...........+8...+8...+4...Sneak Attack +7d6
        14th..+14/+9/+4...........+9...+9...+4...Ninjutsu +4
        15th..+15/+10/+5.........+9...+9...+5...Sneak Attack +8d6, Koshijutsu

        16th..+16/+11/+6/+1....+10..+10.+5...Rogue Talent
        17th..+17/+12/+7/+2...+10..+10.+5...Sneak Attack +9d6
        18th..+18/+13/+8/+3....+11..+11.+6...Ninjutsu +5
        19th..+19/+14/+9/+4....+11..+11.+6...Sneak Attack +10d6
        20th..+20/+15/+10/+5.+12..+12.+6...Rogue Talent, Ninjutsu Master

        Class Features
        The following are class features of the ninja.

        Weapon and Armor Proficiency
        A ninja is proficient with all simple weapons plus the hand crossbow, short sword, shurikan and spiked chain and with no armor or shields.

        Poison Use
        A ninja never risks accidentally poisoning himself when applying poison to a weapon.

        Unarmed Strike
        A ninja gains Improved Unarmed Strike as a bonus feat. A ninja's attacks may be with fist, elbows, knees, and feet. This means that a ninja may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a ninja striking unarmed. A ninja may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.
        A ninja's unarmed strike does 1d6 blunt or piercing damage (1d4 if size small).


        Ninjutsu (Ex) Whenever a ninja is unarmored and unencumbered he gains the listed bonus to his AC and to Acrobatics, Escape Artist, Climb and Stealth checks. The ninja also gains the listed bonus to hit and damage while making sneak attacks.

        Rogue Talent
        At 4th level, and at every four levels thereafter, a ninja gains a rogue talent.

        Improved Unarmed Critical
        The unarmed strikes crit range for a ninja is now 19-20.

        Hide in Plain Sight
        While in shadows or low light conditions a ninja of 8th level or higher can use the Stealth skill even while being observed.

        Penetrating Unarmed Strike
        A ninja's unarmed strike ignores up to 5 points of damage reduction.


        Koshijutsu
        The unarmed strikes crit range for a ninja is now 18-20.

        Ninjutsu Master (Ex)
        At 20th level any unarmed attacks automatically confirm all critical threats and the damage multiplier increases to ×3.



        *************************************************
        Odds and Ends

        FEATS
        Ninja Monk
        Prerequisite: Sneak Attack +1d6.
        Your ninja and monk levels stack for determining your sneak attack bonus damage.

        Monk Ninja
        Prerequisite: Ninja Monk feat
        Your ninja and monk levels stack for determining your unarmed strike damage.

        Ninja Druid
        Prerequisite: Dinosaur animal companion
        Your ninja and druid levels stack for the purpose of determining your animal companion's statistics if it is a Velociraptor.

        Shadow Master (or Pirate Monk Druid Paladin Ninja)
        Prerequisite: 9th level ninja
        You are a legend in your own mind, add a +4 leadership modifier if you take the Leadership feat. In addition you do not recieve a -2 modifier for having a special mount or animal companion if it is a dinosaur.

        Ninja Pirate
        Prerequisite: Sneak Attack +1d6.
        Your ninja and pirate levels stack for determining your sneak attack bonus damage.

        Pirate Ninja

        Prerequisite: Ninja Pirate feat
        +1 to Acrobatics, Profession (sailor) and Swim checks per d6 of sneak attack, because everyone knows the better you are at backstabbing the better pirate you are.

        --- In Maps_Gods_Stories dirtkami wrote:
        Pirate
        Hit Die d10.

        Class Skills Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (geography) (Int), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Survival (Wis), Swim (Str).

        Skill Ranks Per Level 4 + Int modifier.

        Level BAB....................Fort..Ref..Will..Special
        1st...+1.........................+2...+2...+0...Sea Legs +1
        2nd...+2.......................+3...+3...+0...Bonus feat, Run feat
        3rd...+3........................+3...+3...+1...Sea Legs +2
        4th...+4........................+4...+4...+1...Bonus feat
        5th...+5........................+4...+4...+1...Fencing +1

        6th...+6/+1...................+5...+5...+2...Bonus feat
        7th...+7/+2..................+5...+5...+2...Sea Legs +3
        8th...+8/+3...................+6...+6...+2...Bonus feat
        9th...+9/+4...................+6...+6...+3...Fencing +2
        10th..+10/+5................+7...+7...+3...Bonus feat

        11th..+11/+6/+1...........+7...+7...+3...Sea Legs +4
        12th..+12/+7/+2...........+8...+8...+4...Bonus feat
        13th..+13/+8/+3...........+8...+8...+4...Fencing +3
        14th..+14/+9/+4...........+9...+9...+4...Bonus feat
        15th..+15/+10/+5.........+9...+9...+5...Sea Legs +5

        16th..+16/+11/+6/+1....+10..+10.+5...Bonus feat
        17th..+17/+12/+7/+2...+10..+10.+5...Fencing +4
        18th..+18/+13/+8/+3....+11..+11.+6...Bonus feat
        19th..+19/+14/+9/+4....+11..+11.+6...Sea Legs +6
        20th..+20/+15/+10/+5.+12..+12.+6...Bonus feat, Fencing Master +5

        Class Features
        The following are class features of the pirate.

        Weapon and Armor Proficiency
        A pirate is proficient with all simple and martial weapons and with no armor or shields.

        Bonus Feats
        At 2nd level, and at every even level thereafter, a pirate gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as Combat Feats.

        Sea Legs (Ex) Whenever a pirate is unarmored and unencumbered he gains the listed dodge bonus to his AC. And as long as you are aboard a ship you get the listed bonus to Initiative and to Acrobatics and Profession (sailor) checks. On dry land you subtract 5 from your base speed when walking due to your swaying gait, you can, however, run at normal speed.

        Fencing (Ex) Whenever a pirate attacks with a cutlass, rapier, short sword or one of those paired with a dagger while wearing no armor he gains the listed bonus on AC, attack and damage rolls.

        Fencing Master (Ex)
        At 20th level any attacks made with a cutlass automatically confirm all critical threats and the damage multiplier increases to ×3. In addition, he cannot be disarmed while wielding a cutlass.

      • dirtkami
        Hobgoblin samurais, warblades, fighters and their daimyo leaders vie for control of the land, the subjugated human peasants are actually secret ninja clans.
        Message 3 of 3 , Jan 20, 2010
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          Hobgoblin samurais, warblades, fighters and their daimyo leaders vie for control of the land, the subjugated human peasants are actually secret ninja clans.

          Knowledge (local) DC 5
          The hobgoblins often hire the ninjas to eliminate rivals.
          The hobgoblin priesthood is open to both sexes and worship a lawful neutral death goddess they despise the human ninjas that are also arcane casters but the male warrior elite find them useful pawns and do not back the priesthood in this matter.
          The open use of magic or holding a weapon is punishable by death.
          The ninja villages vary in training methods and styles and there is a constant rivalry over who is best, some are ninjas, some monks, some rogues, some are multi-classed sorcerer/ninjas, swashbuckler/monks, etc.
          Most of the human ninja villagers are secret worshipers of the death goddess, some villages worship other gods, some more benign, others darker.
          A very few hengeyokai and spirit folk also live in some of the villages or outskirts

          Starting Area
          In the Kingyo Province of the Shimaru Empire the ogre mage governor, Dog Bones, is known for his laziness. There are three small villages within a days walk of his shoddy palisade he calls the Lotus Citadel.

          Five styles for the five elements - Wind , Water , Earth , Fire and Void

          Wind - Genshirin means primeval forest in Japanese. They're ninjas and live in a village near a forest.
          Water - Ryoushi means fisherman. They're ninjas and live in a village on the coast.
          Earth - Kouzan means mine. They're ninjas and live in a village in the hills.
          Fire - Yakedo means burn. They're rogues and live in the province capitol, the Lotus Citadel.
          Void - Hoshizora means starry sky. They're monks and live hidden in the mountains, the last of the free humans.

          Typical Genshirin Ninja (10 point build)
          Str   14
          Dex  12
          Con  14
          Int    10
          Wis  10
          Cha  10

          AC 11 HP 16
          Unarmed Strike +3 to hit, 1d6+2 damage
          Great Axe +3 to hit, 1d12+3 damage (plus poison)

          FEATS
          Martial Weapon Proficiency (great axe)
          Toughness

          SKILLS
          Acrobatics 5 (1 rank)
          Climb 6 (1 rank)
          Perception 4 (1 rank)
          Profession (oenologist) 4 (1 rank)
          Stealth 5 (1 rank)

          The villagers of Genshirin are wood cutters and vintners, they turn their axes in at sunset each day when they return to the village. The garrison guards are usually drunk and do not follow the men into the forest. The Genshirin dojo is hidden deep in the forest, high in the branches of the oldest tree. The nine families of Genshirin live the ruins of a hill fort surrounded by a log palisade under the not-to-watchful eyes of the hobgoblin garrison. Beneath the hill fort are dozens of forgotten and hidden passages overrun with centipedes. The villagers use the passages to come and go during the night and the centipedes to poison their weapons. Genshirin has nine rings (1 for each family) of peach, cherry and plum trees surrounding the hill. Most of the fruit is used to make poisoned wine for the hobgoblins. The villagers also hunt small game in the forest.

          Genshirin Wine
          Type poison, ingested; Save Fortitude DC 13
          Frequency 1/minute for 2 minutes
          Initial Effect unconsciousness for 1 minute; Secondary Effect unconsciousness for 2d4 hours; Cure 1 save

          Small Centipede Poison
          Type poison, injury; Save Fortitude DC 11
          Frequency 1/round for 4 rounds
          Effect 1 Dex damage; Cure 1 save

          Genshirin ninjutsu is a brutal style teaching students to resist the daily beatings from their hobgoblin masters. Strong as an oak, flexible as a willow.

          Typical Ryoushi Ninja (10 point build)
          Str   18
          Dex  10
          Con  10
          Int    10
          Wis  10
          Cha  10

          AC 10 HP 10
          Unarmed Strike +5 to hit, 1d6+4 damage
          Recklass Power Strike +6 to hit, 1d6+6 damage (but AC 6, lol, your gonna die)

          FEATS
          Reckless Offense
          When you use the attack action or full attack action in melee, you can take a penalty of -4 to your Armor Class and add a +2 bonus on your melee attack roll. The bonus on attack rolls and penalty to Armor Class last until the beginning of your next turn.
          Power Attack
          You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls.

          SKILLS
          Acrobatics 4 (1 rank)
          Climb 8 (1 rank)
          Perception 4 (1 rank)
          Profession (fisherman) 4 (1 rank)
          Stealth 4 (1 rank)
          Swim 8 (1 rank)

          The small fishing village of Ryoushi is home to a dozen families and the locals are so polite the hobgoblin garrison long ago grew bored and moved to the road house. A patrol comes each week to collect their tribute of salted fish and pearls. Each extended family lives in a large single roomed wooden house with an average of 12 family members. In addition to fish the elders of each family maintain a small garden and the young dive for oysters and climb the rocky cliffs for bird eggs during the nesting season. The Ryoushi dojo is hidden in a cliff side cave.

          Ryoushi ninjutsu is an overly aggressive style focusing on hard direct strikes with very little in the way of defensive maneuvers. Break your opponents before they break you.

          --- In Maps_Gods_Stories dirtkami wrote:
          >
          > Ninja
          > Hit Die d10.
          >
          > Pirate
          > Hit Die d10.
          >

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