Buccaneer
“On the high seas, I am Queen.”
-Rena the Fearsome, grand-daughter of the legendary Faris the Brave
Lore : A Buccaneer has mastered every aspect of larceny on the high seas. Some of them accomplish their goals through fear, killing indiscriminately and ruling their ships at rapier-point. Others exhibit a curious sort of chivalry, perhaps realizing that the captain and crew of a prize ship are more likely to surrender if they believe they will live to see port again. Now and then they might only be contracted to attack enemy ships, or even simply other pirates. A Buccaneer's lifestyle is ideal for most rogues, because the job requires a number of skills that other classes don’t have the time or inclination to learn. However, the class also attracts some spellcasters, who can use magic to conceal their ships or incapacitate a prize vessel’s crew.
Requirements: Base Attack Bonus: +4, Alignment: Any nonlawful. Appraise 6 ranks , Profession (Sailor) 6 ranks , Swim 4 ranks , Use Rope 4 ranks, Feats: Quick Draw , Weapon Finesse.
Hit Dice: d8
Skill Ranks per Level: 6 + Int Modifier
Weapon and Armour Proficiency: Buccaneers are proficient with all simple weapons, with light martial weapons, and with the rapier. Buccaneers are proficient with light armour but not with shields.
Class Features : All of the following are class features of the Buccaneer prestige class.
Sneak Attack (Ex): A Buccaneer deals an extra 1d6 points of damage when flanking an opponent or at any time when the target would be denied its Dexterity bonus. This extra damage applies to ranged attacks only if the target is within 30 feet. The amount of extra damage dealt increases to 2d6 at 7th level.
Feint (Ex): The Buccaneer gains Improved Feint as a bonus feat, even if they do not have the normal prerequisites for that feat. They can feint in combat as a move action to render their foes flat-footed and thus make sneak attacks against them.
Pirate Trick : As a Buccaneer develops her skill, she learns a number of tricks that aid her in her work. She gains a pirate trick at 1st level and every three levels thereafter. A Buccaneer cannot select an individual trick more than once.
Tricks marked with an asterisk add effects to a Buccaneer’s sneak attack. Only one of these tricks can be applied to an individual attack, and the decision must be made before the attack roll is made.
Seamanship (Ex): A Buccaneer adds her class level as an insight bonus on all Profession (sailor) checks. Allies within sight or hearing of a Buccaneer add an insight bonus equal to half this number on their Profession (sailor) checks.
Two-Weapon Fighting: At level two, a Buccaneer wearing light or no armour is treated as having the Two-Weapon Fighting feat, even if she does not have the prerequisites for the feat.
Fearsome Reputation (Ex): By the time she attains 2nd level, a Buccaneer has developed a reputation on the high seas. At this point, she must choose whether to cultivate a reputation as an honourable pirate (avoiding undue bloodshed, honouring flags of truce, and the like) or as a dishonourable pirate (favouring mayhem and dire treatment of prisoners). An honourable Buccaneer gains a +2 circumstance bonus on Diplomacy checks, while a dishonourable one gains a +2 circumstance bonus on Intimidate checks. This bonus increases to +4 at 6th level and to +6 at 10th level. In addition, a Buccaneer gains other abilities at higher levels based on her chosen reputation. A Buccaneer's actual activities or alignment need not match her reputation. However, a radical shift away from her reputation might negate or even reverse that reputation at the DM's option. Also, a Buccaneer in disguise does not gain any effect granted by her reputation (including the special abilities described below that depend on the Buccaneer's reputation).
Rally the Crew (Ex): Starting at 3rd level, an honourable Buccaneer can inspire her allies (including himself) to great bravery in combat once per day. This inspiration grants them a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack rolls and weapon damage rolls. To be affected, an ally must be able to see or hear the Buccaneer. The effect requires a free action to activate and lasts for 1 minute per class level, even if the Buccaneer moves out of range or loses consciousness. This is a mind-affecting ability. At 7th level, a Buccaneer can use this ability twice per day, and the bonus increases to +2.
Luck of the Wind (Ex): Once per day, a Buccaneer of 5th level or higher can reroll any failed attack roll, skill check, ability check, or saving throw. She must take the result of the reroll, even if it's worse than the original roll.
Skill Mastery (Ex): At 8th level, a Buccaneer becomes supremely confident of her mobility. She has mastered the skills Balance, Climb, Jump, and Tumble to the extent that She can take 10 with them even under stress.
Fight to the Death (Ex): At 9th level and higher, an honourable Buccaneer can inspire her allies to carry on against tremendous odds. Each ally affected by the Buccaneer's rally the crew ability (see above) also gains temporary hit points equal to 10 + the Buccaneer's Cha bonus (minimum 10), gains a dodge bonus to Armour Class equal to the Buccaneer's Cha bonus (minimum +1), and is treated as having the Diehard feat even if she doesn't meet the prerequisites. These effects are lost if she loses consciousness.
Motivate the Scum (Ex): Once per day, a dishonourable Buccaneer of 9th level or higher can motivate her allies by killing a helpless individual. All allies of the Buccaneer who see the act gain a +2 morale bonus on damage rolls. This effect lasts for 24 hours.
Most dishonourable Buccaneers don't care whether the victim is a prisoner or one of their own crew. In fact, if the slain individual is one of the Buccaneer's crew, the morale bonus on damage rolls improves to +4, but the allies also take a —2 penalty on Will saves for the duration of the effect.
Pirate Legend (Ex): A 10th-level Buccaneer's exploits have become so legendary that great numbers of able sailors are willing to sign on as her crew for no compensation other than a share of the booty. Treat this ability as the equivalent of the Leadership feat, except that only followers (and no cohorts) are gained.
“On the high seas, I am Queen.”
-Rena the Fearsome, grand-daughter of the legendary Faris the Brave
Lore : A Buccaneer has mastered every aspect of larceny on the high seas. Some of them accomplish their goals through fear, killing indiscriminately and ruling their ships at rapier-point. Others exhibit a curious sort of chivalry, perhaps realizing that the captain and crew of a prize ship are more likely to surrender if they believe they will live to see port again. Now and then they might only be contracted to attack enemy ships, or even simply other pirates. A Buccaneer's lifestyle is ideal for most rogues, because the job requires a number of skills that other classes don’t have the time or inclination to learn. However, the class also attracts some spellcasters, who can use magic to conceal their ships or incapacitate a prize vessel’s crew.
Requirements: Base Attack Bonus: +4, Alignment: Any nonlawful. Appraise 6 ranks , Profession (Sailor) 6 ranks , Swim 4 ranks , Use Rope 4 ranks, Feats: Quick Draw , Weapon Finesse.
Hit Dice: d8
Skill Ranks per Level: 6 + Int Modifier
Weapon and Armour Proficiency: Buccaneers are proficient with all simple weapons, with light martial weapons, and with the rapier. Buccaneers are proficient with light armour but not with shields.
Class Features : All of the following are class features of the Buccaneer prestige class.
Sneak Attack (Ex): A Buccaneer deals an extra 1d6 points of damage when flanking an opponent or at any time when the target would be denied its Dexterity bonus. This extra damage applies to ranged attacks only if the target is within 30 feet. The amount of extra damage dealt increases to 2d6 at 7th level.
Feint (Ex): The Buccaneer gains Improved Feint as a bonus feat, even if they do not have the normal prerequisites for that feat. They can feint in combat as a move action to render their foes flat-footed and thus make sneak attacks against them.
Pirate Trick : As a Buccaneer develops her skill, she learns a number of tricks that aid her in her work. She gains a pirate trick at 1st level and every three levels thereafter. A Buccaneer cannot select an individual trick more than once.
Tricks marked with an asterisk add effects to a Buccaneer’s sneak attack. Only one of these tricks can be applied to an individual attack, and the decision must be made before the attack roll is made.
- Classic Duellist (Ex): The Buccaneer gains a +1 competence bonus on attack rolls made with a cutlass, rapier, or short sword.
- Deep Breath (Ex): The Buccaneer can hold her breath for a number of rounds equal to three times her Constitution modifier before she must start making Constitution checks.
- Hand Stab* (Ex): The Buccaneer 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 Buccaneer 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 pirates become skilled at climbing on ropes and rigging. This ability grants the Buccaneer 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 Buccaneer can move at half her speed. (By accepting a –5 penalty she can move at her normal speed.)
- Fearsome Advance* (Ex): If the Buccaneer 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 Buccaneer has learned to sweep her opponents’ legs when they are reeling from the pain of her precise attacks. If the Buccaneer 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.
Seamanship (Ex): A Buccaneer adds her class level as an insight bonus on all Profession (sailor) checks. Allies within sight or hearing of a Buccaneer add an insight bonus equal to half this number on their Profession (sailor) checks.
Two-Weapon Fighting: At level two, a Buccaneer wearing light or no armour is treated as having the Two-Weapon Fighting feat, even if she does not have the prerequisites for the feat.
Fearsome Reputation (Ex): By the time she attains 2nd level, a Buccaneer has developed a reputation on the high seas. At this point, she must choose whether to cultivate a reputation as an honourable pirate (avoiding undue bloodshed, honouring flags of truce, and the like) or as a dishonourable pirate (favouring mayhem and dire treatment of prisoners). An honourable Buccaneer gains a +2 circumstance bonus on Diplomacy checks, while a dishonourable one gains a +2 circumstance bonus on Intimidate checks. This bonus increases to +4 at 6th level and to +6 at 10th level. In addition, a Buccaneer gains other abilities at higher levels based on her chosen reputation. A Buccaneer's actual activities or alignment need not match her reputation. However, a radical shift away from her reputation might negate or even reverse that reputation at the DM's option. Also, a Buccaneer in disguise does not gain any effect granted by her reputation (including the special abilities described below that depend on the Buccaneer's reputation).
Rally the Crew (Ex): Starting at 3rd level, an honourable Buccaneer can inspire her allies (including himself) to great bravery in combat once per day. This inspiration grants them a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack rolls and weapon damage rolls. To be affected, an ally must be able to see or hear the Buccaneer. The effect requires a free action to activate and lasts for 1 minute per class level, even if the Buccaneer moves out of range or loses consciousness. This is a mind-affecting ability. At 7th level, a Buccaneer can use this ability twice per day, and the bonus increases to +2.
Luck of the Wind (Ex): Once per day, a Buccaneer of 5th level or higher can reroll any failed attack roll, skill check, ability check, or saving throw. She must take the result of the reroll, even if it's worse than the original roll.
Skill Mastery (Ex): At 8th level, a Buccaneer becomes supremely confident of her mobility. She has mastered the skills Balance, Climb, Jump, and Tumble to the extent that She can take 10 with them even under stress.
Fight to the Death (Ex): At 9th level and higher, an honourable Buccaneer can inspire her allies to carry on against tremendous odds. Each ally affected by the Buccaneer's rally the crew ability (see above) also gains temporary hit points equal to 10 + the Buccaneer's Cha bonus (minimum 10), gains a dodge bonus to Armour Class equal to the Buccaneer's Cha bonus (minimum +1), and is treated as having the Diehard feat even if she doesn't meet the prerequisites. These effects are lost if she loses consciousness.
Motivate the Scum (Ex): Once per day, a dishonourable Buccaneer of 9th level or higher can motivate her allies by killing a helpless individual. All allies of the Buccaneer who see the act gain a +2 morale bonus on damage rolls. This effect lasts for 24 hours.
Most dishonourable Buccaneers don't care whether the victim is a prisoner or one of their own crew. In fact, if the slain individual is one of the Buccaneer's crew, the morale bonus on damage rolls improves to +4, but the allies also take a —2 penalty on Will saves for the duration of the effect.
Pirate Legend (Ex): A 10th-level Buccaneer's exploits have become so legendary that great numbers of able sailors are willing to sign on as her crew for no compensation other than a share of the booty. Treat this ability as the equivalent of the Leadership feat, except that only followers (and no cohorts) are gained.
Level
1 2 3 4 5 6 7 8 9 10 |
Base Attack Bonus
+2 +3 +4 +5 +6/+1 +7/+2 +8/+3 +9/+4 +10/+5 +11/+6/+1 |
Fort Save
+0 +0 +1 +1 +1 +2 +2 +2 +3 +3 |
Ref Save
+2 +3 +3 +4 +4 +5 +5 +6 +6 +7 |
Will Save
+0 +0 +1 +1 +1 +2 +2 +2 +3 +3 |
Abilities
Sneak Attack, Faint, Seamanship, Two-Weapon Fighting, Pirate Trick 1 Fearsome Reputation Rally the Crew Pirate Trick 2 Luck of the Wind Pirate Trick 3 Skill Mastery Fight to the Death / Motivate the Scum Pirate Legend, Pirate Trick 4 |