Pirate

A pirate breaks from the confines of country and king to commit their crimes upon the high seas. They hold allegiance only to their ship and its captain (if even that much is true), and live a lawless life upon the waves, plundering ships and shorelines as suits their whim.
 

Sea Legs (Ex)

At 1st level, a pirate becomes adept at moving on ships, boats, and similar vessels. They gain the Sea Legs feat as a bonus feat, even if they do not meet the prerequisites.
  This ability replaces trapfinding.
 

Swinging Reposition (Ex)

At 2nd level, a pirate incorporates a ship’s masts, rigging, ropes, sails, and other such structures into their combat style. Provided they are wearing light armor or no armor, when fighting in an environment where such structures exist, the rogue incorporates them into their movement, and does not have to move in a straight line when making either a Charge attack or Bull Rush combat maneuver. Once they complete their attack or maneuver, they can Reposition themselves. Immediately after making the Charge or Bull Rush, they can move 5 feet as a Free Action, even if the Charge ends their turn. This movement does not provoke attacks of opportunity.
  This ability replaces the 2nd-level rogue talent.
 
 

Unflinching (Ex)

Pirates are a salty and steadfast lot. At 3rd level, a pirate gains a +1 bonus on saving throws against Fear and mind-affecting effects. This bonus increases by +1 for every three levels, to a maximum of +6 at 18th level.
  This ability replaces trap sense.
  Rogue Talents: The following rogue talents complement the pirate archetype: black market connections, combat trick, finesse rogue, hold breath, rope master, and strong stroke.
  Advanced Talents: The following advanced rogue talents complement the pirate archetype: getaway master, hard to fool, and unwitting ally.

Parent Class

Rogue
 

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