Awesome new core class: PIRATE!!! (final version) [Archive] - Wizards Community

Post/Author/DateTimePost
Blas de Lezo

01-03-05, 05:52 PM
PIRATE


http://barcelona.indymedia.org/usermedia/image/11/1_old_pirate.jpg


The pirate is an expert on the sea. It is not that he is uncomfortable on land but he feels deeply powerful when he is on a ship.

Adventures: The pirate gives his life to the sea, he risks his life stealing other’s possessions, assaulting small (or big) cities, and spending his booty in one night of drinks and women. His only fatherland is the sea, his family their companions and his life usually ends when they are arrested (and probably hanged).

Characteristics: A pirate lives by assault, so he needs to be a good warrior in order to survive. But he also is a great navigator: no-one can be so skillful, in all the ways, than a pirate on a ship.

Alignment: Their lifes consists in plundering, assaulting, raping and murdering, so pirates are usually evil. There are neutral or chaotic neutral pirates that are not as bloody as the common ones, although their way of life also requires violence. Although very weird, there are also good pirates. These ones steal from the rich and usually give the profits to the people who really need that money, they usually don't kill their targets but have a lot of fun laughing at them in many ways. Good pirates also like adventuring and fighting tyrannical governments and oppressive laws, although legal good pirates are extremely rare. Legal pirates are usually privateers (optional rule, see below), and they follow orders from a kingdom, city, republic, confederation or any other system of government to do “legal” piracy for its profit.

Religion: Pirates are not very religious. Those who pray usually worship gods of the wind, sea or war.

Background: Pirates normally come from port cities and from families with very low incomes or oppressed ones, so they learn how to gain his life in the streets since kids, but sooner or later piracy comes into their lives as the best and funniest way to live.

Races: Humans tend to like the pirate’s style and are the most common race between them. Half-elves usually find their homes in a ship and feel comfortable between other pirates, where comradeship is more important than race. Other races can be also found between pirates, especially renegades (such elves that don’t follow traditions or dwarves disliking caves and mines) and evil creatures.

Other classes: Depending of their alignment, pirates get along well with many classes. Chaotic evil pirates like to team up with evil rogues and evil sorcerers (better if they know how to control the elements). On the other side, a neutral good pirate can team up with a paladin so they can bring freedom together to the most oppressed countries or villages.

Role: Although a pirate can be a very useful mate while adventuring on land due to his skills and combat abilities, he truly shines when sailing on a ship far away from the coast, where no law can stop him.

GAME RULE INFORMATION
Pirates have the following game statistics.

Abilities: Charisma is very important for many of the pirate's special abilities, but also for his renown, reputation, self confidence and leadership if he wants to be a good captain. Dexterity is important for many skills and for having more success of surviving in a fight, as pirates can only use light armor. As a combatant class, pirates also benefit from a high Strength and Constitution.
Alignment: Any (Optional: legal pirates are privateers instead, see above).
Hit Die: d8.

Class Skills
The pirate’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Geography) (Int), Knowledge (Local) (Int) , Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex) and Use Rope (Dex).
Skill Points at 1st Level: (6 + Int modifier) x4.
Skill Points at Each Additional Level: 6 + Int modifier.

Class Features
All of the following are class features of the pirate.

Weapon and Armor Proficiency: Pirates are proficient with all simple and martial weapons, and with all fireweapons (only if your DM allows fireweapons in his campaign. See below for more details). Pirates are proficient with light armor, but not with shields.

Skill Focus (Profession): At 1st level, a pirate receives the feat Skill Focus in Profession (Navigator).

Boarding Charge (Ex): Pirates can use the charge attack while swinging with a rope (or any other object that allows a pendulum-movement). In order to benefit from this ability, the pirate must grasp the rope with one hand and have a weapon in the other. Pirates like using this ability when boarding an enemy ship, although it can be used in other situations (such as swinging on hanging lamps, etc).

Bonus feat: A 2nd level pirate receives a bonus feat that must be chosen from the fighter list, but excluding those available only to fighters (such as weapon specialization).

Steel Liver (Ex): Starting at 2nd level, a pirate can swallow massive amounts of alcoholic drinks. He receives a +4 bonus to fortitude saving throws related to avoid getting drank or falling unconscious. This bonus increases in +1 every 4 levels after the second.

Bravado (Ex): At 4th level a pirate is so confident in himself that he receives an AC bonus equal to his Charisma bonus (if any). This bonus to AC applies even against touch attacks or when the pirate is flat-footed. He loses this bonus when he is immobilized or helpless or when he wears any armor other than light. This bonus cannot be higher than +1 every four pirate levels.

Cannon's Demon: At 5th level, when firing a ship's cannon, a pirate deals an extra 1d6 damage to the target. This damage increases by 1d6 every five pirate levels thereafter. (If your DM doesn't allow cannons in his campaign, see optional rule below).

Pirate With Style (Ex): At 6th level, a pirate must choose a combat style between the following (the benefits of the pirate's chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor):

Fencer: He is treated as having the Weapon Finesse feat.
Defense Master: He is treated as having Uncanny Dodge: he can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a pirate already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.
Gunpowder Addict: When fighting with pistols or other one-handed firearms, he is treated as having the Precise Shot feat, even if he does not have the normal prerequisites. (If your DM doesn't allow firearms in his campaign, see optional rule below).
Reckless Fighting: He is treated as having the Two-Weapon Fighting feat, even if he does not have the normal prerequisites. (Pirates usually consider this reckless because not having any free hand while fighting on a ship is rather risky).
Cutlass' Comrade: When fighting with a cutlass, he is treated as having the Cleave feat, even if he does not have the normal prerequisites.

Wit (Ex): At 8th level, the pirate has the ability to think quickly and accurately when needed, so he can find solutions in just a moment’s thought. He receives a +2 bonus on Bluff, Sense Motive and initiative checks. In addition he can take 10 in Knowledge (Geography) and Knowledge (Local) checks as a move action, even while distracted.

Crew: At 9th level, if the pirate owns a ship and he is the captain, he receives the feat Leadership, but the cohort and followers come as loyal crew (at least initially). If he owns no ship and/or is not the captain he does not gain this benefit until he meets those prerequisites.

Piracy: On attaining 10th level, and at every two levels thereafter (12th, 14th, etc), a pirate gains a special ability of his choice from among the following options. He cannot choose the same ability twice:

Evasion (Ex): If a pirate makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a pirate is wearing light armor or no armor. A helpless pirate does not gain the benefit of evasion.

Dirty Play (Ex): When a pirate fights unarmed or with improvised weapons (such as broken bottles, chairs, etc.) he deals an additional 1d6 damage per successful hit.

Pirate With Manners (Ex): His chosen style improves (the benefits of the pirate's chosen improved style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor):

Fencer: When fighting with finesseable weapons, he is treated as having the Improved Feint feat, even if he does not have the normal prerequisites.
Defense Master: He is treated as having Improved Uncanny Dodge: he can no longer be flanked. This defence denies a rogue the ability to sneak attack the pirate by flanking him, unless the attacker has at least four more rogue levels than the target has pirate levels. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.
Gunpowder Addict: He is treated as having the Quick Draw feat. (Pirates with this combat style usually have their belts full of pistols).
Reckless Fighting: He is treated as having the Improved Two-Weapon Fighting feat, even if he does not have the normal prerequisites.
Cutlass' Comrade: When fighting with a cutlass, he is treated as having the Improved Disarm feat, even if he does not have the normal prerequisites.

Looting (Ex): Just with a glance, a pirate can discern the most valuable item in a treasure. If he has success in an Appraise check (DC 15) he knows what item has the highest price, although he does not know the exact price. He must be able to see the treasure to use this ability. Using this ability requires a standard action; if the item is in within reach, he can pick it (usually throwing it to a sack he holds) as a move action. He can go on rolling each round to know the second most valuable item, third, etc.

Sea Dog: The pirate becomes so certain in the use of certain skills when he is on a ship that he can use them reliably even under adverse conditions.
Upon gaining this ability, he selects a number of skills equal to 3 + his Intelligence modifier. When making a skill check with one of these skills, he may take 10 even if stress and distractions would normally prevent him from doing so. He benefits from this ability only when he is on a ship.

Intidimidating Gaze (Ex): This ability can be chosen only by a pirate with 12 or more ranks in Intimidate. Intimidating gaze allows the pirate to use the Intimidate skill just staring at his opponent, without need to talk. Doing it this way, he receives a +2 bonus on his roll. He must be able to have eye contact with the target to use this ability.

Scurvy Dog (Su): This ability can be chosen only by a pirate with Intimidating Gaze. A Scurvy Dog is continually surrounded by a fearful aura with a radio of 10 feet. Any creature that enters into the area becomes frightened. If the subject succeeds on a Will save (DC 10 + ½ the pirate’s level + the pirate’s Charisma modifier), it is shaken for 1 round instead. Creatures with 6 or more Hit Dice are immune to this effect.

Hoist the Flag! (Su): This ability can be chosen only by a pirate who has the Scurvy Dog ability. If a pirate with Hoist the Flag! is the captain of a ship and orders his crew to run up the pirate flag, each creature who sees that flag (excluding the pirate’s allies) becomes panicked unless it succeeds on a Will save (DC 10 + ½ the pirate’s level + the pirate’s Charisma modifier). If cornered, a panicked creature begins cowering. If the Will save succeeds, the creature is shaken for 1 round instead. Creatures with 10 or more Hit Dice are immune to this effect.

Lord of the Seas (Ex): This ability can be chosen only by a pirate of at least 17th level with 20 or more ranks in Profession (Sailor) who has the Sea Dog ability. If the pirate is the captain of a ship and the crew follows his orders, the pirate is able to use the skills Hide and Move Silently with the whole ship. Furthermore, the crew may take advantage of the pirate's Cannon's Demon damage modifier while following his commands.

Table: The Pirate
Base Fort Ref Will
Level Attack Bonus Save Save Save Special
1st +1 +2 +2 +0 Skill Focus (Profession), Boarding Charge
2nd +2 +3 +3 +0 Bonus Feat, Steel Liver
3rd +3 +3 +3 +1 —
4th +4 +4 +4 +1 Bravado
5th +5 +4 +4 +1 Cannon's Demon +1d6
6th +6/+1 +5 +5 +2 Pirate With Style
7th +7/+2 +5 +5 +2 —
8th +8/+3 +6 +6 +2 Wit
9th +9/+4 +6 +6 +3 Crew
10th +10/+5 +7 +7 +3 Cannon's Demon +2d6, Piracy
11th +11/+6/+1 +7 +7 +3 —
12th +12/+7/+2 +8 +8 +4 Piracy
13th +13/+8/+3 +8 +8 +4 —
14th +14/+9/+4 +9 +9 +4 Piracy
15th +15/+10/+5 +9 +9 +5 Cannon's Demon +3d6
16th +16/+11/+6/+1 +10 +10 +5 Piracy
17th +17/+12/+7/+2 +10 +10 +5 —
18th +18/+13/+8/+3 +11 +11 +6 Piracy
19th +19/+14/+9/+4 +11 +11 +6 —
20th +20/+15/+10/+5 +12 +12 +6 Cannon's Demon +4d6, Piracy
Starting Gold: 6d4 x 10 gp
Starting Age: Same as Ranger

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NEW WEAPONS

(Appeared on Dragon Magazines 301 and 318)



Weapon Cost Dmg (M) Crit Range Weight Type
SIMPLE WEAPONS
Light Melee
Hook 8 gp 1d4 x4 - 1 lb. Piercing
MARTIAL WEAPONS
Light Melee
Cutlass 15 gp 1d6 19-20/x2 - 3 lb. Slashing
Main-gauche 4 gp 1d4 19-20/x2 - 2 lb. Piercing
EXOTIC WEAPONS
Ranged Weapons
Pistol 40 gp 1d6 18-20/x2 10 ft. 3 lb. Piercing
Bullets (10) 1 gp 2 lb.
Musket 75 gp 1d8 18-20/x2 50 ft. 10 lb. Piercing
Bullets (10) 1 gp 2 lb.


Cutlass: Popular with many sailors, the cutlass is a short, heavy, slightly curved blade useful for both stabbing and slashing. Its heavy basket hilt gives the wielder a +2 circumstance bonus on any checks to resist being disarmed.
Hook: A hook is a prosthetic appendage securely attached in place of a missing hand. A character using a hook cannot be disarmed. To attach a hook, a character must first be missing a hand (either right or left). Note that anyone with a hook suffers a -2 penalty on all skill checks requiring the use of hands. Note that attacks made with hook grafts count as natural attacks.
Main-gauche: The main-gauche is simply a dagger with a large, ornate basket hilt and crossguard attached to it. It grants a +2 on all disarm attempts.
Musket: A musket is a ranged-touch weapon, and it requires two hands to use. A Medium-size character can shoot, but not load, a musket with one hand at a -4 penalty. It requires a standard action to reload.
Pistol: A pistol is a ranged-touch weapon. It requires a standard action to reload.

--------------------

CANNON RULES

Exotic Weapon Proficiency
Cannons are very large firearms. All cannons must be mounted on a solid surface or small platform (often with wheels for transport).
Small Cannon: This weapon is 4 feet long and made of iron. It takes four full rounds to load and fire (having multiple characters work at it can shorten this to two full rounds).
Large Cannon: This weapon is up to 7 feet long and made of iron. It takes six full rounds to load and fire (having multiple characters work at it can shorten this to three full rounds).


Cost Size Type Damage Critical Range Weight
Small Cannon 1,000 gp * P 4d6 ×3 150 500 lbs.
Large Cannon 2,500 gp * P 6d6 ×3 200 1,500 lbs.


Notes About Cannon Ammo: The damages listed above are for a cannonball. Grapeshot is a mass of tiny pellets that covers a radius of 10 feet but inflicts only half damage. Grapeshot reduces the effective range of the cannon by half. Explosive charges also reduce the effective range of the cannon by half and explode on impact, inflicting the listed damage in a 10-foot radius. A reflex saving throw (DC 20) reduces the damage by half for both grapeshot and explosive charges.

Ammunition Cost
Cannonball and Powder (1 load) 5 gp
Grapeshot and Powder 15 gp
Explosive Charge and Powder (1 load) 50 gp

( Thanks Lord Welkerfan and Monte Cook http://www.montecook.com/cgi-bin/page.cgi%3Farch_stuff62 )

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Optional Rules:
If there are no firearms in your campaign, make the following changes:

WEAPON AND ARMOR PROFICIENCY
Pirates are proficient with hand crossbows instead of firearms.

CANNON'S DEMON
Choose one of these two options:

OPTION 1:
You may use big mechanical weapons (such as ballistas or harpoon shooters) instead of cannons and still get the benefits of Cannon's Demon ability.

OPTION 2:
-Remove Cannon's Demon.
-Replace it for Boarding Charge but add +1 to damage when using this attack.

Level
5th Boarding Charge, +1 to damage
10th Boarding Charge, +2 to damage
15th Boarding Charge, +3 to damage
20th Boarding Charge, +4 to damage


GUNPOWDER ADDICT
You may use hand crossbows instead of pistols and still get the benefits. Change the name to "Treacherous Shot".

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EPIC PIRATE
Hit Die: d8.
Skill Points at Each Additional Level: 6 + Int modifier.
Cannon's Demon: The epic pirate's Cannon's Demon damage increases by +1d6 at every five levels.
Special Abilities: The pirate does not gain additional Piracy special abilities after 20th level, but can choose one of the Piracy special abilities instead of a bonus feat.
Bonus Feats: The epic pirate gains a bonus feat (selected from the list of epic pirate feats) every three levels after 20th.
Epic Pirate Bonus Feat List: Blinding Speed, Devastating Critical, Dire Charge, Distant Shot, Epic Endurance, Epic Leadership, Epic Prowess, Epic Skill Focus, Epic Speed, Epic Toughness, Epic Weapon Focus, Improved Combat Reflexes, Improved Whirlwind Attack, Instant Reload, Overwhelming Critical, Penetrate Damage Reduction, Perfect Two-Weapon Fighting, Storm of Throws, Superior Initiative, Two-Weapon Rend, Uncanny Accuracy. The pirate may choose a Piracy special ability instead of a bonus feat.


Table: The Epic Pirate
21st —
22nd —
23rd Bonus feat
24th —
25th Cannon's Demon +5d6
26th Bonus feat
27th —
28th —
29th Bonus feat
30th Cannon's Demon +6d6


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:b: :b: :b:

Thanks a lot to all the people who helped me with their opinions, now the pirate is much better! :)

:b: :b: :b:

Que es mi barco mi tesoro
Que es mi dios la libertad
Mi ley, la fuerza y el viento
Mi única patria la mar.
thasis

01-03-05, 06:47 PM
You bloodywell stole my idea. I was so going to do this. You did a good job though so I guess all I have to say is... totally asome class!!! Cool pic to.
TyraaloftheFist

01-03-05, 07:08 PM
Arrrr, doesn't it hurt to pose with a knife in your teeth? :D Cool class, seems balanced, most abilities are pretty useful for landlubbing adventurers, too.

And why is there Spanish-looking poetry at the bottom?
Blas de Lezo

01-03-05, 07:12 PM
You bloodywell stole my idea. I was so going to do this. You did a good job though so I guess all I have to say is... totally asome class!!! Cool pic to.

:evillaugh
Thanks a lot Thasis! ;)
The pic is very cool, you´re right. The author is a russian artist called Anry Nemo. He has drawn incredible pics about pirates and other stuff, take a look at his webpage if you´re interested: http://www.anry.ru (it´s also in english)
kidman

01-03-05, 09:05 PM
wonderful wonderful I was actually planneing on having an over seas adventure thx
thasis

01-03-05, 10:04 PM
Hey blas, would you mind me using this class in my campaign? It would realy fit in.
thndraven

01-04-05, 04:15 AM
awesome. :bow: good job. :thumbsup: i love steele liver, imagine how much a dwarf pirate could drink :mymy:

personally i think they should have proficiency with bucklers, but otherwise i wouldn't change a thing.
:cookie:
klode_me

01-04-05, 08:53 AM
We have a special Campaign were we have flying ships can they live on them as well? But Awesome class.

Now when i think about it They can only take the piracy one time then the max they can gain is at 28th level then they have taken them all (9 Special abilities to be correct).

And what if you are a Two-weapon fighting elf with two elven (Something)blade then it aren´t funny to have Weapon specialization.

Starting age? But else it is Well Done! ;)
klode_me

01-04-05, 08:57 AM
Fail! Don´t pay attension to this post. i was thinking that it didn´t post my previos message.
Nitneuq Onitnarat

01-04-05, 09:39 AM
Totally amazing class :D, lets see if we can find a ninja and settle that debate once and for all!

Just a thought: Seeing as pirates are infamous for having peg-legs, hooks, and missing eyes, the class could include something that covers this. Perhaps a pirate only takes half the normal penalty for these things. example: I havn't seen a peg-leg in the rules, but if we say it decreases speed by 10 feet, then a pirate would have his speed reduced by only 5 feet. the -2 penalty on spot and search checks for having only 1 eye would be reduced to -1 and so on.
Blas de Lezo

01-04-05, 01:17 PM
Arrrr, doesn't it hurt to pose with a knife in your teeth? :D Cool class, seems balanced, most abilities are pretty useful for landlubbing adventurers, too.

And why is there Spanish-looking poetry at the bottom?

It´s a paragraph from an old poem, very famous in Spain (and in the rest of Europe) called La canción del pirata, in english The song of the pirate. The translation would be something like:

Therefore my treasure is my ship,
Therefore my god is freedom;
My law, wind and might,
My only fatherland the sea.
klode_me

01-04-05, 01:23 PM
Just to ask again:
We have a Campaign were we have flying ships can they work and live on them as well (and ofcourse Can they use their special abillity?)? But Awesome class.

Now when i think about it They can only take the piracy one time then the max they can gain is at 28th level then they have taken them all (9 Special abilities to be correct).

And what if you are a Two-weapon fighting elf with two elven (Something)blade then it aren´t funny to have Weapon specialization.

Starting age? But else it is Well Done!
Blas de Lezo

01-04-05, 02:04 PM
Ok, I have to answer many questions, so I´ll do it all in one post. Here we go! :pile:



Just to ask again:
We have a Campaign were we have flying ships can they work and live on them as well (and ofcourse Can they use their special abillity?)? But Awesome class.

Now when i think about it They can only take the piracy one time then the max they can gain is at 28th level then they have taken them all (9 Special abilities to be correct).

And what if you are a Two-weapon fighting elf with two elven (Something)blade then it aren´t funny to have Weapon specialization.

Starting age? But else it is Well Done!

Of course you could use it, it doesn´t need almost any change to fit from sea to air. For example, write "air" instead of "sea" in the text, remove Swim but add Knowledge (Technology), remove some weapon profiencies and add bow and lance/spear (usually "air weapons").

The Piracy ability is thought in a very similar way to the Rogue´s Special ability. They can choose one pirate special ability each 2 levels after 10 (see table), but cannot choose the same twice. In order to have all pirate special abilities, they would have to go into epic levels (same as a rogue). This is thought in order to make each pirate different.

Why is not funny the elf? :P

----------------------

Starting Age: Same as Ranger.
Starting Gold: Same as Ranger.




Totally amazing class :D, lets see if we can find a ninja and settle that debate once and for all!

Just a thought: Seeing as pirates are infamous for having peg-legs, hooks, and missing eyes, the class could include something that covers this. Perhaps a pirate only takes half the normal penalty for these things. example: I havn't seen a peg-leg in the rules, but if we say it decreases speed by 10 feet, then a pirate would have his speed reduced by only 5 feet. the -2 penalty on spot and search checks for having only 1 eye would be reduced to -1 and so on.

Thanks Nitneuq!
I think there are rules about losing eyes, arms and stuff in the DMG. Take a look. ;)



awesome. :bow: good job. :thumbsup: i love steele liver, imagine how much a dwarf pirate could drink :mymy:

personally i think they should have proficiency with bucklers, but otherwise i wouldn't change a thing.
:cookie:

Hahahha! Thnx! Steel liver is very cool but also very useful. Pirates use it to "look drunk" when they aren´t, and so others tend to understimate them (a fatal mistake!). :pint:
You could use the 2nd level feat in taking profiency with buckler. That feat is also thought to make pirates different from each other.



Hey blas, would you mind me using this class in my campaign? It would realy fit in.

Of course my friend! I put it here to share it with you all! Comradeship is essential among pirates! :thumbsup:



wonderful wonderful I was actually planneing on having an over seas adventure thx

You´re very welcome! :)
klode_me

01-04-05, 02:27 PM
Why is not funny the elf?

Because can it use the weapon specialization on a elven thinblade and a elven lightblade?
Blas de Lezo

01-04-05, 02:32 PM
Because can it use the weapon specialization on a elven thinblade and a elven lightblade?

No, he can´t. The special abilities can be only taken once, no matter the level you have; and the weapon specialization only allows to choose one weapon.
But of course, if you have 4 levels as a fighter, you could, but not as a full pirate.
klode_me

01-04-05, 02:35 PM
Because i had to ask about the elven thinblade or elven lightblade were because you said it were only: throwing axe, hand axe and a cutlass which could have the weapon specialization.

And about adding Knowledge(technology) i don´t need that our ship is flying with a magical flying stone. that is cool
klode_me

01-04-05, 03:31 PM
Do you know any good PrC for a Pirate?
Faithless the Wonder Boy

01-04-05, 03:57 PM
Excellent job, although I would either drop the BAB progression to Moderate (Rogue), or else get rid of sneak attack. As it is, it's easily stronger than practically any of the other combat-oriented core classes on an ability-to-ability basis. Between the two good saves, the Cha-bonus to AC (still applying with Light armor), the Sneak Attack, the Rogue-like dodging abilities, the Fighter attack progression, the periodic bonus Fighter feat, and the excellent special abilities, this thing puts most all combat classes to shame.

Personally, I think it would fit in more with the class to drop Sneak Attack but keep the Fighter attack progression. From your idea of the pirate, I get more impressions of a showy, overly confident swashbuckler rather than a character who focuses on one or two precise strikes to vital areas of the body. Sure, most pirates will have no problem with dirty fighting - but some will, and you've got other abilities that look like they cover it.

Other than that, I really liked this class. Good flavor to it, some really nice abilities - I especially like Boarding Charge. A neat idea might be also to allow for a slightly higher charge bonus, but require a Use Rope check. Or, maybe make that a feat.

Great job overall, though, just seems a little over-powered.

-Faithless the Wonder Boy-

***
"Yes, I always play Russian roulette in my head..."
Armonier

01-04-05, 04:20 PM
Excellent job on the class!

I am looking at running a game based on the Pirates era of the 17 Century.
I want to use the present D&D system for all the other benefits, but am unsure how to incorporate firearms, canon, etc.
I want to be diverse about the range of period firearms.

Any ideas? :)
Blas de Lezo

01-05-05, 12:52 PM
Excellent job, although I would either drop the BAB progression to Moderate (Rogue), or else get rid of sneak attack. As it is, it's easily stronger than practically any of the other combat-oriented core classes on an ability-to-ability basis. Between the two good saves, the Cha-bonus to AC (still applying with Light armor), the Sneak Attack, the Rogue-like dodging abilities, the Fighter attack progression, the periodic bonus Fighter feat, and the excellent special abilities, this thing puts most all combat classes to shame.

Personally, I think it would fit in more with the class to drop Sneak Attack but keep the Fighter attack progression. From your idea of the pirate, I get more impressions of a showy, overly confident swashbuckler rather than a character who focuses on one or two precise strikes to vital areas of the body. Sure, most pirates will have no problem with dirty fighting - but some will, and you've got other abilities that look like they cover it.

Other than that, I really liked this class. Good flavor to it, some really nice abilities - I especially like Boarding Charge. A neat idea might be also to allow for a slightly higher charge bonus, but require a Use Rope check. Or, maybe make that a feat.

Great job overall, though, just seems a little over-powered.


My idea was to make something similar to a ranger but in the sea, and I think it´s balanced. Pirates are one of the most "combat oriented" classes, ´cause they have to fight hard in order to get what they want. Note that if I change the BAB it will be very underpowered.
I invite you to playtest the class to see that it´s balanced. Furthermore, if at first levels you play on ground, you´ll have many problems to survive!
Hail to the sea dogs! :thumbsup:
Blas de Lezo

01-05-05, 12:54 PM
Excellent job on the class!

I am looking at running a game based on the Pirates era of the 17 Century.
I want to use the present D&D system for all the other benefits, but am unsure how to incorporate firearms, canon, etc.
I want to be diverse about the range of period firearms.

Any ideas? :)

In the DMG you have lots of rules about fireweapons in the Renaissance, they´re quite cool! :mage:
Faithless the Wonder Boy

01-05-05, 02:02 PM
My idea was to make something similar to a ranger but in the sea, and I think it´s balanced. Pirates are one of the most "combat oriented" classes, ´cause they have to fight hard in order to get what they want. Note that if I change the BAB it will be very underpowered.
I invite you to playtest the class to see that it´s balanced. Furthermore, if at first levels you play on ground, you´ll have many problems to survive!
Hail to the sea dogs! :thumbsup:

Okay, did just that. I put together a Fighter, Ranger, Rogue, and Pirate (well - the Fighter I stole from one of my NPCs). Made one group of each at 5th level, another at 10th, and a third at 20th. I made these all as ground-based characters, so ignoring the extra sea-based skills for the Pirate. In fact, I even ignored Boarding Charge, despite the fact that it's a skill that can be used on land.

I have to say that the Pirate far outstrips the other three at 5th and 10th levels, and at 20th level it's about equal with the Ranger, and still ahead of the other two, combat-wise. Socially, it's almost on par with the Rogue, and possibly equal or more when you consider that most Pirates will probably focus more on Charisma than the Rogue in order to take advantage of Guts.

It's the second best in the game for skill points per level, has the second most number of skill points in the game. It gets Sneak Attack, albeit slowly, but at 5th level the fact that the Pirate has a BAB 2 higher, gets a bonus fighter feat to help with Sneak Attack, and has equal access to all of those skills that lets the Rogue be so sneaky about evens out the fact that the Rogue has +2d6 Sneak damage.

By fifth level the Pirate also has the extraordinary ability Guts, one of the best class features you have, which means that it can have the armor class of a clunky, heavy-armor ridden fighter without taking any real armor check penalties, and so on.

Like I said, I really like this class. I think the flavor is excellent, I think it's well thought out and well planned. My biggest problem with it is that there's almost no reason to play a Rogue, even if you're going to be on land, with this beast. Most Rogues wouldn't have a problem with trading in trapfinding and half their Sneak die in exchange for a Fighter's BAB, their Cha bonus added to their AC, and a bump-up in hit die. You do lower their skill points a little, but the only skill any rogue is going to miss will be Disable Device. And so on.

I think that by removing Sneak Attack, and perhaps making one of the other abilities get better as you progress in exchange (like I said, I'm a big fan of boarding charge, so I think it'd be neat to see that increase, but obviously you have a lot of things you could work with her), you really make this class a little bit more original, a little bit nicer over all, without stepping on the toes of the rogue.

And, anyone who wants to play that really sneaky pirate can go ahead and multiclass Pirate/Rogue. The two seem like they should go together, anyways...

So, that's my two cents. I'm actually more convinced now that I've put together a couple of Pirates that you'd be better off getting rid of Sneak Attack. I don't think it'll weaken the class OR take any of the flavor out, and it would leave you free to improve the more flavorful abilities a bit.

Once again, great job on the design. With that fix I wouldn't have a single problem with the class.

-Faithless the Wonder Boy-

***
"Yes, I always play Russian roulette in my head..."
Blas de Lezo

01-05-05, 04:34 PM
Double message, sorry.

:rimshot:
Blas de Lezo

01-05-05, 04:35 PM
Okay, did just that. I put together a Fighter, Ranger, Rogue, and Pirate (well - the Fighter I stole from one of my NPCs). Made one group of each at 5th level, another at 10th, and a third at 20th. I made these all as ground-based characters, so ignoring the extra sea-based skills for the Pirate. In fact, I even ignored Boarding Charge, despite the fact that it's a skill that can be used on land.

I have to say that the Pirate far outstrips the other three at 5th and 10th levels, and at 20th level it's about equal with the Ranger, and still ahead of the other two, combat-wise. Socially, it's almost on par with the Rogue, and possibly equal or more when you consider that most Pirates will probably focus more on Charisma than the Rogue in order to take advantage of Guts.

It's the second best in the game for skill points per level, has the second most number of skill points in the game. It gets Sneak Attack, albeit slowly, but at 5th level the fact that the Pirate has a BAB 2 higher, gets a bonus fighter feat to help with Sneak Attack, and has equal access to all of those skills that lets the Rogue be so sneaky about evens out the fact that the Rogue has +2d6 Sneak damage.

By fifth level the Pirate also has the extraordinary ability Guts, one of the best class features you have, which means that it can have the armor class of a clunky, heavy-armor ridden fighter without taking any real armor check penalties, and so on.

Like I said, I really like this class. I think the flavor is excellent, I think it's well thought out and well planned. My biggest problem with it is that there's almost no reason to play a Rogue, even if you're going to be on land, with this beast. Most Rogues wouldn't have a problem with trading in trapfinding and half their Sneak die in exchange for a Fighter's BAB, their Cha bonus added to their AC, and a bump-up in hit die. You do lower their skill points a little, but the only skill any rogue is going to miss will be Disable Device. And so on.

I think that by removing Sneak Attack, and perhaps making one of the other abilities get better as you progress in exchange (like I said, I'm a big fan of boarding charge, so I think it'd be neat to see that increase, but obviously you have a lot of things you could work with her), you really make this class a little bit more original, a little bit nicer over all, without stepping on the toes of the rogue.

And, anyone who wants to play that really sneaky pirate can go ahead and multiclass Pirate/Rogue. The two seem like they should go together, anyways...

So, that's my two cents. I'm actually more convinced now that I've put together a couple of Pirates that you'd be better off getting rid of Sneak Attack. I don't think it'll weaken the class OR take any of the flavor out, and it would leave you free to improve the more flavorful abilities a bit.

Once again, great job on the design. With that fix I wouldn't have a single problem with the class.

-Faithless the Wonder Boy-

***
"Yes, I always play Russian roulette in my head..."

Hum... you almost conviced me, but if I remove Sneak Attack, it will finally be underpowered. Maybe I should think something to replace it (something weaker of course). It must be oriented to combat, ´cause it´s part of the pirate´s soul. Gimme one day. :plotting:
Nephlite

01-05-05, 05:04 PM
Hum... you almost conviced me, but if I remove Sneak Attack, it will finally be underpowered. Maybe I should think something to replace it (something weaker of course). It must be oriented to combat, ´cause it´s part of the pirate´s soul. Gimme one day. :plotting:

How about something similar to Swashbucker? Insightful strike adds Int bonus to damage as well as str.
You could instead add +1d4 damage when enemy denied Dex. A weaker version of Sneak attack. This extra damage is 1d4 at 5th level, and it increases by 1d4 every five pirate levels

So you are less as good as sneaking attack as a rogue.
Dag

01-05-05, 08:58 PM
I agree with the wonderboy. As it is the class is overpowered. The BAB can handle being lowered without ruining the class any, or it can afford to lose the sneak attack bonus, take some rogue levels if you want that kind of pirate, don't give it the best of fighters and rogues in one class, as Wonderboy was hitting at, it sort of makes those classes obsolete or not as worth while. I know I would get sick of being shown up by some home brewed class if I were playing a fighter or rogue in your group. Besides all of this it gets good fort and reflex saves (which makes sense but only adds to the over-stacking of power to the class), it gets awesome skills as Wonderboy mentioned, and it gets some new ability or power at nearly every level. Why bother with a rogue? Take the good fort saves, take the higher BAB. Why bother with a fighter for that matter? Get a butt load of extra abilities, skills and good reflex saves and just nix a feat now and then.

And why make all fighter feats available to this class? Choose your own, give it athletic, agile and some others that concentrate on abilities that help more at sea than battle and combat. I understand that pirates fight alot but they are glorified sailors who can swing a cudgel, they are not hardened well trained fighters so back off with all the great fighter abilities, if you want your pirate to be a hellion with the sword give him some fighter levels, multi-classing is the way it is so that classes don't have to be all things rolled into one as you have done with your pirate. I think if you strip some of the fighting abilities away you still have a great class that would kick butt with a few levels of rogue, ranger or fighter.

You had me hooked at the beginning, I like the idea and the flavor of the class, I just think it's extreme and could do with some tinkering, why you cannot see that I do not understand. I'd consider using it in my campaign, but I would make some changes.
Blas de Lezo

01-06-05, 01:51 PM
Ok, I've carefully read every of your opinions and you all have conviced me. I´ve made the following changes:

-Sneak Attack removed. Cannon's Demon instead.
-Weapon Specialization desappears from the Piracy available options.
-Lord of the Seas has now more prerrequisites.


What do you think now? If you still think it's overpowered, I´ve been thinking of dropping 2 class points per level to a total of 4 + Int modifier.
klode_me

01-06-05, 03:50 PM
Cannon's Demon can it be used with Harpoons? because thats What our DM gave our flying ship.
klode_me

01-06-05, 03:50 PM
Cannon's Demon can it be used with Harpoons? because thats What our DM gave our flying ship.

And do you have any good idea to a PrC?
Blas de Lezo

01-06-05, 05:12 PM
Cannon's Demon can it be used with Harpoons? because thats What our DM gave our flying ship.

And do you have any good idea to a PrC?

Well, if your DM allows cannons in his campaign, your should wait to have one. If he doesn´t, you could use any "mechanical" weapon attached to a ship, such as a "Harpoon Shooter" or stuff. It all depends on your DM. :bump:

About the PrC, I don´t know any, sorry. In fact, I thought of this core class because of the lack of pirate characters in DnD rules. However, I created the pirate with the idea of making cool to complete all the 20 levels. Note that it´s only when you reach "high" levels (10 and up) that you get access to the Piracy abilities. :smirk:
Faithless the Wonder Boy

01-06-05, 05:21 PM
Ok, I've carefully read every of your opinions and you all have conviced me. I´ve made the following changes:

-Sneak Attack removed. Cannon's Demon instead.
-Weapon Specialization desappears from the Piracy available options.
-Lord of the Seas has now more prerrequisites.


What do you think now? If you still think it's overpowered, I´ve been thinking of dropping 2 class points per level to a total of 4 + Int modifier.

That looks a lot better. Good choice with Cannon's Demon, by the way - it gives anyone making a ship-related character a mighty temptation to play Pirate and stick it out for a while in the class, is nicely powerful without being overly powerful (more than anything because you placed a cap on what situations it would be usable in), and anyone who decides they'd rather play a sneaky, shifty Pirate can always multiclass with Rogue and grab Sneak Attack and Disable Device in place of the higher-level abilities and the better BAB/Saves.

Nicely done.
Aramil_silverwind

01-06-05, 05:42 PM
I didn't get to see the earlier version of the class, however with the current state of it it looks just fine. I would say that its perfectly balanced with the rest of the core classes.

And all of those who say "Its WAAAAY better than fighter!", I have news for you. EVERYTHING is WAAAAAY better than fighter. If you're going to judge a class for balance, compare it to the Ranger. Not the Fighter, and not the Bard.

At the very least, it can't be much worse than cleric.

I like the idea though.... this has gotten me thinking about an adventure on the high-seas! I think I be seein' an overseas merchant a' comin' to the PCs lookin' for a bodyguard in the near future... arr..
Blas de Lezo

01-07-05, 04:56 PM
That looks a lot better. Good choice with Cannon's Demon, by the way - it gives anyone making a ship-related character a mighty temptation to play Pirate and stick it out for a while in the class, is nicely powerful without being overly powerful (more than anything because you placed a cap on what situations it would be usable in), and anyone who decides they'd rather play a sneaky, shifty Pirate can always multiclass with Rogue and grab Sneak Attack and Disable Device in place of the higher-level abilities and the better BAB/Saves.

Nicely done.

Thanks! You were right about sneak attack. In fact I´m thinking now in dropping two skill points per level for a total of 4 + Int, in order to separate it completely from the rogue's attractives. Do ya' think it would be underpowered then? :thinks:
Lord Welkerfan

01-07-05, 05:50 PM
Can you provide us with an ability to use in place of Canon's Demon? This is mostly because the player who wants to play this class will not be the person at the ballista. I don't want the person who fires the ballista to feel sub-optimal.

Thanks.
Blas de Lezo

01-08-05, 07:26 AM
Can you provide us with an ability to use in place of Canon's Demon? This is mostly because the player who wants to play this class will not be the person at the ballista. I don't want the person who fires the ballista to feel sub-optimal.

Thanks.

Sure!
For all of you that don't have fireweapons in your campaign or simply want another option instead of Cannon's Demon, just replace it for Boarding Charge and add +1 to damage rolls each five levels:

1st level: Boarding Charge
5th level: Boarding Charge +1
10th level: Boarding Charge +2
15 level: Boarding Charge +3
20th level: Boarding Charge +4

For example, a 15th level pirate that uses Boarding Charge while attacking a ship would have a +2 bonus to his attack roll (due to charge attack while balancing on a rope) and a +3 bonus to his damage roll.
Thermanshs

01-08-05, 12:55 PM
Excellent class dude :bow: I'm currently playing a pirate (rog6/brb1) and this might be a considerable choice! Also your link to pirate pictures was very useful! If you had any other sources I'd be grateful if you posted them
Blas de Lezo

01-08-05, 09:05 PM
Excellent class dude :bow: I'm currently playing a pirate (rog6/brb1) and this might be a considerable choice! Also your link to pirate pictures was very useful! If you had any other sources I'd be grateful if you posted them

Thanks!
Well, I have maaaany sources. I`ve ever liked topics related to the sea, to war, and to war in the sea :D. Even my nickname relates to a famous admiral. :mage:
But talking about the pirate class, there are sources that have given me more inspiration than others (excluding D&D rules and world, of course); here you have a great three:

A classic (http://www.fantasticfictionimages.co.uk/images/n0/n1241.jpg)

A jewel (http://www.mindspring.com/~jcsiii/Pirata.htm)

A character (http://www1.ttcn.ne.jp/~LazyLife/jack%20sparrow.jpg)


Arrrrrr!! :smirk:
Blas de Lezo

01-14-05, 08:31 AM
Updated:

-Optional rule added: no-fireweapons campaign.
-Epic pirate progression added.
edwardsobel

01-14-05, 08:42 AM
Has anyone seen the pirate core class in the swashbuckling adventures source book? it is designed for firearms and a very low magic game though
klode_me

01-15-05, 08:14 AM
May i suggest that you maybe give them the choice to have a combat style, maybe? Maybe something they can take as a piracy ability.
Kuraito

01-15-05, 08:42 AM
Not to **** on anyones parade but am I the only one to see the absolute BROKENESS of guts? the rest of the class is fine, but guts is just SICK. the AC the pirate can have is wrong beyond measure. Even is you couldn't wear ANY armor at all, guts would STILL be broken.

The class otherwise looks fine, steel livers a little odd, but fun, so i'm good. But guts breaks the class.
klode_me

01-15-05, 09:23 AM
Not to **** on anyones parade but am I the only one to see the absolute BROKENESS of guts? the rest of the class is fine, but guts is just SICK. the AC the pirate can have is wrong beyond measure. Even is you couldn't wear ANY armor at all, guts would STILL be broken.

The class otherwise looks fine, steel livers a little odd, but fun, so i'm good. But guts breaks the class.

have you seen pirates some of them are so confident in them self that they gain a high grace, and even trick their foes. or else it is just me who sees pirates that kind of way.
Lord Welkerfan

01-15-05, 10:28 AM
I am wondering what rules you use for drinking that steel liver applies to. There are no rules for alcohol in core D&D that I am aware of.
Kuraito

01-15-05, 06:29 PM
your giving me flavor reasons to break something mechanicly. I don't mean to be confrontational but Adding your Cha to your AC? My playgroup would break that in a second, and their not even the worst munchkins i've seen. I had a similiar ability with a class i made called "fencer" that added their intellagence to AC. My playgroup deemed the ability so powerful that it went from getting it at 1st level, to 5th level, to finally 11th level. This seems much the same. For the Guts ability i suggest something more like adding their Cha to their Fort saves, or maybe ALL their saves. But Cha to AC is a bit much.
Lord Welkerfan

01-15-05, 07:07 PM
I agree with Kuraito. Guts is a bit too powerful. Perhaps if it prevented the wearing of armor entirely it would be better.

Just a thought.
klode_me

01-16-05, 02:42 AM
Or maybe only as high as your level is.

Or maybe they should get a miss chance equal to their cha X 2, 3 or 4 maybe (to the highest of 40% or 50%).

Or add the cha. to reflex saves.
Astrimedes

01-16-05, 05:52 AM
I like this class, its pretty interesting, but there are a couple things that seem a bit broken.

I would drop from 6 to 4 skill points, that way you keep the bard as the 2nd best skill monkey, but still give the pirate the ability to concentrate on a couple of his skills.

Guts: This is just flat-out too good. I see where you're going with it, and I agree it fits completely with the flavor, it just isn't balanced. I would change it to a flat bonus to AC when on a ship, while wearing light armor and wielding a one-handed weapon and not using a shield. Have it increase over the course of his career. Offhand, I would suggest +1 at 4th, 8th, 12th, 16th, and 20th. You may want to also add the condition that the Guts bonus may not exceed the pirate's Cha mod to sort of keep the flavor intact. That's a total of +5 AC, but only when on a ship, and it's nicely spread out to prevent any sort of dipping abuse.

Sea Dog: People don't realize how valuable taking 10 on a skill can be. I know, I didn't either until recently. I would change this ability to make it only one skill that is selected.

Steel Liver: This is a neat ability. It would be kind of cool to also make it grant a +1 or +2 to all saving throws vs. nonmagical poison.

Good work overall, I'm looking forward to see how this class turns out.
Blas de Lezo

01-18-05, 08:31 AM
May i suggest that you maybe give them the choice to have a combat style, maybe? Maybe something they can take as a piracy ability.

Hum, I was thinking of that... Do you think Insightful Strike (as a piracy ability) would be overpowered?

Not to **** on anyones parade but am I the only one to see the absolute BROKENESS of guts? the rest of the class is fine, but guts is just SICK. the AC the pirate can have is wrong beyond measure. Even is you couldn't wear ANY armor at all, guts would STILL be broken.

The class otherwise looks fine, steel livers a little odd, but fun, so i'm good. But guts breaks the class.

Yeah, you're right, I think I will change it to a maximun of +1 Charisma bonus every 4 pirate levels.

I am wondering what rules you use for drinking that steel liver applies to. There are no rules for alcohol in core D&D that I am aware of.

Well, there are not, but what I wrote is in a general way. Every DM should demand a roll when you drink too much, and there will appear the pirate's bonus.

your giving me flavor reasons to break something mechanicly. I don't mean to be confrontational but Adding your Cha to your AC? My playgroup would break that in a second, and their not even the worst munchkins i've seen. I had a similiar ability with a class i made called "fencer" that added their intellagence to AC. My playgroup deemed the ability so powerful that it went from getting it at 1st level, to 5th level, to finally 11th level. This seems much the same. For the Guts ability i suggest something more like adding their Cha to their Fort saves, or maybe ALL their saves. But Cha to AC is a bit much.

I'll change it to +1 Charisma bonus (if any) every 4 pirate levels. I think it will be better then.

I like this class, its pretty interesting, but there are a couple things that seem a bit broken.

I would drop from 6 to 4 skill points, that way you keep the bard as the 2nd best skill monkey, but still give the pirate the ability to concentrate on a couple of his skills.

Hum, I thought that at first but then I realized that the ranger also has 6 points and needs all of them. Same with the pirate.

Guts: This is just flat-out too good. I see where you're going with it, and I agree it fits completely with the flavor, it just isn't balanced. I would change it to a flat bonus to AC when on a ship, while wearing light armor and wielding a one-handed weapon and not using a shield. Have it increase over the course of his career. Offhand, I would suggest +1 at 4th, 8th, 12th, 16th, and 20th. You may want to also add the condition that the Guts bonus may not exceed the pirate's Cha mod to sort of keep the flavor intact. That's a total of +5 AC, but only when on a ship, and it's nicely spread out to prevent any sort of dipping abuse.

Yep. You're right.

Sea Dog: People don't realize how valuable taking 10 on a skill can be. I know, I didn't either until recently. I would change this ability to make it only one skill that is selected.

I took the rogue as an example for Sea Dog. It's just the same as one of his special abilities, but on a ship.

Steel Liver: This is a neat ability. It would be kind of cool to also make it grant a +1 or +2 to all saving throws vs. nonmagical poison.

Good work overall, I'm looking forward to see how this class turns out.

Thanks!
klode_me

01-18-05, 08:41 AM
Where is Insightful Strike descripted?
Blas de Lezo

01-18-05, 08:46 AM
Where is Insightful Strike descripted?

Complete Warrior. It's a swashbuckler ability and allows you to add your Int bonus to damage rolls when you attack with a finesseable weapon.
klode_me

01-18-05, 08:54 AM
Yes thats a good idea because then you shal have Dex. Cha. Int. And Con. And Str. like class abilities thets means you shall have some better scores and that is sometime deficult. ;)
Blas de Lezo

01-19-05, 07:37 AM
Yes thats a good idea because then you shal have Dex. Cha. Int. And Con. And Str. like class abilities thets means you shall have some better scores and that is sometime deficult. ;)

Well, finally I decide not to "steal" the swashbuckler's main profit. It will be dirty play :rolleyes: , as insightful strike is their best profit. I think that if a pirate wants it, he should take some levels of swashbuckler (something that totally fits to a pirate, BTW). Instead, I've removed uncanny dodge and improved uncanny dodge and I wrote some combat styles to choose (not so powerful as the ranger's ones). That's muuuch way better! :cool:
Txarli

01-25-05, 03:39 PM
Hi everyone! (Hi, hail & kill!!)

Bueno que hace mucho que no uso la lengua de la pérfida Albión, así que me decido por escribir en incorrecto castellano :rolleyes:

Yo estoy siguiendo el proceso contrario convirtiendo las habilidades especiales en talentos y creando una especie de categoría única, diefrenciada únicamente por un conjunot de habilidades "ocupacionales"... haciendo un mixto sin mayonesa de HARP y D&D. Ya sabes que si a la peña de aquí les quito el d20 me matan.

Una vez dejada la paranoia txárlica solo resta por decir que la categoría que has creado me agusta mucho más que cualquier otra categoría que he visto publicada de manera odicial. Siempre estoy del lado del "tono y trasfondo" en su épica batalla contra "lo crunchie".

Pensando en el Ataque Furtivo... olvídemonos de que existe una categoría "rogue", y que estas diseñando el juego. Tienes ante ti la posbilidad de darle Ataque Furtivo al Pirata o al Bribón... ¿a quién se lo darías? Salvo por motivos históricos (como los magos usando un paupérrimo d4) desde mi punto de vista queda mucho mejor en el piarta que en ladrón. Pero bueno eso son opiniones personales, ya que si tenemos que manetener la categoría de Rogue y Pirata tu elección es perfecta, los diefrencia aún más.

Enhorabuena, de diseñador friki de degustación has pasado a laureado forero. Has hecho un trabajo excelente. Si sacamos tiempo este verano, la sometemos a Playtesting en la asociación (el local de Santullán esta bastante bien) en una camapaña.

Una sugerencia, supon que voy a dirigir una campaña en la que los 7 mares se convierten en los 7 vientos, vamos que piratería aérea. El mundo esta desolado y tal y cual y solo quedan ciudades flotantes. La superficie del planeta es un infierno y tal y cual. ¿Como quedaría la categoría?

[Nota 2: era solo por tocar los huevos en época de exámenes]

Bueno que me estoy congelando de frío (mi zulo es lo peor... snif sigh).

<<Y del trueno al son violento
y del viento al rebramar
yo me duermo sosegado
arrullado por el mar>>
Lord Welkerfan

01-25-05, 05:54 PM
So you think its overpowered?

This is a primarily comat-oriented class, therefore the full bab and hit die work well for it.

There is nothing stopping this class from being an aerial pirate. I personally am using this class right now on a faen airship in the Diamond Throne.

By the way, please type in English. If you cannot do that, please type properly in another language. Do not use terrible grammar and spelling on purpose. ;)
VincentValentine

01-25-05, 08:27 PM
Arrrr, doesn't it hurt to pose with a knife in your teeth? :D

Of course not, silly! Pirates are immune to mouth-cuts from holding daggers there! For a terror of the high seas, it's more natural than a sheath!
Blas de Lezo

02-01-05, 11:36 AM
SORRY EVERYONE, THIS IS AN OLD FRIEND! (We're talking about the pirate) :pint:

Hi everyone! (Hi, hail & kill!!)

Bueno que hace mucho que no uso la lengua de la pérfida Albión, así que me decido por escribir en incorrecto castellano :rolleyes:

Hombre Txarliiiii!!! Ya era hora de que se te viese el pelo! :P Veo que tienes el inglés algo oxidadillo! Coño, espero que esta gente no se lo tome a mal por escribir en castellano, pero fijo que algunos lo entienden.

Yo estoy siguiendo el proceso contrario convirtiendo las habilidades especiales en talentos y creando una especie de categoría única, diefrenciada únicamente por un conjunot de habilidades "ocupacionales"... haciendo un mixto sin mayonesa de HARP y D&D. Ya sabes que si a la peña de aquí les quito el d20 me matan.

Hum? Eso suena extraño, ya me explicarás qué es lo que pretendes. Por cierto, ¿sabes que me he montado un grupo de rol aquí? Vamos a empezar a jugar enseguida, son dos pavos de chiapas, junto con Arturo, Armando y Lydia. Ya te contaré. ¿Qué coño es eso de HARP?

Una vez dejada la paranoia txárlica solo resta por decir que la categoría que has creado me agusta mucho más que cualquier otra categoría que he visto publicada de manera odicial. Siempre estoy del lado del "tono y trasfondo" en su épica batalla contra "lo crunchie".

Joder tío. Pues muchas gracias! Me ha llevado tremendos quebraderos de quijotera plantearla, y llevo trabajando en ella (esporádicamente) igual casi dos años. Estoy deseando probarla.

Pensando en el Ataque Furtivo... olvídemonos de que existe una categoría "rogue", y que estas diseñando el juego. Tienes ante ti la posbilidad de darle Ataque Furtivo al Pirata o al Bribón... ¿a quién se lo darías? Salvo por motivos históricos (como los magos usando un paupérrimo d4) desde mi punto de vista queda mucho mejor en el piarta que en ladrón. Pero bueno eso son opiniones personales, ya que si tenemos que manetener la categoría de Rogue y Pirata tu elección es perfecta, los diefrencia aún más.

Sí, sí. tienes razón, al pirata le queda de putísima madre, pero la movida es lo que ya me han dicho algunos en el foro. Y es que: primero, si le doy el Ataque Furtivo, el pirata estaría desequilibrado: demasiado bueno. Y segundo, date cuenta que el Ataque Furtivo es lo más "carismático" y personal del bribón, así que tampoco me quiero meter en su campo.

Enhorabuena, de diseñador friki de degustación has pasado a laureado forero. Has hecho un trabajo excelente. Si sacamos tiempo este verano, la sometemos a Playtesting en la asociación (el local de Santullán esta bastante bien) en una camapaña.

Jejeje! Lo estoy deseando! :cloud9: :cheer: :cloud9:

Una sugerencia, supon que voy a dirigir una campaña en la que los 7 mares se convierten en los 7 vientos, vamos que piratería aérea. El mundo esta desolado y tal y cual y solo quedan ciudades flotantes. La superficie del planeta es un infierno y tal y cual. ¿Como quedaría la categoría?

Hum, ¿qué estás planeando, cabronazo? :smirk: Suena jugoso!
Pues ahora que lo comentas, un tío del foro también me preguntó (en los primeros mensajes) si el pirata sería posible en un navío volador. La respuesta es la misma: encaja perfectamente. No hay que cambiar casi nada, por ejemplo Nadar por Saber (Tecnología). Y creo que nada más. :d

[Nota 2: era solo por tocar los huevos en época de exámenes]

Calla cabrón, que yo todavía estoy de exámenes y ando ralladísimo. De hecho, el día que colgaste el mensaje tuve mi primer examen y pasado mañana tendré el último. Ni te imaginas la increíble borrachera que me voy a pillar el sábado. La haré en tu honor. :mage:

Bueno que me estoy congelando de frío (mi zulo es lo peor... snif sigh).

<<Y del trueno al son violento
y del viento al rebramar
yo me duermo sosegado
arrullado por el mar>>

Jejejeje. Por cierto, la sorpresa era que sé que hay que hacer para salir en la peli de Alatriste!!!! :fight!:
Lo malo es que hay que ir a Madrid. Ya te lo dije: depende del grado de friquismo.

Ah, una última cosa, si vuelves a escribir aquí, hazlo en inglés (y desoxídate, cojonazos!) porque igual la peña no se empapa y eso suele rallar.

Un abrazo Txarli!!! :w00t:
Blas de Lezo

02-01-05, 11:45 AM
Well I think he won't come back in a long time, so I'll try to answer you (he's a friend, so no problem).

So you think its overpowered?

This is a primarily comat-oriented class, therefore the full bab and hit die work well for it.

There is nothing stopping this class from being an aerial pirate. I personally am using this class right now on a faen airship in the Diamond Throne.

Yep. He'll run a campaign with flying ships and the class can be used perfectly. I just suggested him to replace Swim with Knowledge (Technology) if it's flying thanks to a mechanical way. If it's flying with magic, psionics or whatever, there is no need to change anything.

By the way, please type in English. If you cannot do that, please type properly in another language. Do not use terrible grammar and spelling on purpose. ;)

I think he didn't do it on purpose, just the same as many people here who write with wrong grammar! :rolleyes:
Blas de Lezo

02-23-05, 10:53 AM
Some members have asked me about the cutlass. Well, I've been doing some researches and here's what I have:

CUTLASS:

In the Forgotten Realms Campaign Setting:

The cutlass is a short, heavy, slightly curved blade useful for both stabbing and slashing. It is popular with many sailors. Its heavy basket hilt gives the wielder a +2 circumstance bonus on any checks to resist being disarmed.

One-handed Martial melee weapon
Cost: 15 gp
Damage: 1d6
Critical: 19-20/x2
Weight: 3 lbs.
Type: Slashing and Piercing

In Dragon Magazine with the issue Pirates, Dinosaurs, Ninja!, cutlass is the same as in FRCS but treated as a Light Martial Weapon.

However, I always use the cutlass as a variant longsword with the same characteristics (something similar to the cutlass in the pirate's pic, it's so cool!).

Anyway, the "official" cutlass is in the FRCS, so you can use that.
Blas de Lezo

06-08-05, 07:42 AM
Summer is near... I almost feel the refreshing sea!!

:bump: mwahaha!!
hat

06-08-05, 07:35 PM
This class is great.


I think there are rules about losing eyes, arms and stuff in the DMG. Take a look.

Can someone post them?

Also, what does everyone think of making a list of sourcebooks that contain pirate related material for all those interested in D20 piracy...avast, me hearties?
Blas de Lezo

06-09-05, 11:52 AM
Originally Posted by Blas de Lezo
I think there are rules about losing eyes, arms and stuff in the DMG. Take a look.



Can someone post them?

Don't know, DGM isn't Open Licen, is it?
Lana "Silvertongue"

06-09-05, 12:24 PM
DMG is copywritten, FYI. This is an interesting class, I will credit you that. I just don't know if it is balanced enough to be included in my game. I guess I base it off the fact that Complete Adventurer introduced the Dread Pirate on page 39, this class gives easy access at level 6, where as every other build I have come to has no enterence till roughly 7 or 8. Part of me agrees with the designers of the game that a Pirate is a prestigous position and rank... not a full class. Other than those reservations... I like it. Nice work.
ragingmaro

08-21-05, 08:03 PM
bump

Perfect for Stormwarack isn't it?
ragingmaro

08-28-05, 08:38 PM
Anyone else like this class? At first it looked a tad overpowered but now I'm not sure.
Lord Welkerfan

08-29-05, 10:04 AM
I have a player that has been playing a Pirate for several months. It seems to be right on par with the other classes.
Neo Stryder

08-29-05, 09:22 PM
I have a player who has always wanted to play a pirate, I can give this like a gift, thanks.
Rakasha#5

08-29-05, 09:55 PM
Do you know any good PrC for a Pirate?
Dread Pirate
LOL
Rakasha#5

08-29-05, 10:02 PM
your giving me flavor reasons to break something mechanicly. I don't mean to be confrontational but Adding your Cha to your AC? My playgroup would break that in a second, and their not even the worst munchkins i've seen. I had a similiar ability with a class i made called "fencer" that added their intellagence to AC. My playgroup deemed the ability so powerful that it went from getting it at 1st level, to 5th level, to finally 11th level. This seems much the same. For the Guts ability i suggest something more like adding their Cha to their Fort saves, or maybe ALL their saves. But Cha to AC is a bit much.
What about monks they get wisdom to ac?
Rakasha#5

08-29-05, 10:07 PM
I LOVE IT! IT IS AMAZING! Maybe parrot on monkey companion. But otherwise amazing, Not a BIT overpowered. It is great.
Lord Welkerfan

08-29-05, 10:11 PM
If they want an animal, they can either take the Summon Familiar (if they meet the requirements) or the Wild Cohort feat.
Nephlite

08-29-05, 10:14 PM
your giving me flavor reasons to break something mechanicly. I don't mean to be confrontational but Adding your Cha to your AC? My playgroup would break that in a second, and their not even the worst munchkins i've seen. I had a similiar ability with a class i made called "fencer" that added their intellagence to AC. My playgroup deemed the ability so powerful that it went from getting it at 1st level, to 5th level, to finally 11th level. This seems much the same. For the Guts ability i suggest something more like adding their Cha to their Fort saves, or maybe ALL their saves. But Cha to AC is a bit much.

Monks get Wisdom to AC and you think Charisma to AC is unbalanced? At least Wisdom does something save wise.
Are monks unbalanced?

Also:
Have you seen the Wilder Base class in SRD/Expanded Psionic Handbook?

It has the Ability called Elude Touch. Adds Charisma to AC against touch attacks.


Elude Touch (Ex): Starting at 2nd level, a wilder's intuition supersedes her intellect, alerting her to danger from touch attacks (including rays). She gains a bonus to Armor Class against all touch attacks equal to her Charisma bonus; however, her touch AC can never exceed her Armor Class against normal attacks.


Kuraito, monks must be very powerful in your campaign, right?
Kaligrad

08-29-05, 10:15 PM
I like it. There are, however, a few bits that seem underpowered.

First, the cutlass ability only adds +1 to damage. Weapon specialization adds two, and I think that would only be fair, since all the other powers are feat-equivolent, as well.

Second, the dagger two-weapon fighting seems too restricting, especially since the Pirate does not get any bonus damage. Perhaps if they were given a list of traditional pirate weapons to use, such as the pistol, rapier, cutlass, and dagger.

Just trying to help.

And go check out my alchemist!
Blas de Lezo

09-09-05, 01:38 PM
I LOVE IT! IT IS AMAZING! Maybe parrot on monkey companion. But otherwise amazing, Not a BIT overpowered. It is great.

Thanks! :D Actually, it's not overpowered, I´ve played with this version (the previous one was overpowered, but now I fixed it).


I like it. There are, however, a few bits that seem underpowered.

First, the cutlass ability only adds +1 to damage. Weapon specialization adds two, and I think that would only be fair, since all the other powers are feat-equivolent, as well.

I know, but I didn't wan't the pirate to have weapon specialization 'cause it's a feat usually available to fighters. And not all the powers are feat-equivalent, some are weaker and some stronger.

Second, the dagger two-weapon fighting seems too restricting, especially since the Pirate does not get any bonus damage. Perhaps if they were given a list of traditional pirate weapons to use, such as the pistol, rapier, cutlass, and dagger.

Just trying to help.

And go check out my alchemist!

Hum... interesting. I`m going to change it.

EDIT: ok, I've updated it. I changed the name to "Reckless Fighting". I've also made change on "Steel Liver" and "Wit" (now it's more clear).
Blas de Lezo

09-09-05, 02:25 PM
I have a player who has always wanted to play a pirate, I can give this like a gift, thanks.

Arrrrr!! :cool:
Kaligrad

09-09-05, 02:40 PM
I know, but I didn't wan't the pirate to have weapon specialization 'cause it's a feat usually available to fighters. And not all the powers are feat-equivalent, some are weaker and some stronger.
It may be a fighter type thing, but when it's given as a class ability, especially since the pirate doesn't get to choose the weapon, it is acceptable, at least to me.
Journeyman Samwise

09-09-05, 03:09 PM
I don't understand Steel Liver. You get bonuses to resist getting drunk? Uhhh... OK? I don't see the appeal there.
NexusX

09-09-05, 06:06 PM
Very nice job on the Pirate class, Blas de Lezo. I've been following this thread closely, and having just received Stormwrack in the mail from Amazon (ordered it a month ago and it just now finally arrived!) I'm ready to start prepping rules for life on the sea for my long-running campaign.

While I must say I've seen little interest from my players in sea adventures (with the exception of a few exciting skyship adventures), I'm hoping that offering up your pirate class might spark some interest! Thanks a bunch for the hard work, and to the rest of you for the good comments. I'm still reviewing the class, but overall it seems well balanced IMO. Btw, the thread title says "Final version" - does this mean that the version shown on page 1 has been updated for those comments you agreed were good changes or?

Nexus
NexusX

09-09-05, 06:11 PM
As for Steel Liver, I don't imagine that skill would get much use in my campaign, and my players would much rather have something else, even if it was something as minor as a bonus to climb (rigging), navigation, weather identification or something, but Steel Liver does add flavor. I'll have to think about it some more.

Nexus
Blas de Lezo

09-10-05, 09:00 AM
About Steel Liver:

I don't understand Steel Liver. You get bonuses to resist getting drunk? Uhhh... OK? I don't see the appeal there.

As for Steel Liver, I don't imagine that skill would get much use in my campaign, and my players would much rather have something else, even if it was something as minor as a bonus to climb (rigging), navigation, weather identification or something, but Steel Liver does add flavor. I'll have to think about it some more.

Nexus

Steel Liver is mainly a special ability with flavour, but it is very useful if you know how to use it. First, it could help you in social interactions with rude people ("hey look that guy! he's drinking the whole tavern! he must be so cool!"). You could use it for earning money in an emergency, winning drinking contests or whatever. In roleplaying situations just imagine how many people could be bluffed by a pirate who looks totally drank (everybody have seen him drinking like a demon), but he is just acting to get what he wants. You could get useful information for an adventure combining the skill Listen and acting as a poor drank man (nobody will pay attention to you). Even in combat situations, if your foes think that you are drank when you aren't (i.e. a fight inside an inn), it will make them understimate you, and you could take advantage of this. I suppose you could think many other examples. :pint:

Very nice job on the Pirate class, Blas de Lezo. I've been following this thread closely, and having just received Stormwrack in the mail from Amazon (ordered it a month ago and it just now finally arrived!) I'm ready to start prepping rules for life on the sea for my long-running campaign.

While I must say I've seen little interest from my players in sea adventures (with the exception of a few exciting skyship adventures), I'm hoping that offering up your pirate class might spark some interest! Thanks a bunch for the hard work, and to the rest of you for the good comments. I'm still reviewing the class, but overall it seems well balanced IMO.

Thanks! I feel rewarded when you guys tell me you're using the pirate in your campaigns! :)

Btw, the thread title says "Final version" - does this mean that the version shown on page 1 has been updated for those comments you agreed were good changes or?

Nexus

Yes. I made some changes that people suggested me and I thank them all :thumbsup: Now the pirate is well-balanced (at first it was a bit overpowered).
Journeyman Samwise

09-10-05, 11:41 AM
About Steel Liver:Steel Liver is mainly a special ability with flavour, but it is very useful if you know how to use it. First, it could help you in social interactions with rude people ("hey look that guy! he's drinking the whole tavern! he must be so cool!"). You could use it for earning money in an emergency, winning drinking contests or whatever. In roleplaying situations just imagine how many people could be bluffed by a pirate who looks totally drank (everybody have seen him drinking like a demon), but he is just acting to get what he wants. You could get useful information for an adventure combining the skill Listen and acting as a poor drank man (nobody will pay attention to you). Even in combat situations, if your foes think that you are drank when you aren't (i.e. a fight inside an inn), it will make them understimate you, and you could take advantage of this. I suppose you could think many other examples. :pint:


Works for me. Great job, BTW, it's an awesome class!
GEEKAZOID

09-14-05, 09:40 PM
Hey, this is cool.
I've seen many versions of pirates on these boards and in 3rd party books but none of them have caught my attention like yours.
I wonder how this class stands compared to the AEG 7th SEA classes.

Just a nit-pick... I get confused by GUTS. I immediately think constitution based ability. I think it should be called BRAVADO. That feels more like charisma to me. But thats just an opinion.

How about a new class feature...
A PIRATE'S LIFE FOR ME This would be where you lose class abilities by becoming a land lubber. It's purely for flavor, but I think it's cool.

If you want some other ability to replace sneak attack how about one that lets a pirate run away from combat without provoking an AoO. Don't know what to call it though.

OK. That's enough from me, its your class not mine.
Thanks for the fun!


Alright I lied... one more thing. Change the Frightful Presence to Scurvy Dog.
ragingmaro

09-18-05, 11:46 AM
Yeah I second Geekazoids name changes.
panther

09-18-05, 02:43 PM
This class is great! I'm using pirates in my campaign to lay waste to those landlubber PC's, charging with a swing on a rope, slashing about with broken grog bottles and cutlasses, striking fear into their hearts! I think that the d4 from dirty fighting could become a d6, seeing as improvised weapons aren't the most deadly anyways. Do you think that 1d6 of sneak attack could be added in somewhere, maybe as a piracy ability? The PrC Scarlet Corsair (check it out here (http://www.wizards.com/default.asp?x=dnd/iw/20050805b&page=1) ) from Stormwrack would go well with pirate, but it requires a 1d6 sneak attack, a requirement that shows they didn't have this awesome class in minde. I also think Geekazoid's name changes are good ideas.
Blas de Lezo

09-20-05, 06:01 AM
Hey, this is cool.
Thanks! :D

I've seen many versions of pirates on these boards and in 3rd party books but none of them have caught my attention like yours.
I wonder how this class stands compared to the AEG 7th SEA classes.

Just a nit-pick... I get confused by GUTS. I immediately think constitution based ability. I think it should be called BRAVADO. That feels more like charisma to me. But thats just an opinion.

How about a new class feature...
A PIRATE'S LIFE FOR ME This would be where you lose class abilities by becoming a land lubber. It's purely for flavor, but I think it's cool.

If you want some other ability to replace sneak attack how about one that lets a pirate run away from combat without provoking an AoO. Don't know what to call it though.

OK. That's enough from me, its your class not mine.
Thanks for the fun!


Alright I lied... one more thing. Change the Frightful Presence to Scurvy Dog.

Thanks for the names, I'll change it now. It was very difficult to find cool names as english isn't my tongue, these ones sound cool! :cool:
Blas de Lezo

09-20-05, 07:08 AM
This class is great! I'm using pirates in my campaign to lay waste to those landlubber PC's, charging with a swing on a rope, slashing about with broken grog bottles and cutlasses, striking fear into their hearts! I think that the d4 from dirty fighting could become a d6, seeing as improvised weapons aren't the most deadly anyways. Do you think that 1d6 of sneak attack could be added in somewhere, maybe as a piracy ability? The PrC Scarlet Corsair (check it out here (http://www.wizards.com/default.asp?x=dnd/iw/20050805b&page=1) ) from Stormwrack would go well with pirate, but it requires a 1d6 sneak attack, a requirement that shows they didn't have this awesome class in minde. I also think Geekazoid's name changes are good ideas.

Thanks!

About the d6 instead of the d4 from Dirty Fighting, if people agree in changing it, could be ok. What do you think?

When I first wrote the class, it had Sneak Attack every 5 class levels, but many people disagreed because it was overpowered, and it was. I changed it and put Cannon's Demon instead. I think if you want a pirate with Sneak Attack, multiclassing with rogue is a good (and cool) option.

I've followed Geekazoid's suggestion about the names. If anyone here thinks that another names should be changed for something cooler, I'm open to new ideas.
GEEKAZOID

09-20-05, 07:37 PM
I've followed Geekazoid's suggestion about the names. I'm open to new ideas. :cool: Glad you didn't shoot me!
And since you asked...
Lord of the Seas could be called Scourge of the Seas
panther

09-20-05, 07:53 PM
Lord of the Seas could be called Scourge of the Seas
Personally, I think "Lord of the Seas" fits better, since the ability is about the high-level pirate's mastery of ship-handling, not about terrifying people, which is what being the "Scourge of the Seas" does. By the way, "Scourge of the Seas" is already a Scarlet Corsair (see link in previous post) ability to mass Intimidate in combat.
syntaxerror37

09-20-05, 09:32 PM
great work on the class, I'm always interested to see new core classes instead of just another PrC. Just 2 things I'd like to add in referance to gunpowder-free campaign settings. Just as sneak attack can be added to any weapon a rouge weilds, Cannon's Deamon would work with any large mounted ships weaponry, such as a balista or catapult. Also, in place of pistols, a hand crossbow would work nicely. I don't know wether these should be mentioned in the entry, to me they are common sence enough for a good DM to make the call..
Blas de Lezo

09-21-05, 10:18 AM
great work on the class, I'm always interested to see new core classes instead of just another PrC. Just 2 things I'd like to add in referance to gunpowder-free campaign settings. Just as sneak attack can be added to any weapon a rouge weilds, Cannon's Deamon would work with any large mounted ships weaponry, such as a balista or catapult. Also, in place of pistols, a hand crossbow would work nicely. I don't know wether these should be mentioned in the entry, to me they are common sence enough for a good DM to make the call..

Yep, you're right. Cannon's Demon also works with balistas, harpoon shooters or stuff like that mounted on a ship. If you lack cannons, of course you can use alternative weapons. As you say wisely, a DM has enough common sense to know that if there are no fireweapons in his campaign, another options are viable (hand crossbows instead of pistols, balistas instead of cannons...).

EDIT: all right, I´ve added this as an optional rule in the class description.
Lord Welkerfan

09-21-05, 08:02 PM
I second the suggestion of changing Dirty Fighting from d4 to d6. I houseruled that into my game and it has made the player more willing to use the ability.
Blas de Lezo

09-22-05, 05:02 AM
I second the suggestion of changing Dirty Fighting from d4 to d6. I houseruled that into my game and it has made the player more willing to use the ability.

I thought about that, and maybe a d4 is a bit stingy. And pirates won't use this ability during much time anyway (although is rather useful in desperate situations). I will correct it now to d6.
Blas de Lezo

11-03-05, 12:35 PM
Ok, I've made some little changes (combat styles, optional rules). It seems that I'm never happy with the class! :P

By the way, what do you think of the Wit ability? I don't know if it suits... any suggestions?
Lord Welkerfan

11-03-05, 05:08 PM
I like the Wit ability. I still feel that the Cutlass specialty is too weak compared to the others. Essentially, it gets Cleave, a low level feat, at 10th level and half of weapon specialization. Compare it to the Reckless Fighting style, two full feats, one of which is a mid-level feat.

I say that the cutlass mastery should let them use the cutlass to make disarm checks and give the Improved Disarm feat at the first ability and give the Improved Sunder feat at the second.
LaoKhanWei

11-17-05, 01:41 PM
Ranger is much stronger IMO. This is about equal to ranger without spellcasting and an animal companion - two extremely powerful abilities.
Kakashi22692

11-24-05, 10:43 PM
Nice, cool, and kick arse.
but methinks it needs less ship oriented skills and more rouge, because he would be tottally useless in a non ship based campagin
Kakashi :cool: Nice, cool, and kick arse.
Blas de Lezo

11-25-05, 07:00 AM
I like the Wit ability. I still feel that the Cutlass specialty is too weak compared to the others. Essentially, it gets Cleave, a low level feat, at 10th level and half of weapon specialization. Compare it to the Reckless Fighting style, two full feats, one of which is a mid-level feat.

I say that the cutlass mastery should let them use the cutlass to make disarm checks and give the Improved Disarm feat at the first ability and give the Improved Sunder feat at the second.

Hmm... you're right. Cutlass comrade is weak compared to the rest, I just didn't realize. However, both Improved Disarm/Sunder seems unbalanced to me. I just updated it to Cleave/Improved Disarm. Thanks! ;)

Ranger is much stronger IMO. This is about equal to ranger without spellcasting and an animal companion - two extremely powerful abilities.

You think so? Some people told me that it was more powerful than ranger. I don't think so (the ranger has 17 feats or feat-similar abilities, minor spellcasting and animal compaion, while the pirate has 18 feats or feat-similar abilities).
But compared to ranger, it's not so weak as you say: the Piracy abilities are powerful enough to equal spellcasting/animal companion. Just take a look at the big ones (such as Sea Dog, Hoist the Flag or Lord of the Seas).

but methinks it needs less ship oriented skills and more rouge, because he would be tottally useless in a non ship based campagin
Kakashi :cool: Nice, cool, and kick arse.

Thanks. As a pirate, you can only get all your potential while adventuring on sea, although you're not useless when adventuring on cities, dungeons, etc. Many of his abilities can be used in outside-sea scenarios. Multiclassing with rogue is always a good option if you don't want to concentrate on sea adventures that much (however, take a look at the optional rules, you may find some useful stuff).
And if you're playing Eberron, this class fits great if you manage to get an Airship. You'll be ruling. :D
Drausktanchache

07-19-06, 01:58 PM
This has to be the best thing ever, next to beef stew of course (thank you strongbad) i'm going to use it....
Blas de Lezo

11-23-06, 11:46 AM
I'm looking for some official rules for cannons, anybody?
Lord Welkerfan

11-23-06, 02:33 PM
I'm looking for some official rules for cannons, anybody?
There are some gun rules in Dragon 321. They include several cannons. Also, Monte Cook, the writer of the DMG, including the official gun rules, has a free resource on technology here. (http://www.montecook.com/cgi-bin/page.cgi?arch_stuff62).
dark_nony

11-24-06, 09:16 AM
I got to say you made this class very good.
Didn't fined anything bad about it. ;)
Blas de Lezo

11-25-06, 11:10 AM
I got to say you made this class very good.
Didn't fined anything bad about it.
Thanks!

There are some gun rules in Dragon 321. They include several cannons. Also, Monte Cook, the writer of the DMG, including the official gun rules, has a free resource on technology here. (http://www.montecook.com/cgi-bin/page.cgi?arch_stuff62).
Thanks a lot Welkerfan! I have included it in the main page.

Pistol and muskets rules soon to be added.
Blas de Lezo

12-01-06, 11:14 AM
Weapons updated also on main page.
(Appeared on Dragon Magazines 301 and 318)



Weapon Cost Dmg (M) Crit Range Weight Type
SIMPLE WEAPONS
Light Melee
Hook 8 gp 1d4 x4 - 1 lb. Piercing
MARTIAL WEAPONS
Light Melee
Cutlass 15 gp 1d6 19-20/x2 - 3 lb. Slashing
Main-gauche 4 gp 1d4 19-20/x2 - 2 lb. Piercing
EXOTIC WEAPONS
Ranged Weapons
Pistol 40 gp 1d6 18-20/x2 10 ft. 3 lb. Piercing
Bullets (10) 1 gp 2 lb.
Musket 75 gp 1d8 18-20/x2 50 ft. 10 lb. Piercing
Bullets (10) 1 gp 2 lb.


Cutlass: Popular with many sailors, the cutlass is a short, heavy, slightly curved blade useful for both stabbing and slashing. Its heavy basket hilt gives the wielder a +2 circumstance bonus on any checks to resist being disarmed.
Hook: A hook is a prosthetic appendage securely attached in place of a missing hand. A character using a hook cannot be disarmed. To attach a hook, a character must first be missing a hand (either right or left). Note that anyone with a hook suffers a -2 penalty on all skill checks requiring the use of hands. Note that attacks made with hook grafts count as natural attacks.
Main-gauche: The main-gauche is simply a dagger with a large, ornate basket hilt and crossguard attached to it. It grants a +2 on all disarm attempts.
Musket: A musket is a ranged-touch weapon, and it requires two hands to use. A Medium-size character can shoot, but not load, a musket with one hand at a -4 penalty. It requires a standard action to reload.
Pistol: A pistol is a ranged-touch weapon. It requires a standard action to reload.
Lt_Murgen

12-01-06, 01:46 PM
Given pirates live and die on the seas, why do they have the following abilities:

disguise, escape artise, move silently, slight of hand?

These do not seem to fit the concept. All of their special abilities and fighting styles seems to be keen on brash and bravado, not skulking and sneaking. The four skills above are more suited for scouts and spies, not pirates.

Of course, that is not to say that a pirate band may not include a scout or spy, but he wouldn't be a Pirate. That person would be their land-lubber contact, who spots out the best ships to plunder.
Blas de Lezo

12-04-06, 11:58 AM
Given pirates live and die on the seas, why do they have the following abilities:

disguise, escape artise, move silently, slight of hand?

These do not seem to fit the concept. All of their special abilities and fighting styles seems to be keen on brash and bravado, not skulking and sneaking. The four skills above are more suited for scouts and spies, not pirates.

Of course, that is not to say that a pirate band may not include a scout or spy, but he wouldn't be a Pirate. That person would be their land-lubber contact, who spots out the best ships to plunder.

That's interesting because I tried to choose the skills very carefully.
Ok, pirates live and die on the seas, but not permanently. They will land sooner or later, and as for people chased by law, skills that help to go unnoticed are mandatory. Disguise and Move Silently are good examples of a pirate landed in a port where he's wanted.
Escape Artist helps if he is catched.
But I don't see now any uses for sleight of hand, so I'll will edit it.
MystErikEry

04-02-07, 01:23 AM
Pirates don't usually have conceiled weapons? Perhaps not, I guess they try to keep them in arm's reach and easily accessed.