Privateer

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The Privateer is a pirate in the employ of a government. They sail the oceans and steal from their employer's enemies' navies. They are skilled in thievery, sailing, combat, and (in most cases) drinking large amounts of alcohol.

Abilities: Strength, Dexterity, and Constitution all share equal importance, but none are as important as Intelligence for you. Charisma and Wisdom are nice to have, but not necessary.

Races: Privateers are mostly human, halfling, or half-orc. Other races tend to see being a mercenary pirate as unsavory, outside their ability, or too far out on the ocean.

Alignment: Privateers may be any alignment, though they tend towards chaos.

Hit Die: d8

Starting Gold: 6d6x10 gp.

Starting Age: As fighter (PH 109).

Contents

Class Features

Weapon and Armor Proficiency: Privateers are proficient with all simple and martial weapons, as well as light armor. Privateers are also proficient with weapons used in ship-to-ship combat (cannons, ballistae, etc.).

Class Skills (6 + Int modifier per level, x4 at 1st level): Appraise, Balance, Bluff, Climb, Craft, Escape Artist, Forgery, Gather Information, Intimidate, Jump, Knowledge (The Seas), Open Lock, Profession, Search, Sense Motive, Spot, Survival, Swim, Tumble, Use Rope

Seamanship: Starting at first level, a privateer gains a +2 competence bonus to all Profession (Sailor), Balance, Survival, and Swim checks while at sea. This bonus improves to +3 at 4th level, +4 at 7th, +5 at 10th, +6 at 13th, +7 at 15th, and +8 at 18th.

Savvy Offense: While wearing light or no armor and fighting with a light or one-handed weapon, a privateer may add one point of intelligence bonus per class level to all damage rolls made with that weapon. A privateer retains this bonus while fighting with two weapons as long as they are both light.

Sea Legs: A privateer may always take ten on balance checks while on board a ship.

Savvy Defense: While wearing light or no armor and fighting with a light or one-handed weapon, a privateer may add one point of intelligence bonus per class level to his armor class as a dodge bonus. A privateer retains this bonus if fighting unarmed, but loses this bonus in any circumstance where he would also be denied a dexterity bonus to AC.

Uncanny Dodge: At 3rd level, a privateer gains the ability to react to danger before his senses would normally allow him to do so. He retains his dexterity and Savvy Defense bonuses (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses these bonuses to AC if immobilized.

If a privateer already has uncanny dodge from a different class (a privateer with at least four levels of rogue, for example), he instead automatically gains improved uncanny dodge instead.

Endurance: A privateer gains the benefits of the Endurance feat at 3rd level.

Precise Strike: At 3rd level, a privateer gains the ability to strike precisely with a light or one-handed weapon, gaining an extra 1d6 damage added to his normal damage roll. When making a precise strike, a privateer cannot wear armor heavier than light armor or use a shield. A privateer's precise strike only works against living creatures with discernable anatomies. Any creature that is immune to critical hits is immune to a precise strike.

To perform a precise strike, a privateer must first make a contested bluff check (this is an immediate action). If successful, the privateer immediately attacks as normal and receives an additional 1d6 damage added to the result. In the case of a full-attack, the 1d6 damage only applies to the first attack, whether or not that attack hits.

The damage from a precise strike increases by 1d6 every three levels, to 2d6 at 6th, 3d6 at 9th, 4d6 at 12th, 5d6 at 15th, and 6d6 at 18th.

Evasion: At 4th level, a privateer can avoid even magical and unusual attacks with great agility. If he 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 only be used if the privateer is wearing light or no armor. A helpless privateer (such as one who is unconscious or paralyzed) does not gain the benefits of evasion.

Bonus Fighter Feat: At 5th level and every five levels after (10th, 15th, and 20th), a privateer may choose any feat classified as a fighter feat that they qualify for.

Steady Stance: At 5th level, a privateer gains the ability to remain standing when other people can't. He is not considered flat-footed while balancing or climbing, and he adds his class level as a bonus on Balance or Climb checks to remain balancing when he takes damage.

Improved Uncanny Dodge: A privateer of 6th level or higher can no longer be flanked; he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies a rogue the ability to sneak attack him by flanking, unless the attacker has at least four more rogue levels than the character does in privateer.

Diehard: A privateer gains the benefits of the Diehard feat at 8th level.

Skill Mastery: At 11th level, a privateer is so sure of his abilities that he may take ten on Balance, Climb, Jump, Swim, and Tumble checks even when circumstances would not normally allow it.

Improved Evasion: At 12th level, a privateer increases his ability to dodge magical and unusual attacks. Like the Evasion skill, if he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. In addition, he henceforth takes only half damage on a failed saving throw. Improved Evasion can only be used if the privateer is wearing light or no armor. A helpless privateer (such as one who is unconscious or paralyzed) does not gain the benefits of evasion.

Savvy Precision: At 14th level, a privateer may choose to sacrifice his bonus damage from a sucessful precise strike in order to deal an amount of ability damage equal to his Intelligence modifier to an enemy's strength, constitution, or dexterity. This ability only functions if the privateer is wielding a light or one-handed weapon and is wearing light or no armor.

Playing A Privateer

Your goal in life is to get very very rich, whether through piracy or the employ of a government. Fame is also important. Oh, and you like showing off.

Religion

Many privateers worship Fharlanghn, while others worship Kord, Olidammara, or St. Cuthbert. Evil privateers usually worship Nerull or Erythnul.

Other Classes

Privateers get along remarkably well with rogues, bards, fighters, and sea-oriented rangers. Clerics and paladins are usually too morally-aligned to get along well with privateers. Other classes are pretty much on a case-by-case basis.

Combat

Privateers like getting into the thick of things, though ones with low Intelligence usually don't last long. As a whole, privateers enjoy combat and often make it into something of a game, showing off or performing acrobatics throughout the combat.

Cross-Classes

The most common cross-class is rogue, though privateer/rangers and privateer/fighters are not unheard of. Even privateer/wizards spring into existance now and again. Perhaps least common is the privateer/paladin and the privateer/monk.

Privateer Progression

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +2 +2 +0 Seamanship +2, Savvy Offense, Sea Legs
2nd +1 +3 +3 +0 Savvy Defense
3rd +2 +3 +3 +1 Uncanny Dodge, Endurance, Precise Strike +1d6
4th +3 +4 +4 +1 Seamanship +3, Evasion
5th +3 +4 +4 +1 Bonus Fighter Feat, Steady Stance
6th +4 +5 +5 +2 Improved Uncanny Dodge, Precise Strike +2d6
7th +5 +5 +5 +2 Seamanship +4
8th +6/+1 +6 +6 +2 Diehard
9th +6/+1 +6 +6 +3 Precise Strike +3d6
10th +7/+2 +7 +7 +3 Seamanship +5, Bonus Fighter Feat
11th +8/+3 +7 +7 +3 Skill Mastery
12th +9/+4 +8 +8 +4 Improved Evasion, Precise Strike +4d6
13th +9/+4 +8 +8 +4 Seamanship +6
14th +10/+5 +9 +9 +4 Savvy Precision
15th +11/+6/+1 +9 +9 +5 Bonus Fighter Feat, Precise Strike +5d6
16th +12/+7/+2 +10 +10 +5 Seamanship +7
17th +12/+7/+2 +10 +10 +5 -
18th +13/+8/+3 +11 +11 +6 Precise Strike +6d6
19th +14/+9/+4 +11 +11 +6 Seamanship +8
20th +15/+10/+5 +12 +12 +6 Bonus Fighter Feat
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