Sky Pirate

Sky Pirate

Swashing pirate

Sky Pirates are those individuals that set out to find their fame and fortune through the vast openness of the skies, men and women who do not feel right on land and long to be in the skies, commanding those below them from the helms of their great airships. Aside from simply being a part of the sky, these men are pirates and as such seek fortune through the misfortune of others, that misfortune commonly caused by the Sky Pirate, but most Sky Pirates do not have any qualms with re-appropriating the valuables off those who befell some other fate. Rather than simply killing their victims, most Sky Pirates will offer some sort of surrender terms before they partake in the looting of other ships by force and as such are not all evil, however there exist those who will attack and kill without warning or due cause. These people have garnered a very indecent reputation among the masses and therefore will keep their true identities as a Sky Pirate secret from just about everyone, aside from the most trusted of companions. The only Sky Pirates who would break this rule would be the Captains, the leaders who pride themselves as the most dangerous men in the air and whose goal is to be feared and dreaded.

Role: Sky Pirates make obvious adventurers, although most will only affiliate themselves with their brethren, those who also feel the need that they feel, and a Sky Pirate who does not traverse the skies often begins to lose his/her abilities as a Sky Pirate. The Sky Pirate can be considered an alternate class to the Rogue and as such is more appropriated to deal damage craftily, using their finesse instead of their strength. A Sky Pirate can be found in parties who seek to increase their wealth and place in the world, but it is less likely to find them in parties where the goal is “for the good of the people”.

Alignment: Sky Pirates are not commonly evil and their alignment is usually based around Chaotic Neutral and can vary more depending on the alignment of the captain the Sky Pirate serves under. If the adventurer is a captain, then he can choose any non-lawful alignment.

Hit Die: d10

Starting Wealth: 5d6 x 6. In addition, each Sky Pirate starts out with a Masterwork Scimitar and an outfit that costs 10 gp or less.

Class Skills

The Sky Pirate’s class skills are Acrobatics (Dex), Appraise (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Fly (Dex), Intimidate (Cha), Knowledge (Geography) (Int), Knowledge (Local) (Int), Linguistics (Int), Perception (Wis), Profession (limited to Carpenter, Cook, Driver, Engineer, Gambler, Merchant, and Sailor) (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Survival (Wis), Use Magic Device (Cha)

Skill Ranks at Each Level: 6 + Int

Table: Sky Pirate

Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

1st

+1

+0

+2

+2

Sky Hunter, Trapfinding, Two-Weapon Fighting

2nd

+2

+0

+3

+3

Tied to the Skies, Throw the Bones, Evasion

3rd

+3

+1

+3

+3

Dual Mastery +1, Trap Sense +1

4th

+4

+1

+4

+4

Deadly Duelist +1

5th

+5

+1

+4

+4

Dual Mastery +2, Flying Raider (Feather Fall)

6th

+6 / +1

+2

+5

+5

Trap Sense +2, Man-O-War

7th

+7 / +2

+2

+5

+5

Dual Mastery +3, Medium Armor Proficiency

8th

+8 / +3

+2

+6

+6

Deadly Duelist +2, Pieces of Eight +3

9th

+9 / +4

+3

+6

+6

Dual Mastery +4, Trap Sense +3

10th

+10 / +5

+3

+7

+7

Deflect Arrows, Savvy Defense, Flying Raider (Levitate)

11th

+11 / +6 / +1

+3

+7

+7

Dual Mastery +5

12th

+12 / +7 / +2

+4

+8

+8

Trap Sense +4, Deadly Duelist +3

13th

+13 / +8 / +3

+4

+8

+8

Dual Mastery +6

14th

+14 / +9 / +4

+4

+9

+9

Anchorback

15th

+15 / +10 / +5

+5

+9

+9

Dual Mastery +7, Trap Sense +5, Flying Raider (Fly)

16th

+16 / +11 / +6 / +1

+5

+10

+10

Deadly Duelist +4, Pieces of Eight +6

17th

+17 / +12 / +7 / +2

+5

+10

+10

Dual Mastery +8

18th

+18 / +13 / +8 / +3

+6

+11

+11

Trap Sense +6

19th

+19 / +14 / +9 / +4

+6

+11

+11

Dual Mastery +9

20th

+20 / +15 / +10/ +5

+6

+12

+12

Deadly Duelist +5, Crippling Critical

Class Features

The following are class features of the Sky Pirate.

Weapon and Armor Proficiency

Sky Pirates are proficient with all simple and martial melee weapons as well as the Sawtooth Sabre, Hooked Axe and Net. Sky Pirates are also proficient with all one-handed firearms, and may use two-weapon fighting with Firearms, which are considered simple one-handed weapons for purposes of calculating penalties. They are proficient with light armor, but not with shields.

Sky Hunter

The Sky Pirate gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive and Survival checks against creatures with the air subtype. He/she also receives a +2 bonus on attack and damage rolls against them. A Sky Pirate may make Knowledge skill checks untrained when attempting to identify air creatures.

Trapfinding

A sky pirate adds 1/2 his or her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Two-Weapon Fighting

A Sky Pirate receives the Two-Weapon Fighting feat at 1st level. If he/she already has this feat, he/she may select another feat for which he qualifies.

Tied to the Skies

A Sky Pirate at level 2 gains a +1 circumstance bonus to Attack Rolls, Damage Rolls, Saving Throws and Skill Checks when on an airship or similar vessel of the skies. However, a Sky Pirate who spends over a month on land without traveling the skies on some sort of vessel is a jaded pirate and is considered a level 1 Sky Pirate in terms of Skills, BAB, Saves and other features gained by higher Sky Pirate levels

Throw the Bones

Once per day, a Sky Pirate of at least 2nd level may add his Wisdom bonus (minimum 1) as a luck bonus to one skill check, attack roll, or saving throw.

Evasion

At 2nd level and higher, a Sky Pirate can avoid even magical and unusual attacks with great agility. If he/she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he/she instead takes no damage. Evasion can be used only if the Sky Pirate is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Dual Mastery

A Sky Pirate learns to use two weapons at once more naturally, so the penalties of Two-Weapon Fighting decrease. At level 3 and every 2 levels thereafter, the penalties are diminished by 1 for each hand. This may continue even if the Dual Mastery were to give bonuses to hit instead of reducing penalties while fighting with Two One-Handed weapons. This skill does not function when using any type of shield, including bucklers.

Trap Sense

At 3rd level, a Sky Pirate gains an intuitive sense that alerts him/her to danger from traps, giving him/her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the Sky Pirate reaches 6th level, to +3 when he/she reaches 9th level, to +4 when he/she reaches 12th level, to +5 at 15th, and to +6 at 18th level. Trap sense bonuses gained from multiple classes stack.

Deadly Duelist

A Sky Pirate learns how to more effectively land his/her blows when using two melee weapons at once. At 4th level and every 4 levels thereafter, a Sky Pirate adds an additional +1 damage to all attack rolls when two-weapon fighting. This skill does not function when using a single one-handed or light weapon, a two-handed weapon or any type of shield, including bucklers.

Flying Raider

The Sky Pirate grows lighter as he/she gains levels, eventually gaining the ability to fly. At 5th level, the Sky Pirate can use feather fall at will and gains a +3 Racial Bonus to Accrobatics Checks. At 10th level, he/she can use levitate once per day as a spell-like ability. At 15th level, he/she can fly, as per the spell, for a number of minutes per day equal to her level. This functions as a spell-like ability. These minutes do not need to be consecutive, but they must be spent in 1-minute increments.

Man-O-War

A Sky Pirate of 6th level with a Strength of 18 may choose to wield a two-handed melee weapon in one hand with a –2 penalty on attack rolls while doing so. The weapon must be appropriately sized for him/her, may not be a blunt weapon, and it is treated as one-handed when determining the effect of Power Attack, Two-Weapon Fighting, Strength bonus to damage, Deadly Duelist, Dual Mastery, Crippling Critical, and the like.

Medium Armor Proficiency

At 7th level, the Sky Pirate becomes proficient with Medium Armor. The various penalties still apply, and Evasion still does not work while wearing Medium Armor.

Pieces of Eight

The Sky Pirate has learned to react quicker when danger rears it’s ugly head. The Sky Pirate gains a +3 bonus to Initiative Checks at level 8. This bonus increases to +6 at level 16.

Deflect Arrows

At 10th level, a Sky Pirate gains the benefit of the Deflect Arrows feat when using a light or one-handed weapon. The Sky Pirate does not need a free hand to use this feat.

Savvy Defense

At 10th level, when wearing light armor and not using a shield, a Sky Pirate adds 1 point of Wisdom bonus (if any) to his/her Dexterity bonus to modify Armor Class while wielding a melee weapon. If a Sky Pirate is caught flat-footed or otherwise denied his/her Dexterity bonus, he/she also loses this bonus.

Anchorback

At 14th level, a Sky Pirate can move at full speed when wearing medium armor. This does not apply to heavy armor even if the Sky Pirate has proficiency in heavy armor. Evasion also now applies when wearing medium armor, as does Savvy Defense.

Crippling Critical

When you confirm a critical hit at level 20 using a light or one-handed weapon, you can apply one of the following penalties in addition to the damage dealt: reduce all of the target’s speeds by 10 feet (minimum 5 feet), 1d4 points of Strength or Dexterity damage, –4 penalty on all saving throws, –4 penalty to Armor Class, or 2d6 points of bleed damage. These penalties last for 1 minute, except for ability damage, which must be healed normally, and bleed damage, which continues until the target receives magic healing or a DC 15 Heal skill check.

Sky Pirate

Tylwol Campaign Tylwol Tylwol