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PirateLegacy Content
Source Advanced Player's Guide pg. 185 2.0You live a life of freedom, taking by force and intimidation all that you desire. You may be a privateer, raiding and plundering on behalf of a particular nation or another authority, or you may answer to no one but your own capricious whims. Either way, you rely on intimidation, wits, and combat prowess to take what you want from those you deem less deserving.
Pirates have much in common with swashbucklers, and many pirates have the
swashbuckler class or
archetype. Much like a swashbuckler's daring deeds, classic pirate maneuvers are often showy feats intended to impress, intimidate, and gain panache. For example, if you have the panache class feature and your
Acrobatics check for a
Boarding Assault exceeds the very hard DC for your level, you would gain panache.
Additional Feats
Source Advanced Player's Guide pg. 149 2.0Some archetypes allow other feats beyond those in their entry. These are typically class feats, such as fighter feats that represent certain combat styles. The list of additional feats includes the feat's name, its level, and the page number where it appears. You can take the feat as an archetype feat of that level, meaning it counts toward the number of feats required by the archetype's dedication feat. When selected this way, a feat that normally has a class trait doesn't have that class trait.
Click here for the full rules on Additional Feats.
Legacy Content
Archetype Dedication Source Advanced Player's Guide pg. 185 2.0Archetype PiratePrerequisites trained in
Intimidation
As a pirate, you sail the seas in search of enemy ships to plunder. You become trained in
Sailing Lore, or become an expert in it if you were already trained. You ignore the effects of difficult terrain or uneven ground caused by a ship's movement. Additionally, you gain the Boarding Assault action.
Boarding Assault [two-actions] (
Flourish) Either Stride twice or attempt an
Acrobatics check (DC determined by the GM, but usually DC 20) to swing on a rope up to twice your Speed. If you boarded or disembarked from a boat or similar vehicle during this movement, you can make a melee Strike that deals one additional weapon damage die.
Special You can't select another dedication feat until you have gained two other feats from the pirate archetype.
Legacy Content
Uncommon Archetype Source Firebrands pg. 78 2.0Archetype PiratePrerequisites Pirate DedicationAccess Members of the Firebrands at the rank of second mark or higher have access to this feat.
Shimali Manux trains every Salt Breaker to fight in the cramped quarters below deck, and you've learned how to use these techniques with your crew. During your daily preparations, you can name up to five crewmates you will be working with that day. If an enemy is within reach of you and at least two of your crewmates, that enemy is
flat-footed against you.
Legacy Content
Archetype Source Advanced Player's Guide pg. 185 2.0Archetype PiratePrerequisites Pirate Dedication
You're particularly skilled at wielding traditional pirate weapons. You become trained with the following weapons:
hatchet,
rapier,
scimitar, and
whip. Whenever you gain a class feature that grants you expert or greater proficiency with a given weapon or weapons, you also gain that proficiency rank for these weapons.
Legacy Content
Archetype Skill Source Advanced Player's Guide pg. 185 2.0Archetype PiratePrerequisites trained in
Acrobatics and
Athletics;
Pirate Dedication
You run and climb across ropes and rigging almost as easily as on the ground. You gain a climb Speed of 15 feet, but only on ship's rigging or similar ropes. Whenever you succeed at an
Athletics check to
Climb a rope or an
Acrobatics check to
Balance on a rope, you get a critical success instead. You aren't
flat-footed while Climbing or Balancing on a rope.
Legacy Content
Uncommon Archetype Skill Source Firebrands pg. 79 2.0Archetypes Dandy,
PiratePrerequisites Dandy Dedication, or
Pirate Dedication; trained in
IntimidationAccess Members of the Firebrands at the rank of second mark or higher have access to this feat.
Repeated entries in Firebrand bragging and flyting contests have taught you how to twist pretty words into concealed insults. When you succeed at your check to
Coerce a creature, the target's attitude toward you improves by one step, to a maximum of
friendly, and they don't become
unfriendly 1 day later.
Legacy Content
Uncommon Archetype Auditory Emotion Source Firebrands pg. 79 2.0Archetypes Duelist,
PiratePrerequisites Duelist Dedication, or
Pirate DedicationAccess Members of the Firebrands at the rank of second mark or higher have access to this feat.
Trigger An ally misses or critically misses an enemy you can see with their attack.
A common saying among Firebrands is, “There's always a fool who thinks they can do it better—and they're often right.” You verbally commit to using an action on your next turn to make a melee Strike against the same enemy your ally has missed. If your attack hits, you deal additional damage equal to twice the number of damage dice.
Legacy Content
Archetype Source Advanced Player's Guide pg. 185 2.0Archetype PiratePrerequisites Pirate Dedication
You frighten a foe into moving where you want them, traditionally demanding they walk the plank. Attempt to
Demoralize an opponent; this check gains the
incapacitation trait. On a success, in addition to the normal effects, you can also force the target to Stride up to its Speed. You choose the path the target takes, and it does so as part of your Walk the Plank action. You can't force the target to move into a harmful space (one where it will take damage, fall, provoke reactions, or similar) unless the result of your check to Demoralize was a critical success. The target then becomes temporarily immune to Walk the Plank for 24 hours.
Hook 'Em [two-actions] Feat 10
Legacy Content
Uncommon Archetype Flourish Source Firebrands pg. 80 2.0Archetype PiratePrerequisites Pirate DedicationAccess Members of the Firebrands at the rank of second mark or higher have access to this feat.
Requirements A rope is within your reach, or you have a
rope or
grappling weapon in your hand.
The Salt Breakers learned to use whatever they could during the Vidric Revolution, and they quickly mastered the art of making a rope into a useful tool in combat. You take hold of a nearby rope, throw a rope from your hand, or fire a grappling weapon at a solid surface—and then swing up to twice your Speed. If you end your movement next to an enemy, attempt an
Athletics check to
Grapple that enemy, tying them up in your rope.