There is a Legacy version
here.

PirateSource Player Core 2 pg. 209You live a life of freedom, taking by force and intimidation all that you could possibly 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, Boarding Assault gains the bravado trait.
Additional Feats
Source Player Core pg. 215Some archetypes include a list of “Additional Feats” that appear in other sources. The list includes each feat’s level, which might be different than normal when gained from the archetype. 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’s trait (such as the fighter trait) doesn’t have that class trait.
Click here for the full rules on Additional Feats.
Archetype Dedication Source Player Core 2 pg. 209Archetype PiratePrerequisites trained in
Intimidation
As a pirate, you sail the seas in search of enemy ships to plunder and great adventures to embark on. You gain the
Additional Lore general feat for Sailing Lore or for a specific coastal city you have a connection to (such as Port Peril Lore). You ignore the effects of
difficult terrain or
uneven ground caused by unstable ground (such as the deck of a ship). 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 up to twice your Speed on a rope or similar object, then
Strike. If you boarded or disembarked from a boat or similar vehicle during this movement, the Strike deals one additional weapon damage die.
Swashbuckler Source Player Core 2 pg. 165Archetype Pirate
Your taunts and threats earn your foes' ire. When you successfully
Demoralize a creature, its
frightened condition can't decrease to less than 1 at the end of its turn until it either uses a
hostile action against you or can no longer observe or sense you for at least 1 round.
Uncommon Archetype Source High Seas pg. 92Archetype PiratePrerequisites Pirate DedicationAccess You're from the Shackles
Spend enough time in Hell Harbor, and you pick up the paranoia encouraged by Arronax Endymion. Maybe you served under him on the
Tyrannous, escaped his executioners, or had a friend who wasn’t so lucky; whatever the reason, you have some of his wariness. Unless you’re a willing target, you gain a +2 circumstance bonus to AC and saves against creatures you consider an ally and creatures who are
undetected by you. If a creature you thought was an ally reveals itself as an enemy, you get the same bonus against them until the end of your next turn.
Legacy Content
Uncommon Archetype Source Firebrands pg. 78Archetype 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.
Archetype Skill Source High Seas pg. 92Archetype PiratePrerequisites Pirate Dedication; expert in
Sailing LoreAccess You're from the Shackles
You make your living as a pirate, as well as a little extra by hiring out your services to Andoran, Cheliax, or Mbe’ke. You need to recognize which ships are legitimate targets and which you need to play nice with. You can use
Sailing Lore to
Recall Knowledge about creatures native to the High Seas and flags, ships, and sailors in the region. If a ship is using a false flag or other disguise to hide its true allegiances, the GM will roll a secret Sailing Lore check for you to recognize it, typically against a standard DC for the level of the ship’s captain.
Uncommon Archetype Source High Seas pg. 92Archetype PiratePrerequisites Pirate DedicationAccess You're from the Shackles
Many Shackles pirates use the Eye of Abendego to great effect, but none have more familiarity with the storm than the Master of the Gales, ruler of Drenchport and five-time winner of the Free Captains’ Regatta. You’ve learned his crew’s techniques for fighting in severe weather. You reduce circumstance penalties to ranged weapon attacks due to wind or precipitation by 2. You can also use weapons you’re a master in with a –4 circumstance penalty (–2 if you’re legendary) even if wind or precipitation would normally prevent it, such as the effects of
wall of wind.
Archetype Source Player Core 2 pg. 209Archetype PiratePrerequisites Pirate Dedication
You're particularly skilled at wielding the weapons used traditionally by pirates. You gain either the
Combat Climber or
Underwater Marauder skill feat, even if you do not meet its prerequisites. You have familiarity with the following weapons:
hatchet,
rapier,
scimitar, and
whip—for the purposes of proficiency, you treat any of these weapons as simple weapons. Your GM may add additional martial weapons to this list as appropriate for your world or region.
At 5th level, whenever you get a critical hit with one of these weapons, you get its
critical specialization effect.
Archetype Source High Seas pg. 92Archetype PiratePrerequisites Pirate DedicationAccess You're from the Shackles
An animal has become your loyal ally, perhaps after you liberated it from another ship or found it on a remote island. You gain the
Pet general feat. Your pet gains an additional pet Shackles Options ability, which you can choose from the standard pet abilities or the following familiar abilities:
accompanist,
damage avoidance,
independent,
partner in crime,
speech, and
valet.
In addition, you learn a common 1st- or 2nd-rank spell that targets your familiar, and can cast it once per day as a
primal innate spell. You can instead learn
phase familiar and can cast it once per hour as a primal innate spell; it’s not a focus spell for you. When you cast the chosen spell, you target your pirate’s pet instead of a familiar.
Archetype Skill Source Player Core 2 pg. 209Archetype PiratePrerequisites Pirate Dedication; trained in
Acrobatics and
Athletics
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 when climbing ropes and similar objects. Whenever you succeed at an Athletics check to
Climb or an Acrobatics check to
Balance, you get a critical success instead. You aren't
off-guard while Climbing or
Balancing on a rope or similar object.
Uncommon Archetype Source High Seas pg. 92Archetype PiratePrerequisites Pirate DedicationAccess You're from the Shackles
You served on
nephilim pirate Ila “Sharkskin” Clare’s ship, the
Scorched Shark, and have adopted xir practice of embellishing clothing and armor with sharkskin. As long as you’re wearing your clothing, you gain a +1 item bonus to unarmed attack rolls,
Acrobatics checks, and Reflex saves and DCs to
Escape,
Grab an Edge, or avoid falling
prone. In addition, when you successfully
Grapple a creature, you deal slashing damage equal to your fist damage dice to that creature as you abrade their skin.
Emotion Fear Mental Rogue Swashbuckler Visual Source Player Core pg. 171,
Player Core 2 pg. 165Archetype PiratePrerequisites trained in
IntimidationTrigger You reduce an enemy to 0 Hit Points
After downing a foe, you menace another. Attempt to Demoralize a creature within 60 feet, with a +2 circumstance bonus. If you have legendary proficiency in Intimidation, you can use this as a free action with the same trigger.
Archetype Source Player Core 2 pg. 209Archetype PiratePrerequisites Pirate Dedication
You
frighten a foe into moving where you want them, traditionally demanding they walk the plank. Attempt to
Demoralize an opponent. On a success, in addition to the normal effects, you can also force the target to
Stride up to its Speed immediately. You choose the path the target takes, but you can't force it to move into an obviously harmful space (such as into hazardous terrain or a space where it would fall) unless your check was a critical success. As normal for forced movement, this movement doesn't trigger reactions. The target then becomes temporarily immune to Walk the Plank for 10 minutes.
Hook 'Em [two-actions] Feat 10
Legacy Content
Uncommon Archetype Flourish Source Firebrands pg. 80Archetype 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.