Wednesday, March 19, 2014

New Archetype - The Privateer

When working on my revised version of the Swashbuckler class, I knew I'd eventually have to create a pirate-themed archetype for it. It seems like 9 out of 10 people want to use the Swashbuckler to play a pirate character, usually of the Captain Blood variety.

Aiming to please those who might want to play a Swashbuckler with more of a pirate flavor, I quickly threw together this archetype, using the buccaneer archetype for the gunslinger as a basis. As usual, I have not playtested this archetype, so constructive feedback is always welcome.

THE PRIVATEER
Pirates whose activities are authorized by a government, the privateer is the swashbuckler of the high seas. They are driven by a sense of greed and adventure and are just as adapt with a firearm as they are with a blade. A privateer has the following class features.

Weapon Finesse (Ex): Like the swashbuckler, the privateer receives Weapon Finesse as a bonus feat at 1st level. However, unlike the swashbuckler, the privateer receives the benefits of this feat while wielding the cutlass. 

Deeds: The privateer swaps three of the normal swashbuckler deeds for the following deeds: 

Pirate's Jargon: At 3rd level, the privateer's baffling palaver of nautical jargon and piratical cant provides a +2 bonus on Bluff and Intimidate checks. Furthermore, he can spend a swift action and 1 panache point to cause a single living creature within 30 feet to make a Will saving throw (DC 10 1/2 his privateer level his Charisma modifier) or become confused for 1 round. This is a mind-affecting language-dependent effect. This replaces the Pommel Strike deed. 

Rope Trick: At 7th level, as long as the privateer has at least 1 panache point, he gains a bonus on Acrobatics and Climb checks equal to his privateer level when climbing or swinging on a rope. If he spends 1 panache point, his move while climbing or swinging on a rope does not provoke an attack of opportunity. This replaces the Acrobatic Charge deed. 

Captain's Curse: At 11th level, a privateer can spend 2 panache points to use old salt's curse as a spell-like ability. At 15th level, he may use black mark instead. The caster level for these spell-like abilities is equal to the privateer's class level, and the DC is equal to 10 his privateer level + his Charisma modifier. This replaces the Bleeding Wound deed. 

Seadog (Ex): Starting at 2nd level, a privateer gains a +1 bonus to Acrobatics, Climb, and Swim checks. This bonus increases by +1 for every four levels beyond 2nd. This ability replaces Agile. 

Bonus Feat: In addition to combat and panache feats, a privateer can select from the following feats as his bonus feats: Expert Driver (water vehicles only), Master Siege Engineer, Siege Engineer, Siege Gunner, and Skilled Driver (water vehicles only). 

Sword and Pistol (Ex): At 5th level, a privateer gains Sword and Pistol as a bonus feat even if he does not meet the prerequisites. This ability replaces Finesse Training 1. 

Finesse Training (Ex): A privateer gains this ability only at 9th, 13th, and 17th level. The privateer may also choose the pistol for this ability instead of a finesse weapon.