Privateers are professional mercenary sailors. With their Letters of Marque authorizing them to engage in
the otherwise illegal act of piracy, privateers undertake
daring raids on the ships of their enemies, stealing
valuable and precious resources. Just because their
career choice involves plunder and murder doesn’t
mean that Privateers are heartless cutthroats, indeed,
persons from all walks of life become privateers.
Converting Your Character to a Privateer
The privateer is a class template suitable for use with the stalker and warlord classes. When converting a
character to a privateer, the character loses or changes
the following class features:
Stalker
• The stalker gives up the blending and improved blending class features.
• The stalker loses the ability to recover their maneuvers by spending a full-round action to
center their ki.
Warlord
• The warlord gives up the warleader and improved warleader class features.
• The warlord no longer recovers maneuvers when executing a gambit.
Maneuvers
The disciplines available to a privateer
are Golden Lion, Solar Wind, Steel Serpent, Tempest
Gale, and Thrashing Dragon. If the privateer does not
have these discipline’s associated skills as class skills, he
gains them as class skills. He otherwise learns, readies,
initiates maneuvers as a standard member of his base
class.
This ability alters maneuvers.
Maneuvers Readied
Instead of his base class’ normal maneuver recovery, a privateer must spend a full-round
action laughing intimidatingly. When he does so, he
recovers a number of expended maneuvers equal to his
privateer initiation modifier (minimum 2) and can make
an Intimidate check to demoralize all opponents within
30 feet. This ability counts as the Dazzling Display feat
for the purposes of meeting prerequisites and for effects
or abilities that augment or alter the Dazzling Display
feat. Alternatively, the privateer can recover a single
maneuver as a standard action.
This ability alters maneuvers readied.
Barking Irons (Ex)
At 1st level, a privateer gains proficiency with firearms.
Sea Dog (Ex)
At 1st level, the privateer gains Knowledge (dungeoneering), Knowledge (geography),
Knowledge (local), Profession (sailor), and Swim as class
skills if they are not already class skills for the privateer.
In addition, he gains a bonus on skill checks with
these skills equal to 1/2 his class level.
Swash and Buckle (Ex)
At 2nd level, a privateer
learns to use the signature fighting style of high seas
corsairs, combining a blade with a number of other
weapons. As long as the privateer is wearing a buckler
or wielding a boarding axe, cutlass, rapier, or one-
handed firearm in one hand, he reduces the penalties
for fighting with two weapons by 1. He does not need to
be wielding the same weapon in each hand to gain this benefit; a single one of the listed weapons is enough. At
12th level, he reduces the penalties for fighting with two
weapons by an additional 1.
Jolly Roger (Ex)
At 5th level, a privateer gains a
specialized flag which represents his ship and his
crew. As long as the privateer and his crew are on a
ship displaying his flag or otherwise able to see the flag
(regardless of whether the flag is on the ship or not), they
gain a +2 morale bonus on Intimidate, Profession (sailor),
and Swim checks, a +2 morale bonus on saving throws
against fear effects, and a +1 morale bonus on attack
rolls. At 10th level and every five levels thereafter, these
bonuses increase by +1.
Privateer Ploys (Ex)
As a privateer levels, he learns
several tricks, tactics, maneuvers and dirty deeds that
he uses in combat to aid his crew and strike fear into the
hearts of his foes. Unless otherwise specified, each ploy
can only be taken once.
A warlord privateer may choose to take a ploy in place
of a warlord bonus feat or gambit. A stalker privateer
may choose to take a ploy in place of a stalker art. This
ability does not cause the privateer class template to
be incompatible with other archetypes that alter the
warlord’s bonus feats or gambit class features, or the
stalker’s stalker arts class feature.
Daring Gambit: The privateer learns one warlord
gambit (see the warlord class feature), using his privateer
initiation modifier instead of his Charisma modifier
for any relevant bonuses. In addition, whenever the
privateer succeeds on a gambit, he and each other ally
within 30 feet recover one expended maneuver. This
ploy can be taken multiple times; each additional time it
is taken, the privateer learns one new gambit.
Dazzling Gambit: Whenever the privateer succeeds on
a gambit, he can make an Intimidate check to demoralize
all opponents within 30 feet as a free action, even if it
isn’t his turn.
Deadly Strike: The privateer gains the deadly strike
class feature (see the stalker class feature) as a stalker of
his level –4 (minimum 1d6 damage). The privateer uses
his privateer initiation modifier instead of his Wisdom
modifier to determine the duration of his deadly strikes.
If the privateer already has the deadly strike class
feature, this ploy instead increases the damage of his
deadly strikes by 1d6.
Gun Training: The privateer gains Amatuer Gunslinger
as a bonus feat, even if he does not meet the prerequisites.
He uses his privateer initiation modifier instead of his
Wisdom modifier to determine the maximum amount of
grit points he can have. In addition, the privateer gains
a grit feat of his choice as a bonus feat. He must meet
the prerequisites for this feat as normal. If the privateer
already has grit from another ability, he gains Extra Grit
as a bonus feat instead of Amatuer Gunslinger, as normal
(he can use his privateer initiation modifier instead of
his Wisdom modifier if he so wishes).
Laugh It Off: Once per day when the privateer fails a
Fortitude or Will save, he can reroll that saving throw as
a free action, even if it isn’t his turn. He must take the
result of the second roll, even if it is worse. At 10th level
and again at 15th level, the privateer can use this ability
one additional time per day.
Red Shirt, Brown Pants: Once per encounter when the
privateer takes damage, he can grant his other allies
within 60 feet gain a bonus on damage rolls equal to his
privateer initiation modifier for 1d6 rounds as a free
action, even if it isn’t his turn.
Salt in the Wound: The privateer gains Improved Dirty
Trick and Greater Dirty Trick as bonus feats, even if he
does not meet their prerequisites.
Sea Legs: The privateer gains a +1 bonus on saving
throws against effects that would cause him to become
sickened, nauseated, fatigued, or exhausted. At 5th level
and every five levels thereafter, this bonus increases
by +1.
Sea Combat: The privateer can treat ranged attacks
with firearms against adjacent opponents as melee
attacks in every way. He may initiate strikes and use
feats and abilities that normally only apply to melee
attacks (such as Power Attack) with such attacks, and
uses his Strength modifier to determine his attack bonus
instead of his Dexterity modifier. He adds his Strength
modifier to damage rolls as normal for a melee weapon
of the firearm’s handedness. The privateer may treat
one-handed firearms as light weapons for the purpose of the Weapon Finesse feat, two weapon fighting feat
and similar effects. He does not provoke attacks of
opportunity when making attacks in this manner, and
may not use feats that normally only apply to ranged
weapons while treating a firearm as a melee weapon. In
addition, the privateer can reload a one-handed firearm
while wielding another weapon in his other hand, and
does not provoke attacks of opportunity while doing so.
Sneak Shot: Once per round when the privateer makes
a full attack using a melee weapon, he can draw and fire
a loaded one-handed firearm as a free action. The attack
with the firearm must be made against one of the targets
of the privateer’s full attack, and does not provoke an
attack of opportunity.
Terrifying Brutality: Whenever the privateer reduces
an opponent to 0 hit points, he can terrify another
opponent within 30 feet as a swift action. That creature
must succeed at a Will save (DC 10 + 1/2 the privateer’s
class level + the privateer’s initiation modifier) or cower
for one round. This is a mind-affecting fear effect.
Terrifying Strike: Whenever the privateer successfully
hits an opponent with a deadly strike, that creature must
succeed at a Will save (DC 10 + 1/2 the privateer’s class
level + the privateer’s initiation modifier) or become
shaken for one round. If the target is already shaken or
demoralized, they instead become frightened for one
round. This is a mind-affecting fear effect.