From World of Charun


The Seafarer


Pirates. Swarthy, scurvy, seafaring scalliwags seeking sunken or stolen silver and gems. They are the robbers, vagabonds, rogues, and raiders of the seas, ransacking port-cities, pillaging merchant vessels, and buying wenches and ale at every opportunity before starting a tavern brawl.

More about: Pirates


The pirate is one of the fastest, most agile combatants around, with excellent mobility and defensive dodges. He is used to fighting without a shield, in light or no armour.


Pirates can be freelance corsairs, scurvy buccaneers, or government-employed privateers. However, without the high seas to sail, a pirate loses his knack for sailing, his adventuring spirit crushing against the rocks of the land. Without a ship and a crew, a pirate is nothing more than a brigand with a blade and a desire for the sailing life. Some are forced to turn to honest sailing aboard a merchantship, or half-honest work as a smuggler. Neither is it uncommon to find shipless pirates adventuring on land.

Class Features

This is a WoC Unique class

Hit Die: d8

Hit Points: 3 at first level, 5 per following level.

Base Attack Bonus: High.

High Saves: Reflex.

Weapon Proficiencies: Simple and martial weapons.

Armor Proficiencies: Light armor

Skill Points: 4+Int modifier per level, x4 at first level.

Class Skills: Bluff, Climb, Heal, Intimidate, Lore, Parry, Seafaring, Spot, Taunt, Tumble

Feat Progression: Dodge (1), Sneak Attack (1), Two-Weapon Defence (1), Uncanny Dodge (2), Mobility (4), Improved Two-Weapon Defence (5), Skilled Offense (5), Feint (6), Improved Uncanny Dodge (7), Evasion (8), Spring Attack (9), Improved Evasion (10), Feint Mastery (13), Slippery Defence (17)


Two-Weapon Defence: When the Pirate is wielding a double weapon or two weapons, he gains a +1 shield bonus to his AC. When using the Parry action, instead he gets a +2 skill bonus added to his parry skill check to avoid an incoming blow.

Sneak Attack: Whenever the Pirate makes a successful attack against an opponent who is flat-footed, cannot see him, or who is in combat with someone else, the Pirate's blow delivers 1d6 extra damage. This extra damage is not multiplied in the case of a critical hit.

Dodge: At 1st level a Pirate gains a +1 dodge bonus to AC against attacks from his current target or last attacker. A condition that negates a Dexterity bonus to AC also negates the dodg bonus.

Uncanny Dodge: At 2nd level, a Pirate gains the ability to react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.

Mobility: At 4th level a Pirate has learned to avoid attacks of opportunity more effectively, gaining a +4 dodge bonus to AC against them.

Improved Two-Weapon Defence: At 5th level, a Pirate gains a +2 shield bonus to his AC when he is wielding a double weapon or two weapons. When using the Parry action, this is replaced with a +4 skill bonus added to his Parry skill check to avoid an incoming blow.

Skilled Offense: At 5th level, when facing an opponent using the Parry skill, the Pirate adds his character level to his attack roll for purposes of defending against his enemy's parry.

Feint: At 6th level a Pirate can deny his opponent the DEX bonus to AC for a combat round. In order for it to succeed the Pirate needs to make a Bluff check with a target DC of the target's Base Attack Bonus plus their Spot skill. Regardless of whether the foe's DEX bonus is removed, the Pirate only gets a single attack that round (but Haste does stack with it). Any non-humanoid gets a +4 bonus to its DC. And against anything with a 1 or 2 intelligence it gets a +8 bonus to its DC. You can't feint against a non-intelligent creature.

Improved Uncanny Dodge: At 7th level a Pirate can no longer be flanked. This defense denies another character the option to sneak attack the Pirate by flanking him, unless the attacker has at least four more class levels, in their class which provides sneak attack, than the Pirate does.

Evasion: At 8th level, a Pirate can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon's fiery breath or a fireball), he instead takes no damage. Evasion can be used only if the ranger is wearing light armor or no armor.

Spring Attack: At 9th level, a Pirate's enemies no longer get Attacks of Opportunity against him, when he is moving around in combat.

Improved Evasion: At 10th level, whenever a Reflex save is allowed for half damage, a Pirate takes no damage if he succeeds at the save. Even if he fails the save, he only takes half damage.

Feint Mastery: At 13th level, a Pirate armed with a light weapon becomes so sure of his ability to mislead opponents that he cannot roll less than 5 on his Bluff check when using the Feint feat.

Slippery Defence: At 17th level, the Pirate has become so skilled at dodging and defending himself, that he receives a +4 dodge bonus to armor class against all opponents.

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