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Buccaneer

Buccaneer, This Lean, Straight Rover Looked the Part of a Competent Soldier Paine, Ralph Delahaye (1922). Frontispiece, Blackbeard, Buccaneer. Pennsylvania, United States: The Penn Publishing Company. Retrieved on 2010-04-21. Author Frank E. Schoonover (1877-1972)
This Lean, Straight Rover Looked the Part of a Competent Soldier Paine, Ralph Delahaye (1922). Frontispiece, Blackbeard, Buccaneer. Pennsylvania, United States: The Penn Publishing Company. Retrieved on 2010-04-21. Author Frank E. Schoonover (1877-1972)

Originally Posted by Blas de Lezo of the Wizards Community forums.

On this Thread


The buccaneer is an expert on the sea. It is not that he is uncomfortable on land but he feels deeply powerful when he is on a ship.

Adventures: The buccaneer gives his life to the sea, he risks his life stealing other’s possessions, assaulting small (or big) cities, and spending his booty in one night of drinks and women. His only fatherland is the sea, his family their companions and his life usually ends when they are arrested (and probably hanged).

Characteristics: A buccaneer lives by assault, so he needs to be a good warrior in order to survive. But he also is a great navigator: no-one can be so skillful, in all the ways, than a buccaneer on a ship.

Alignment: Their lives consists in plundering, assaulting, raping and murdering, so buccaneer are usually evil. There are neutral or chaotic neutral buccaneer that are not as bloody as the common ones, although their way of life also requires violence. Although very weird, there are also good buccaneers. These ones steal from the rich and usually give the profits to the people who really need that money, they usually don’t kill their targets but have a lot of fun laughing at them in many ways. Good buccaneers also like adventuring and fighting tyrannical governments and oppressive laws, although legal good buccaneers are extremely rare. Legal buccaneers are usually privateers (optional rule, see below), and they follow orders from a kingdom, city, republic, confederation or any other system of government to do “legal” piracy for its profit.

Religion: buccaneers usually worship gods of the wind, sea or war.

Background: buccaneers normally come from port cities and from families with very low incomes or oppressed ones, so they learn how to gain his life in the streets since kids, but sooner or later piracy comes into their lives as the best way to live.

Races: Humans tend to like the pirate’s style and are the most common race between them.

Other classes: Depending of their alignment, buccaneers get along well with many classes. Chaotic evil buccaneers like to team up with evil rogues and evil sorcerers (better if they know how to control the elements). On the other side, a neutral good buccaneer can team up with a paladin so they can bring freedom together to the most oppressed countries or villages.

Role: Although a buccaneer can be a very useful mate while adventuring on land due to his skills and combat abilities, he truly shines when sailing on a ship far away from the coast, where no law can stop him.

GAME RULE INFORMATION

Buccaneers have the following game statistics.

Abilities: Charisma is very important for many of the buccaneer’s special abilities, but also for his renown, reputation, self confidence and Leadership if he wants to be a good captain. Dexterity is important for many skills and for having more success of surviving in a fight, as buccaneers can only use light armor. As a combatant class, buccaneers also benefit from a high Strength and Constitution.
Alignment: Any (Optional: legal buccaneers are privateers instead, see above).
Hit Die: d8.

Class Skills

The buccaneer’s class skills (and the key ability for each skill) are Appraise (Intelligence), Balance (Dexterity), Bluff (Charisma), Climb(Strength), Craft (Intelligence), Disguise (Charisma), Escape Artist (Dexterity), Gather information (Charisma), Hide (Dexterity), Intimidate (Charisma), Jump (Strength), Knowledge (Geography) (Intelligence), Knowledge (local) (Intelligence) , Listen (Wisdom), Move Silently (Dexterity), Profession (Wisdom), Search (Intelligence), Sense Motive (Wisdom), Spot (Wisdom), Swim (Strength), Tumble (Dexterity) and Rope Use(Dexterity).
Skill Points at 1st Level: (6 + Intelligence modifier) x4.

Skill Points at Each Additional Level: 6 + Intelligence modifier.

The Buccaneer
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st+1+2+2+0Skill Focus (Profession), Boarding Charge
2nd+2+3+3+0Bonus Feat, Steel Liver
3rd+3+3+3+1
4th+4+4+4+1Bravado
5th+5+4+4+1Cannon’s Demon +1d6
6th+6/+1+5+5+2Buccaneer With Style
7th+7/+2+5+5+2
8th+8/+3+6+6+2Wit
9th+9/+4+6+6+3Crew
10th+10/+5+7+7+3Cannon’s Demon +2d6, Piracy
11th+11/+6/+1+7+7+3
12th+12/+7/+2+8+8+4Piracy
13th+13/+8/+3+8+8+4
14th+14/+9/+4+9+9+4Piracy
15th+15/+10/+5+9+9+5Cannon’s Demon +3d6
16th+16/+11/+6/+1+10+10+5Piracy
17th+17/+12/+7/+2+10+10+5
18th+18/+13/+8/+3+11+11+6Piracy
19th+19/+14/+9/+4+11+11+6
20th+20/+15/+10/+5+12+12+6Cannon’s Demon +4d6, Piracy

Class Features

All of the following are class features of the buccaneer.

Weapon and Armor Proficiency: buccaneers are proficient with all simple and martial weapons, and with all fireweapons (only if your DM allows fireweapons in his campaign. See below for more details). buccaneers are proficient with light armor, but not with shields.

Skill Focus (Profession): At 1st level, a pirate receives the feat Skill Focus in Profession (Navigator).

Boarding Charge (Ex): buccaneers can use the charge attack while swinging with a rope (or any other object that allows a pendulum-movement). In order to benefit from this ability, the buccaneer must grasp the rope with one hand and have a weapon in the other. Buccaneers like using this ability when boarding an enemy ship, although it
can be used in other situations (such as swinging on hanging lamps, etc).

Bonus feat: A 2nd level buccaneer receives a bonus feat that must be chosen from the fighter list, but excluding those available only to fighters (such as Weapon Specialization).

Steel Liver (Ex): Starting at 2nd level, a buccaneer can swallow massive amounts of alcoholic drinks. He receives a +4 bonus to fortitude saving throws related to avoid getting drunk or falling unconscious. This bonus increases in +1 every 4 levels after the second.

Bravado (Ex): At 4th level a buccaneer is so confident in himself that he receives an AC bonus equal to his Charisma bonus (if any). This bonus to AC applies even against touch attacks or when the buccaneer is flat-footed. He loses this bonus when he is immobilized or helpless or when he wears any armor other than light. This bonus cannot be higher than +1 every four buccaneer levels.

Cannon’s Demon: At 5th level, when firing a ship’s cannon, a buccaneer deals an extra 1d6 damage to the target. This damage increases by 1d6 every five buccaneer levels thereafter. (If your DM doesn’t allow cannons in his campaign, see optional rule below).

Buccaneer With Style (Ex): At 6th level, a buccaneer must choose a combat style between the following (the benefits of the buccaneer’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor):

  • Fencer: He is treated as having the Weapon Finesse feat.
  • Defense Master: He is treated as having Uncanny Dodge: he can 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. If a pirate already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.
  • Gunpowder Addict: When fighting with pistols or other one-handed firearms, he is treated as having the Precise Shot feat, even if he does not have the normal prerequisites. (If your DM doesn’t allow firearms in his campaign, see optional rule below).
  • Reckless Fighting: He is treated as having the Two-Weapon Fighting feat, even if he does not have the normal prerequisites. (buccaneers usually consider this reckless
    because not having any free hand while fighting on a ship is rather risky).
  • Cutlass’ Comrade: When fighting with a cutlass, he is treated as having the Cleave feat, even if he does not have the normal prerequisites.

Wit (Ex): At 8th level, the buccaneer has the ability to think quickly and accurately when needed, so he can find solutions in just a moment’s thought. He receives a +2 bonus on BluffSense Motive and initiative checks. In addition he can take 10 in Knowledge (Geography) and Knowledge (local) checks as a move action, even while distracted.

Crew: At 9th level, if the buccaneer owns a ship and he is the captain, he receives the feat Leadership, but the cohort and followers come as loyal crew (at least initially). If he
owns no ship and/or is not the captain he does not gain this benefit until he meets those prerequisites.

Piracy: On attaining 10th level, and at every two levels thereafter (12th, 14th, etc), a buccaneer gains a special ability of his choice from among the following options. He cannot choose the same ability twice:

  • Evasion (Ex): If a buccaneer makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage.
    Evasion can be used only if a pirate is wearing light armor or no armor. A helpless buccaneer does not gain the benefit of evasion.
  • Dirty Play (Ex): When a buccaneer fights unarmed or with improvised weapons (such as broken bottles, chairs, etc.) he deals an additional 1d6 damage per successful hit.
  • Buccaneer With Manners (Ex): His chosen style improves (the benefits of the buccaneer’s chosen improved style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor):
  • Fencer: When fighting with finesseable weapons, he is treated as having the Improved Feint feat, even if he does not have the normal prerequisites.
  • Defense Master: He is treated as having Improved Uncanny Dodge: he can no longer be flanked. This defence denies a rogue the ability to sneak attack the buccaneer by flanking him, unless the attacker has at least four more rogue levels than the target has buccaneer levels. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.
  • Gunpowder Addict: He is treated as having the Quick Draw feat. (buccaneers with this combat style usually have their belts full of pistols).
  • Reckless Fighting: He is treated as having the Improved Two-Weapon Fighting feat, even if he
    does not have the normal prerequisites.
  • Cutlass’ Comrade: When fighting with a cutlass, he is treated as having the Improved Disarm feat, even if he does not have the normal prerequisites.
  • Looting (Ex): Just with a glance, a buccaneer can discern the most valuable item in a treasure. If he has success in an Appraise check (DC 15) he knows what item has the highest price, although he does not know the exact price. He must be able to see the treasure to use this ability. Using this ability requires a standard action; if the item is in within reach, he can pick it (usually throwing it to a sack he holds) as a move action. He can go on rolling each round to know the second most valuable item, third, etc.
  • Sea Dog: The pirate becomes so certain in the use of certain skills when he is on a ship that he can use them reliably even under adverse conditions. Upon gaining this ability, he selects a number of skills equal to 3 + his Intelligence modifier. When making a skill check with one of these skills, he may take 10 even if stress and distractions would normally prevent him from doing so. He benefits from this ability only when he is on a ship.
  • Intidimidating Gaze (Ex): This ability can be chosen only by a buccaneer with 12 or more ranks in Intimidate. Intimidating gaze allows the pirate to use the Intimidate skill just staring at his opponent, without need to talk. Doing it this way, he receives a +2 bonus on his roll. He must be able to have eye contact with the target to use this ability.
  • Scurvy Dog (Su): This ability can be chosen only by a pirate with Intimidating Gaze. A Scurvy Dog is continually surrounded by a fearful aura with a radio of 10 feet. Any creature that enters into the area becomes frightened. If the subject succeeds on a Will save (DC 10 + ½ the buccaneers level + the pirate·s Charisma modifier), it is shaken for 1 round instead. Creatures with 6 or more Hit Dice are immune to this effect.
  • Hoist the Flag! (Su): This ability can be chosen only by a pirate who has the Scurvy Dog ability. If a pirate with Hoist the Flag! is the captain of a ship and orders his crew to run up the pirate flag, each creature who sees that flag (excluding the buccaneers allies) becomes panicked unless it succeeds on a Will save (DC 10 + ½ the pirate’s level + the pirate’s Charisma modifier). If cornered, a panicked creature begins cowering. If the Will save succeeds, the creature is shaken for 1 round instead. Creatures with 10 or more Hit Dice are immune to this effect.
  • Lord of the Seas (Ex): This ability can be chosen only by a pirate of at least 17th level with 20 or more ranks in Profession (Sailor) who has the Sea Dog ability. If the buccaneer is the captain of a ship and the crew follows his orders, the pirate is able to use the skills Hide and Move Silently with the whole ship. Furthermore, the crew may take advantage of the pirate’s Cannon’s Demon damage modifier while following his commands.

Starting Gold: 6d4 x 10 gp
Starting Age: Same as ranger

——————–

NEW WEAPONS

Howard Pyle illustration of pirates fighting over treasure, from Howard Pyle's Book of Pirates.
Howard Pyle illustration of pirates fighting over treasure, from Howard Pyle’s Book of Pirates.

(Appeared on Dragon Magazines 301 and 318)

WeaponCostDmg (M)CritRangeWeightType
SIMPLE
WEAPONS
Light
Melee
Hook8 gp1d4x4 – 1 lb.Piercing
MARTIAL
WEAPONS
Light
Melee
Cutlass15 gp1d619-20/x2 – 3 lb.Slashing
Main-gauche4 gp1d419-20/x2 – 2 lb.Piercing

Cutlass: Popular with many sailors, the cutlass is a short, heavy, slightly curved blade useful for both stabbing and slashing. Its heavy basket hilt gives the wielder a +2 circumstance bonus on any checks to resist being disarmed.

Hook: A hook is a prosthetic appendage securely attached in place of a missing hand. A character using a hook cannot be disarmed. To attach a hook, a character must first be missing a hand (either right or left). Note that anyone with a hook suffers a -2 penalty on all skill checks requiring the use of hands. Note that attacks made with hook grafts count as natural attacks.

Main-gauche: The main-gauche is simply a Dagger with a large, ornate basket hilt and crossguard attached to it. It grants a +2 on all disarm attempts.

——————–

CANNON RULES

Willem van de Velde (II) Title The canon shot.Een Hollands oorlogsschip maakt zich gereed voor vertrek en vuurt een saluutschot af; links op de achtergrond een driemaster. Year ca. 1680
Willem van de Velde (II) Title The canon shot.Een Hollands oorlogsschip maakt zich gereed voor vertrek en vuurt een saluutschot af; links op de achtergrond een driemaster. Year ca. 1680

Exotic Weapon Proficiency

Cannons are very large firearms. All cannons must be mounted on a solid surface or small platform (often with wheels for transport).

Small Cannon: This weapon is 4 feet long and made of iron. It takes four full rounds to load and fire (having multiple characters work at it can shorten this to two full rounds).

Large Cannon: This weapon is up to 7 feet long and made of iron. It takes six full rounds to load and fire (having multiple characters work at it can shorten this to three full rounds).

 CostSizeTypeDamageCriticalRangeWeight
Small Cannon1,000 gp*P4d6×3150500 lbs.
Large Cannon2,500 gp*P6d6×32001,500 lbs.

Notes About Cannon Ammo: The damages listed above are for a cannonball. Grapeshot is a mass of tiny pellets that covers a radius of 10 feet but inflicts only half damage. Grapeshot reduces the effective range of the cannon by half. Explosive charges also reduce the effective range of the cannon by half and explode on impact, inflicting the listed damage in a 10-foot radius. A reflex saving throw (DC 20) reduces the damage by half for both grapeshot and explosive charges.

Ammunition Cost

  • Cannonball and Powder (1 load) 5 gp
  • Grapeshot and Powder 15 gp
  • Explosive Charge and Powder (1 load) 50 gp

( Thanks Lord Welkerfan and Monte Cook http://www.montecook.com/cgi-bin/page.cgi%3Farch_stuff62 )

——————–

Optional Rules:

If there are no firearms in your campaign, make the following changes:

WEAPON AND ARMOR PROFICIENCY

Pirates are proficient with hand crossbows instead of firearms.

CANNON’S DEMON

Choose one of these two options:

OPTION 1:

You may use big mechanical weapons (such as ballistas or harpoon shooters) instead of cannons and still get the benefits of Cannon’s Demon ability.

OPTION 2:

-Remove Cannon’s Demon.

-Replace it for Boarding Charge but add +1 to damage when using this attack.

Level

  • 5th Boarding Charge, +1 to damage
  • 10th Boarding Charge, +2 to damage
  • 15th Boarding Charge, +3 to damage
  • 20th Boarding Charge, +4 to damage

GUNPOWDER ADDICT

You may use hand crossbows instead of pistols and still get the benefits. Change the name to “Treacherous Shot”.

——————–

Epic Buccaneer

Hit Die: d8.
Skill Points at Each Additional Level: 6 + Intelligence modifier.
Cannon’s Demon: The epic pirate’s Cannon’s Demon damage increases by +1d6 at every five levels.
Special Abilities: The buccaneer does not gain additional Piracy special abilities after 20th level, but can choose one of the Piracy special abilities instead of a bonus feat.
Bonus Feats: The epic buccaneer gains a bonus feat (selected from the list of epic pirate feats) every three levels after 20th.
Epic Pirate Bonus Feat List: Blinding SpeedDevastating CriticalDire ChargeDistant ShotEpic EnduranceEpic LeadershipEpic ProwessEpic Skill FocusEpic SpeedEpic ToughnessEpic Weapon FocusImproved Combat ReflexesImproved Whirlwind AttackInstant ReloadOverwhelming CriticalPenetrate Damage ReductionPerfect
Two-Weapon Fighting
Storm of ThrowsSuperior InitiativeTwo-Weapon RendUncanny Accuracy.

The pirate may choose a Piracy special ability instead of a bonus feat.

The Epic Pirate
21st
22nd
23rdBonus feat
24th
25thCannon’s Demon +5d6
26thBonus feat
27th
28th
29thBonus feat
30thCannon’s Demon +6d6
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