Veteran Buccaneer — Boarding Fighter

Experienced boarder · Pirate gun crew · A dangerous hand with a cutlass
He has boarded too many ships to mistake a surrender for safety. The buccaneer knows how fast a line can snap, how quickly a merchant crew may turn desperate, and how little time remains before a captain’s shouted orders drown beneath gunfire. His loyalty belongs to the crew that pays its shares and survives the next fight.
At a Glance
| Role | Experienced pirate fighter, boarder and possible gun-crew veteran |
|---|---|
| Experience | Several hostile boardings, coastal raids and dangerous prize disputes |
| Arms | Masterwork cutlass; boarding axe and, for a well-equipped raider, a loaded pistol |
| Protection | studded leather, weathered sea coat and sturdy boots |
| Allies | Pirate Captain, First Mate, fellow Shipmates |
| Faction | Could sail with the Brethren of the Coast or an independent raiding crew |
| Waters | Tortuga, Port Royal, straits and merchant routes |
| Immediate Trouble | A disputed captured cargo has vanished from the hold before prize shares are paid |
Game Statistics
Choose the edition used at your table. The equipped raider carries a cutlass and boarding axe, with a pistol for crews that can afford one. Pathfinder’s original scimitar-and-crossbow statistics remain available within that edition.
D&D 5.5e / 2024
Veteran Buccaneer
Medium Humanoid (Human), any alignment · CR 1 (200 XP)
Armor Class 15 (studded leather); Hit Points 36 (8d8); Initiative +3; Speed 30 ft.
Skills Acrobatics +5, Athletics +3, Intimidation +1, Perception +1, Stealth +5; Vehicles (Water) +2; Senses Passive Perception 11; Languages Common, Orc; Proficiency Bonus +2.
Equipment cutlass, one loaded pistol, boarding axe, dagger, studded leather, rope, a grappling hook and a modest powder pouch. Not every veteran owns a pistol.
Traits
Boarding Veteran. The buccaneer has Advantage on Strength (Athletics) checks to scale rigging, climb aboard another vessel or keep hold of a grapple in heavy weather.
Gun Crew. The buccaneer can help load or move a ship’s cannon under an officer’s orders, but cannot make cannon attacks with this personal stat block. Master gunnery requires separate training and authority.
Actions
Multiattack. The buccaneer makes two Cutlass attacks; one may be replaced by a shot from a loaded Pistol. Reloading and the firearm’s Loading property still apply.
cutlass. Melee Attack +5, reach 5 ft. Hit: 6 (1d6 + 3) Slashing.
pistol (Loaded; Optional). Ranged Attack +5, range 30/90 ft. Hit: 8 (1d10 + 3) Piercing; one shot before reloading.
boarding axe. Melee Attack +3, reach 5 ft. Hit: 4 (1d6 + 1) Slashing or Piercing. The hooked spike is useful for boarding and climbing on timber.
dagger. Melee Attack +5, reach 5 ft. Hit: 5 (1d4 + 3) Piercing; thrown range 20/60 ft.
Bonus Actions
Boarding Rush (Recharge 5–6). The buccaneer moves up to 10 ft. toward an enemy it can see, without provoking opportunity attacks from that creature.
Reactions
Duck Under Cover (1/Day). When next to a solid part of a ship’s structure, the buccaneer adds 2 to AC against one ranged attack it can see.
Firearm note. The pistol has a single shot, deals 1d10 Piercing at 30/90 ft. and requires reloading. This buccaneer does not have Weapon Mastery unless separately granted it.
D&D 5e / 2014
Veteran Buccaneer
Medium Humanoid (Human), any alignment · CR 1 (200 XP)
Armor Class 15 (studded leather); Hit Points 36 (8d8); Initiative +3; Speed 30 ft.
Skills Acrobatics +5, Athletics +3, Intimidation +1, Perception +1, Stealth +5; Vehicles (Water) +2; Senses Passive Perception 11; Languages Common, Orc; Proficiency Bonus +2.
Equipment cutlass, one loaded pistol, boarding axe, dagger, studded leather, rope, a grappling hook and a modest powder pouch. Not every veteran owns a pistol.
Traits
Boarding Veteran. The buccaneer has Advantage on Strength (Athletics) checks to scale rigging, climb aboard another vessel or keep hold of a grapple in heavy weather.
Gun Crew. The buccaneer can help load or move a ship’s cannon under an officer’s orders, but cannot make cannon attacks with this personal stat block. Master gunnery requires separate training and authority.
Actions
Multiattack. The buccaneer makes two Cutlass attacks; one may be replaced by a shot from a loaded Pistol. Reloading and the firearm’s Loading property still apply.
cutlass. Melee Weapon Attack +5, reach 5 ft. Hit: 6 (1d6 + 3) Slashing.
pistol (Loaded; Optional). Ranged Weapon Attack +5, range 30/90 ft. Hit: 8 (1d10 + 3) Piercing; one shot before reloading.
boarding axe. Melee Weapon Attack +3, reach 5 ft. Hit: 4 (1d6 + 1) Slashing or Piercing. The hooked spike is useful for boarding and climbing on timber.
dagger. Melee Weapon Attack +5, reach 5 ft. Hit: 5 (1d4 + 3) Piercing; thrown range 20/60 ft.
Bonus Actions
Boarding Rush (Recharge 5–6). The buccaneer moves up to 10 ft. toward an enemy it can see, without provoking opportunity attacks from that creature.
Reactions
Duck Under Cover (1/Day). When next to a solid part of a ship’s structure, the buccaneer adds 2 to AC against one ranged attack it can see.
Firearm note. The pistol has a single shot, deals 1d10 Piercing at 30/90 ft. and requires reloading. The 2014 version has no Weapon Mastery properties.
Pathfinder 1e
This cutlass-and-pistol buccaneer is an equipped campaign variant. The original Paizo Warrior 4 with scimitar and heavy crossbow is retained in full below, including its distinct combat gear; do not combine the two builds.
Veteran Buccaneer — Boarding Fighter Variant
CR 2; XP 600; CE Medium humanoid (human); human warrior 4
Init +3; Senses Perception −1; Languages Common, Orc.
Defense
AC 17, touch 14, flat-footed 13 (+3 studded leather, +3 Dexterity, +1 Dodge); hp 26 (4d10+4, includes Toughness); Fort +4, Ref +4, Will +0.
Offense
Speed 30 ft.; Melee masterwork cutlass +6 (1d6+1/18–20) or boarding axe +5 (1d6+1/×3, Slashing or Piercing); Ranged masterwork pistol +8 (1d8/×4, 20-ft. range increment, misfire 1, capacity 1). The pistol targets touch AC only within its first range increment.
Special Attacks None. The pistol uses Exotic Weapon Proficiency (firearms) and the site’s Pathfinder firearm rules for misfires and reloading.
Statistics
Base Atk +4; CMB +5; CMD 19; Feats Dodge, Toughness, Exotic Weapon Proficiency (firearms).
Skills Acrobatics +6, Climb +6, Intimidate +6, Profession (sailor) +3, Swim +7.
Combat Gear Masterwork cutlass, masterwork pistol (one loaded shot, loose powder and spare ball), boarding axe, studded leather, healing draught and grappling hook.
Tactics Fires the loaded pistol before closing; strikes with the cutlass in the narrow gap between ships. If outmatched, uses the boarding axe to clear a path for retreat.
Original Pathfinder Veteran Buccaneer (Warrior 4) — source stat block
Published Pathfinder Reference
Veteran Buccaneer CR 2
XP 600
Human Warrior 4
CE Medium humanoid (human)
Init +3; Senses Perception –1
DEFENSE
AC 17, touch 14, flat-footed 13 (+3 armor, +3 Dex, +1 dodge)
hp 26 (4d10+4)
Fort +4, Ref +4, Will +0
OFFENSE
Speed 30 ft.
Melee mwk scimitar +6 (1d6+1/18–20)
Ranged mwk heavy crossbow +8 (1d10/19–20) or throwing axe +7 (1d6+1)
TACTICS
During Combat The warrior uses her crossbow until she is in boarding range, then switches to her scimitar.
STATISTICS
Str 12, Dex 16, Con 11, Int 10, Wis 8, Cha 9
Base Atk +4; CMB +5; CMD 19
Feats Dodge, Mobility, Toughness
Skills Acrobatics +6, Climb +6, Intimidate +6, Profession (sailor) +3, Swim +17
Languages Common, Orc
Combat Gear elixir of swimming, potion of bull’s strength, potions of cure light wounds (2), potion of jump, alchemist’s fire; Other Gear studded leather, masterwork heavy crossbow with 10 bolts, masterwork scimitar, throwing axe, 231 gp
D&D 3.5e
Veteran Buccaneer — Warrior 4
| Size / Type | Medium Humanoid (Human) |
|---|---|
| Alignment / Challenge Rating | Chaotic Evil; CR 2 (campaign adaptation) |
| Hit Dice / HP | 4d8+3 (21 hp, including Toughness) |
| Initiative | +3 |
| Speed | 30 ft. |
| Armor Class | 17, touch 14, flat-footed 13 (+3 studded leather, +3 Dexterity, +1 Dodge) |
| Base Attack / Grapple | +4 / +5 |
| Attack | Masterwork cutlass +6 melee (1d6+1/18–20) or masterwork pistol +8 ranged (1d10/×3, 50-ft. increment; one loaded shot) |
| Full Attack | Masterwork cutlass +6 melee; the single-shot pistol requires a reload before firing again |
| Space / Reach | 5 ft. / 5 ft. |
| Saving Throws | Fort +4, Ref +4, Will +0 |
| Ability Scores | Str 12, Dex 16, Con 11, Int 10, Wis 8, Cha 9 |
| Skills | Climb +6, Swim +7, Tumble +6, Intimidate +6, Profession (sailor) +3 |
| Feats | Dodge, Toughness, Exotic Weapon Proficiency (firearms) |
| Special Qualities | Seasoned boarder; familiarity with ship gunnery but no automatic siege-weapon attack |
| Gear | Masterwork cutlass, masterwork pistol, boarding axe, studded leather, grappling hook, rope and waterproof cartridge pouch |
Firearms. The pistol has 1d10 Medium Piercing damage, ×3 critical, 50-ft. range increment, one shot and standard-action reload. The cutlass is a separate weapon with the site’s published statistics.
What Is the Veteran Buccaneer Doing Now?
The buccaneer has been ordered to stand watch on a captured merchantman while the prize is weighed and divided. Overnight, a chest of medicines was carried ashore without an entry in the manifest. The first mate insists the chest never existed, but the buccaneer helped drag it aboard during the fight and still has its owner’s mark stitched into a glove.
A shore broker has offered enough money to buy a place on the next voyage if the buccaneer keeps quiet. But one wounded shipmate needs the very medicines that were stolen. The choice is not between kindness and cruelty alone: the sailor who speaks may be accused of stealing from the prize and sent before an armed crew.
Personality and Behaviour
He values competence over fine speeches. He can remember every man’s position in a boarding action, yet forget a promise made in a warm tavern. A wounded comrade receives help before a wealthy passenger. Once an enemy lowers their blade, the buccaneer may hold back—or continue the attack if a hated captain orders it.
What frightens him most is not drowning but being left ashore, old and unpaid, by the people for whom he has risked his life. His scarred knuckles and plain speech make him easy to underestimate when the time comes to bargain.
Encountering the Buccaneer
On watch: he questions unfamiliar passengers and watches their hands instead of their faces. Boarding: he leads two deckhands over a grappling line, uses the boarding axe to free a jammed hatch and fights at the narrowest passage. At a gun: he can assist a trained master gunner but cannot direct a broadside as a personal attack or replace an officer without further training.
For lower-level crews, use the Shipmate statistics; for command figures, use the First Mate or Pirate Captain.
Relationships and Loyalties
The Pirate Captain values the buccaneer’s nerve when a prize resists. The First Mate values his strength when hands must be put to work, but may distrust him with the armoury keys. A common sailor might see a veteran protector or the brute who collects debts for the officers.
Within the Brethren of the Coast, such a fighter can change captains between voyages, but carries a reputation and unpaid grievances from one anchorage to another. The knowledge of hidden landing places is often worth more than his weapons.
Adventure Hooks
Shares for the Dead
The captain announces that dead hands receive no share. The veteran carries the articles that say otherwise and hires the characters to retrieve the missing ledger before the crew votes.
The Wet Powder
Three barrels bear the seal of an enemy port. The master gunner fears the powder was soaked deliberately, but the crew is preparing to engage a convoy. Proving the fraud will require opening a barrel before the captain sees it.
Knives After Sundown
A quiet raider disappears after saying that a prisoner knows where a stolen family is being kept. Two captains now accuse each other of taking their informant, and the buccaneer offers the party a share of his loot to find the truth.
Arms, Armour and Winnings
Standard boarding kit: cutlass, boarding axe, dagger, studded leather, a length of tarred rope, grappling hook, a marlinspike, waterproof oilcloth and a small purse.
Better-funded raider: a loaded pistol with spare powder and shot. Firearms follow the site’s edition-specific rules. A gunner’s training is separate from a raider’s familiarity with cannon service.
Prize treasure: a few coins and tokens, and perhaps a pawned ring or a promise of a future share. Captured letters, charts and warehouse receipts can be more valuable than the purse.
Further Paths
Meet the Pirate Captain, First Mate and Shipmate; explore the Brethren of the Coast, or find more non-player characters and Caribbean NPCs.
Sources and Licensing
Pathfinder’s original Veteran Buccaneer (Warrior 4, CR 2) is preserved in its own panel with the original scimitar, crossbow, equipment and combat notes. The new four-edition boarding-fighter material is a campaign adaptation, not an instruction to mix statistics between systems.
Equipment reference: Cutlass, Pistol, Boarding Axe, Studded Leather, Grappling Hook. Original illustration: previously used artist-tool reference.
Section 15: Copyright Notice
Pathfinder Roleplaying Game NPC Codex © 2012, Paizo Publishing, LLC; Authors: Jesse Benner, Jason Bulmahn, Adam Daigle, Alex Greenshields, Rob McCreary, Mark Moreland, Jason Nelson, Stephen Radney-MacFarland, Patrick Renie, Sean K Reynolds, and Russ Taylor.
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