“Damn ye, you are a sneaking puppy, and so are all those who will submit to be governed by laws which rich men have made for their own security.” —“Black” Sam Bellamy, Pirate
Sometimes you just want, to paraphrase H.L. Mencken, to spit upon your hands, hoist the black flag, and begin slitting throats. Of course, that’s frowned upon in polite society. But there’s nothing wrong with having a fantasy campaign where it’s a way of life, and characters spend a lot of time acting like pirates (or hunting pirates, or desperately trying to explain the differences between what they do and the activities of pirates). To help make such characters more interesting, here are ten archetypes to give a nautical flair to fighting classes ranging from barbarians to rogues. Also includes new equipment that could be of particular use to pirate-themed characters.
The following archetypes are designed for fighting characters in campaigns with strong emphases on pirates, swashbuckling, and seaborne adventures.
Got a question: the ship's officer archetype removes the mount ability from the cavalier and also replaces mighty charge and supreme charge, yet it leaves cavalier's charge and expert trainer intact. Was that intentional or is there something else going on here?
I purchased this as I'm currently running Skull & Shackles for my players and was looking at implementing it soon. I saw the ship's officer archetype as something that would work with Captain Pegsworthy once I changed his class from fighter to cavalier (I'm still waiting on the pdf for Knights of the Inner Sea to drop next Wednesday to see what else I can do potentially, but I probably won't do anything more than what I've already done).
Got to say that for someone who's been suffering from pirate burnout due to the PotC films, I've been enjoying the S&S AP. I just wish this had been around during the character creation process. More than a few of my players would have enjoyed getting a glimpse of these archetypes. The sea dog (gunslinger) made me smile; Swing On the Yard-Arm and Drop The Boom practically scream derring-do and buckle swashing. I'm still looking over the document (the picaroon magus archetype is next up) but so far I'm liking these archetypes. The ones that have me the most curious are the seaswain monk and the crown privateer paladin. I already see uses for a monk NPC in my campaign, but it's the paladin that I'm really hoping to make use of. The idea of throwing them up against the Andoran ship sent to bring Captain Pegsworthy back to stand for the crimes he's committed with a paladin at the helm is making my smile even bigger.
As is my policy I won't debate you on your style preferences, but I do feel you made a factual error. The Ship Hunter's scuttle vessel ability specifies "The ship hunter must have line of sight of the vessel, which
must be the ship hunter’s current focus." Looking at Ship Hunter's Focus, we see "the ship hunter can focus on a single enemy ship within line of sight as a swift action."
So no range is given because it's already defined as line-of-sight.
Your other questions regarding how the scuttle vessel spell-like ability works are all answered by the core rules description of Spell-Like abilities:
"Spell-like abilities are subject to spell resistance and dispel magic. They do not function in areas where magic is suppressed or negated. Spell-like abilities cannot be used to counterspell, nor can they be counterspelled.
If a character class grants a spell-like ability that is not based on an actual spell, the ability’s effective spell level is equal to the highest-level class spell the character can cast, and is cast at the class level the ability is gained."
I'd maintain ability is thus perfectly useable as-written.
Hey again Owen or perhaps John since he is listed as the captain on this one...
Again, working on Herolab file and ran into a question regarding the Ex-Conscript archetype. The Close and Kill ability. It replaces Uncanny Dodge, Improved Uncanny Dodge and Trap Sense.
I notice that Trap Sense has an increase at level 18, but this Close and Kill ability only extends to 15. Intentional design decision or oversight or other?
Another item on the Cavalier archetype of Ship's Officer, there is the Pennant ability. It replaces and counts as the Banner ability, which is given at 5, 10, 15 and 20. There is however, a Greater Banner ability at 14th level. If we are replacing Banner with Pennant, should there be something that replaces Greater Banner with something related to the Pennant or does it not matter? Or am I overlooking something?
Never mind I see the answers above on these questions.(The Inspire Courage ability says that "This ability replaces the standard cavalier’s mount ability". How does this affect the Expert Trainer at level 4 since it is related to mounts as well.
Additionally, we have replaced Supreme Charge and Mighty Charge, but left the Cavalier's Charge at Level 3 again since it is related to mounts as well.)