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This ability replaces suggestion. Knock Out Ex : At 5th level, a buccaneer may focus his blows in an attempt to knock out an opponent. Once per day as a swift action, the buccaneer can choose one target to attempt to knock out. The buccaneer adds his Charisma bonus if any on his attack roll and adds his buccaneer level on any nonlethal damage rolls made against the target.

The bonus lasts until the buccaneer deals nonlethal damage to his target or until the buccaneer chooses a new target to attempt to knock out. He can use this ability one additional time per day for every six levels he possesses beyond 5th, to a maximum of three times per day at 17th level. This ability replaces lore master. Mass Song of Surrender Su : This ability functions just like song of surrender but allows a buccaneer of 16th level or higher to affect all enemies within 30 feet.

Enemies within range of this effect still receive a saving throw. Mass song of surrender is an enchantment compulsion , mind-affecting, language-dependent ability that relies on audible components. This ability replaces mass suggestion. Corsair Fighter A corsair is a pirate who focuses on shipboard combat, relying on his strength of arms over his agility. He specializes in traditional pirate weapons, but often wears heavier armor than is normally seen on a ship. Captains value corsairs because of the skill they exhibit in defending the ship and in boarding actions.

Pirate Weapons Ex : A corsair is well versed in the types of weapons favored by pirates. When selecting a group of weapons for his Weapon Training ability, he can select Pirate Weapons as a group. The Pirate Weapons group consists of the crossbow, cutlass, dagger, hook hand, rapier, and short sword. At 2nd level, he gains Cleave as a bonus feat. He may use this feat even if he does not meet the prerequisites. A corsair does not take the normal —2 penalty to his AC when using the Cleave feat.

Armored Pirate Ex : A corsair wears heavier armor than is common aboard a ship. At 3rd level, the corsair reduces the armor check penalty of any light armor he wears to 0 for purposes of Acrobatics and Swim checks.

At 7th level, this becomes true of medium armor as well. At 11th level, it includes heavy armor. This ability replaces armor training. A corsair does not take the normal —2 penalty to his AC when using the Great Cleave feat. Freebooter Ranger A freebooter is a natural leader, a pirate who works well with a variety of people and in a variety of roles.

Most freebooters work as independent agents. A freebooter signs on with a crew when she feels the urge to travel, and often moves to a new ship when her contract ends. This ability applies only to allies who can see or hear the freebooter and who are within 30 feet of the freebooter at the time she activates this ability.

At 5th level and every 5 levels thereafter 10th, 15th, and 20th level , the bonus increases by 1. This ability replaces favored enemy. This bond allows her to spend Inner Sea a move action to grant her allies extra combat prowess when they work as a team. Fast Swimmer Ex : Starting at 7th level, a freebooter may swim half her speed as a move action or her normal speed as a full-round action with a successful Swim check.

This ability replaces woodland stride. Smuggler Rogue Smugglers specialize in moving contraband from one area to another while avoiding detection by authorities. Other times, a smuggler hides legal goods to avoid paying duties or taxes, and some may even use their abilities to help smuggle escaped slaves to freedom.

Bribery: An experienced smuggler knows how to smooth over interactions with customs officials. On a successful check, the smuggler pays a small bribe 5d4 gp to guarantee her cargo remains undisturbed. This ability replaces trap sense.

A smuggler can use Sleight of Hand to conceal a small item in a container or room, such as the false bottom of a chest or beneath floorboards. Anyone attempting to find an item concealed by a smuggler makes a Perception check opposed by the Sleight of Hand check made by the smuggler when she concealed the object. This ability replaces trapfinding. Distraction: A smuggler uses patter and body language to deflect searchers from hidden items. This ability replaces Evasion. Those who prove handy on a ship might rise to the rank of captain and command their own ships.

Inner Sea pirates are adept at both sailing and sword fighting, and most have looked death in the face more than once. They possess a variety of skills that prove useful when sailing and plundering, and two Inner Sea pirates might be quite different from each other. Role: While many sailors in the waters around Avistan and Garund work as pirates, those experienced enough to take levels in this prestige class show more talent than do common deck hands.

Inner Sea pirates often captain their own ships; those who do not usually serve as officers or aboard notorious ships under accomplished captains. Alignment: Inner Sea pirates are often chaotic and rarely good, but can be any nonlawful alignment. Requirements To qualify to become an Inner Sea pirate, a character must fulfill all of the following criteria. Alignment: Any nonlawful. Skills: Appraise 5 ranks, Profession sailor 5 ranks, Swim 5 ranks.

Class Features The following are class features of the Inner Sea pirate prestige class. Weapon and Armor Proficiency: An Inner Sea pirate gains proficiency with the cutlass, hook hand, rapier, and short sword.

An Inner Sea pirate gains no armor proficiency. Sneak Attack Ex : This ability is exactly like the rogue ability of the same name. If an 24 Inner Sea pirate gets a sneak attack bonus from another source, the damage bonuses stack. Pirate Talent: As an Inner Sea pirate develops her skill, she learns a number of tricks that aid her in her work.

She gains a pirate trick at 4th level and every three levels thereafter. An Inner Sea pirate cannot select an individual trick more than once. Only one of these tricks can be applied to an individual attack, and the decision must be made before the attack roll is made.

Deep Breath Ex : The Inner Sea pirate can hold her breath for a number of rounds equal to three times her Constitution modifier before she must start making Constitution checks. Drink for Free Ex : This ability presumes that the Inner Sea pirate is admired or feared in the taverns she frequents.

Farseer Ex : Pirates take turns serving as lookouts. An Inner Sea pirate with this ability reduces any distancebased penalties on Perception checks by half when she is at least 10 feet off the ground or above the deck of a ship. When she deals sneak attack damage against an opponent, that opponent becomes easier to disarm. Quick Appraise Ex : The Inner Sea pirate must at times quickly select the most valuable items to spirit away.

She appraises an item as a move action and can determine the most valuable item in a treasure hoard as a standard action. Rigging Monkey Ex : Some pirates become skilled at climbing on ropes and rigging. By accepting a —5 penalty she can move at her normal speed. Storm Sailor Ex : The Inner Sea pirate treats all storms as if they were one category less severe for the purposes of sailing and navigation.

This benefit stacks with the Hurricane Savvy character trait and other effects related to wind conditions. She can make an Acrobatics check to move her normal speed across uneven ground, and she does not take a penalty on any Acrobatics checks due to slightly slippery, slightly unsteady, or moderately unsteady conditions. Windrigger Ex : The Inner Sea pirate has learned the tricky art of tacking. Advanced Tricks: At 6th, 8th, and 9th level, an Inner Sea pirate can choose one of the following advanced tricks in place of a pirate trick.

Burst of Speed Ex : The Inner Sea pirate has learned to coax speed out of her ship when it really counts. She can use this ability once per day.

If the Inner Sea pirate deals damage with a sneak attack, she can make a trip attack against the damaged opponent as an immediate action. All the usual rules for trip attacks apply, and feats such as Improved Trip modify the attack normally. Shipboard Authority Ex : As a full-round action once per day, the Inner Sea pirate can shout orders to her crew. The Inner Sea pirate specifies which bonus applies when she uses this ability and may not change the bonus for the duration of this ability.

Her following may be small, but she exerts her power unreservedly on the waters. The Pirate Queen is vicious, temperamental, and greedy. She teaches her followers to sow chaos and harvest gold from the bellies of captured ships. Beyond that, Besmara has little interest in the affairs of mortals, even those who live on or beneath the waves, and instead focuses on sailing the chaotic sea of the Maelstrom on the Outer Planes, raiding ports in Axis, Heaven, Hell, and beyond.

When she chooses to appear on the Material Plane, she does so in the form of a raven-haired pirate captain aboard her ship, Seawraith.

Besmara is chaotic neutral, and her portfolio is piracy, sea monsters, and strife. You might go days, months, or years without a prayer or thought to Besmara, even if you follow her devotedly.

In a conflict, what matters is not who is right, but rather who has the best loot. You like to speak up and give your opinion, particularly when it comes to selecting targets or planning attacks. You do poorly on ships where your input is not encouraged, and quickly leave to find a more appealing position. Classes As a follower of Besmara, you likely spend most of your time on the water. You might be a bard, rogue, or cavalier captaining a pirate ship, or perhaps a barbarian plunderer.

You could even be a druid or ranger with an affinity for water, weather, or sea creatures. Alchemists frequently serve as munitions experts and field surgeons.

Your responsibilities include healing your crew, using your spells to assist in battle, encouraging your crew to engage in piracy, and officiating over burials at sea. Goals You want gold, and covet the wealth of others. You love the water and feel at home on a ship.

You hate sitting in one place day after day and prefer to keep your time in port to a minimum. You enjoy traveling to new waters and uncharted islands almost as much as piracy itself, and leap at opportunities to explore.

Identifiers The symbol of Besmara is the Jolly Roger, a white skull and crossbones on a black flag, and any ship flying the symbol is bound to have at least a few followers of Besmara aboard. You may choose skull-themed accessories, such as a silver skull pendant or a skull-and-crossbones tattoo. Devotion Even clerics of Besmara treat their worship as a casual affair.

You may concoct individualized private rituals for yourself, however. Many faithful of Besmara hold superstitions that grow into full religious beliefs. You speak little about your faith, unless in dire straits. Your worship is real, but not a large part of your life. You neither target ships specifically because of the faiths of those aboard, nor spare enemies because of their beliefs—not even other faithful of Besmara. Her only concern is that you create chaos through piracy. She has no affection for the creatures of the sea, and you have no prohibition against killing sea monsters or aquatic creatures.

You are encouraged to seize any opportunities for plunder, and bring all your skill to bear when in combat. If you enter into piracy tentatively or half heartedly, Besmara takes no overt action against you, but the weak and timid can expect no leniency from her when death comes calling.

Inner Sea Traits The following religion traits may only be taken by worshipers of Besmara. Cheat Death Besmara : Even Besmara's most faithful worshipers usually call upon her only in times of greatest need.

Sometimes Besmara intervenes on behalf of her faithful; other times, she turns her face away as they sink beneath the waves.

Once per day, when you would be reduced to 0 or fewer hit points as a result of a failed ability check, skill check, or saving throw on your part, you may invoke this ability in order to reroll the failed check. You must take the result of the second roll, even if it is worse than the original. Expert Boarder Besmara : Besmara rewards those who board other vessels and take what they want.

Far more common, however, are small shrines or sigils maintained by individual pirates or crews, usually carried aboard a ship in an out-of-theway corner. There is no hierarchy for your faith. Priests of the Pirate Queen craft their own titles and recognize no authority other than Besmara herself. Every temple to Besmara, whatever form it takes, always flies a Jolly Roger from a prominent position. Temples provide pirates with healing, nautical charts, shelter, tips on hideouts, and a place to fence stolen goods—all for a price, of course.

In otherwise lawful cities, temples to Besmara may display the Jolly Roger on the inside of the building and keep their activities quiet, requiring the faithful to locate them through word of mouth. Though these spells are popular with and in some cases created by pirates, many also see use by legitimate seafaring spellcasters as well.

The black spot cannot be covered or hidden by any means, including other illusions. The black spot radiates a cursed aura in a foot radius around its target. In addition, the target has a —4 penalty on saving throws against death effects. Every day in which a creature bears a black spot, it must make a Fortitude save. On a failed save, the creature takes 1 point of Constitution damage. The damage cannot be healed until the black spot is removed. Pirates killed by this spell often return as ghosts, but that is not a direct effect of this spell.

The black spot cannot be dispelled, but it can be removed with break enchantment, limited wish, miracle, remove curse, or wish. An affected creature that deliberately tries to submerge must succeed at a DC 20 Swim check every round to stay underwater. The spell ends if the creature or object spends at least 1 round on dry land.

Bits of hull, tattered sails, broken masts, and smashed figureheads knit themselves back together. Rotten wood turns solid once more, and sails re-weave themselves as the rigging snakes across the masts. It takes a variable amount of time for the ship to rebuild itself, depending on its size.

Size Duration Raft 1 minute Rowboat 1 minute Keelboat 10 minutes Longship 1 hour Sailing ship 2 hours Warship 3 hours Galleon 4 hours At the end of the duration, an air bubble forms around the repaired ship. If submerged, the ship shoots to the surface, erupting with a great splash before settling on the water.

Though the spell requires time to repair the ship, its effects are instantaneous. A salvaged ship cannot be dispelled to return it to a shipwreck. The ship remains in the condition it was in when the spell was interrupted until a new salvage spell is cast but continues to age normally and Pirates OF THE suffers the effects of its environments. The undead you create are 1 Hit Die skeletons that possess Profession sailor scores equal to half your character level plus your Wisdom modifier for clerics , Intelligence modifier for witches and wizards , or Charisma modifier for sorcerers and summoners.

Each skeleton can perform the duties of one crew member but has no other abilities. The created skeletons cannot speak, attack, or even defend themselves. The only orders they obey are ones pertaining to the operation of a ship. Skeletal crew members are not proficient with any weapons or armor. The desecrate spell doubles this limit. The undead you create by casting skeleton crew remain under your control for the duration of the spell, and do not count against your limit of total Hit Dice worth of undead creatures you can control.

A skeletal crew member can only be created from a mostly intact humanoid corpse. The corpse must have bones. When you cast this spell, any flesh left on the corpses melts away into fog. It can tie off ropes, hoist sails, swab decks, and other such duties. An unseen crew member possesses no other skills.

It cannot fight, speak, or even defend itself. An unseen crew member has a Strength score of 10 and a Profession sailor score equal to half your character level plus your Intelligence modifier for witches and wizards or your Charisma modifier for bards, sorcerers, and summoners.

It cannot fly, but it can climb, swim, or walk with a base speed of 20 feet. An unseen crew member cannot be killed, but it dissipates if it takes more than 1 point of damage per caster level you possess from area attacks it gets no saves against attacks. Merchants often preserve slivers from their trade ships specifically for this purpose. You also need a nautical chart. When you cast this spell, an icon of the targeted ship appears on the nautical chart.

The icon moves as the ship moves for the duration of this spell. If the ship is not within the area delineated by the chart, the spell fails. If the ship is reduced to 0 or fewer hit points, its icon changes from a ship to a skull and crossbones.

Every captain has her own preferred rules and enforces those edicts in different ways. While the rules may vary from ship to ship, pirates as a group have developed general codes of conduct. A crew willing to turn pirate must sign or swear to a code of conduct.

Some articles of a code of conduct mention the most common punishment to be delivered if a sailor breaks a specific rule. Punishments include whippings, being put ashore at port, marooning, keelhauling, and death— naturally, vicious and criminal captains tend to gravitate toward more sadistic punishments. A pirate put ashore at port is dismissed in a loud and obvious manner, so word soon spreads of her disgrace, inhibiting her ability to sign on with a new crew.

Marooning involves putting a pirate ashore on a deserted island with nothing but a canteen of water and a knife. These islands are often tiny, with little vegetation and practically no animal life. Marooned pirates face a slow death by starvation, or a quick death through suicide. Keelhauling is the practice of running a long rope underneath a boat and tying the offending pirate to one end.

The pirate is then dragged overboard and under the ship, which is often encrusted with a coat of sharp-edged barnacles. If the pirate is dragged quickly, the rapid passage along the barnacles results in deep cuts and occasionally limb loss or complete decapitation. In contrast, by pulling slower, the crew can allow the offending pirate to sink farther and avoid most risk of lacerations, but this greatly increases the risk of drowning.

Pirates killed at sea are most frequently stabbed and unceremoniously thrown overboard, where they are devoured by the sharks that tend to follow boats. Anyone caught taking more than his fair share of loot, or refusing to report its discovery in a timely manner, shall be marooned. The captain receives extra shares of any treasure, as do shipwrights, carpenters, and officers to lesser degrees.

A sailor who can perform magic shall use his abilities on behalf of the ship. Quarrels shall be set aside until shore leave, at which point grievances may be settled with violence on shore. She shall never break a promise nor renege on an agreement. Shipboard Conduct Many of the following rules are common sense, and may be enforced on pirate, military, and merchant vessels. All candles and lanterns are to be extinguished at sunset.

Both sailor and passenger face marooning. Any sailor too drunk to function effectively during battle shall be killed. Any sailor who sees an unfamiliar sea creature must inform the captain immediately. Pirate Slang Pirates and sailors use many technical terms and also develop their own shorthand at sea.

Many of the terms below have become common on ships and in port cities, particularly in dock districts. Inner Sea Adrift: Floating loose at sea. Can also mean someone who has run away or gone missing. Anchor: A person who wears heavy metal armor. Binnacle: A glass-topped box fixed to a stand on the deck. The binnacle houses a compass. Cannon: A spellcaster with flashy offensive spells. The two captains meet on one ship; the two first mates meet on the other.

Chase: A ship that is being pursued by pirates. Coaming: A raised lip around a hatch to keep water from spilling belowdecks. Fancy Jacket: Someone who dresses and talks like a pirate but has no real sailing experience. Privateers sometimes fly pirate or merchant flags to lure pirate ships close, then raise their true flags when combat begins. Fishslicer: A small blade, like a dagger. Following Sea: Waves going in the same direction as a ship.

Frenzy: A fight, particularly a tavern brawl. Gallows Jumper: Someone who has died and then come back to life, such as through a raise dead spell. Holystone: Bars of sandstone used to scrub the deck. Jack Tar: A pirate. Lights: Lungs. Running Lunch: A rat or large insect. Can also refer to a sea monster. Sea Legs: The ability to maintain balance on a rolling deck. The Sweet Trade: Piracy. Windbound: Unable to set sail because of wind conditions. Can mean any situation in which a person cannot act because of outside circumstances.

Windspinner: A spellcaster, specifically one who possesses weather magic. Maybe they have horns, hooves, or barbed tails that give away their blasphemous heritages. Perhaps they have eerie powers tied to the blasphemous realms of the Outer Planes. Whatever the case, the indiscretions of their ancestors can lead tieflings into lives of shame and prejudice, or drive them to forge reigns of terrible majesty. As a tiefling, will you embrace your tainted blood—or rise above it? Take a swing with feats specifically designed to help tieflings wreak havoc in combat!

Blood of Fiends This book gives players everything they need to know to run fun and fully f leshed tief ling characters. Where do you live, who do you worship, and how do you interact with others of your kind? Tiefling Heritages There are as many tiefling heritages as there are evil outsider races. How does a tiefling who stems from a rakshasa differ from one spawned by a demodand, div, or kyton?

Presented here are in-depth statistics and descriptions to help you play any of 10 different tiefling types, along with new character traits for even further customization.

Faith Show your dark faith with new oracle curses, inquisitor inquisitions, and subdomains tied to the forces of evil— archdevils, demon lords, the Four Horsemen, and more! Magic Embrace the power of evil with fiendish bardic masterpieces, a daemonic bloodline for sorcerers, and new summoner eidolon models!

Social Create any tiefling you can imagine by mixing and matching tiefling traits, or roll to randomly select the signs and features of your fiendish heritage!

Subscribe for More! Discover Golarion and learn more about this rich, detailed campaign world! Head over to paizo. Each book has new information about fantasy races and nations, combat techniques, and magical discoveries! Did you miss out on a juicy secret from a past installment?

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Gary Gygax and Dave Arneson. Walk the Plank! For thousands of years, pirates have captured the imagination, their rough-and-tumble lives filled with a boundless lust for blood, gold, and glory. Being a pirate is the ultimate freedom— freedom to take what you want and never apologize. Whether from the decks of massive slave galleons or beneath the sails of swift ships, pirates hunt the seas, singing chanteys and hoisting the Jolly Roger as they seek out the next unsuspecting merchant.

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