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paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012

651005

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while climbing or swinging on a rope does not provoke

attacks of opportunity. This replaces the dead shot deed.

Captain’s Curse (Sp): At 11th level, a buccaneer can spend

2 grit points to use old salt’s curse as a spell-like ability. At

15th level, she may use black mark instead. The caster level

for these spell-like abilities is equal to the buccaneer’s class

level, and the save DC is equal to 10 + her buccaneer level + her

Charisma modifier. This replaces the lightning reload deed.

Grit (Ex): Like the sea itself, a buccaneer is a force of

nature. Instead of using her Wisdom modifier to determine

the number of grit points she gains at the start of each day,

she uses her Charisma modifier. This ability works in all

other ways like the gunslinger’s grit class feature.

Liquid Courage (Ex): At 2nd level, a buccaneer gains

the ability to fortify her grit with strong drink. The act

of drinking is a standard action that provokes attacks of

opportunity, and each drink provides 1 grog point. Grog

points can be used in place of grit points to fuel deeds

or grit feats (including those requiring a minimum of

1 grit point to use). The buccaneer can gain a maximum

number of grog points each day equal to her Constitution

modifier (minimum 1), and they last for 1 hour or until

used, whichever comes first. She gains a morale bonus on

saves against fear and a dodge bonus to AC against attacks

of opportunity equal to her current grog point total. This

ability replaces the nimble ability.

Bonus Feat: In addition to combat and grit feats, a

buccaneer can select from the following feats as her bonus

feats: Expert Driver (water vehicles only; Ultimate Combat

100), Master Siege Engineer (Ultimate Combat 109), Siege

Engineer (Ultimate Combat 118), Siege Gunner (Ultimate

Combat 118), Skilled Driver (water vehicles only; Ultimate

Combat 119).

Exotic Pet (Ex): At 5th level, a buccaneer gains a familiar

as a wizard of half the buccaneer’s class level (though the

exotic pet never gains the ability to deliver touch spells

or share spells). This pet is typically a monkey or parrot

(use the stats for a raven familiar). Such animals are useful

scouts, even in the thick of combat. As long as the pet is

within 30 feet of the buccaneer, the buccaneer also gains

the benefit of evasion. This ability replaces gun training 1.

Sword and Pistol: At 9th level, a buccaneer gains

Sword and Pistol (Ultimate Combat 117) as a bonus

feat even if she does not meet the prerequisites. This

ability replaces gun training 2.

Gun Training (Ex): A buccaneer gains this ability

only at 13th level with a single type of firearm.

Raider’s Riposte (Ex): At 17th level, whenever an

enemy misses a buccaneer with an attack

of opportunity, it provokes an attack of

opportunity from the buccaneer. This

ability replaces gun training 4.

Feral Child (Druid)

Some youths, abandoned in the wilderness and

then raised by animals, are so connected with

their adoptive home and family that they become

feral. Suspicious of civilized society, these

foundlings often choose allegiance to the wild

over their human forebears. A feral child has the

following class features.

Weapon and Armor Proficiency: A feral child

loses proficiency with the scimitar, scythe, and

sickle and with shields.

Class Skills: A feral child adds

Acrobatics to her list of class skills and

removes Fly and Profession from her list

of class skills.

74

paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012

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