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paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012
651005
651005
2224013
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.
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paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012