TEXT: 1
  “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.
  The ArcheTypes
  The following archetypes are designed for fighting 
  characters in campaigns with strong emphases on pirates, 
  swashbuckling, and seaborne adventures.
  BarBarian archetype: ex-conscript
  When sailing ships (pirate and legitimate alike) can’t 
  find enough volunteers to fill the crew needs of their ships, 
  the often turn to pressing civilians and natives into service. 
  Many times, these unfortunate souls become that which 
  hurt them: vicious pirates.  Other times, these men do not 
  succumb; they escape and hunt those who have so wronged 
  them.  An ex-conscript barbarian has the following class 
  features.
  Strong Swimmer (Ex): Escaping from whoever 
  conscripted an ex-conscript and staying free after escaping 
  often requires a great deal of swimming. An ex-conscript 
  may swim half his speed as a move action or his normal 
  speed as a full-round action with a successful Swim check. 
  The ex-conscript gains a +2 bonus on Swim checks. This 
  ability replaced fast movement.
  Close and Kill (Ex): Normally armed with melee 
  weapons, the ex-conscript has learned to duck the ranged 
  attacks of press gangs and rush to get close enough to smite 
  his foes. Once free, they discover the same tactics often work 
  well to board the ships of slavers and nations that shanghai 
  their kinsmen.
  
  2
  At 2nd level, when the ex-conscript charges 
  he gains a +1 dodge bonus to AC against ranged 
  attacks, a +1 bonus to damage dealt with melee 
  attacks, and a +1 bonus to Acrobatics checks made 
  to jump. These bonuses last until the beginning of 
  the ex-conscript’s next turn. The bonuses increase to 
  +2 at 5th level, +3 at 9th, +4 at 12th, and +5 at 15th.
  This ability replaces uncanny dodge, improved 
  uncanny dodge, and trap sense.
  Rage Powers: The following rage powers 
  complement the ex-conscript archetype: boasting 
  taunt, good for what ails you, internal fortitude, 
  liquid courage, moment of clarity, roaring drunk, 
  and staggering drunk.
  cavalier archetype: ship’s officer
  Not all cavaliers are content to ride at the head 
  of a charge, leading from the front and facing down 
  their enemies directly.  Some feel the pull of sailing, 
  going to sea and riding the waves into glorious 
  battle.  These cavaliers are often captains or high 
  ranking officers, giving orders and inspiring the 
  crew to victory.  The colors of their vessel raise the 
  spirits of his allies and warn enemies of impending 
  doom. 
  Inspire Courage (Su): A 1st-level ship’s officer 
  can use a sure presence and inspirational commands 
  to inspire courage in his allies (including himself), 
  bolstering them against fear and improving their 
  combat abilities. To be affected, an ally must be able 
  to see and hear the cavalier. An affected ally receives 
  a +1 morale bonus on saving throws against charm 
  and fear effects and a +1 competence bonus on attack 
  and weapon damage rolls. At 5th level, and every 
  six cavalier levels thereafter, this bonus increases by 
  +1, to a maximum of +4 at 17th level. Inspire courage 
  is a mind-affecting ability. This ability replaces the 
  standard cavalier’s mount ability and Bonus feats.
  Pennant (Ex): At 5th level, when a ship’s 
  officer flies his person pennant from his ship 
  (often in addition to the ship’s flag, a kingdom’s 
  flag, and the pennant’s of other senior officers), 
  its presence gives heart to the ship’s crew. This 
  ability functions as the cavalier’s banner ability, 
  except the pennant must fly from a ship’s 
  rigger or masts, and its bonuses affect all allies 
  and crew on the ship. This ability replaces and 
  counts as the banner class feature.
  Colors of the Victorious (Ex): At 11th 
  level, a ship’s officer’s pennant becomes an 
  even more potent symbol of protection and 
  inspiration to those around him. Once per 
  day, while his pennant is displayed, the ship’s 
  officer can invoke the determination and honor 
  it represents as a full-round action, granting all 
  allies within 60 feet temporary hit points equal 
  to 1/2 his cavalier level, and a +2 morale bonus 
  on their next damage rolls. At 15th level, and 
  every four levels thereafter, this bonus increases 
  by +1 (to a maximum of +3 at 19th level). The 
  temporary hit points last for 10 minutes or until 
  depleted, whichever occurs first. This ability 
  replaces mighty charge.
  Colors of the Invincible (Ex): At 20th level, 
  a ship’s officer’s pennant has become a powerful 
  rallying point to his allies, and a bane to his 
  foes. Whenever his pennant is visible, allies of 
  the ship’s officer within 60 feet gain a +3 morale 
  bonus on attack rolls, immunity to fear effects, 
  and a +3 morale bonus on saving throws against 
  mind-affecting effects. This ability replaces 
  supreme charge.
  fighter archetype: the Marine
  The marine is a heavily armored fighter 
  who serves as a soldier or raider aboard a sea-
  ship, or acts as a guard or mercenary in a major 
  port where dockside and ship-deck combat is 
  common. She specializes in ship to ship combat 
  and movement on the decks of ships, and has 
  picked up a smattering of information from 
  the many merchants and travelers she has 
  encountered.
  Class Skills: A marine does not receive 
  Handle Animal, Knowledge (dungeoneering), 
  Ride, or Survival as class skills. The marine 
  adds Acrobatics, 
  Knowledge 
  (geography), 
  Linguistics, and Perception as class skills.
  Weapon and Armor Proficiency: The Marine 
  is not proficient in medium or heavy armor. 
  She is proficient in all forms of mariner’s armor 
  (including medium and heavy mariner’s armor 
  – see below). 
  Seaworthy (Ex): A marine is as at home on 
  the rolling deck of a ship as on terra firma.
  At 2nd level, a marine gains a +1 bonus to 
  all Acrobatics and Climb checks. This bonus 
  increases by +1 for every four levels after 2nd. 
  This ability replaces bravery.
  Shipboard Fighting (Ex): Marines train to 
  dance around the clutter and obstacles common 
  on ship decks and sea ports.
  At 2nd level, the marine can ignore 1 square 
  of difficult terrain each round (treating it as 
  normal terrain) as long as the difficult terrain is 
  casued by a crowd, cargo, or ropes or rigging. 
  The number of squares of such terrain the 
  marine can treat as normal terrain increases by 
  1 at 6th level and every 4 levels thereafter. This 
  replaces the bonus feat a fighter gains at 2nd 
  level.
  
  3
  Weapon Training (Ex): A marine is well 
  versed in the types of weapons favored by 
  pirates.
  When selecting a group of weapons for her 
  Weapon Training ability, she can select Pirate 
  Weapons as a group. The Pirate Weapons group 
  consists of the crossbow, cutlass, dagger, hook 
  hand, rapier, and short sword. In “emerging 
  guns” or “commonplace guns” campaigns, it 
  also includes all pistols and muskets.
  Over the Side! (Ex): A marine knows that 
  the easiest way to overcome a foe, or at least 
  get rid of them temporarily, is often to drop 
  them into the ocean. At 19th level, whenever a 
  target is adjacent to the edge of a ship, dock, 
  or pier (someplace where going over the side 
  results in ending up in water), once per round 
  the marine may make a bull rush attack against 
  a foe no more than one size larger than her 
  without provoking an attack of opportunity. On 
  a successful maneuver, she shoves the target off 
  the deck and into the water. This ability replaces 
  armor mastery.
  gunslinger archetype: sea Dog
  The life of a sea-raider often appeals to 
  the same kind of foolhardy, daring, chaotic 
  personality that is drawn to the dangerous and 
  explosive weapons of early firearms. When a 
  gunslinger spends most of his life on the decks 
  of ships or fighting from boarding ropes, he 
  learns to combine his expertise with firearms, 
  his unflapping boldness, and his knowledge of 
  ship’s operations in spectacular ways.
  Swing On the Yard-Arm (Ex): The sea-dog 
  can grab the rope of a rope rigging, sail, mast, or 
  crane and use it to swing boldly to locations sane 
  sailors reach by carefully climbing. When the 
  sea-dog is within 30 feet of a sail, mast, crane, or 
  similar mechanical device or ropes and pulleys, 
  if he has 1 hand free he may spend 1 grit to grab 
  a rope and fling himself around the rigging. 
  This acts as a fly rate equal to the sea-dog’s 
  movement rate or 30 feet (whichever is faster), 
  but the sea-dog’s fly rate ends at the end of his 
  turn (and if he has not landed someplace safe, 
  he falls). This counts as a deed, and replaces the 
  pistol-whip deed.
  Sea-Legs (Ex): Starting at 2nd level, when 
  a sea-dog is on a vessel on water, he gains 
  a +1 dodge bonus to AC and a +1 bonus on 
  Acrobatics and Climb checks. The sea-dog 
  gains these bonuses only while wearing light 
  or no armor. Anything that causes the sea-dog 
  to lose his Dexterity bonus to AC also causes 
  him to lose these bonuses. This bonus increases 
  by +1 for every four levels beyond 2nd level 
  (to a maximum of +5 at 18th level). This ability 
  replaces nimble.
  Drop the Boom (Ex): A sea dog is intimately 
  familiar with every type of rigging, yardarm, 
  sail, and mast on any sailing ship, and can shoot 
  out crucial ropes and belaying pins to cause 
  sections of the rigging to swing, raise, lower, 
  and shift suddenly to the detriment of her foes. 
  The sea dog may spend 1 grit when making a 
  single ranged firearm attack against a target on 
  a ship as a standard action. If the attack hits, 
  the bullet ricochets to also cause a piece of that 
  ship’s rigging to make a sudden and violent 
  shift. The sea dog may make a CMB check to 
  bull rush or trip any target he can see on the 
  same ship. This CMB check does not provoke 
  an attack of opportunity. Alternatively, the sea 
  dog may make a CMB check against a foe he 
  can see which, if successful, causes the foe to be 
  entangled as if he’d been successfully hit by a 
  net tethered to the ship. This ability counts as a 
  deed, and replaces the bonus feat a gunslinger 
  receives at 4th level.
  
  4
  inquisitor archetype: ship hunter
  Occasionally, a pirate crew sails into the dark 
  waters of true evil. It takes a truly devoted soul to 
  hunt their vessels down and purge the sea of their 
  foul taint.  Some inquisitors learn to hunt these foes 
  and become a unique type of inquisitor – the ship 
  hunter..
  Ship Hunter’s Focus (Ex): At 1st level, once per 
  day, the ship hunter can focus on a single enemy 
  ship within line of sight as a swift action. That ship 
  remains the inquisitor’s focus until it is destroyed 
  or reduced to 0 or fewer hit points or surrenders, 
  or until the inquisitor designates a new focus, 
  whichever occurs first. The inquisitor gains a +1 
  bonus on attack and damage rolls against the target 
  of his focus, and its crew and defenders. At 5th level, 
  and every five levels thereafter, this bonus increases 
  by +1. At 4th level, and every 6 levels thereafter, the 
  inquisitor can use this ability one additional time 
  per day. This ability replaces monster lore, discern 
  lies, and exploit weakness.
  Scuttle Vessel (Sp): At 20th level, a ship hunter 
  has the ability to sink a targeted vessel. The ship 
  hunter must have line of sight of the vessel, which 
  must be the ship hunter’s current focus. The ship 
  must make a Fortitude save (DC 10 + 1/2 ship 
  hunter’s level + ship hunter’s Wisdom modifier) or 
  gain the broken condition. If the ship already has 
  the broken condition, it is immediately scuttled. 
  If the ship makes its save, the ship hunter cannot 
  try to destroy the vessel again with this ability, but 
  another ship hunter can. Once this ability has been 
  used, it cannot be used again for 1d4 minutes. This 
  ability replaces true judgment.
  Magus archetype: picaroon
  A picaroon has a much more devil-may-
  care attitude than a typical magus, and focuses 
  on learning a little bit of everything and doing 
  whatever seems fun and effective, rather than 
  on dedicated study of both martial and magical 
  techniques. Many picaroons come from societies 
  that try to define them in narrow, sometimes 
  limiting ways, and their lifestyle of freedom and 
  revelry is a direct rebellion against such social 
  shackles. A picaroon dislikes feeling trapped, 
  and often takes to a sailing life as a way to 
  constantly escape whatever pressures seem to 
  be attempting to pin her to one place.
  Proficiency: Unlike a standard magus, a 
  picaroon does not begin play proficient with 
  any armor or shield.
  Spellcasting: A picaroon still prepares and 
  learns spells as a magus does, but casts one 
  fewer spell of each level than normal. If this 
  reduces the number to 0, she may cast spells of 
  that level only if her Intelligence allows bonus 
  spells of that level. 
  Canny Defense (Ex): At 1st level when 
  wearing no armor and not using a shield, a 
  picaroon adds 1 point of Intelligence bonus 
  (if any) per magus class level to her Dexterity 
  bonus to modify Armor Class while wielding 
  a melee weapon. If a picaroon is caught flat-
  footed or otherwise denied her Dexterity bonus, 
  she also loses this bonus.
  Weapon Focus (Ex): At 1st level, a picaroon 
  is considered to have the Weapon Focus feat 
  with all light melee weapons.
  Agile (Ex): At 4th level, a picaroon adds half 
  her class level (minimum 1) on Acrobatics, Bluff, 
  Climb, and Escape Artist checks. This ability 
  replaces spell recall. 
  Light Armor (Ex): At 7th level, a picaroon 
  gains proficiency with light armor. She can cast 
  spells in light armor without suffering arcane 
  spell failure, and may use her canny defense 
  ability in light armor (though the armor’s 
  maximum Dex limitation applies to the total of 
  her Dex + canny defense modifier to AC). This 
  ability replaces the magus medium armor class 
  feature.
  Talented (Ex): At 4th level, a picaroon gains 
  a rogue talent (counting her magus level –3 as 
  her rogue level for the purpose of qualifying for 
  and using rogue talents). She gains additional 
  rogue talents at 7th, 10th, 13th, 16th, and 
  19th level. This ability replaces spell recall, 
  knowledge pool, fighter training, heavy armor, 
  counterstrike, and greater spell access. 
  Superior Reflexes (Ex): At 11th level, 
  picaroon can make a number of additional 
  attacks of opportunity in a round equal to her 
  Intelligence modifier (minimum +1). This effect 
  stacks with the Combat Reflexes feat (if the 
  picaroon has it). This ability replaces improved 
  spell recall. 
  Magus Arcana: The following magus 
  arcana complement the picaroon archetype: 
  concentrate, critical strike, deadly follow-up, 
  precise prowess, prescient attack, prescient 
  defense, spell shield.
  
  5
  Monk archetype: seaswain
  Seaswains are sailors who have learned how 
  to move like the sea and wind, take strength from 
  the sailor’s life, and survive in the highest rigging 
  and mast-points of sailing ships.  The seaswain 
  embraces all aspects of nautical living, becoming 
  the quintessential sailor and freebooter. No ship 
  chore is beneath the seaswain nor hardship 
  beyond her capacity, and by embracing these 
  things she gains an almost mystic attunement to 
  the sea and whatever ship she finds herself on, 
  moving toward becoming a true creature of the 
  oceans themselves. Most seaswains are beloved 
  by their crew and captain, and strive to protect 
  their ship and shipmates during all conflicts, but 
  their first loyalty is to the life of sailing itself. A 
  seaswain has the following class features.
  Alignment: A seaswain may be of any 
  alignment.
  Weapon 
  Proficiencies: A 
  seaswain 
  is 
  proficient with all simple and martial light 
  weapons, simple ranged weapons, the cutlass, 
  rapier, and scimitar.
  AC Bonus (Ex): When unarmored and 
  unencumbered, the seaswain adds her Charisma 
  bonus (if any) to her AC and CMD. In addition, 
  the seaswain gains a +1 bonus to AC and CMD 
  at 4th level. This bonus increases by 1 for every 
  four class levels thereafter, up to a maximum of 
  +5 at 20th level.
  These bonuses to AC apply even against 
  touch attacks or when the seaswain is flat-
  footed. She loses these bonuses when she is 
  immobilized or helpless, when she wears any 
  armor, when she carries a shield, or when she 
  carries a medium or heavy load. This is otherwise 
  treated as the monk’s AC bonus ability.
  Flashing Blades (Ex): The seaswain can make 
  extra attacks at a higher attack bonus (as flurry 
  of blows) with any melee weapon (other than 
  2-handed weapons and unarmed attacks) she 
  is proficient with and able to use her Dexterity 
  modifier for attack rolls (see Weapon finesse, 
  below). The seaswain may do this even when 
  wielding only one weapon (the extra attacks are 
  made with the single weapon). 
  Additionally, the minimum base damage 
  a seaswain deals with weapons she can use 
  flashing blades with is determined by her level 
  (see below). If the weapon’s base damage is less 
  than the seaswain’s minimum base damage, 
  the seaswain rolls damage using her minimum 
  instead. Any other properties of the weapon 
  (threat range and critical multiple, magic 
  abilities, and so on) are unchanged.
  For example, Allejandra is an 8th level 
  human seaswain with a +1 keen flaming rapier. 
  The rapier normally deals 1d6 damage, but 
  since Allejandra has a minimum base damage 
  of 1d8, her rapier damage rolls are 1d8 (plus 1d6 
  fire) 15-20, x2.
  Level
  Min Base DMG 
  (Small)
  Min Base DMG 
  (Medium)
  1-3
  1d3
  1d4
  4-7
  1d4
  1d6
  8-11
  1d6
  1d8
  12-15
  1d8
  1d10
  16-19
  1d10
  2d6
  20
  2d6
  2d8
  This ability replaces unarmed attacks, flurry 
  of blows, and monk’s ki pool. It is otherwise 
  treated as flurry of blows.
  Nimble Step (Ex): At 1st level, a Seaswain 
  gains Nimble Moves as a bonus feat, even if she 
  does not meet the prerequisites. At 6th level, she 
  gains Acrobatic Steps as a bonus feat, even if 
  she does not meet the prerequisites. This ability 
  replaces Stunning Fist.
  
  6
  Weapon Finesse (Ex): The seaswain gains 
  Weapon Finesse as a bonus feat at 1st level, 
  whether she meets its prerequisites or not. In 
  addition to the normal weapons this feat applies 
  to, a seaswain may use it with a cutlass (see 
  eblow) and scimitar. This replaces the bonus 
  feat a monk receives at 1st level.
  Jaded (Ex): The seaswain has heard many 
  tales and seen many strange things. At 3rd level 
  she gains a +2 bonus on saving throws against 
  illusion spells and effects. This ability replaces 
  still mind.
  Defying Step (Su): At 4th level, a seaswain 
  can move along angled, narrow, or even rope 
  surfaces as part of her normal movement, to 
  a maximum distance each round equal to the 
  number of feet a monk of her level removes from 
  falling distances when determining damage 
  with the slow fall class feature. At 12th level she 
  can use this ability to freely move up and down 
  vertical surfaces. At 15th level, the seaswain can 
  even more along liquid surfaces.
  The seaswain also takes half damage from 
  falls, and lands on her feet from any fall she 
  successfully makes a DC 15 Acrobatics check 
  to reduce the damage from (as long as she is 
  not knocked unconscious). This ability replaces 
  slow fall and abundant step.
  High Jump (Ex): The seaswain has no ki pool, 
  and thus cannot spend ki points to augment her 
  Acrobatics checks made to jump. This otherwise 
  functions as the monk’s high jump ability.
  Refreshing Grog (Ex): At 7th level, a 
  seaswain takes considerable refreshment from 
  magic potions and alcohol. Once per day, as a 
  free action, when the seaswain drinks a magic 
  potion or alcoholic drink she may heal a number 
  of hit points equal to her seaswain level. She 
  may use this ability one additional time per day 
  at 11th, 15th, and 19th level.
  Run Through (Ex):  At 15th level, as a 
  standard action, a seaswain can attempt to slay 
  a creature with a single well-placed blow (a 
  shot through the head with a piercing weapon, 
  a decapitation with a slashing weapon, or 
  similar lethal blow). She can use this attack once 
  per day, and must announce her intent before 
  making an attack roll. Creatures immune to 
  critical hits cannot be affected. Otherwise, if the 
  seaswain successfully strikes a target she deals 
  her normal weapon damage. If the creatures 
  takes any damage, it must make a Fortitude 
  saving throw (DC 10 + 1/2 the seaswain’s level 
  + the seaswain’s Cha modifier), or dies. This 
  ability replaces quivering palm.
  Salt of the Sea (Su): At 17th level, a 
  seaswain’s ties to the sea are so great that she 
  does not age on any day when she can see an 
  ocean with her own eyes. This ability replaces 
  timeless body.
  Sister Sea (Su): At 19th level, a seaswain 
  gains the ability to assume the form of a Small, 
  Medium, Large, or Huge air or water elemental 
  once per day. This ability functions as the 
  druid’s wild shape, except for being limited to 
  air and water elementals and one use/day. This 
  ability replaces empty body.
  Sea Elemental: At 20th level, a seaswain 
  becomes a magical creature. She is forevermore 
  treated as an elemental rather than as a 
  humanoid (or whatever her creature type was) 
  for the purpose of spells and magical effects. 
  Additionally, the seaswain gains damage 
  reduction 10/adamantine.
  palaDin archetype: 
  crown privateer
  Some paladins see themselves as the last 
  line of defense against the scurvy pirate lords 
  of the sea.   These defenders spend their lives 
  protecting others and taking on foes who prey 
  upon the shipping lanes, and are often given 
  vast leeway in their actions by the heads of 
  good-aligned nations. To aid them in their holy 
  mission, crown privateers have special powers 
  to protect themselves and those who crew their 
  ships. The Crown Privateer has the following 
  class features.
  Aura of Courage (Su): This functions 
  normally for the paladin class feature of the 
  same name, but it only functions when the 
  crown privateer is on a ship. However, when he 
  is on a ship, it applies to all allies on the same 
  ship.
  Shared Defense (Su): At 3rd level, while 
  on board a ship a Crown Privateer can spend 
  one use of his lay on hands ability as a standard 
  action to grant all shipboard allies a bonus. At 
  3rd level, allies receive a +1 sacred bonus to their 
  AC and CMD and on their saving throws. These 
  bonuses last for a number of rounds equal to the 
  Crown Privateer’s Charisma modifier. At 9th 
  level and 15th level, this bonus increases by +1. 
  At 6th level all affected allies that are at fewer 
  than 0 hit points are automatically stabilized. At 
  12th level, all affected allies are immune to bleed 
  damage. This ability replaces mercy.
  Aura of Resolve (Su): This functions 
  normally for the paladin class feature of the 
  same name, but it only functions when the 
  crown privateer is on a ship. However, when he 
  is on a ship, it applies to all allies on the same 
  ship.
  
  7
  Aura of Justice (Su): This functions normally 
  for the paladin class feature of the same name, 
  but it only functions when the crown privateer 
  is on a ship. However, when he is on a ship, it 
  applies to all allies on the same ship.
  Aura of Faith (Su): This functions normally 
  for the paladin class feature of the same name, 
  but it only functions when the crown privateer 
  is on a ship. However, when he is on a ship, it 
  applies to all allies on the same ship.
  Aura of Righteousness (Su): This functions 
  normally for the paladin class feature of the 
  same name, but it only functions when the 
  crown privateer is on a ship. However, when he 
  is on a ship, it applies to all allies on the same 
  ship. 
  ranger archetype: navigator
  Every ship wants someone aboard who can 
  read the stars and give the proper heading as 
  the ship travels on a long voyage.  Without a 
  navigator, a ship may never reach its intended 
  destination.  Some navigators are guardians 
  of knowledge to which few have access. It is 
  said that with the proper information, these 
  navigators can guide a ship while blinded.   A 
  Navigator has the following class features.
  Tradewinds (Ex): A navigator is well-versed 
  in the challenges and opportunities presented 
  by sea-travel, and can use seasonal winds, 
  currents, storm patterns, and similar changing 
  conditions to plot the fastest or safest route to 
  any destination. At 1st level the navigator gains 
  the ability to make Craft (mapmaking) and 
  Profession (navigator) skill checks as if she had 
  ranks in those skills equal to her ranger level. 
  She is treated as having ranks in those skills for 
  all purposes.
  Additionally, the navigator can reduce 
  the total travel time of a ship she is on to any 
  destination by 10%. Alternatively, she can 
  reduce the chance of random encounters by 
  10%. A ship can only gain the benefit of a 
  single ranger’s tradewinds ability for any given 
  journey.
  At 8th level the reduction of travel time or 
  random encounters increases to 20%, and at 
  16th level it increases to 30%.
  Crew Bond (Ex): At 4th level, the guide 
  forms a bond with the crew of a single ship, 
  enabling her to direct members of the crew to 
  greater efficiency and alertness. Characters that 
  are members of the crew of the ship the ranger 
  is bonded to gain a +2 bonus on initiative checks 
  and Perception, Stealth, and Survival skill 
  checks when they are able to see and hear the 
  navigator. The navigator can change what ship 
  she is bonded to as a full-round action, but may 
  do so no more than once per month. This ability 
  replaces hunter’s bond.
  Navigator’s Skill (Ex): Upon reaching 9th 
  level, once per day the navigator can reroll one 
  ship-related attack roll, skill check, or saving 
  throw per day. This includes all attack rolls 
  and saving throws made on a ship or against 
  a target on a ship, but also such things as 
  Profession (navigator) and Craft (mapmaking) 
  when relating to seaborne journeys. The ranger 
  must take the result of the second roll even if it 
  is worse. A ranger can use this ability once per 
  day at 9th level, plus one additional time per 
  day at 14th and 19th levels. This ability replaces 
  evasion.
  Evasion (Ex): Upon reaching 16th level, the 
  navigator gains evasion. This ability replaces 
  improved evasion.
  
  8
  rogue archetype: lookout
  Sitting in the crow’s nest for hours on end, 
  peering over the open waves looking for other 
  ships or land can be a maddening experience. 
  Searching the horizon for tiny objects is not the 
  easiest task.  The lookout has adapted to this 
  type of activity and become more alert than 
  others who stand watch, and trained himself to 
  spot all the threats of the sea, including mirages 
  and illusions.  
  Eagle Eye (Ex): At 1st level, a lookout 1/3 his 
  class level to all Perception checks (minimum 
  +1). This ability replaces trap sense.
  To The Horizon (Ex): At 3rd level, the 
  DCs of a lookout’s Perception skill checks are 
  increased by +1/15 feet of distance to the source, 
  object, or creature to be perceived (rather than 
  the normal +1 DC per 10 feet). This increases to 
  +1/20 feet at 6th level, and the range increases by 
  an additional 5 feet every 3 levels to a maximum 
  of +1/40 feet at 18th level.
  Eye for Details (Ex): At 2nd level a lookout 
  is allowed a saving throw against illusions 
  whenever he sees them (spotting an illusion 
  qualifies as “studying it carefully or interacting 
  with it in some fashion” for purposes of the 
  lookout’s saving throws).  If the lookout fails this 
  save, he also receives an additional saving throw 
  when a character without the eye for details 
  feature would receive a save. The lookout adds 
  his bonus from eagle eye to all saves against 
  illusion. If the lookout successfully disbelieves 
  an illusion and communicates this fact to others, 
  they receive the lookout’s eagle eye bonus to their 
  extra saving throw, in addition to the normal 
  +4 for being told something is illusory. (See the 
  rules on illusions in the Pathfinder Roleplaying 
  Game Core Rulebook for more information on 
  illusions and saving throws).
  This ability replaces evasion. A lookout may 
  take evasion as an advanced talent, but may 
  never select improved evasion.
  Rogue Talents: The following rogue talents 
  complement the lookout archetype: distracting 
  attack, surprise attack, and weapon training.
  Advanced Talents: The following advanced 
  rogue talents complement the lookout archetype: 
  hunter’s surprise and opportunist.
  new equipMent
  The following equipment is of particular use 
  to pirate-themed characters.
  Basket Hilt: A basket hilt weapon 
  increases your CMD against disarm and sunder 
  maneuvers made against the weapon, and gives 
  you a +1 shield bonus to AC when taking the full 
  defense action. You cannot use a weapon with a 
  basket hilt 2-handed. A throwing weapon that 
  has a basket hilt added is no longer considered a 
  throwing weapon, and if the weapon is thrown 
  as an improvised weapon it suffers an additional 
  -1 penalty to attack rolls.
  Any light or 1-handed melee weapon may 
  have a basket hilt. This increases the weapon’s 
  cost by 2 gp. (A basket hilt can be added to 
  a weapon after it has been constructed, but 
  this costs 15 gp, and is never as aesthetically 
  pleasing.)
  Belaying Pin
  Light Simple Melee Weapon
  Cost     Small     Medium   Crit     Wt.     Dmg
  1 cp        1d3          1d4          ×2       1/2 lb.    B
  Belaying pins are essentially short clubs, 
  though they are primarily used as points to tie 
  off rigging on ships rather than as weapons. 
  But any sailing ship is likely to have dozens 
  of belaying pins handy at any given moment, 
  making them a fairly common back-up weapon 
  for sailors.
  Cutlass
  One-Handed Martial Melee Weapon
  Cost    Sm     Med       Crit         Wt.     Dmg
  15 gp   1d4      1d6    18-20/×2    4 lbs.      S
  A cutlass is a short, curved sword with a broad 
  blade favored by sailors because it can cut easily 
  through sails and rope and even chop railings, 
  but is not so long as to get fouled in rigging or 
  tangled in a crowd. A cutlass can score critical 
  hit against inanimate objects made primarily of 
  cloth, leather, rope, wood, or similar materials 
  (though this does not apply to constructs made 
  of such material. Many cutlasses have a basket 
  hilt (though this additional cost is not added in 
  to the cost above).
  Mariner’s arMor
  Mariner’s armor is designed to protect the 
  arms and vital organs of the wearer, but it also 
  reduces protection to the feet, legs and parts 
  of the back save weight and encumbrance. 
  Mariner’s armor is popular with marines and 
  other heavily-armored combatants who spend 
  considerable time on ships because it is faster and 
  easier to put on and maintain, is easier to climb 
  and swim in than full armor, and the areas it 
  gives the least protection to are often behind the 
  cover of a crow’s next or ship’s railing anyway.
  Any type of armor can be created as mariner’s 
  armor. Mariner’s armor must be crafted as 
  such (you cannot modify existing armor to be 
  mariner’s armor), and 10% of all magic armor 
  found is mariner’s armor (35% in areas with 
  heavy sea traffic).
  A suit of mariner’s armor weighs half as much 
  as the normal style of the same armor. It provides 
  3 points less armor bonus to AC (minimum 0) 
  under most circumstances (see below), has a 
  maximum Dex bonus 2 higher, and an armor 
  check penalty 2 lower (minimum 0). Speed is 
  reduced by 5 ft. less than normal armor of the 
  
  9
  same type (minimum of no speed reduction). 
  Arcane spell failure is not changed (the armor still 
  restricts arm movements), nor is the classification 
  as light, medium, or heavy armor.
  Because the most vital areas of the target 
  are still covered, mariner’s armor gives the full 
  armor bonus to AC of armor of its type to attacks 
  made to confirm critical hits. Additionally, since 
  the torso and arms are fully covered a character 
  with cover gains mariner’s armor’s full armor 
  bonus to AC (in addition to the normal benefits 
  of cover).
  For example, Navid de la Verde is a human 
  marine with a suit of mariner’s banded mail. The 
  armor has a +4 armor bonus to AC, +3 max Dex, a -4 
  armor check, only reduces his movement to 25 feet, 
  and weighs 17.5 lbs. Against attacks made by foes 
  he has cover from or who attack to confirm critical 
  threats, Navid receives the full +7 armor bonus 
  banded mail normally provides.
  
  10
  we err on the siDe of awesoMe!
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  Published Under the SRD, OGL, and d20 (v 3) License ©2000, Wizards of the Coast, Inc.
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, 
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  DESIGNATION OF PRODUCT IDENTITY: The Super Genius Games (SGG) and OtherWorld Creations (OWC) company names and logos; the “Advanced Options: Fight Like A Pirate–Pirate Archtypes for Fighting Class Characters” name and logo; all artwork, backgrounds, 
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  DECLARATION OF OPEN CONTENT: All game mechanics, proper names of classes, prestige classes, archetypes, feats, skills, spells, magic items, monsters, rituals, artifacts AND OR the names of abilities presented within this book are Open Game Content as described in Section 
  1(d) of the License.
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  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. 
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. 
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. 
  Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn.
  Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
  101 Renegade Class Feats. Copyright 2011 Steven D. Russell. Author: Steven D. Russell.
  Advanced Options: Fight Like A Pirate–Pirate Archtypes for Fighting Class Characters. Copyright 2012, Super Genius Games. Authors: John D. Halpin and Owen K.C. Stephens
  Captain:
  John D. Halpin
  Navigator:
  Owen K.C. Stephens
  First Mate:
  Jeremy Miller
  Boatswain: 
  Stan!
  Quartermasters: 
  R. Hyrum Savage and Lj Stephens
  Art:
  Robert Friis
  Project Manager:
  Lj Stephens
  Graphic Design and Typesetting:
  R. Hyrum Savage 
  Produced By:
  Super Genius Games
  Contents ©2012 Super Genius Games
  www.supergeniusgames.com
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Super Genius Games/Advanced Options/Advanced Options - Fight Like A Pirate.pdf