The Privateer is a [martial class template](https://www.d20pfsrd.com/alternative-rule-systems/path-of-war/classes/martial-class-templates/privateer-template) for the [Swashbuckler](https://www.aonprd.com/ClassDisplay.aspx?ItemName=Swashbuckler) class. This design features new abilities as well as maneuvers from the [Path of War](https://www.d20pfsrd.com/alternative-rule-systems/path-of-war/) supplement. This archetype should not be considered for newer players or inexperienced GMs that are unfamiliar with the [Systems and Use](https://www.d20pfsrd.com/alternative-rule-systems/path-of-war/systems-and-use/) of Path of War. Check with your GM before bringing the Privateer to your table! This archetype design references rules available in the [Unchained Action Economy](https://www.d20pfsrd.com/gamemastering/other-rules/unchained-rules/unchained-action-economy/). It is otherwise compatible with the default combat system of 1st edition. \columnbreak
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*Privateers are professional mercenary sailors. With their Letters of Marque authorizing them to engage in the otherwise illegal act of piracy, privateers undertake daring raids on the ships of their enemies, stealing valuable and precious resources. Just because their career choice involves plunder and murder doesn’t mean that Privateers are heartless cutthroats, indeed, persons from all walks of life become privateers.* ### Converting your Swashbuckler to a Privateer:
The Privateer is a [class template](https://www.d20pfsrd.com/alternative-rule-systems/path-of-war/classes/martial-class-templates/privateer-template) suitable for use with the Swashbuckler class. When converting a character to a privateer, the character loses or changes the following class features: ##### Swashbuckler * The Swashbuckler gives up the [Charmed Life](https://www.aonprd.com/ClassDisplay.aspx?ItemName=Swashbuckler) class feature. * The Swashbuckler gives up the [Nimble](https://www.aonprd.com/ClassDisplay.aspx?ItemName=Swashbuckler) class feature. * The Swashbuckler gives up the [Swashbuckler Weapon Training](https://www.aonprd.com/ClassDisplay.aspx?ItemName=Swashbuckler) class feature. * The Swashbuckler gives up the following deeds: [Opportune Parry & Riposte](https://www.aonprd.com/ClassDisplay.aspx?ItemName=Swashbuckler), [Evasive](https://www.aonprd.com/ClassDisplay.aspx?ItemName=Swashbuckler), [Swashbuckler's Edge](https://www.aonprd.com/ClassDisplay.aspx?ItemName=Swashbuckler), [Deadly Stab](https://www.aonprd.com/ClassDisplay.aspx?ItemName=Swashbuckler). ## Class Features The following are class features of the Privateer. ##### Class Skills:
A Privateer adds his disciplines’ associated skills as class skills, including if he gains access to a new discipline. ### Maneuvers
The disciplines available to a privateer are [Golden Lion](https://www.d20pfsrd.com/alternative-rule-systems/path-of-war/disciplines-and-maneuvers/golden-lion-maneuvers), [Solar Wind](https://www.d20pfsrd.com/alternative-rule-systems/path-of-war/disciplines-and-maneuvers/solar-wind-maneuvers), [Steel Serpent](https://www.d20pfsrd.com/alternative-rule-systems/path-of-war/disciplines-and-maneuvers/steel-serpent-maneuvers), [Tempest Gale](https://www.d20pfsrd.com/alternative-rule-systems/path-of-war/disciplines-and-maneuvers/tempest-gale-maneuvers), and [Thrashing Dragon](https://www.d20pfsrd.com/alternative-rule-systems/path-of-war/disciplines-and-maneuvers/thrashing-dragon-maneuvers). Once the privateer knows a maneuver, he must ready it before he can use it (see Maneuvers Readied, below). A maneuver usable by privateers is considered an extraordinary ability unless otherwise noted in it or its discipline’s description. A privateer’s maneuvers are not affected by spell resistance, and he does not provoke attacks of opportunity when he initiates one. The privateer learns additional maneuvers at higher levels, as indicated on **Table: Archetype Maneuver Progression**. The maximum level of maneuvers gained through privateer levels is limited by those listed in that table as well, although this restriction does not apply to maneuvers added to her maneuvers known through other methods, such as prestige classes or the [Advanced Study](https://www.d20pfsrd.com/alternative-rule-systems/path-of-war/feats/advanced-study-combat/) feat. A privateer must meet a maneuver’s prerequisite to learn it. See [Systems and Use](https://www.d20pfsrd.com/alternative-rule-systems/path-of-war/systems-and-use) for more details on how maneuvers are used. Upon reaching 4th level, and at every even numbered initiator level thereafter (6th, 8th, 10th, and so on), the privateer can choose to learn a new maneuver in place of one he already knows. In effect, he loses the old maneuver in exchange or the new one. he can choose a new maneuver of any level he likes, as long as he observes the restriction on the highest-level maneuvers he knows; the privateer need not replace the old maneuver with a maneuver of the same level. he can swap only a single maneuver at any given level. A privateer’s **initiation modifier** is **Charisma**, and each privateer level is counted as a full initiator level. ### Maneuvers Readied
A Swashbuckler privateer can ready all three of his maneuvers known at 1st level, and as he advances in level and learns more maneuvers, he is able to ready more, but must still choose which maneuvers to ready. A privateer must always ready his maximum number of maneuvers readied. He readies his maneuvers by performing weapon drills or boasting his swagger for ten minutes. The maneuvers he chooses remain readied until he decides to meditate again and change them. The privateer does not need to sleep or rest for any long period of time in order to ready his maneuvers; any time he spends ten minutes in prayer and practice, he can change his readied maneuvers. A privateer begins an encounter with all his readied maneuvers unexpended, regardless of how many times he might have already used them since he chose them. When he initiates a maneuver, he expends it for the current encounter, so each of his readied maneuvers can be used once per encounter (unless he recovers them, as described below). In order to recover his maneuvers, a privateer must spend a **full-round action** ([3 acts](https://www.d20pfsrd.com/gamemastering/other-rules/unchained-rules/unchained-action-economy/)) laughing intimidatingly. When he does so, he recovers a number of expended maneuvers equal to his privateer **initiation modifier** (minimum 2) and can make an Intimidate check to demoralize all opponents within 30 feet. This ability counts as the [Dazzling Display](https://www.d20pfsrd.com/gamemastering/other-rules/unchained-rules/unchained-action-economy/) feat for the purposes of meeting prerequisites and for effects or abilities that augment or alter the [Dazzling Display](https://www.d20pfsrd.com/gamemastering/other-rules/unchained-rules/unchained-action-economy/) feat. Alternatively, the privateer can recover a single maneuver as a **standard action** ([2 acts](https://www.d20pfsrd.com/gamemastering/other-rules/unchained-rules/unchained-action-economy/)). ### Stances
A Privateer begins his career with knowledge of one stance from any discipline open to Privateers. At 4th, 7th, 11th, and 13th levels, he can select an additional stance to learn. The maximum level of stances gained through Privateer levels is limited by those listed in Table: Archetype Maneuver Progression. Unlike maneuvers, stances are not expended and the Privateer does not have to ready them. All the stances he knows are available to him at all times, and he can change the stance he is currently maintaining as a **swift action** ([1 act](https://www.d20pfsrd.com/gamemastering/other-rules/unchained-rules/unchained-action-economy/)). A stance is an extraordinary ability unless otherwise stated in the stance or discipline description. Unlike with maneuvers, a Privateer cannot learn a new stance at higher levels in place of one he already knows. \pagebreakNum ##### Archetype Maneuver Progression | Class Level | Maximum Maneuver Level | Maneuvers Known | Maneuvers Readied | Stances Known | |:---:|:---:|:---:|:---:|:---:| | 1st |1|3|3|1| | 2nd |1|4|3|1| | 3rd |1|5|3|1| | 4th |2|6|4|2| | 5th |2|6|4|2| | 6th |2|6|4|2| | 7th |3|7|4|3| | 8th |3|7|4|3| | 9th |4|8|4|3| | 10th |4|8|5|3| | 11th |5|9|5|4| | 12th |5|9|5|4| | 13th |6|10|5|5| | 14th |6|11|5|5| | 15th |6|11|6|5| | 16th |6|12|6|5| | 17th |6|13|6|5| | 18th |6|14|6|5| | 19th |6|14|6|5| | 20th |6|15|7|5| \columnbreak ### Barking Irons (Ex)
At 1st level, a privateer gains proficiency with [firearms](https://www.aonprd.com/EquipmentWeapons.aspx?Proficiency=Firearm). At 5th level, the privateer selects one specific type of firearm (such as an axe musket, blunderbuss, musket, or pistol). The privateer gains a bonus equal to his **Dexterity** modifier on damage rolls when firing that type of firearm. ### Sea Dog (Ex)
At 1st level, the privateer gains Knowledge (dungeoneering), Knowledge (geography), Knowledge (local), Profession (sailor), and Swim as class skills if they are not already class skills for the privateer. In addition, he gains a bonus on skill checks with these skills equal to 1/2 his class level. ### Privateer Ploys
As a privateer levels, he learns several tricks, tactics, maneuvers and dirty deeds that he uses in combat to aid his crew and strike fear into the hearts of his foes. Unless otherwise specified, each ploy can only be taken once. A swashbuckler privateer may choose to take a ploy in place of a [bonus feat](https://www.aonprd.com/ClassDisplay.aspx?ItemName=Swashbuckler) or a specific [deed](https://www.aonprd.com/ClassDisplay.aspx?ItemName=Swashbuckler). A swashbuckler can only trade a single deed at each interval for a single ploy (1st, 3rd, 7th, 11th, 15th, and 19th level). ***Cutlass Dervish (Ex):*** When wielding two [cutlasses](https://www.aonprd.com/EquipmentWeaponsDisplay.aspx?ItemName=Cutlass), a privateer treats both weapons as light piercing weapons regarding his [deeds](https://www.aonprd.com/ClassDisplay.aspx?ItemName=Swashbuckler), [swashbuckler class features](https://www.aonprd.com/ClassDisplay.aspx?ItemName=Swashbuckler), and two-weapon fighting penalties (despite dealing slashing damage). At 3rd level, while he has at least 1 **panache** point, the privateer adds half his class level (rounded down) to damage rolls while wielding two [cutlasses](https://www.aonprd.com/EquipmentWeaponsDisplay.aspx?ItemName=Cutlass). This additional damage is precision damage, and isn’t multiplied on a critical hit. ***Daring Gambit (Ex):*** The privateer learns one warlord [gambit](https://www.d20pfsrd.com/alternative-rule-systems/path-of-war/classes/warlord/#TOC-Warlord-s-Gambit-Ex-), using his privateer **initiation modifier** for any relevant bonuses. In addition, whenever the privateer succeeds on a gambit, he and each other ally within 30 feet recover either one expended maneuver or 1 **panache/grit**. This ploy can be taken multiple times; each additional time it is taken, the privateer learns one new [gambit](https://www.d20pfsrd.com/alternative-rule-systems/path-of-war/classes/warlord/#TOC-Warlord-s-Gambit-Ex-). ***Dazzling Gambit (Ex):*** Whenever the privateer succeeds on a [gambit](https://www.d20pfsrd.com/alternative-rule-systems/path-of-war/classes/warlord/#TOC-Warlord-s-Gambit-Ex-), he can make an Intimidate check to demoralize all opponents within 30 feet as a **free action**, even if it isn’t his turn. ***Deadly Strike (Ex):*** The privateer gains the [deadly strike](https://www.d20pfsrd.com/alternative-rule-systems/path-of-war/classes/stalker/#TOC-Deadly-Strike-Ex-) class feature, using his class level –4 as his stalker level (minimum 1d6 damage). The privateer uses his privateer **initiation modifier** instead of his Wisdom modifier to determine the duration of his deadly strikes. If the privateer already has the [deadly strike](https://www.d20pfsrd.com/alternative-rule-systems/path-of-war/classes/stalker/) class feature, this ploy instead increases the damage of his deadly strikes by 1d6. ***Fast Musket (Ex):*** As long as the privateer has 1 **panache** point, he can reload any two-handed firearm as if it were a one-handed firearm. \pagebreakNum
***Flintlock Buccaneer (Ex):*** The privateer gains a battered gun (blunderbuss, musket, or pistol) and the ability to perform a single 1st-level deed from the [gunslinger deed](https://www.d20pfsrd.com/classes/base-classes/gunslinger#TOC-Deeds) class feature. He draws from his panache pool to use this deed, and is also able to regain **panache** with critical hits and killing blows with firearms. In addition, the privateer gains a [grit feat](https://aonprd.com/Feats.aspx?Category=Grit) of his choice as a bonus feat. He must meet the prerequisites for this feat as normal, substituting panache for grit. If the privateer already has grit from another ability, he gains [Extra Panache](https://www.d20pfsrd.com/feats/panache-feats/extra-panache-panache/) as a bonus feat instead. ***High-Seas Commerce (Ex):*** A Swashbuckler with this ploy gains better access to magic items from merchant league or black market connections. She treats every settlement as one size greater (see [Table: Settlement Statistics](https://www.d20pfsrd.com/gamemastering/other-rules/kingdom-building/settlements/#table-settlement-statistics)) for the purpose of determining the gp limit of the base value of items for sale, as well as the number of minor, medium, and major magic items for sale in the settlement. If the settlement is already a metropolis, all minor and medium magic items are for sale, as well as 3d8 major magic items. With a successful Diplomacy check, the privateer can treat the settlement as two sizes larger. If the settlement is already a metropolis and she succeeds at the check, all magic items are for sale. If the settlement is already a large city and she succeeds at the check, all minor and medium magic items are for sale, as well as 3d8 major magic items. With a successful check, the privateer can also sell stolen items on the black market. If the check fails by 5 or more, the privateer does something to spook the market, and treats the city as normal for 1 week. Furthermore, those in control of the black market may alert the authorities to the privateer’s presence in an act of reprisal for spooking the market or to divert attention away from their illicit activities. The DCs of the checks are by settlement size and are given in the table. ##### | Community Size| Diplomacy DC | |:---:|:---:|:---:| | Thorp | 10 | | Hamlet | 12 | | Village | 15 | | Small Town | 18 | | Large Town | 20 | | Small City | 25 | | Large City | 30 | | Metropolis | 35|
***Laugh It Off (Ex):*** Once per day when the privateer fails a Fortitude or Will save, he can reroll that saving throw as a **free action**, even if it isn’t his turn. He must take the result of the second roll, even if it is worse. At 10th level and again at 15th level, the privateer can use this ability one additional time per day. A Swashbuckler privateer can select this ploy more than once, gaining an additional use per day. ***Pillage and Plunder (Su):*** The privateer is able to coerce an opponent to give the location of his or her most prized possession over their own dead body. Once per week when the privateer slays an opponent with a critical hit, he can spend 2 **panache** to instantaneously create a treasure map on empty parchment within his or his victim’s possession (as the [*create treasure map*](https://www.d20pfsrd.com/magic/all-spells/c/create-treasure-map/) spell). The privateer must be at least 4th level and be **Evil** to select this ploy.
***Polly Wants a Cracker (Ex):*** The privateer gains the loyalty of a [Familiar](https://www.d20pfsrd.com/classes/core-classes/wizard/familiar/), using his initiator level as his Master Class Level. Although the privateer may not have an innate caster level, this ploy can provide access to [Improved Familiar](https://www.d20pfsrd.com/feats/general-feats/improved-familiar). ***Red Shirt, Brown Pants (Ex):*** Once per encounter when the privateer takes damage, he can grant his other allies within 60 feet a bonus on damage rolls equal to his privateer **initiation modifier** for 1d6 rounds as a **free action**, even if it isn’t his turn. ***Riveting Tale (Ex):*** Once per week, a Swashbuckler with this ploy can attempt to spread a riveting tale through a small town or larger settlement by making a Bluff check.The DC is based on the [size of the settlement](https://www.d20pfsrd.com/classes/core-classes/rogue/rogue-talents/paizo-rogue-advanced-talents/rumormonger-ex/), and it takes a week for the riveting tale to propagate through the settlement. If the check succeeds, the riveting tale is practically accepted as fact within the community; succeeding by 5 or more over the DC decreases the time it takes the riveting tale to propagate by 1d4 days. A failed check means the riveting tale failed to gain traction, while failing by 5 or more causes the opposite of the riveting tale or some other competing theory involving the tale’s subject to take hold. The privateer must be at least 11th level to select this ploy. ***Salt in the Wound (Ex):*** The privateer gains [Improved Dirty Trick](https://www.d20pfsrd.com/feats/combat-feats/improved-dirty-trick-combat) and [Greater Dirty Trick](https://www.d20pfsrd.com/feats/combat-feats/greater-dirty-trick-combat) as bonus feats, even if he does not meet their prerequisites. ***Sea Legs (Ex):*** The privateer gains a +1 bonus on saving throws against effects that would cause him to become sickened, nauseated, fatigued, or exhausted. At 5th level and again at every five levels thereafter, this bonus increases by +1. \pagebreakNum
***Sea Combat (Ex):*** The privateer can treat ranged attacks with firearms against adjacent opponents as melee attacks in every way. He may initiate **Strikes** and use feats and abilities that normally only apply to melee attacks (such as [Power Attack](https://www.d20pfsrd.com/feats/combat-feats/power-attack-combat)) with such attacks, and can use his Strength modifier to determine his attack bonus instead of his Dexterity modifier. He adds his Strength modifier to damage rolls as normal for a melee weapon of the firearm’s handedness. The privateer may treat one-handed firearms as light weapons for the purpose of the [Weapon Finesse](https://www.d20pfsrd.com/feats/combat-feats/weapon-finesse-combat) feat, the penalties for fighting with two weapons, and similar effects. He does not provoke attacks of opportunity when making attacks in this manner, and may not use feats that normally only apply to ranged weapons while treating a firearm as a melee weapon. In addition, the privateer can reload a one-handed firearm while wielding another weapon in his other hand, and does not provoke attacks of opportunity while doing so. ***Sneak Shot (Ex):*** Once per round when the privateer makes an attack using a melee weapon, he can draw and fire a loaded one-handed firearm as a **free action**. The attack with the firearm must be made against one of the targets of the privateer’s melee attack, and does not provoke an attack of opportunity. ***Stance of the Cutthroat Duelist (Ex):*** A swashbuckler privateer who selects this ploy gains the ability to adopt a new **stance**, demonstrating the lethal precision and footwork of a great fencer. To maintain this **stance**, a swashbuckler must wield a light or one-handed piercing melee weapon, and cannot attack with a weapon in her other hand or use a shield other than a buckler. At 1st level, if an opponent makes a melee attack against the privateer in this **stance** and misses, the opponent provokes an attack of opportunity from the privateer. At 5th class level, any light or one-handed piercing melee weapon the privateer wields gains the benefit of [Improved Critical](https://www.d20pfsrd.com/feats/combat-feats/improved-critical-combat-) feat. At 11th class level, the privateer can spend 2 **panache** points as a **swift action** ([1 act](https://www.d20pfsrd.com/gamemastering/other-rules/unchained-rules/unchained-action-economy/)) to treat his next melee attack as a critical threat. If this critical hit is confirmed, the privateer does not regain **panache**. Special weapon abilities or other class features that activate only on a critical hit do not activate on this critical hit. ***Stance of the Pirate Lord (Ex):*** A swashbuckler privateer who selects this ploy gains the ability to adopt a new **stance**, boasting the prowess and swagger of an ambitious pirate. When wielding a light or one-handed piercing melee weapon and a firearm, the privateer does not provoke attacks of opportunity when reloading or firing a firearm. At 1st level, **Stance** of the Pirate Lord allows the privateer to reload a single barrel of a firearm as a **free action** by spending 1 **panache** (even if his other hand is occupied). At 5th class level, the privateer can initiate **Boosts** and **Strikes** requiring ranged attacks using melee weapons, and can also initiate **Boosts** and **Strikes** requiring melee weapons using a firearm. At 11th class level, the privateer can reload a single barrel of a firearm as a **free action** while he has at least 1 **panache** point (even if his other hand is occupied). \columnbreak
***Terrifying Brutality (Ex):*** Whenever the privateer reduces an opponent to 0 hit points, he can terrify another opponent within 30 feet as a **swift action** ([bonus act](https://www.d20pfsrd.com/gamemastering/other-rules/unchained-rules/unchained-action-economy/)). That creature must succeed at a Will save (DC 10 + 1/2 the privateer’s class level + the privateer’s **initiation modifier**) or [cower](https://www.d20pfsrd.com/gamemastering/conditions#TOC-Cowering) for one round. This is a mind-affecting fear effect. ***Terrifying Strike (Ex):*** Whenever the privateer successfully hits an opponent with a **deadly strike**, that creature must succeed at a Will save (DC 10 + 1/2 the privateer’s class level + the privateer’s **initiation modifier**) or become shaken for one round. If the target is already shaken or demoralized, they instead become frightened for one round. This is a mind-affecting fear effect. ### Swash and Buckle (Ex)
At 2nd level, a privateer learns to use the signature fighting style of high seas corsairs, combining a blade with a number of other weapons. As long as the privateer is wearing a buckler or wielding a [boarding axe](https://aonprd.com/EquipmentWeaponsDisplay.aspx?ItemName=Boarding%20axe), [cutlass](https://aonprd.com/EquipmentWeaponsDisplay.aspx?ItemName=Cutlass), [rapier](https://aonprd.com/EquipmentWeaponsDisplay.aspx?ItemName=Rapier), or one-handed [firearm](https://aonprd.com/EquipmentWeapons.aspx?Proficiency=Firearm) in one hand, he reduces the penalties for fighting with two weapons by 1. He does not need to be wielding the same weapon in each hand to gain this benefit; a single one of the listed weapons is enough. At 12th level, he reduces the penalties for fighting with two weapons by an additional 1. ### Jolly Roger (Ex)
At 5th level, a privateer gains a specialized flag which represents his ship and his crew. As long as the privateer and his crew are on a ship displaying his flag or otherwise able to see the flag (regardless of whether the flag is on the ship or not), they gain a +2 morale bonus on Intimidate, Profession (sailor), and Swim checks, a +2 morale bonus on saving throws against fear effects, and a +1 morale bonus on attack rolls. At 10th level and every five levels thereafter, these bonuses increase by +1. \pagebreakNum # About the GM