From Compendium of Worldly Lore
Thugs and cutthroats in every port lay claim to the title “pirate,” but actually making a fortune through piracy is no easy task. A dread pirate, however, has mastered every aspect of larceny on the high seas. His network of contacts tells him when a particularly valuable cargo is shipping out. After a flawless ambush at sea, he swings aboard the target ship on a rope, rapier in hand. Once he and his shipmates have overpowered the prize vessel’s crew, they liberate the cargo and make their escape. Later, the dread pirate meets representatives from the black market in an isolated cove and sells his newly acquired cargo for a handsome profit.
A dread pirate’s lifestyle is ideal for most rogues, because the job requires a number of skills that other classes don’t have the time or inclination to learn. However, the class also attracts some spellcasters, who can use magic to conceal their ships or incapacitate a prize vessel’s crew
Role: DPS
Characteristics: Skullduggery bound warriors of the high seas with grace and deftness.
Source: Complete Adventurer
Game Rule Information
The Dread Pirate has the following game statistics.
Abilities: Dexterity for your combat skills and ability, Charisma for your auxiliary abilities
Alignment: Any
Hit Die: d8
Starting Gold: N/A
Class Skills
The Dread Pirate's class skills are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Gather Information (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Pickpocket (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).
Skill Points at 1st Level: (6 + Int modifier) × 4
Skill Points at Each Additional Level: 6 + Int modifier
Class Features
All of the following are class features of the Dread Pirate.
Weapon and Armor Proficiency: A Dread Pirate is proficient with all simple weapons, with light martial weapons, and with the rapier. Dread pirates are proficient with light armor but not with shields.
Seamanship Ex: A dread pirate adds his class level as an insight bonus on all Profession (sailor) checks. Allies within sight or hearing of a dread pirate add an insight bonus equal to half this number on their Profession (sailor) checks.
Two Weapon Fighting: A dread pirate wearing light or no armor is treated as having the Two-Weapon Fighting feat, even if he does not have the prerequisites for the feat.
Fearsome Reputation Ex: By the time he attains 2nd level, a dread pirate has developed a reputation on the high seas. At this point, he must choose whether to cultivate a reputation as an honorable pirate (avoiding undue bloodshed, honoring flags of truce, and the like) or as a dishonorable pirate (favoring mayhem and dire treatment of prisoners).
An honorable dread pirate gains a +2 circumstance bonus on Diplomacy checks, while a dishonorable one gains a +2 circumstance bonus on Intimidate checks. This bonus increases to +4 at 6th level and to +6 at 10th level. In addition, a dread pirate gains other abilities at higher levels based on his chosen reputation.
A dread pirate's actual activities or alignment need not match his reputation. However, a radical shift away from his reputation might negate or even reverse that reputation at the DM's option. Also, a dread pirate in disguise does not gain any effect granted by his reputation (including the special abilities described below that depend on the dread pirate's reputation).
Rally the Crew Ex: Starting at 3rd level, an honorable dread pirate can inspire his allies (including himself) to great bravery in combat once per day. This inspiration grants them a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack rolls and weapon damage rolls. To be affected, an ally must be able to see or hear the dread pirate. The effect requires a free action to activate and lasts for 1 minute per class level, even if the dread pirate moves out of range or loses consciousness. This is a mind-affecting ability.
At 7th level, a dread pirate can use this ability twice per day, and the bonus increases to +2.
If a dread pirate has the inspire courage bardic music ability, he can add the morale bonus gained from that ability to the morale bonus gained from this ability to determine the total morale bonus granted. For example, an 8th-level bard/3rd-level dread pirate would provide a +3 morale bonus on attack rolls and weapon damage rolls.
Sneak Attack Ex: Beginning at 3rd level, a dishonorable dread pirate deals an extra 1d6 points of damage when flanking an opponent or at any time when the target would be denied its Dexterity bonus. This extra damage applies to ranged attacks only if the target is within 30 feet. See the rogue class feature, page 50 of the Player's Handbook. The amount of extra damage dealt increases to 2d6 at 7th level. If a dishonorable dread pirate gets a sneak attack bonus from another source (such as levels of rogue), the bonuses on damage stack.
Acrobatic Charge Ex: A dread pirate of 4th level or higher can charge over difficult terrain that normally slows movement or through the squares occupied by allies blocking his path. This ability enables him to charge across a cluttered ship's deck, leap down from a higher deck, or swing between two adjacent ships to get to his target. Depending on the circumstances, he might still need to make appropriate checks (such as Jump, Tumble, or Use Rope checks) to successfully move over the terrain
Steady Stance Ex: At 4th level and higher, a dread pirate remains stable on his feet when others have difficulty standing. He is not considered flat-footed while balancing or climbing, and he adds his class level as a bonus on Balance or Climb checks to remain balancing or climbing when he takes damage.
Luck of the Wind Ex: Once per day, an honorable dread pirate of 5th level or higher can reroll any failed attack roll, skill check, ability check, or saving throw. He must take the result of the reroll, even if it's worse than the original roll.
Scourge of the Seas Ex: Starting at 5th level, a dishonorable dread pirate can instill fear into his enemies. When the character uses Intimidate to demoralize foes, the attempt affects all enemies within 30 feet who can see and hear him, and the effect lasts for a number of rounds equal to his Charisma modifier (minimum 1 round). Multiple uses of this ability don't stack. This is a mind-affecting ability.
Skill Mastery Ex: At 8th level, a dread pirate becomes supremely confident of his mobility. He has mastered the skills Balance, Climb, Jump, and Tumble to the extent that he can take 10 with them even under stress.
Fight to the Death Ex: At 9th level and higher, an honorable dread pirate can inspire his allies to carry on against tremendous odds. Each ally affected by the dread pirate's rally the crew ability (see above) also gains temporary hit points equal to 10 + the dread pirate's Cha bonus (minimum 10), gains a dodge bonus to Armor Class equal to the dread pirate's Cha bonus (minimum +1), and is treated as having the Diehard feat even if he doesn't meet the prerequisites. These effects are lost if the dread pirate loses consciousness.
Motivate the Scum Ex: Once per day, a dishonorable dread pirate of 9th level or higher can motivate his allies by killing a helpless individual. All allies of the dread pirate who see the act gain a +2 morale bonus on damage rolls. This effect lasts for 24 hours.
Most dishonorable dread pirates don't care whether the victim is a prisoner or one of their own crew. In fact, if the slain individual is one of the dread pirate's crew, the morale bonus on damage rolls improves to +4, but the allies also take a —2 penalty on Will saves for the duration of the effect.
Pirate King Ex: A 10th-level dread pirate's exploits have become so legendary that great numbers of able sailors are willing to sign on as his crew for no compensation other than a share of the booty. Treat this ability as the equivalent of the Leadership feat, except that only followers (and no cohorts) are gained.