SWURPG

Pirate

advanced from Scoundrel
Hit Die
d8
Primary Ability
Dexterity and Charisma
Saves
Dexterity, Charisma
Expertise Pts
3
Starting Credits
3d6x100
Skill Profs
Deception, Intimidation, Mechanics, Stealth, Pilot, Investigation, Knowledge: Galactic Lore

The Pirate is the Scoundrel who wins by not fighting fair. Where Assassins prepare and Bounty Hunters track, Pirates improvise — they read a fight as it unfolds, exploit whatever the room hands them, and turn battlefield chaos into personal advantage.

Quick read: The chaotic-melee Scoundrel. Cunning, dirty tactics, improvisation. Think Hondo Ohnaka, Saw Gerrera, Captain Phasma if she went freelance, any space-pirate captain in fiction.

What you do at the table

Pirates thrive in messy, multi-faction fights — chaotic boarding actions, cantina brawls, three-way Mexican standoffs. Your sheet emphasizes opportunistic damage (extra dice on disorganized targets, exploiting flanks, dirty fighting traits), durable mid-fight survivability (better than the other Scoundrels), and improvisational tools (turning environment into weapon, mid-fight bribery, intimidation under fire).

You're the Scoundrel who fights like a Soldier almost — better in melee and prolonged engagements than Smuggler / Assassin / Bounty Hunter — but uses Scoundrel's social toolkit and luck instead of military discipline.

Sibling differentiation

  • vs. Smuggler — Pirates fight; Smugglers run.
  • vs. Assassin — Pirates thrive in extended chaos; Assassins thrive in prepared single strikes.
  • vs. Bounty Hunter — Both are pressure-based fighters. Bounty Hunters target-lock; Pirates take whatever opportunity opens up.

Build tips

STR or DEX primary (your melee/ranged preference). CON 14+ — Pirates take more punishment than other Scoundrels. CHA secondary for the social half.

Common pitfalls

  • Don't try to play a clean fight. Many Pirate traits explicitly reward exploiting chaos — disorganized enemies, environmental hazards, multi-faction encounters. A by-the-book firefight underuses you.
  • Improvise mechanically too. Pirate traits often interact with skill checks (Athletics, Acrobatics, Intimidation) mid-combat — try the unconventional thing.

Class Features by Level

Level 31 feature

Improvised Mayhem

once per short rest

Once per Short Rest, when you make a blaster attack, declare Improvised Mayhem before rolling. On a hit, choose one effect: Frighten (Wis save DC = 8 + PB + CHA or Frightened until end of next turn), Suppress (can't take Reactions until start of your next turn), or Disrupt (Disadvantage on next attack roll before end of next turn). You take a –2 penalty to both attack and damage rolls. Level 6: penalty reduced to –1. Level 10: penalty removed. Level 15: apply two effects instead of one.

Options
  • Frighten
  • Suppress
  • Disrupt
Scales: Lv 6 · Lv 10 · Lv 15
Level 51 feature

Dirty Tricks

once per short rest

Once per Short Rest, when you hit with a melee attack, apply one of the following effects: Blindside (target has Disadvantage on its next attack), Trip Up (target's movement halved until end of next turn), or Gut Punch (target takes –2 penalty on its next saving throw). At level 11, apply two effects instead of one.

Options
  • Blindside
  • Trip Up
  • Gut Punch
Scales: Lv 11
Level 61 feature

Cunning Escape

once per short rest

Once per Short Rest, when you take damage that reduces you below half HP, you may immediately move up to your Speed without provoking opportunity attacks and make a Stealth check to Hide. At level 13, you may also drop a distraction — one enemy within 10 ft must succeed on a Wisdom save (DC = 8 + PB + CHA) or be Distracted, granting Advantage on the next attack against it.

Scales: Lv 13
Level 71 feature

Favorite Weapon

Choose 1 (creation)

Choose a weapon you are proficient with and gain specialization (+1 attack, +1 damage). Level 13: upgrade to expertise (+2 attack, +2 damage). Level 17: your critical hit range with this weapon becomes 19–20.

Scales: Lv 13 · Lv 17
Level 91 feature

Cutthroat Momentum

once per short rest

Once per Short Rest, when you reduce a creature to 0 HP, you may immediately move up to half your Speed and make one additional weapon attack. At level 15, you may move up to your full Speed, and if that follow-up attack also reduces a creature to 0 HP, you may repeat the effect once more (maximum two chains per encounter).

Scales: Lv 15
Level 101 feature

Extra Attack

You can attack twice instead of once when you take the Attack action.

Level 111 feature

Daredevil Pilot

once per short rest

Once per Short Rest, while piloting a vehicle or starship, perform one of the following maneuvers: Evasive Roll (attackers have Disadvantage on ranged attacks against your vehicle until your next turn), Death Spiral (move through enemy zones without provoking opportunity fire), or Showboating Dash (move an extra 20 ft; one enemy who witnesses it must make a Wisdom save DC = 8 + PB + CHA or be Frightened until your next turn).

Options
  • Evasive Roll
  • Death Spiral
  • Showboating Dash
Level 131 feature

Captain's Call

action · once per long rest

Once per Long Rest, as an Action, issue a command that emboldens your allies. One ally within 30 feet may immediately take one Action (Attack, Dash, or Hide). At level 18, choose up to 2 allies instead of 1.

Scales: Lv 18
Level 141 feature

Pirate Connections

once per long rest

Once per Long Rest, when you finish a Short or Long Rest, you can call in a favor through your network of smugglers, mercenaries, and shady contacts. A hired gun, mercenary droid, or thug fights by your side for the next encounter using the stats of a CR ½ creature as determined by the GM. The ally leaves when reduced to 0 HP, when combat ends, or after 10 minutes.

Level 151 feature

Street Smart

When you are not wearing medium or heavy armor, you gain a +2 bonus to AC.

Level 171 feature

Plunderer's Luck

once per long rest

Once per Long Rest, when you miss an attack roll or fail an ability check, you may immediately reroll it. If the reroll still fails, you gain Advantage on your next attack roll or skill check made before the end of your next turn.

Level 181 feature

Pirate Grit

charisma modifier per long rest

When you have Disadvantage on an attack roll, ability check, or saving throw, you can choose to cancel the Disadvantage and roll normally. Usable a number of times equal to your Charisma modifier per Long Rest.

Level 191 feature

Infamous Momentum

once per short rest

Once per Short Rest, when you reduce a creature to 0 HP, you immediately regain one spent feature that recharges on a Short Rest. During the following round, you also gain +2 to attack rolls and saving throws.

Level 202 features

Ability Score Improvement

Increase one ability score by 2, or two ability scores by 1 each (max 20), OR choose one ASI Alternative Trait.

Legend of the Void Space

bonus_action · once per long rest

Once per Long Rest, as a Bonus Action, enter your Legendary State for three rounds. While active: Advantage on all attack rolls, Deception, and Intimidation checks; enemies starting their turn within 10 ft must make a Wisdom save (DC = 8 + CHA + PB) or become Frightened until start of your next turn; when you reduce a creature to 0 HP, move up to your Speed and make one weapon attack (no reaction cost); once during the duration, automatically turn a missed attack into a hit (not a crit). Ends early if incapacitated.