Obtained new passive: Natural Explorer: Sea (ProficiencyBonus(Skill,Survival); ProficiencyBonus(Skill,Deception))
Obtained boosts: ActionResource(SpellSlot,2,1)
Select 1 Level 1 or 2 Spell
Level 11:
Gets spells from: Select 1 Level 1 or 2 Spell
Pirate Spell List (Spellcaster Modifier: Charisma)
Cantrips:
Vicious Mockery
Friends
Poison Spray
Level 1:
Expeditious Retreat
Command
Compelled Duel
Dissonant Whispers
Fog Cloud
Hunters Mark
Hideous Laughter
Create Destroy Water
Grease
Fog Cloud
Level 2:
Gust Of Wind
Phantasmal Force
Cloud Of Daggers
Web
Knock
Arcane Lock
Stinking Cloud Lower Pirate
Level 13-20 Progression (introduced in v1.2.0) Spell Slot progression from 13 is the same of the Arcane Trickster. Level 13 adds a new Passive ability called "Yo Ho Ho And a Bottle of Rum" that enables a FREE Fire Breath attack and Extra Attack passive while drunk. Level 17 adds a new magic spell to summon a Treasure Chest (which contains a lot of free booze).
Level 3 and 4 spell list: - Animate Dead; Fear; Feign Death; Speak With The Dead; Conjure Barrage; Hypnotic Pattern - Phantasmal Killer; Staggering Smite
Love this subclass. Thank you so much! In my game, it says that my spellcasting modifier is none. (expecting charisma). This sounds like it might be a bug, or is there something I'm doing wrong?
I'm hoping the author will consider moving it over to mod.io. Because then it could be compatible with other new subclasses, without having to have SE/compatibility framework. The problem is I can't use SE/CF, and so it vanishes, over-written by other mod.io mods (I have sanguine stalker and ninja for rogue. I hate most of the 5E RAW rogue addons, not just Swashbuckler.)
I personally love this class. I know Larian is going to do Swashbuckler in Patch 8, but I've always been disappointed with the 5E RAW swashbuckler (though Larian might home-brew it a bit).
When I checked it out, I was really disappointed. Then I found this and thought it was what Swashbuckler should be.
Come on, the Swashbuckler (as is) should be able to disarm, stagger, blade flourish, and trip opponents. It can't. The Pirate can. The ability to use pistols was also a nice frill. Unfortunately, it is dependent on the Artificer (5E) mod here at Nexus. If you switch over to the Homebrew Artificer at mod.io, ... it can't make or use firearms and doesn't implement them. (Though your pirate could use the Hand cannon mod that's there, it's "technically" a crossbow.) All the other stuff - the parrot, the treasure chest of rum, the ability to animate dead, compel folks to duel, and breathe fire while drunk -- all nice flavor additions. (I do agree the parrot should be a little bit more powerful/useful at later levels, LOL).
Anyhoo, as it still seems to me Pirate > Swashbuckler, I wish this would migrate to mod.io/official mods. So I could keep using it with some of the others.
BTW, there was another mod here called Sea-Forged which was similar in flavor, used a giant anchor as its primary weapon (which was kinda funny), but it appears to be Patch 7 incompatible, and not working with the latest version of ImprovedUI, could really use an update. (Yeah, I tried that out too ... obviously combos quite nicely with Pirate.)
I believe the Flintlocks and pistols, which this class can use, are actually created by the Artificer (5E) mod - so only that author can change their prices at merchants. (I also find them ridiculously expensive as are all the Artificer equipment). (The Homebrew Artificer at mod.io doesn't have any of its own custom gear, including firearms, but you can't have both versions implemented at the same time.)
Did a short playthrough with it. Love the idea! Couple things I want to note:
Would be hilarious if the parrot had actual vicious mockery lines. Could be random lines from all the races since they are a parrot it would just seem like they are perfectly copying the voices.
I love the animation of the artificer gun and the attack, sound effects, etc from it. However, Blade flourish (ranged) takes all of that away and just shoots 2 pebbles with no sound effect. Is it possible to somehow convert into using the animations of ranged attacks instead?
Pirate subclass not showing up on astarion my load order is Artificer Artificer 5e addons Artificer12Levels CommunityLibrary CommunityFramework Pirate Monk subclass way of mercy 5eSpells 5eSpellsLists UnlockLevelCurve UnlockLevelCurve_Patch_XP_x0.75 UnlockLevelCurve_Patch_5eSpells_Improvement_Lv2
Community Library should be at the very top & Community Framework should be at the very bottom.
These should go under Community Library: 5eSpells 5eSpellsLists UnlockLevelCurve UnlockLevelCurve_Patch_XP_x0.75 UnlockLevelCurve_Patch_5eSpells_Improvement_Lv2
These should go under the above: Artificer Artificer 5e addons Artificer12Levels Pirate Monk subclass way of mercy
Lmfao I was literally just going through mods in my list that still had mod fixer & unpacking them to remove it, when I decided to check Nexus because I was getting errors when repacking a couple of them, including this one. It looks harmless to me (just a couple duplicated "Selectors" lines where one is blank & the other isn't), but I've yet to make a class/subclass mod myself so here's the error just in case it makes any difference to you:
79 comments
Level 3:
- Obtained a new passive: Unlock Spell Slot Level 1
- Select a Fightnig Style
- Obtained boosts: ActionResource(SpellSlot,2,1); Proficiency(Firearms); Proficiency(Scimitars)
- Summon Parrot Familiar
- Pirate Cantrips
- Select 2 Level 1 Spells
Level 4:
- Obtained boosts: ActionResource(SpellSlot,1,1)
- Select 1 Level 1 Spell
Level 6:
- Learn Blade Flourish
Level 7:
- Obtained new passives: Unlocked Spell Slot Level 2; Improved Critical
- Obtained boosts: ActionResource(SpellSlot,1,1); ActionResource(SpellSlot,2,2)
- Learn Disarming Attack
- Select 1 Level 1 or 2 Spell
Level 9:
- Obtained new passive: Fast Hands
- Select 1 Level 1 or 2 Spell
Level 10:
- Obtained new passive: Natural Explorer: Sea (ProficiencyBonus(Skill,Survival); ProficiencyBonus(Skill,Deception))
- Obtained boosts: ActionResource(SpellSlot,2,1)
- Select 1 Level 1 or 2 Spell
Level 11:Pirate Spell List
(Spellcaster Modifier: Charisma)
Cantrips:
Level 1:
Level 2:
Level 13-20 Progression (introduced in v1.2.0)
Spell Slot progression from 13 is the same of the Arcane Trickster.
Level 13 adds a new Passive ability called "Yo Ho Ho And a Bottle of Rum" that enables a FREE Fire Breath attack and Extra Attack passive while drunk.
Level 17 adds a new magic spell to summon a Treasure Chest (which contains a lot of free booze).
Level 3 and 4 spell list:
- Animate Dead; Fear; Feign Death; Speak With The Dead; Conjure Barrage; Hypnotic Pattern
- Phantasmal Killer; Staggering Smite
I'm hoping the author will consider moving it over to mod.io. Because then it could be compatible with other new subclasses, without having to have SE/compatibility framework. The problem is I can't use SE/CF, and so it vanishes, over-written by other mod.io mods (I have sanguine stalker and ninja for rogue. I hate most of the 5E RAW rogue addons, not just Swashbuckler.)
I personally love this class. I know Larian is going to do Swashbuckler in Patch 8, but I've always been disappointed with the 5E RAW swashbuckler (though Larian might home-brew it a bit).
When I checked it out, I was really disappointed. Then I found this and thought it was what Swashbuckler should be.
Come on, the Swashbuckler (as is) should be able to disarm, stagger, blade flourish, and trip opponents. It can't. The Pirate can. The ability to use pistols was also a nice frill. Unfortunately, it is dependent on the Artificer (5E) mod here at Nexus. If you switch over to the Homebrew Artificer at mod.io, ... it can't make or use firearms and doesn't implement them. (Though your pirate could use the Hand cannon mod that's there, it's "technically" a crossbow.) All the other stuff - the parrot, the treasure chest of rum, the ability to animate dead, compel folks to duel, and breathe fire while drunk -- all nice flavor additions. (I do agree the parrot should be a little bit more powerful/useful at later levels, LOL).
Anyhoo, as it still seems to me Pirate > Swashbuckler, I wish this would migrate to mod.io/official mods. So I could keep using it with some of the others.
BTW, there was another mod here called Sea-Forged which was similar in flavor, used a giant anchor as its primary weapon (which was kinda funny), but it appears to be Patch 7 incompatible, and not working with the latest version of ImprovedUI, could really use an update. (Yeah, I tried that out too ... obviously combos quite nicely with Pirate.)
hello there :3 can i use this mod with patch 6?
i was able to use it on patch 6, but now finally updated to patch 7 x)Couple things I want to note:
Would be hilarious if the parrot had actual vicious mockery lines. Could be random lines from all the races since they are a parrot it would just seem like they are perfectly copying the voices.
I love the animation of the artificer gun and the attack, sound effects, etc from it.
However, Blade flourish (ranged) takes all of that away and just shoots 2 pebbles with no sound effect.
Is it possible to somehow convert into using the animations of ranged attacks instead?
Would be hilarious if the parrot had actual vicious mockery lines.
my load order is
Artificer
Artificer 5e addons
Artificer12Levels
CommunityLibrary
CommunityFramework
Pirate
Monk subclass way of mercy
5eSpells
5eSpellsLists
UnlockLevelCurve
UnlockLevelCurve_Patch_XP_x0.75
UnlockLevelCurve_Patch_5eSpells_Improvement_Lv2
These should go under Community Library:
5eSpells
5eSpellsLists
UnlockLevelCurve
UnlockLevelCurve_Patch_XP_x0.75
UnlockLevelCurve_Patch_5eSpells_Improvement_Lv2
These should go under the above:
Artificer
Artificer 5e addons
Artificer12Levels
Pirate
Monk subclass way of mercy
It looks harmless to me (just a couple duplicated "Selectors" lines where one is blank & the other isn't), but I've yet to make a class/subclass mod myself so here's the error just in case it makes any difference to you: