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KiderionLykon

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  1. KiderionLykon
    KiderionLykon
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    Level Progression

    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:

    • 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
  2. lovezu
    lovezu
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    Any chance we can get the parrot familiar as a stand alone? Would love it for a Swashbuckler Rouge
  3. Xenoix
    Xenoix
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    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?
  4. Wild9278
    Wild9278
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    Will this get made for the mod manager as well?
    1. Seeker1
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      I see below it is compatible with Patch 7.

      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.) 
  5. CaptainFexis
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    Anyway to reduce the price of Flintlocks? 4k is nearly impossible to collect only in ACT1. I don't want to be a thief
    1. Seeker1
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      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.)
  6. laaleeloo
    laaleeloo
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    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) 
  7. zanteksuken2
    zanteksuken2
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    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?
    1. Xandria68
      Xandria68
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      +1 this. Agreed.

      Would be hilarious if the parrot had actual vicious mockery lines.
  8. AiasVult
    AiasVult
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    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
    1. Xandria68
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      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
  9. MaskedNightmare
    MaskedNightmare
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    I'm sure you're already aware, but this mod isn't compatible with Patch 7. Has Mod Fixer in it if I'm not mistaken.
    1. KiderionLykon
      KiderionLykon
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      It is now
  10. GillBate5
    GillBate5
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    Yarrr!! Heave Ho!
  11. perseidipity
    perseidipity
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    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:
    Spoiler:  
    Show

    1. KiderionLykon
      KiderionLykon
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      very useful, thank you. I'll fix it immediately