SFS Standard Space Pirate

You've chosen a pirate's life, flying through the cosmos in search of plunder with a Free Captain's crew or as an upstart independent.

Additional Feats

SFS Standard Space Pirate Dedication Feat 2

Archetypes Space Pirate
Prerequisites trained in Intimidation

As a plunder-seeking spacefarer, you become trained in Piloting, or become an expert in it if you were already trained. You have familiarity with all cutlasses, flails, rapiers, and weapons with the razing trait. For the purposes of proficiency, treat any of these that are martial weapons as simple weapons and any that are advanced weapons as martial weapons. If you are at least expert, you gain that weapon's critical specialization effect. Additionally, you gain the Holo-Roger action.

SFS Standard Broadside Charge [two-actions] Feat 4

Archetypes Space Pirate
Requirements You are wielding a gun and a melee weapon with the agile trait or a phase cutlass, each in a different hand.

Advancing with blade and pistol in hand, you make a ranged Strike, move up to your Speed, and make a melee Strike, each using your current multiple attack penalty and both at the same target. This counts as two attacks when calculating your multiple attack penalty.

SFS Standard Menacing Laughter [one-action] Feat 4*

Archetypes Space Pirate (Feat 4)
* This version of the Menacing Laughter feat is intended for use with an Archetype and has a different level for access than the original feat.

Your laughter (or other vocalization) remains audible over the din of your weapons fire. Attempt an Intimidation check to Demoralize each creature within 30 feet who's suppressed.

SFS Standard Quip [reaction] Feat 4*

Archetypes Space Pirate (Feat 4)
Prerequisites trained in Intimidation
Trigger A creature within 30 feet is damaged by an ally's Strike.
* This version of the Quip feat is intended for use with an Archetype and has a different level for access than the original feat.

You follow up on your ally's success by hurling a cunning, well-timed taunt at a foe they wounded. Attempt to Demoralize the triggering creature.

SFS Standard Pirate's Parry [reaction] Feat 6

Archetypes Space Pirate
Trigger An adjacent enemy attempts a melee Strike against you.
Requirements You are wielding a gun and a melee weapon with the agile trait or a phase cutlass.

You parry the triggering Strike with your melee weapon, gaining a +2 circumstance bonus to your AC against the attack. If the triggering Strike is a critical failure, you may attempt a ranged Strike against the triggering creature. This ranged Strike does not trigger reactions from the target.

SFS Standard Twin Draw [two-actions] Feat 6*

Archetypes Space Pirate (Feat 6)
Requirements You have two free hands.
* This version of the Twin Draw feat is intended for use with an Archetype and has a different level for access than the original feat.

You’ve practiced smoothly drawing and taking aim with two weapons. Draw up to two one-handed weapons and Aim.

SFS Standard Press-Gang the Soul [reaction] Feat 8

Archetypes Space Pirate
Trigger You reduce an enemy to 0 Hit Points with a phase cutlass.

Your phase cutlass steals some of the enemy's vitality, press-ganging it into eternal servitude. As long as you are wielding a phase cutlass with stolen vitality, you can cast wisp ally as a divine innate spell at will, heightened to a spell rank equal to half your level. You can only have active wisps up to the number of enemies you've press-ganged with your void cutlass. The first time each round you Strike with your phase cutlass, you immediately gain the effects of the Sustain a Spell action, which you can use only to extend the duration of and control a wisp ally spell cast using that phase cutlass.

SFS Standard Opening Volley [one-action] Feat 10*

Archetypes Space Pirate (Feat 10)
Requirements You’re wielding a gun and a melee weapon.
* This version of the Opening Volley feat is intended for use with an Archetype and has a different level for access than the original feat.

You shoot your target, then you follow up with a melee attack to keep the pressure on your foe. Make a ranged Strike with your held gun. If the Strike is successful, your next melee attack this round against the same target gains a +2 circumstance bonus to the attack roll.