Classes

Your class is one of the three biggest choices you make when creating a character, with the other two being your Race and your Subclass. There are 8 classes in Pirates and Plunder, each serving different purposes but all capable of becoming the best of the best. When you choose your class, you are choosing your health, your role on the crew if you so choose to join one, your weapons, etc. 

Your role on the ship and your class do not always have to be the same thing. A player could be a chef by profession but prefer to fight using cutlery, making them a Swordsman by class. 

Archetypes

Something wholly unique to Pirates and Plunder is the concept of Archetypes. When you level up and gain an ability, you are not strictly locked into one ability, as you are able to choose from an option of three or more depending on the Archetype. The name of the Archetype as a whole is determined by the level 1 ability of it, such as the healing path of Doctor being named Physician after the ability granted to you at level 1 if you choose that path. You are free to choose any ability you want upon leveling up despite the Archetype, EXCEPT in the case of Warriors, Swordsmen, and Marksmen.

  • Warriors learn one Archetype from level 1 and stick with that unless they change every ability at once.
  • Swordsmen are able to use any Archetype that their weapons permit. For example, a Swordsman that carries two Axes can choose between a One Sword Style ability, a Two Sword Style ability, or an Axe Style ability.
  • Marksmen are similar to Swordsmen, in that they can use whatever Archetype their weapon permits. Most of the time, this means they are locked into only one. However, there are some cases like dual wielding sawed-off shotguns are able to pick both Pistols or Shotgun abilities.

 

At levels 1 and 3, each class is given two abilities, and only one of them is archetype specific. The other is given to every player using that class. The specifics are noted in the individual class pages.

Class Abilities & Hit Points

Each class is granted levels at the indicated levels, and the hit die for every class is shown as well. The proficiency bonus of every player increases 1 every other level, starting at a +2.

LevelAbilitiesHit DieProficiency Bonus
1Class Ability, Archetype Ability1+2
22+2
3Class Ability, Archetype Ability3+3
45+3
5Archetype Ability7+4
69+4
7Archetype Ability11+5
813+5
915+6
10Archetype Ability17+6

A true Warrior is one that sees all the fancy tools and weaponry around them and decides that honing their physical form is stronger than any weapon. Unlike Chef which is just kicking, Warriors are more focused on punching and dealing devastating Unarmed Strikes or powerful Archetype abilities. There are six entire Archetypes for a player to choose from (with some having prerequisites tied to race or having a certain Subclass), but once they choose their Archetype, that’s it. No mixing and matching, just straight bare knuckles. 

Warrior's Spirit

Warrior’s Spirit is the most straightforward archetype for the Warrior. This is the one archetype not locked behind some kind of prerequisite, and is a straightforward style of fighting centered around managing Will Points and expending them to strengthen yourself. This style is perfect for someone that is solely focused on abilities granted to them by their subclass, such as maximizing their Devil Fruit efficiency. Characters from One Piece that are users of Warrior’s Spirit are Luffy, Ace, Jesus Burgess, Elizabello II, and so many more. 

Rokushiki

Rokushiki is a martial arts technique developed by Humans designed around agility, mobility, and powerful strikes in the forms of six basic powers, each of which can evolve and become more deadly. The prerequisite for becoming a Rokushiki user is simply being a human that gets taught the style by another proficient in it. This is a great Archetype for those who prefer fighting hand-to-hand, but not in a barbaric fashion, rather a cold and calculated killer. Characters from One Piece that are users of Rokushiki are Rob Lucci, Koby, Stussy, and many more with an incomplete set of all six powers. 

The Fist

The Fist is the destructive combination of Haki techniques and pure raw strength. The crux of this Archetype is the Prime state you can choose to enter during combat, giving you access to different moves, constantly regenerating health, and strengthening your PC to unmatched levels. Almost every ability in The Fist’s repertoire starts off weak and grows progressively stronger through training, with the capstone ability being the ability to preform a Galaxy Impact during battle once per long rest. The main user of this Archetype is the Hero of The Marines, Garp the Fist.

Fishman Karate

Fishman Karate is the technique developed by the Fishmen using water and moisture to their advantage in combat. The prerequisite of this style is being a Fishman. This archetype’s powers center around their finite resource of Water Points to strengthen themselves. Unlike many other Archetypes, Fishman Karate leans quite heavily into the martial arts style of fighting as opposed to brute strength bestowed to a certain race or subclass. Characters from One Piece that are users of Fishman Karate are Jinbe, Nico Robin, Hody Jones, and more.

Electro

Electro is a style developed and used solely by Minks, as they can produce electricity from their body that they use to instill into their attacks when fighting. The game plan of an Electro user is based on maintaining their Electro Insulation in their attacks. Each ability they use can cause devastating damage, but when used too much, uses up much of the user’s electricity, leaving them vulnerable. The powers of a Mink are amplified under the light of a full moon, and that includes Electro. Characters from One Piece that are users of Electro are Carrot, Cat Viper, Dog Storm, and several others of the Mink tribe. 

Cyborg Tactics

Cyborg Tactics is an interesting Archetype, in that many of its abilities forgo the sheer force granted by being a Cyborg made of metal for special robotic augments implemented into them, such as rockets or fire. Cyborg Tactics are perfect for anyone looking to use gadgets and mechanical workings in combination with superior strength. The capstone ability for Cyborg Tactics is called General, where you assemble a large mech to control. The main user of this Archetype from One Piece is the shipwright of the Straw Hats, Franky.