1x Ye Olde Rapier +6 (1d8+1/19-20 x2) as slashing(physical, common)
Full Attack (Melee):
3x Ye Olde Rapier +6 (1d8+1/19-20 x2) as slashing(physical, common)
Standard Attack (Ranged):
1x Boomstick +10 vs. AC (always hits on a 17+ on the die) (1d8+1/19-20 x2) as force(energy, uncommon) (Increment: 50 ft.; Max Range: 50 ft.) plus 1d4 squares of Push to target; expended after use
This magical contraption shoots a pellet of pure force at the target, as a Ranged Touch Attack. If it hits, it deals 1d8+1 points of force(energy, uncommon) damage, and pushes the target 1d4 squares.
Once the Boomstick is used, hit or miss, it crumbles to a chalky dust.
Sea Legs (Ex)
Years on the open oceans have given these pirates an unpredictable gait. Once per round, a pirate goon may move up to 5 feet without provoking, as an immediate action.
These guys are bad news, and they know it.
Pirate Goon
Pirate goons are humanoids who like to steal other people's things, preferably in the most violent fashion possible.
Pirates are almost always nomadic bands of marauders, most often encountered on nautical ships, attacking and looting everything weaker than themselves they can chase down. Some bands of Pirates, though, may be found on horseback, or on fanciful air ships, or infesting a dockyard, abandoned castle, or seedy neighborhood, in which case they may be known as bandits, or raiders. A typical encounter with Pirates will be with a smaller band, adequate to challenge a group of players, but never fear, there always seems to be more of these wretched murderers lurking around.
Pirate Goons are the classical 'swaggering, swashbuckling and horrible' pirates of legend. They offer very little in the way of redeeming features, and despite being sourced from a myriad of Civilized races, if they ever possessed the Spark, it is gone now. As such, they are monstrous indeed, with few or no redeeming features.
Now, that said, it is possible to find the occasional 'nugget of gold' among the ranks of the Goons, and if the GM see's fit, a Constituent or two can be mixed into a Pirate encounter, to offer a glimpse of the occasional Pirate whose Spark has not guttered copletely out, and allow the faint hope of redemption...although it's not likely.
Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.