The Pathfinder savant's class skills (and the key ability for each) are Appraise (Int), Craft (Int), Knowledge (All) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Spellcraft (Int), Survival (Wis), Use Magic Device (Cha). At 2nd level and beyond, a Pathfinder savant gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class.
A Pathfinder savant can always take 10 on Use Magic Device checks, except when activating an item blindly.
At each class level beyond 1st, the Pathfinder savant chooses a spell from any class’s spell list and thereafter treats it as if it were on the spell list of his base spellcasting classes; if his base class could not normally cast that spell, it is treated as 1 level higher.
At 2nd level, a Pathfinder savant can use Spellcraft to find writing-based magical traps (including glyphs, runes, sigils, and symbols) in the same way a rogue can use Perception to search for traps.
A 3rd-level Pathfinder savant uses his own caster level instead of the item’s caster level when using a scroll or other spell completion item. A 5th level, a Pathfinder savant receives a bonus equal to his class level on saving throws against writing-based magical traps, and if the save is successful he does not trigger the trap. Starting at 6th level, a savant may use analyze dweomer for up to 1 round per level per day. A 6th-level savant is able to activate spell trigger, spell completion, and command word items silently, substituting a magical gesture for the necessary words. Three times per day he may cast a spell of 6th level or lower as if he were using a silent metamagic rod.
Starting at 7th level, if the savant prepares and casts spells like a wizard, he can spontaneously convert any prepared spell into dispel magic or greater dispel magic as a good cleric converts prepared spells into cure spells. Pirates of the Inner Sea region sail many different bodies of water in search of plunder, from the most common Shackles pirates to the privateers of Andoran and the fast-moving brigands of the River Kingdoms. While many sailors in the waters around Avistan and Garund work as pirates, those experienced enough to take levels in this prestige class show more talent than do common deck hands.
Alignment: Inner Sea pirates are often chaotic and rarely good, but can be any non-lawful alignment. To qualify to become an Inner Sea pirate, a character must fulfill all of the following criteria.
The Inner Sea pirate’s class skills are Appraise (Int), Climb (Str), Intimidate (Cha), Knowledge (nature) (Int), Profession (sailor) (Wis), and Swim (Str).
Weapon and Armor Proficiency: An Inner Sea pirate gains proficiency with the cutlass, hook hand, rapier, and short sword. As an Inner Sea pirate develops her skill, she learns a number of tricks that aid her in her work. Classic Duelist (Ex): The Inner Sea pirate gains a +1 competence bonus on attack rolls made with a cutlass, rapier, or short sword. Deep Breath (Ex): The Inner Sea pirate can hold her breath for a number of rounds equal to three times her Constitution modifier before she must start making Constitution checks. Drink for Free (Ex): This ability presumes that the Inner Sea pirate is admired or feared in the taverns she frequents.

Hand Stab* (Ex): The Inner Sea pirate can weaken an opponent’s weapon hand by hitting with a sneak attack. Quick Appraise (Ex): The Inner Sea pirate must at times quickly select the most valuable items to spirit away. Storm Sailor (Ex): The Inner Sea pirate treats all storms as if they were one category less severe for the purposes of sailing and navigation. At 6th, 8th, and 9th level, an Inner Sea pirate can choose one of the following advanced tricks in place of a pirate trick. Burst of Speed (Ex): The Inner Sea pirate has learned to coax speed out of her ship when it really counts.
Defensive Climber (Ex): The Inner Sea pirate does not lose her Dexterity bonus to AC when climbing.
Fearsome Advance* (Ex): If the Inner Sea pirate deals damage with her sneak attack, she can make an Intimidate check as an immediate action to demoralize the damaged opponent. Foot Sweep* (Ex): The Inner Sea pirate has learned to sweep her opponents’ legs when they are reeling from the pain of her precise attacks. Shipboard Authority (Ex): As a full-round action once per day, the Inner Sea pirate can shout orders to her crew. CRAFTING POISONS PATHFINDERGreenblood oil has no effect on inhaled poisons inhaled poisons. They are specialists in the theory and practice of magic, illuminating mysteries of the eldritch fabric that permeates existence.
He does not gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if he is a spontaneous spellcaster), and an increased effective level of spellcasting. He can always take 10 on Knowledge (arcana) and Spellcraft checks, even if distracted or endangered.
The spell’s type (arcane or divine) and save DCs function as normal for his base spellcasting class. He cannot use this ability in circumstances where he could not cast a spell with somatic components. If he casts spells as a sorcerer, he adds dispel magic and greater dispel magic to his spells known.
Those who prove handy on a ship might rise to the rank of captain and command their own ships.
Inner Sea pirates often captain their own ships; those who do not usually serve as officers or aboard notorious ships under accomplished captains. Only one of these tricks can be applied to an individual attack, and the decision must be made before the attack roll is made. The Inner Sea pirate designates one tavern per Inner Sea pirate level as a “favored tavern.” When in a favored tavern, the Inner Sea pirate drinks for free.
An Inner Sea pirate with this ability reduces any distance-based penalties on Perception checks by half when she is at least 10 feet off the ground or above the deck of a ship.

When she deals sneak attack damage against an opponent, that opponent becomes easier to disarm. She appraises an item as a move action and can determine the most valuable item in a treasure hoard as a standard action. This ability grants the Inner Sea pirate a +2 bonus on Climb checks when using a rope to help her climb. With a DC 15 Profession (sailor) check, she increases her ship’s base movement by 5 feet for 1 hour.
If the Inner Sea pirate deals damage with a sneak attack, she can make a trip attack against the damaged opponent as an immediate action.
All allies within 30 feet of the Inner Sea pirate who can hear her gain a +1 morale bonus on attack rolls or on a particular skill check for 1 round per the Inner Sea pirate’s level. The path of the savant brings mastery of the lore of glyphs and sigils, knowledge of exotic spells, and the power to unlock the full potential of magical devices. If a character had more than one spellcasting class before becoming a Pathfinder savant, he must decide to which class he adds the new level for purposes of determining spells per day. A trap that has already been triggered functions normally against a Pathfinder savant, though he still receives this saving throw bonus. Every time he successfully uses either of these spells to make a targeted dispel or counterspell, he heals hit points equal to the caster level of the effect dispelled or counterspelled.
Inner Sea pirates are adept at both sailing and sword fighting, and most have looked death in the face more than once. If an Inner Sea pirate gets a sneak attack bonus from another source, the damage bonuses stack. In addition, she gains a +2 circumstance bonus on Diplomacy and Intimidate checks within a favored tavern. Until the end of the rogue’s next turn, anyone attempting to disarm that opponent gains a +2 bonus on the disarm attempt. In addition, when using a rope to help her climb, the Inner Sea pirate can move at half her speed. All the usual rules for trip attacks apply, and feats such as Improved Trip modify the attack normally. The Inner Sea pirate specifies which bonus applies when she uses this ability and may not change the bonus for the duration of this ability.
This ability does not allow other spellcasters to prepare, cast, or use spell trigger or spell completion items of esoteric spells (such as a sorcerer using a cure light wounds scroll).
They possess a variety of skills that prove useful when sailing and plundering, and two Inner Sea pirates might be quite different from each other.

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