Bandit, pirate, bounty hunter or even fortune hunter, no matter what you call yourself in simplest terms you are a privateer. The fighting skill of a fighter combined with the mind of a savvy merchant. You do not care about power or fame; you are in this for one reason money. For you adventuring in not about the quest, adventuring is your business.
Hit Dice: 8
Base Hit Bonus: High
Saves: Fort: High, Ref: Low, Will: Low
Skill Points: 4 Level
Class Skills: Appraise, Bluff, Craft Weapon, Diplomacy, Lore, Parry, Search, Tumble and Taunt
Starting Feats: Armor (Light & Medium), Simple and Martial Weapons, Shield Proficiency and Merchant Savvy
2nd Level: Combat Expertise
4th Level: Privateer Reflexes +1 and Expert Tactician
5th Level: Expert Haggler, Privateer Taunting and Choice of Skill Focus Feat
7th Level: Inspiring Leadership
8th Level: Improved Parry and Privateer Reflexes +2
10th Level: Choice of a Skill Focus Feat
12th Level: Improved Combat Expertise and Privateer Reflexes +3
13th Level: Non-verbal Taunting
14th Level: Slippery Mind
15th Level: Choice of Skill Focus Feat
16th Level: Privateer Reflexes +4
18th Level: Defensive Roll
20th Level: Privateer Reflexes +5 and Choice of Skill Focus Feat
Merchant Savvy: At 1st level Privateers gain a +2 to their appraise and bluff skill checks.
Combat Expertise: Same as the NWN2 feat of the same name. No prerequisites needed.
Privateer Reflexes: Every 4 levels a Privateer gains a +1 to their reflex saving throws while they are wearing medium or lighter armor.
Expert Tactician: Same as the NWN2 feat of the same name. No prerequisites needed.
Expert Haggler: Privateers gain a 10% discount from merchants similar to the Shadow Thief of Amn Reputation Feat.
Privateer Taunting: Privateers are masters at taunting others in combat. They gain an effective +3 to their taunting skill and can add their Charisma Modifier to their armor class when fighting taunted opponents regardless of who taunted them. All other rules on taunting are the same as the skill of the same name.
Skill Focus Feats: Groups employ privateers because of their skills that they add to a party. For this reason a privateer may choose a Skill Focus Feat (as the Feat of the same name) once for every five levels they attain.
Inspiring Leadership: Privateers are natural charismatic leaders and at 7th level gain the ability of immune to fear. They also inspire all of their allies within 10’ft. of them giving them an effective +4 to their fear saving throws. This Feat is similar to a paladin’s Aura of Courage Feat in all aspects except its name.
Improved Parry: Same as the NWN2 feat of the same name. No prerequisites needed.
Improved Combat Expertise: Same as the NWN2 feat of the same name. No prerequisites needed.
Non-verbal Taunting: At 13th level the privateer gains the ability to use his or her taunting abilities even while silenced.
Slippery Mind: Same as the NWN2 feat of the same name. No prerequisites needed.
Defensive Roll: Same as the NWN2 feat of the same name. No prerequisites needed.