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The Pirate

Any fifth level thief with a minimum Constitution of 12 who likes the waters and is willing to obey a captains will, or is a captain himself, can become Pirate. Dwarven Pirates are highly unlikely, but not forbidden. The Pirate is a seagoing thief who lives of looting other ships. Pirates are experts in using ropes and sailing, but they have little use of true stealth. Here's a table full of info about the Pirate...
 
 
Level: Experience: Hit Points: Thaco: Wpn. Profs: Non-Wpn. Prof: Abilities:
1 0 +1d2 0 3 4 (basic)
2 10000 +1d6 -1 3 4 -
3 20000 +1d6 -1 3 5 +2 save vs. alcohol 
40000 +1d6 -2 4 5 -
5 70000 +1d6 -2 4 5 -
6 135000 +1d6 -3 4 6 -
and so on... +120000/ level +1d6/ level -1/ 2 levels +1/ 4 levels +1/ 3 levels -

The Basic Abilities:
-Escape Bonds: (see Skills and Powers) base chance=15%
-Free Sailing and Rope Use proficiency.
-Free Cutlass proficiency.
-+1 save versus Alcohol.
-familiar with all objects on ship when used as weapon.
-Increased Endurance (+4 to Con for purposes of Endurance)
-+1 to any sea-based proficiency that is not received for free.

When the Pirate advances a level, he may divide 20 points on the following skills:
Escape Bonds, Open Locks, Climb Walls, Pick Pockets

Pirates may use any weapon and wear any armor. Light armor IS recommended, though.

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